Third-Party Spells

Bestow Curse, Greater

Dali's Barb

Dali's Venom Blade

Demon's Breath

Douse

Transmutation
Level: Drd 1, Shadowsworn 0, Sor/Wiz 1
Components: V, S
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Area: One light/level in a 40-foot radius
Duration: Instantaneous
Saving Throw: Reflex negates (object)
Spell Resistance: Yes (object)

You douse a number of small sources of natural light, such as candles, lanterns, or torches. You can extinguish multiple fires at the same time, as long as they are all within the spell's area. Hearth fires, campfires, bonfires, and magical fires are unaffected.

Fires of Hell

Light of Heaven

Play the Fool

Remove Greater Curse

Rogue's Stab

Scry Reverse

Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: Standard action
Range: See text
Target: Magical sensor
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No

If you become aware that you are being scried, either through a Will save or a detect scrying spell, you immediately begin scrying the scrier as if you had successfully cast scrying to find him. This spell functions even if you know nothing about the scrier, and you can continue to scry him even if he ends his own scry. This reversal does not end the original scry.

Material Component: A small silver mirror worth at least 50 gp.

Soul Beacon

Thief of Spells

Transmutation
Level: Brd 5, Sor/Wiz 4
Components: V, S
Casting Time: Standard action
Range: Touch
Effect: One or more spells cast upon another creature
Duration: 1 round/level or until used
Saving Throw: None (see text)
Spell Resistance: Yes

You touch a creature and attempt to take on any or all spell effects currently active upon it. Touching the creature makes you immediately aware of the highest-level spell active on the target, and you can try to steal it. To steal it, make a level check: a d20 roll plus your caster level (maximum +10). The DC for this check is 11 plus the caster level of the spell in question. If you succeed, you steal the spell, ending the spell's effect on the creature, and gaining the effect as if you had the spell cast upon yourself for the remainder of its duration and effect. After a successful theft, or if you did not attempt to steal the spell, you learn of the next highest-level spell affecting the target. You can then decide to steal that one. This continues until you fail in an attempt or you've discovered all the creature's spell effects. You cannot steal more spell levels than a total equal to your own level. The whole process happens in an instant, no matter how many spells you steal.

Since you can choose not to steal a spell, but you do not know how many spells the creature has cast on it, you might identify the spells active upon a creature but accidentally pass on the chance to steal any. For example, if you pass up a chance to steal the first two spells you learn about, but the creature only carries two spells cast upon it, your spell ends and you have stolen nothing.

As an extended example, a 9th-level wizard casts thief of spells and touches a 10th-level sorcerer. He learns immediately that the highest-level spell active upon the sorcerer is stoneskin. The wizard attempts to steal the spell, and rolls a 14 (14 + 9 = 23). The sorcerer cast the spell himself, so the DC is 21. The wizard now has stoneskin active upon himself, with whatever duration the spell has left (and he keeps the hit point total the spell has already prevented as well). Next, he learns that the sorcerer has haste cast upon him. The wizard is already hasted, so he decides not to steal it, knowing that if he fails, the spell ends. The next spell is cat's grace, which the wizard attempts to steal. He rolls a 3, getting a 12 as a result. The spell has a DC of 21 just like the first one, so he fails to steal it and the thief of spells ends.

Welter