This list includes the following spells: Ankursa's blessing, astral blink, conjure fire kin I-IX, divinatory wish, ethereal blink, flight of stars, incorporeal blink, martial master, negative rain, conjure fire kin X, defeat divination, fire of the planes, immunity, judgement of the phoenix, major fireball, Mordenkainen's ward, rift, sight of the exalted eye, slaying wind, undraco.


The Spells

Ankursa's Blessing

Abjuration
Level:Initiate of Ankursa 5
Components:V, S, DF
Casting Time:10 minutes
Range:Personal
Target:You
Duration:24 hours or until discharged

You may avoid one physical, psionic, or magical attack by discharging this spell before any saving throw or damage roll is made. You must succeed at a Concentration check. For psionic or magical attacks, the DC is equal to the saving throw of the attack to be avoided (whether or not the attack allows a saving throw). For physical attacks, the DC is equal to the attack roll. If successful, you avoid the attack entirely. If you fail, the attack affects you normally, though any saving throws allowed by the attack are still allowed.

If the results of the attack have already been determined, such as a failed saving throw or successful attack roll, you may discharge this spell immediately, but in this case you suffer a +4 modifier to the DC of the Concentration check. Magical or psionic attacks that cause damage instead have a Concentration DC of 10 + damage dealt.

While this spell is subject to a dispel magic, it does not leave an aura about the priest, and cannot be detected by detect magic or true seeing.

Astral Blink

Transmutation [Teleporation]
Level:Sor/Wiz 4, Initiate of Ankursa 3

As ethereal blink, except you become astral and the material component is a piece of silver wire worth 1 sp. This spell does not function if cast outside of the outer planes.

Conjure Fire Kin I-IX

Conjuration (Summoning) [Fire]
Level:Clr 1-9 (Kossuth)
Effect:One or more creatures, no two of which can be more than 30 ft. apart

As summon monster I-IX, except for the type of monsters summoned.

1st Level (d0)

2nd Level (d2)

3rd Level (d7)

4th Level (d12)

5th Level (d10)

6th Level (d7)

7th Level (d10)

8th Level (d8)

9th Level (d4)

Divinatory Wish

Divination
Level:Sor/Wiz 9
Components:V, XP
Casting Time:1 action
Range:See text
Target, Effect, or Area:See text
Duration:See text
Saving Throw:See text
Spell Resistance:Yes

Divinatory Wish is the mightiest divination spells a wizard or sorceror can cast. By simply speaking aloud, the character can learn almost anything. Even divinatory wish, however, has its limits.

A divinatory wish can do any one of the following:

The character may wish for greater effects than these, but doing so is dangerous. Such a divinatory wish gives the opportunity to gain incomplete or inaccurate information.

Duplicated spells allow saves and SR as normal (but save DCs are for 9th-level spells). When a divinatory wish duplicates a spell that has an XP cost, the character must pay 5,000 XP or that cost, whichever is more. When a divinatory wish duplicates a spell with a material component that costs more than 10,000 gp, the character must provide that component.

XP Cost: 5,000 XP or more (see above).

Ethereal Blink

Transmutation [Teleporation]
Level:Ass 4, Sor/Wiz 3, Initiate of Ankursa 3
Components:V, S, M
Casting Time:1 action
Range:Personal
Target:You
Duration:2 rounds/level

The phase blink effect slowly cycles you in and out of the ethereal plane. Every round, beginning on the first, you become ethereal at the end of your action, reappearing at the beginning of the next round. You only become ethereal if you take an action, so refocussing, delaying, or readying an action will not cause you to become ethereal. If you perform any type of action prior to readying an action, including free actions, you become ethereal and you lose your readied action.

This spell does not function if cast in the astral, ethereal, or outer planes.

Material Component: A piece of gold wire worth 1 gp.

Flight of Stars

Transmutation
Level:Ass 2, Initiate of Ankursa 2
Components:S, M
Casting Time:1 action
Range:Medium (100 ft. + 10 ft./level)
Target:One or more creatures, no two of which can be more than 15 ft. apart
Duration:Instantaneous
Saving Throw:None
Spell Resistance:No

This spell enchants a shuriken to fly from your hand and unerringly strike its target. The shuriken does normal damage for its type.

The shuriken strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damage by the spell.

For every level of experience, you can enchant an additional shuriken. If you shoot multiple shurikens, you can have them strike a single creature or several creatures. A single shuriken can only strike one creature.

Material Component: The shurikens to be enchanted.

Incorporeal Blink

Transmutation [Teleporation]
Level:Sor/Wiz 4, Initiate of Ankursa 3

As ethereal blink, except you become incorporeal and the material component is a piece of platinum wire worth 1 pp. This spell does not function outside of the astral or ethereal plane.

