Blue Magic Flash - Level 1 Something that lots of monsters have is the mysterious ability to produce lots of light at an instant. Flash dazes anyone in the 40 ft. radius of the attack for 2 rounds. A reflex save is allowed to negate this effect for each target. ????? - Level 1 Nobody's quite sure what this spell does. But it does something damaging to the target. Usually. This spell is always cast as a quickened (Free but once per round) action. Bloodsuck - Level 1 A technique used by most vampiric creatures, Blood Suck deals 1d10+1/2 caster level (max +5) damage to one target on a successful melee attack, and gives the same amount in hit points to the caster (This damage is in addition to that of the normal attack). Any hit points over the caster's max are lost. This spell requires an attack and, therefore, may be cast as a move-equivalent action instead of a full-round action. Moon's Promotion - Level 1 This spell acts as the Berserk spell, only it affects friend and foe alike, including the caster. All affected persons are permitted a will save to negate the effect of this spell. Flame Barrier - Level 2 Flame barrier is an ability usually possessed by fire creatures. It encases the caster in a sheathe of flame that does not harm their equipment, but damages anybody that comes into contact with them. All melee attacks the caster makes while this is active deal an additional 1d4+1/2 caster level (max +5) fire damage. In addition, while the field is active, the caster gains Fire Resistance 30/-. Flame Barrier lasts for 1 round/2 caster levels. Also, water dispels the barrier instantly. Ice Barrier - Level 2 As Flame Barrier, except it deals cold damage, offers Cold Resistance, and is dissipated by a Fire attack. Bolt Barrier - Level 2 As Flame Barrier, except it deals electricity damage, offers Electricity Resistance, and is dissipated by an Earth attack. Death Sentence - Level 2 Death Sentence, one of the most dangerous spells in the game. Death Sentence puts a timer of 5 rounds on a person. If the timer expires before the caster is killed or otherwise vanishes from battle, then the spell takes effect and instantly kills whoever it was cast on. No save is allowed for this spell, although many creatures are immune to its effects. Emerald Light - Level 2 Used by Carbuncle, Emerald Light will heal any number of targets within 30 ft as if affect by a cure spell of your caster level. No two targets may be further than 30 ft. appart. Whispering Wind - Level 3 This ability is used by the summoned creature Sylph. It deals 1d5+1 per caster level (Max +10, Will half) Dark damage and either the caster or the caster's allies gain this in HP. If distributed among allies, this spell divides the recuperated HP as evenly as possible among the allies. Fire Breath - Level 3 An ability possessed by fire-breathers such as fire dragons and the like, this spell mimics the essence of that ability. It deals 3d10+1/caster level (Max +10) fire damage to all targets in a 10 ft. radius of your target point. Alternatively, it can also be fired as a cone in front of you, which then has a range of 15 ft and a radius of 1/3rd that at its furthest point. Ice Breath - Level 3 As Fire Breath, only it deals cold damage. Bolt Breath - Level 3 As Fire Breath, only it deals electricity damage. In addition, instead of hitting a radius of 10 ft, it affects a line 30 ft. long. Frog Song - Level 3 This spell operates exactly identical to the spell Frog, except it cannot perform the reverse action of frog to human. Additionally, this ability requires the target to hear the spell. If the target cannot hear for whatever reason, they automatically make their save. Laser - Level 4 Laser cuts the target's Hit Points in half, dealing a max of 15/caster level damage to the target. Unlike Gravity, this spell has no upper limit on damage. Some creatures, however, are resistant to its effects (like with gravity). The damage dealt is Light energy. 1000 Needles - Level 4 1000 Needles deals guaranteed damage. No defense or guard protects against it, except for incorpreality. The damage dealt is 3 damage per caster level, and the type (not like it matters) is piercing. This spell cannot be reflected back by means of a Reflect spell or Improved Runic ability. Dark Shock - Level 4 Dark Shock temporarily drain's the target's natural abilities. If successful, it imposes a -4 penalty on all saves, checks, and rolls that the target makes. The target is allowed a will save to resist. This spell ends after 2 rounds/caster level. This effect persists as a 'curse', and therefore cannot be cured by Clear. Oscillation - Level 4 A very powerful technique, this ability causes sonic damage to all in the 20 ft. radius centered around the caster, including the user. It deals 8d10+caster level sonic damage, and has a cast time of 3 rounds, similar to Comet. A fortitude save is allowed for half damage. The caster must have a tuning fork to cast this ability, upon which breaks after the spell is cast. Aqualung - Level 5 Bad Breath - Level 5 Time Slip - Level 5 Windblast - Level 5 Roulette - Level 6 White Wind - Level 6 Lifeshaver - Level 6 Exploder - Level 6 Trine - Level 6 Magnetic Storm - Level 7 Fear Barrier - Level 7 Sacred Song - Level 7 Silf - Level 7 Kirin's Song - Level 7 Step Mine - Level 8 Mighty Guard - Level 8 Shadow Flare - Level 8 Maelstrom - Level 8 Ill Storm - Level 9 Pale Horse - Level 9 Dreamlessness - Level 9 Grand Train - Level 9 Ancient Light - Level 9