Fine vellum sheets fill these two well-worn books. Beautiful illustrations depict the effects of each spell, many with a distinctly arctic theme. Though the pages and their wintry illustrations are of high quality, the protective leather case that encloses both books smells and feels greasy, as if the hide has been crudely waterproofed with animal fat.
Protection Fire trap modified to inflict cold damage (Reflex DC 17)
Opposition schools Illusion, necromancy
Value 4,335 gp (5,985 gp with the preparation ritual)
6th—contingency S, freezing sphere S, repulsion
5th—cone of cold S, mage’s private sanctum, permanency, teleport, wall of forceS
4th—ice storm S, shout S, stoneskin, symbol of revelation [UM], wall of iceS
3rd—arcane sight, dispel magic, elemental aura S [APG], fire trap, heroism, lightning bolt S, phantom steed, seek thoughts [APG]
2nd—bull’s strength, false life OP, glitterdust, hideous laughter, make whole, resist energy, rope trick
1st—detect secret doors, endure elements, enlarge person, feather fall, mage armor, magic missile S, obscuring mist, shield, shocking grasp S
0—standard plus breeze [UM] (missing) [errata removes 0-level spells]
Rime Bite (Su) You infuse your spell with a biting cold that few can withstand. Spend this boon as a free action when you cast a spell with the cold descriptor. Any damage from that spell ignores all resistance to cold, but does not ignore immunity to cold.
The Work Book of Rul Thaven (Diviner)
This medium-sized book has a creased spine and supple gray leather covers. The leather has rubbed away in certain spots, tiny pinhole burns pock the surface, and a brass lock holds the book shut. A woman’s portrait has been bound into the front cover, and text covers almost all of the image except her face: text in circles, with arrows pointing to new circles with suppositions. Underneath the woman’s chin are the words “Diabolist sacrifice?”
Protection Average lock (DC 25), and the 5th-level spells are hidden with secret page. The special word is “reveal.”
Opposition schools Illusion, transmutation
Value 2,195 gp (3,320 gp with the preparation ritual)
5th—contact other plane S, Hod's Gift(DM), major creation, telepathic bond S,
4th—detect scrying S, locate creature S, remove curse, scrying , Touch of Callimachus (DM)
3rd—arcane sight S, clairaudience/clairvoyance S, Portal Jaunt (DM), secret page OP, tongues S
2nd—detect thoughts S, flaming sphere, locate object S, Master’s Eyes(DM), resist energy, see invisibility S, summon monster II
1st—cause fear, comprehend languages S, detect secret doors S, detect undead S, disguise self OP, identify S, protection from evil, protection from law, Step Like Me(DM), true strike S
Eyes of Rul Thaven (Su) You use a trick perfected by Rul Thaven to ferret out invisible creatures. Spend this boon’s effect as a swift action. You gain the effects of see invisibility for 1 round.
School universal; Level bard 0, sorcerer/wizard 0 Casting Time 1 standard action
Components V, S Range personal Target you Duration 1 min./level
You grant yourself the ability to ignore violent motion while casting spells. You gain a +4 bonus to concentration checks when casting spells while under vigorous or violent motion.
STEP LIKE ME
School transmutation; Level sorcerer/wizard 1, witch 1 Casting Time 1 standard action
Components V, S, M (personal item such as blood, hair,footprint, or other connection to target)
Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day (D)
Saving Throw Fortitude negates; SR yes
You steal the footsteps of a target creature within one size category of you. For the duration of the spell, you leave the tracks of the target while they leave tracks as if they were you. In addition, creatures capable of identifying creatures using tremor sense mistake you for a creature of their own species.
School divination; Level sorcerer/wizard 2, witch 2 Casting Time 1 standard action
Components V,S Range touch Target your familiar
Duration 1 min./level (D) Saving Throw none; SR no
When you identify targets for a ranged spell, you may use your familiar’s senses to identify targets within the spell’s range, even if you do not have line of sight to them. Your familiar must see the creature or object to target it. You gain the following information: the existence of targets your familiar identifies, their physical position relative to you, and whether your familiar considers them allies, neutral, or enemies.
To identify a target, the familiar must make a Perception check with all normal modifiers applying. If the familiar does not sense the target and its location, it cannot identify the target or supply information on the target’s location. Even if identified, the familiar’s lack of line of sight may prevent a spell from targeting an individual. Master’s Eyes doesn’t affect the ranged spell in any way other than to provide potential targets for the spell. All other requirements for your ranged spell must be met as normal, and it still originates from you.
School conjuration (teleportation); Level sorcerer/wizard 3
Casting Time 1 standard action Components V, S, F (A small brass key)
Range medium (100 ft. + 10 ft./lvel) Effect one door becomes a portal to another within range
Duration 1 round Saving Throw none; SR no
By touching a door or gate with your focus, you turn it into a one-way portal to another such door within the spell’s range. This spell works with any crafted door, doorway, archway, or other artificial opening. It will not work with natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination’s location or have line of sight to it. On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You may step through the door, emerging instantly out of the destination door. Alternatively, you may allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling. For purposes of the spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell’s duration. You may only travel to a side of the door you can see or have physically been to in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature do not move through the portal within 1 round, the spell ends.
TOUCH OF CALLIMACHUS
School transmutation; Level sorcerer/wizard 4 Casting Time 1 standard action
Components V, S Range touch Target creature touched
Duration 10 min./level Saving Throw Will negates; SR yes
Your touch evokes a raised, bluish glyph on the subject. The target is more susceptible to your spells and takes a –2 penalty to all saves against spells you cast with the penalty, increasing by 1 per 4 caster levels to a total of –6 at 20th level. In addition, you gain a +2 bonus to caster checks to overcome the affected creature’s spell resistance, if any.
School transmutation; Level cleric/oracle 5, sorcerer/wizard 5
Casting Time 1 standard action Components V, S, M (a pinch of charcoal), DF
Range touch Target creature touched Duration: 1 hr./level
You gain blindsense 60 ft. This spell can be made permanent with a permanency spell at a cost of 15,000 gp and a minimum caster level of 14th.