Martial Master

Divination
Level:Initiate of Ankursa 1
Components:V, S
Casting Time:1 action
Range:Personal
Target:You
Duration:1 minute/level

You gain proficiency with one martial arts maneuver as if you had the appropriate feat. Select one martial arts feat from Oriental Adventures. If the feat has prerequisites, you are not required to have them. If the prerequisites are other feats you do not have, you gain those feats as well.

Negative Rain

Conjuration (Healing) [Evil]
Level:Sor/Wiz 5, Initiate of Ankursa 4
Components:S, M
Casting Time:1 action
Range:Close (25 ft. + 5 ft./2 levels)
Area:Cylinder (15-ft. radius, 40 ft. high)
Duration:Concentration
Saving Throw:None or Will negates
Spell Resistance:Yes

You create a zone of negative energy. Each time a creature within the area acts on their initiative, they take 1 point of negative energy damage for every two levels of the caster (maximum 5). The caster can then channel that energy as positive energy to one other creature within the area to heal it of an equal amount of damage. This channeling occurs instantly.

Creatures immune to energy drain, such as constructs, are not harmed by the negative energy. Since undead are powered by negative energy, the normally harmful effects of this spell heal them instead. However, undead are harmed by the positive energy of this spell, though they may make a Will save to negate any damage each time they are targeted.

Material component: A piece taken from an undead creature.

Conjure Fire Kin X

Conjuration (Summoning) [Fire]
Spellcraft DC:68
Components:V, S
Casting Time:1 round
Range:75 ft.
Duration:20 rounds (D)
To Develop:612,000 gp; 13 days; 24,480 XP. Seed: summon (DC 14), summon +13 CR (+26 DC), summon non-outsider (+10 DC). Factors: reduce casting time by 9 rounds (+18 DC).

As conjure fire kin I-IX, except for the type of monsters summoned.

Epic Level (d4)

Defeat Divination

Abjuration
Spellcraft DC:77
Components:V, S
Casting Time:2 minutes
Range:Personal
Duration:24 hours
To Develop:693,000 gp; 14 days; 27,720 XP. Seed: ward (DC 14), blocks divination spells (+40 DC), ad hoc increase from 9th-level to epic spells affected (+25 DC). Mitigating factor: increase casting time by 1 minute (-2 DC).

This powerful archmagic blocks all divination attempts on the caster, of any level.

Fire of the Planes

Transmutation [Fire]
Spellcraft DC:72
Components:V, S, Ritual
Casting Time:1 round
Range:0 ft.
Area:100-ft.-radius sphere
Duration:Instantaneous
Saving Throw:Will negates (see text)
Spell Resistance:Yes (see text)
To Develop:648,000 gp; 13 days; 25,920 XP. Seed: transport (DC 27). Factor: transport to Elemental Plane of Fire (+2 DC), change from touch to area (+14 DC), increase area by 400% (+16 DC), unwilling target (+4 DC), reduce casting time by 9 rounds (+18 DC), increase spell's saving throw by +8 (+16 DC), gain +8 bonus on caster level check to overcome target's spell resistance (+16). Mitigating factors: one additional spellcaster contributing a 6th-level spell slot (-11 DC), reduce duration to 20 hours (-2 DC), reduce duration to 1 hour (-18 DC), limited circumstance (ad hoc -10 DC).

When this ritual is completed, all creatures within the area are transported to the Elemental Plane of Fire. No protections are offered by this spell. Both the save DC and the caster level check to defeat SR are increased by +8. This spell can only be cast on hallowed (or unhallowed) ground to the caster's patron deity (Kossuth).
This is a ritual spell requiring the presence of a fire elemental of at least large size to help direct the energies.
Material Component: .

Immunity

Abjuration
Spellcraft DC:130
Components:V, S
Casting Time:1 action
Range:Touch
Area:Creature touched
Duration:6 hours
Saving Throw:Will negates (harmless)
Spell Resistance:Yes (harmless)
To Develop:1,170,000 gp; 24 days; 46,800 XP. Seed: fortify (DC 17), ward (DC 14). Factors: epic damage reduction (+15 DC), increase damage reduction by 4 (+8 DC), affect 4th-level spells (+60 DC), 1-action casting time (+20 DC). Mitigating factors: decrease duration to 6 hours (ad hoc -4 DC).

Immunity grants the target total immunity to 1st-3rd level spells and 4th-5th level spells have only half their normal effect (duration, bonuses, penalties, damage, etc.). The target also gains damage reduction 10/magic and 5/epic.
The target can choose to suppress this immunity for 1 round as a standard action.
This spell can be augmented to greater immunity, increasing the protection from spells by 1 level and the damage reduction by 5. This increases the Spellcraft DC by 30 with commensurate increases in development cost, research time, and XP cost.

