Custom Spells: Difference between revisions

From EfU Wiki
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 595: Line 595:
  Range: Touch
  Range: Touch
  Area of Effect / Target: Single
  Area of Effect / Target: Single
  Duration: 1 Turn / Level
  Duration: 1 Turn / 2 Levels
  Save: Harmless
  Save: Harmless
  Spell Resistance: No
  Spell Resistance: No

Revision as of 07:13, 1 December 2020

Below are EFU's custom spells. More will be added in time, and existing ones might see mechanical or visual changes.


Abjuration

Alarm

Level: Brd 2, Rgr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Ilyykur's Mantle

Caster Level(s): Sorc/Wiz 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.

Ward Area

Abjuration
Level:Cleric 4, Druid 4, Sorc/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Special
Target: Special
Duration: 10 minute/level
Saving Throw: Harmless
Spell Resistance: No

The entire area becomes protected with a dimensional anchor that prevents astral incursions. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. If there is an active Scrying attempt, it immediately ends. If there is a Teleport attempt in progress, it immediately fails.

Conjuration

Hearthfire

Caster Level(s): Bard 1, Cleric 2, Druid 1, Ranger 1, Wizard / Sorcerer 2 
Innate level: 1
Descriptor(s): Fire
School: Conjuration
Components:  Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: Yes

Create a restful campfire.

Regroup

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One willing creation / level
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.

(WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)


Unravel

Caster Level(s): Wizard / Sorcerer 4, Portal Domain 5
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
 
The caster opens a seam to another world. This may be attempted once per day, and causes planar sickness.
Casting this spell is considered a hostile action and cannot be cast near neutral NPCs without a DM oversight.
  • GSF Conjuration: Allows for two seams open per day instead of one.


Blast of Flame

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.

Teleport

School: Conjuration (Teleportation)
Level: Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: 10 ft
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. 

It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defenses.

Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.

Summon Swarm

Spell level: druid 3; sorcerer/wizard 3 
Innate level: 3
School: conjuration
Components: verbal, somatic
Range: short (8 meters) 
Area of effect: point
Duration: 4 rounds / level
Save: none 
Spell resistance: no

The caster summons a swarm of 2-3 summons of the first circle.

Divination

Scrying

Spell level: sorcerer/wizard 4, Cleric 6, Druid 6
Innate level: 4
School: divination
Components: verbal, somatic
Casting Time: 1 standard action
Range: special (see text) 
Duration: 1 minute/level
Effect: see text
Save: will 
Spell resistance: yes

You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject's immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type "/c end_scrying" and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. 

Notes: While scrying is in process, your body is in a catatonic state and susceptible to attack. If your body is destroyed, the spell ends and you are killed. The target of your scrying can make a Spellcraft check to notice that they are being observed and identify the observer; the DC of this check is equal to the DC of the scrying spell itself.

Requirements: You must be near a Scrying Focus to cast this spell. These objects exist in static, defined locations in-game. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.

Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same Ring or Seam.

Future's Pain

Spell level: sorcerer/wizard 4 
Innate level: 4
School: divination
Components: verbal, somatic
Range: medium (20 meters) 
Area of effect: single
Duration: instant
Save: fortitude 1/2  
Spell resistance: yes

The caster blasts his target with future pain they'll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target.

  • SF: Divination: adds additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round.
  • GSF: Divination: adds 1d4 Rounds of Stun on a failed save.
  • A Wizard with Spell School: Divination adds 1d4 damage.


Insight

Spell Level: wizard/sorcerer 4
Innate Level: 4
School: divination
Components: Verbal, Somatic
Range: long
Area of Effect: Single Target
Duration: Instant
Save: none
Spell Resistance: no

The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.

Enchantment

Chaav's Laugh

Enchantment
Level: Cleric 5
Components: V
Casting Time: 1 standard action
Range: 40ft
Area: 40-ft-radius spread centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.
Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20).
Evil creatures within the spell's are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.
Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh.

