Spells

Of course Alghamtar has a plethora of spells which are customized. It is strongly advised that players review the Spell Compendium as it is a great resource and the vast majority of these are considered legal. In this section specialty pages will be kept. A page will be built for each player who is a spell caster as well. On those pages, the player will be encouraged to list any specialized spells they have/research. This will mostly apply to Soul Mages or Truenamers (to keep a list of phonetics the Truenamer will help determine!) however if the game proceeds to epic levels, all epic level spells a caster may create must be recorded in their spell book online as well as for their own reference.

Soul Magic
Soul Magic functions like other magic. Fundamentally it feels the same. It takes on the aspects of various schools, as the Incarnum flow into a natural order. However Soul Magic does not grant Spell Resistance. This is the thing which confounds arcane and divine casters alike. While it is, in some ways stronger, some Soul Mages find it hard to populate their spell sets with spells they approve of. Many have to actively hunt out monsters (which leads to a number of Soul Mages multiclassing into Ranger) to specifically learn powers they feel appropriate of their station.

To Detect Magic, Soul Magic appears as if Incarnum, with a faint trace of Necromancy.

Level 0 Spells
The following spells are not learned from monsters but actually developed by Soul Mages to emulate the natural world. These are able to be learned without a teacher as it is only a matter of harnessing the Incarnum or Soul Energy and spinning into the desired effect.

Cellular Mend
School: Conjuration (Healing)

Components: V, S

Casting Time: 1 swift action

Target: Self

The Soul Mage pulls upon the Incarnum to force his body to knit wounds back together. When this is cast, the Soul Mage recovers 1 HP. If he has no damage, he instead gains 1 Temporary Hit Point.

Hypertension
School: Transmutation

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: One Creature

Saving Throw: Fortitude (negate)

Duration: 1 round

Upon touching the target with a melee touch attack, the target may only take a single move or standard action until the end of the Soul Mages next turn. This, like the Slow spell, also confers a -1 penalty to AC and Reflex rolls. Unlike Slow, it only confers a -5ft penalty to movement and does not confer a -1 to hit.

Atrophy
School: Necromancy

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: One Creature

Saving Throw: Fortitude (negate)

Duration: 1 round

By reaching out and touching the target, their muscles begin to wrinkle and shrink, atrophying in a mere second. This state causes 1d3 damage. Until the end of the Soul Mages next turn, the target suffers a -1 penalty to all saving throws.

Calcify
School: Abjuration

Components: V, S

Casting Time: 1 standard action

Target: Self

Duration: 1 round

Forcing one's skin to toughen is not pleasant. Soul Mages state this causes pain to do and tend to grunt during the experience. When this is done, the calcium levels in their body sky rocket, conferring a +1 Natural Armor bonus. This lasts until the end of the Soul Mages next turn.

Migraine
School: Necromancy

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: One Creature

Saving Throw: Fortitude (negate)

Duration: 1 round

As the veins in the targets head begin to throb, their vision blurs. They take 1d3 psychic damage and become dazed until the end of the Soul Mages next turn. This is not restricted by the target's hit dice.

Air Buffet
School: Evocation [Earth, Air]

Components: V, S

Casting Time: 1 swift action

Range: 25ft radius

Target: All creatures in radius

Saving Throw: Reflex (negate)

Duration: 1 round

The Soul Mage begins to thrash around madly, as blue translucent appendages seem to slam at the ground and area around them. This kicks up dust, dirt and debris in a 25 ft radius. If the Reflex save succeeds, the target can move outside of the area of the cloud. Those who fail take 1 point od damage and get a -1 penalty to attack rolls until the end of the Soul Mages next turn. The cloud provides no cover.

Resilience
School: Abjuration

Components: V, S

Casting Time: 1 standard action

Target: Self

Duration: 1 round

Pulling upon the tanacity of nature, the Soul Mage is able to make himself heartier. This grants a +1 bonus to all saving throws until the end of the Soul Mages next turn.

Disgest
School: Necromancy, Conjuration (Healing)

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: One Creature

Saving Throw: Fortitude (negate)

The Soul Mages hand generates a blue translucent mouth with sharp teeth like a lamprey. If it touches the target then the Soul Mage deals 1d3 damage to the target, and heals himself the same amount. If the saving throw succeeds, half damage is done (minimum 1).

Azure Sight
School: Divination

Components: V, S

Casting Time: 1 swift action

Range: 60 ft

Target: cone-shaped emanation

Duration: Concentration (1 minute/level)

The Soul Mages eyes burn a bright blue and he can see similar to Detect Magic.

Round 1: Presence of Incarnum

Round 2: Presence of Magic; Identify individual Incarnum Auras

Round 3: Identify individual Magic Auras: Strength and location of each Incarnum Aura

Round 4: Strength and location of each Magic Aura

Others
More spells to come...