Judgement of the Phoenix

Evocation [Fire]
Spellcraft DC:10
Components:V, S, XP, Ritual
Casting Time:1 action
Range:300 ft.
Area:One living creature
Duration:Instantaneous
Saving Throw:Fortitude partial
Spell Resistance:Yes
To Develop:90,000 gp; 2 days; 3,600 XP. Seed: slay (DC 25). Factors: affect additional 80 HD (+8 DC), 1-action casting time (+20 DC), increase spell's saving throw DC by +40 (+80 DC), gain bonus on caster level check to overcome target's spell resistance +20 (+40 DC), shared loss (ad hoc +2 DC). Mitigating factor: 36d6 backlash (-36 DC), burn 10,000 xp during casting (-100 DC), 2 additional spellcasters contributing 6th-level spell slots to the casting (-22 DC), additional spellcaster contributing 4th-level spell slot to the casting (-7 DC).

You kill one creature of up to 160 HD as fire destroys it from within. Fire resistance is irrelevant; only immunity saves the target. You gain a +20 to caster level checks to overcome their spell resistance, and the creature must pass a Fortitude saving throw with a +40 to the DC to survive. If they pass, they take 3d6+20 points of fire damage. The caster takes 36d6 points of damage in the casting as the burning of their own life force is used to attack the target.
The contributing spellcasters may offer their own life force to the caster. This must be done willingly, and the creatures cannot be charmed or controlled in any way. For every 2d6 damage of backlash a contributor takes, the caster reduces their own backlash damage by 1d6, to a maximum of 18d6. For every 100 xp a creature loses, the caster reduces their own loss by 50 xp, to a maximum of 5,000 xp. For example, Sarah casts Sacrifice and has a companion offer their life force. The companion chooses to take a quarter of the sacrifice upon themselves; Sarah takes 27d6 damage and loses 7,500 xp, while the companion takes 18d6 damage and loses 5,000 xp.
XP Cost: 10,000 XP or more.

Major Fireball

Evocation [Fire]
Spellcraft DC:52
Components:V, S, M
Casting Time:90 days, 11 minutes
Range:1500 ft.
Area:1000-ft.-radius hemisphere
Duration:Instantaneous
Saving Throw:Reflex half (see text)
Spell Resistance:Yes
To Develop:468,000 gp; 10 days; 18,720 XP. Seed: energy (fire) (DC 19). Factors: release contingent on trigger (+25 DC), increase range from 300 ft. to 1500 ft. (+8 DC), change area to 20-ft.-radius hemisphere (+2 DC), increase radius to 1000 ft. (+196 DC), increase spell's saving throw DC by +3 (+6 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 90 days (-180 DC), expensive material component (ad hoc -4 DC).

When cast, this spell remains dormant until such time as the caster wishes to release it with a word and a gesture. The spell then blazes forth from her hands, inflicting 10d6 points of fire damage to all within its effects, with a +3 to the DC of the Reflex saving throw.
Material Component: A star ruby cut by the caster (10,000 gp).

Mentor's Speed Creature

Conjuration [Teleportation]
Spellcraft DC:68
Components:V, S, XP
Casting Time:10 minutes
Range:Touch
Target:Touched willing creature
Duration:Permanent
To Develop:,000 gp; days; ,0 XP. Seed: transport (DC 27), haste subject (-4 DC), permanent duration (x5 DC); Mitigating Factors: increase casting time by 9 minutes (-18 DC), burn 2,500 XP during casting (-25 DC).

A creature affected by Mentor's Speed Creature is permanently hasted by transporting them into a slightly faster time stream. Casting this spell burns 2,500 XP.

Mordenkainen's Ward

Abjuration
Spellcraft DC:12
Components:V, S
Casting Time:10 minutes
Range:Touch
Area:Creature touched
Duration:24 hours
Saving Throw:None
Spell Resistance:Yes (harmless)
To Develop:108,000 gp; 3 days; 4,320 XP. Seed: ward (DC 14). Factors: Affect single 9th-level spell (+16). Mitigating factors: increase casting time by 9 minutes (-18 DC).

Mordenkainen’s ward blocks Mordenkainen’s disjunction for 1 day. Due to the nature of this magic, total protection cannot be gained. The caster of Mordenkainen’s disjunction must make a normal caster level check to disjoin spells on the warded character, starting with the spell with the highest caster level and proceeding downwards until one spell has been disjoined. If the disjunction effect was centred on the warded individual, a caster level check is made against every spell in effect and any number can be affected. Mordenkainen’s ward is not itself subject to disjunction.
This spell also provides a +10 bonus to Will saving throws made to prevent the disjoining of worn or carried items. As with spells, only a single item can be affected unless the disjunction was centred on the warded creature. To determine the order in which items are affected, use the same table as if the defender had rolled a 1 on a saving throw against an offensive spell.
Artifacts in the possession of the warded creature subtract the caster level of Mordenkainen’s ward from the caster level of Mordenkainen’s disjunction when calculating the percentage chance of any artifact in their possession being affected.