Heroism

Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3
Innate level: 3
School: enchantment
Descriptor: mind-affecting
Components: verbal, somatic
Range: short (8 meters) 
Area of effect: single
Duration: 1 round / level
Save: no 
Spell resistance: no

A single target receives +2 to attack and saves for one round / level.
  • GSF: Enchantment: Increases duration to 2 rounds / level.

Masochism

Enchantment
Level: Clr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level

For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration.

Nybor's Gentle Reminder

Caster Level(s): Sorc/Wiz 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: 1 creature
Duration: 1 round / level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.

Rouse

Caster Level(s): Sorcerer/Wizard 1
Innate Level: 1
School: Enchantment (Compulsion) [Mind-Affecting]
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.

Slumber

Spell Level: wizard/sorcerer 3
Innate Level: 3
School: enchantment
Components: verbal
Range: long
Area of Effect: Colossal
Duration: One round per level
Save: Will negates
Spell Resistance: Yes

Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.

Evocation

Burning Bolt

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.

Scorching Ray

School: Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.

Energy Blast

Spell level: sorcerer/wizard 3
Innate level: 3
School: evocation
Components: verbal, somatic
Range: long (40 meters) 
Area of effect: single
Duration: instant
Save: reflex 1/2
Spell resistance: yes

The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster's levels. The blast's energy is chosen by the caster and may be fire, electricity, cold or acid.

Ice Burst

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: Yes

A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.

Acid Orb

Caster Level(s): Sorc/Wiz 4
Innate Level: 4
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single.
Duration: Instant
Additional Counter Spells: None
Save: Fort
Spell Resistance: Yes

The caster targets a single creature with an acid orb. The orb deals 1d6/lvl dmg (max 15d6), and blinding the target for 1 round on a failed save.

Cold Orb

Caster Level(s): Sorc/Wiz 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single.
Duration: Instant
Additional Counter Spells: None
Save: Fort
Spell Resistance: Yes

The caster targets a single creature with a cold orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.

Electric Orb

Caster Level(s): Sorc/Wiz 4
Innate Level: 4
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single.
Duration: Instant
Additional Counter Spells: None
Save: Fort
Spell Resistance: Yes

The caster targets a single creature with a lightning orb. The orb deals 1d6/lvl dmg (max 15d6), stunning the target for 1 round on a failed save.

Fire Orb

Caster Level(s): Sorc/Wiz 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: None
Save: Fort
Spell Resistance: Yes

The caster targets a single creature with a fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.

Frost Blast

Caster Level(s): Wizard / Sorcerer 4 
Innate Level: 4 
School: Evocation 
Descriptor(s): Cold 
Component(s): Verbal, Somatic 
Range: Large 
Area of Effect / Target: Huge 
Duration: Instant 
Additional Counter Spells: 
Save: Reflex 1/2, Fortitude negates freeze effect 
Spell Resistance: Yes 

The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude save, or be frozen for one round per two caster levels.

Gas Explosion

Caster Level(s): Wizard / Sorcerer 4 
Innate Level: 4 
School: Evocation 
Descriptor(s): Acid 
Component(s): Verbal, Somatic 
Range: Medium 
Area of Effect / Target: Huge 
Duration: Instant 
Additional Counter Spells: 
Save: Reflex 1/2, Fortitude negates effect
Spell Resistance: Yes 

The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.

Horizikaul's Shout

Spell level: sorcerer/wizard 4; bard 4
Innate level: 4
School: evocation
Descriptor: sonic
Components: verbal, somatic
Range: short (8 meters) 
Area of effect: 11 meter cone
Duration: instant
Save: reflex negates knockdown; fortitude negates deafness
Spell resistance: yes

All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.

