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===Spells=== ''Using spell corruption rules instead of spell memorization''<br> ''Specialist in Battle, Protection, and Wards and Runes magic'' *'''Imbuement:''' Aura of Deadliness (War Spell) - At all times, you possess an Aura of Deadliness. People react to it in different ways, dependent on their personality and the situation. People generally perceive you as intending them some level of harm, even when you are not. *'''Flare''', L1 Fire spell | Range: 100' per CL | Duration: Instant | Effect: Caster only This spell projects a tiny ball of light from your hand that explodes in a large burst of bright light when it reaches the end of its range. This flare is visible for miles around. If the flare explodes in someone’s face, they are blinded for 2d6 rounds. *'''Plague of Vermin''', L5 Animals/Chaos/Summoning spell | Range: 1 mile per CL | Duration: 1 day | Effect: 1 location This spell summons a swarm of insects, rats, or other small vermin to plague a settlement or other location within range. The swarm can be up to 50 feet per caster level wide when amassed. You must know the location’s name if you cannot see, hear, or touch it. If there are no vermin at all in the area, they are summoned from the nearest location that does have vermin, even if they cannot actually survive in the target location. *'''Protection from Missiles''', L4 Battle/Protection spell | Range: Touch | Duration: 1 hour per CL | Effect: 1 creature For the duration of this spell, the target becomes immune to all non-magical missiles, projectiles, and other ranged attacks. Anything that flies through the air and is mundane in nature simply bounces off, to no effect. ''Variations:'' • '''Level 5.''' Range: Senses, 20 feet per caster level. • '''Level 6.''' Duration: 1 day | Effect: Caster only | Range: None *'''War Spell''', L3 Battle/Enhance/Quintessence spell | Range: None | Duration: 1 hour per CL | Effect: Caster only For the duration of this spell, any harmful spell you cast inflicts an additional 1d6 + caster level damage. ''Variations:'' • '''Greater War Spell: Level 8.''' Any harmful spell you cast affects additional targets equal to caster level, in addition to the extra damage. • '''Lesser War Spell: Level 1.''' Additional damage is 1d4 only. *'''Ward Against Ghosts''', L1 Abjuration/Necromancy/Wards & Runes spell | Range: Touch | Duration: 1 day per CL | Effect: 1 location For the duration of this spell, ghostly spirits are unable to enter the target location, or cast spells upon it or anyone inside it. Any ghosts inside the location when this spell is cast are forcibly ejected. ''Variations:'' • '''Level 3.''' Duration: Until reversed. *'''Wizard Sword''', L1 Battle/Evocation spell | Range: None | Duration: 1 turn per CL | Effect: Caster only This spell summons a sword made of magic into your hand. When you attack with it, add your level to your rolls (if you don’t already) and deal 2d4 damage. Add your Intelligence modifier to attack and damage rolls instead of Ferocity. This sword counts as magical and will injure creatures immune to blades and normal weapons. ''Variations:'' • '''Level 4.''' The wizard sword inflicts 2d6 damage. • '''Level 7.''' The wizard sword inflicts 2d8 damage. Per the Magic rules, spells of a higher level than the character may be cast. If cast by ''Reading a Formula'' or ''Casting from Memory'', the character must succeed on a d20 roll against half their Intelligence score to Control the spell or suffer failure and miscasting. If cast by ''Performing a Ritual'', the roll to Control the spell is made against the full Intelligence score of the character.<br> <br>Variations are a variation on the spell that can be cast spontaneously, if the spell is mastered and memorized.
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