Rift

Transmutation
Spellcraft DC:56
Components:V, S
Casting Time:10 minutes (see text)
Range:Personal
Area:750-ft. radius sphere
Duration:20 hours
Saving Throw:Will negates (harmless)
Spell Resistance:Yes (harmless)
To Develop:,000 gp; 0 days; 0,00 XP. Seed: fortify (DC 17). Factors: increase hit point bonus to 50 (+98 DC), contingent on specific trigger (+25 DC), change from target to 20-ft. radius (+10 DC), increase area to 750-ft. radius (+146 DC). Mitigating factor: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), change contingent release to 10 minute casting time (ad hoc -20 DC).

With this spell, you magically bring the Negative Material plane closer to the Prime Material plane, creating a rift between the two centered upon you. You must first prepare this spell for 100 days, reading scrolls and books about the planes. Any interruption ruins the spell. This preparation readies the spell, which counts as a slot used from your daily epic spell slots until cast. Upon casting, all undead with the area gain 50 temporary hit points for the duration of the spell. In combat, the temporary hit points are taken off first.
The area of the rift moves with you, possibly placing some undead out of the sphere or encompassing others as you move. Temporary hit points are gained immediately upon entering the sphere, and then only once per creature per casting. You have no control over which undead receive the benefit of the temporary hit points; all undead in the sphere are so affected.

Sight of the Exalted Eye

Divination
Spellcraft DC:76
Components:V, S
Casting Time:7 minutes
Range:Personal
Area:Plane
Duration:8 hours (D)
To Develop:684,000 gp; 14 days; 27,360 XP. Seeds: reveal (DC 19), both hear and see (+2 DC), use magical senses (+4 DC), foresee (DC 17). Factor: duration +2300% (+46 DC). Mitigating factor: increase casting time 6 minutes (-12 DC).

This spell allows the caster to view all that is happening within the plane of existence in which it is cast. For the duration, the caster is able to see and hear anything anywhere on the plane of existence at will, using magical senses if available. The view can be changed to any angle.

Slaying Wind

Necromancy [Death, Fire]
Spellcraft DC:79
Components:V, S, Ritual, XP
Casting Time:10 minutes
Range:300 ft.
Area:1000-ft. cone (see text)
Duration:Instantaneous
Saving Throw:Reflex half and Fortitude partial (see text)
Spell Resistance:Yes
To Develop:711,000 gp; 15 days; 28,440 XP. Seeds: energy (fire) (DC 19), reveal (DC 19), slay (DC 25). Factors: increase damage dealt by 9 dice (+18 DC), affect additional 80 HD (+8 DC), change area to 40-ft. cone (+2 DC), increase area to 1000 ft. (+96 DC), increase spell's saving throw DC by +20 (+40 DC), gain bonus on caster level check to overcome target's spell resistance +10 (+20 DC), increase damage die to d20 (+40 DC). Mitigating factor: 80d6 backlash (-80 DC), burn 2,000 xp during casting (-20 DC), increase casting time by 9 minutes (-18 DC), one additional spellcaster contributing a 3rd-level spell slot to the casting (-5 DC), conditional chain backlash (-80 DC).

When cast.

Undraco

Necromancy
Spellcraft DC:22
Components:V, S
Casting Time:Varies
Range:Touch
Area:One corpse touched
Duration:Instantaneous
To Develop:198,000 gp; 4 days; 7,920 XP. Seed: animate dead (DC 23), create 21 additional HD of undead (+21 DC), control 24 HD of additional undead (+12 DC), create ghosts (+8 DC). Mitigating factor: increase casting time 10 minutes (-20 DC), increase casting time 11 days (-22 DC).

You turn the bones or body of any dead dragon (up to 41 HD) into an undead that follows your spoken commands. Control is indefinite for undead created by this spell (to a maximum total of your caster level +24 in HD). Any undead you command through an ability to rebuke undead does not count towards this limit.
The casting time is 1 day for zombie and skeletal dragons, 2 days for ghouls, 3 days for shadows, 4 days for ghasts, 5 days for wights, 6 days for wraiths, 7 days for mummies, 8 days for spectres, 10 days for vampiric dragons, and 11 days for ghostly dragons.
For zombie dragons, skeletal dragons, wights, wraiths, mummies, spectres, vampiric dragons, and ghostly dragons, use the appropriate template.
For other undead types (ghouls, shadows, ghasts), apply all special attacks, special qualities, and all extraordinary, spell-like, and supernatural abilities. Use the Int, Wis, and Cha listed for the undead type; if the resulting ability score is below what would normally be required to cast one of their spell-like abilities, they lose the ability. 1