Matan’s Double Jeopardy Spell reversible 7th lvl
R: touch C: S, M
D: 2 rounds per level C/T: 1 turn
A/E: one creature S/T: negation
This spell creates the beneficial effects similar to the monster called a “Tween”, wherein, the caster receives insights into actions taken in the next melee round. This insight allows the recipient of this spell to make 2 dice rolls instead of one, and take the most beneficial roll of the 2. The spell has a secondary negative affect to all creatures within 30’ of the spell recipient, wherein, they must also make 2 die rolls but they must take the worst of the 2 dice rolls. The only way in which to avoid negatively affecting friends and foes within this range is for them to also have this spell cast on them. All negative affects of this spell are avoided for those symbiotically attached to a living Tween .
This spell may be used as an offensive attack spell also, causing a target creature who fails its saving throw vs. spells to suffer 2 dice rolls with the negative (worse roll) afflicting them for the spells duration. During this time any creature not currently under this spells positive affect variance will gain the positive affects if they are within the 30’ area of effect.
The material components are: 2 oz of ethereal matter contained in a glass globe, 500 gp ruby, and a 1000 gp mithril diviner’s rod.
Analyze Enemy divination 6th lvl
R: 0 in. C: V, S, M
D: instantaneous C/T: 2 segments
A/E: self S/T: N/A
This spell allows the caster to instantaneously analyze a potential foes attack routines for the next round. This insight leads to a + 2 to hit and a - 2 to armor class for the duration of the encounter, as the caster receives insights continuously during the encounter. The insight will also reveal all magic items that an enemy has, but excludes detection of artifact power items. If a vote possesses an artifact date will gain a + 2 to hit and a -2 to armor class instead of the spell caster.
A detailed mental picture of all the attacks likely to be faced in the next round are mentally transmitted into the caster mind. The selected foes will have all of their races, levels, class’s, proficiencies, and other skills likely to be used in combat revealed to the caster instantaneously. The spell caster will not be able to access the creature’s real name, unless they say it to the caster.
The material components are: a lodestone, a cleric’s hair, and 50 gp in sapphire chips.
Wift’s Indicator of Power divination 2nd lvl
R: 10 yds per level C: V,M
D: 1 round per level C/T: 2 segments
A/E: within sight S/T: N/A
This spell outlines a viewed foe with an invisible aura which appears violet colored to the spell caster. The aura is a lighter color for the lower levels individuals, and darkens to a near black purplish color for the highest level individuals viewed with this spell. This spell color variation can be measured by the spell caster, to the nearest five levels of experience, by the color indicated to the spell caster. The aura but can never be concealed to the spell caster and it is invisible to all others.
The material components are:10 gp gold dust, an iron bar, 10 gp pearl, and 1 gp diamond dust.
Darasson’s Improved Potion enchantment 6th lvl
R: touch C: V, S, M
D: one hour per level C/T: 6 segments
A/E: one vial of water & other sp comp S/T: None
This spell is identical in all ways to its level 4 version, which prepares a special vial of water to accept another spell allowing the caster to make an instant and temporary potion going through the steps normally associated with making a potion. The exception for the improvement of the spell is that it allows spells of up to 5th level to be imparted within the potion. A spell caster could also use duration altering magics to allow long-term storage of vast amounts of the spell potions. The only limitation is that the spell caster must know the spell to be imbued within the potion.
The material components are: a vial worth 50 gp made of jade which turns to ordinary stone once the potion contained within is consumed and 1 oz of the dragon’s blood.