Wall of Ice

Caster Level(s): Druid 5, Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Reflex 1/2, Fortitude negates Slow
Spell Resistance: Yes

This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.
  • SF Evocation: Duration doubles
  • GSF Evocation: Duration doubles

Acid Storm

Caster Level(s): Sorc/Wiz 6 
Innate Level: 6 
School: Evocation 
Descriptor(s): Acid 
Component(s): Verbal, Somatic 
Range: Medium 
Area of Effect / Target: Huge 
Duration: Instant 
Additional Counter Spells: None
Save: Reflex 1/2 
Spell Resistance: Yes 

The caster causes acid to rain. The acid deals 1d6/lvl dmg (max 15d6)

Illusion

Mislead

Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / 2 Levels
Save: Harmless
Spell Resistance: None

The target creature becomes invisible and a Mirror Image of the target is created at the target's location.
  • GSF Illusion: Duration doubles.
  • SF Transmutation: Your movement speed increases by 20% for a single round.
  • GSF Transmutation: Your movement speed increases by 30% for 3 rounds.

Phantoms of Deception

Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: Yes (Darkness)

The target creature becomes invisible and a Mirror Image of the target is created at the target's location. Darkness surrounds the target for 2 rounds, and an additional Mirror Image of the target is created in the shroud's radius.
  • SF Illusion: Another Mirror Image instance appears.
  • GSF Illusion: Duration doubles.
  • SF Transmutation: Your movement speed increases by 25% for 2 rounds.
  • GSF Transmutation: Your movement speed increases by 50% for 4 rounds.
  • GSF Necromancy: Applies you and a the Mirror Image a Damage Shield - Negative, 1d4 damage + 1 additional damage per 2 levels

Necromancy

Beltyn's Burning Blood

Caster Level(s): Sorc/Wiz 5
Innate Level: 5
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 1 creature
Duration: 1 round / level
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes

You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails it's save, it is slowed.

Chill Touch

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1d4 + 1 round / level
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes

A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Disrupt Undead

Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Halt Undead

Spell level: cleric 3
Innate level: 3
School: necromancy
Components: verbal, somatic
Range: medium (20 meters) 
Area of effect: huge (6.67 meter radius)
Duration: 1 round / level
Save: will negates
Spell resistance: yes

In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.

Heart Clutch

Necromancy [Evil]
Level: Cleric/Wizard/Sorcerer 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid
Duration: Concentration (see text)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.
Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster's hand.

Transmutation

Wormsight

Caster Level(s): Druid 3, Sorcerer/Wizard 3
Innate level: 3
School: Transmutation
Components:  Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / 2 Levels
Save: Harmless
Spell Resistance: No

The target can sense tremors in the earth, allowing them to fight in darkness and detect invisible creatures.

Alter Self

Caster Level(s): Bard 2, Ranger 2, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The caster is able to turn himself into a humanoid or small animal.

  • SF Transmutation: increases the duration of Alter Self to 1.5 turns per level.
  • GSF Transmutation: increases the duration of Alter Self to 2 turns per level and impossible to dispel

Augment Familiar

School: Transmutation
Caster Level: Sorcerer/Wizard 2
Components: V, S
Range: Close
Target: Your familiar
Duration: Concentration + 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.

Baleful Polymorph

School: Transmutation
Caster Level: Druid/Sorcerer/Wizard 5
Components: V, S
Range: Close
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial
Spell Resistance: Yes

As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it's extraordinary, supernatural and spell-like abilities, loses it's ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it's new form in place of its own. It still retains it's class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it's normal form.


Bless Water

School: Transmutation
Level: Cleric/Paladin 1
Components: V, S, M
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Save: Will negates (object)
Spell Resistance: Yes (object)

This transmutation imbues a flask of water with positive energy, turning it into Holy Water.
It does not require a water item in your PC's inventory to work. 

Jump

Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.

Lower Spell Resistance

Caster Level(s): Cleric 4, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Minute / Level
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: No

This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level.

Mass Ultravision

Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Friendly creatures in a 20' radius burst
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.

Whispering Wind

Transmutation [Air]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Current region
Duration: Instant
Saving Throw: None
Spell Resistance: No

You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu).

You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.