Spell:Spell A

Arcane Lock
Abjuration Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: The door, chest, or portal touched, up to 30 sq. ft./level in size Duration: Permanent Saving Throw: None Spell Resistance: No

An arcane lock spell cast upon a door, chest, or portal magically locks it. The character can freely pass the character's own lock without affecting it; otherwise, a door or object secured with arcane lock can be opened only by breaking in or by a successful dispel magic or knock spell. Add +10 to the normal DC to break open a door or portal affected by this spell. Note that a knock spell does not remove an arcane lock. It only suppresses it for 10 minutes.

Arcane Mark
Universal Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: 0 ft. Effect: One personal rune or mark, all of which must fit within 1 ft. square Duration: Permanent Saving Throw: None Spell Resistance: No

This spell allows the character to inscribe the character's personal rune or mark, which can be no taller than 6 inches in height and consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables the character to etch the rune upon any substance (even stone or metal) without harm to the material upon which the mark is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible (though not necessarily understandable). See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows their users to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If cast on a living being, normal wear gradually causes the mark to fade in about a month.

Arcane mark must be cast on an object prior to casting Drawmij's instant summons on the same object (see that spell description for details).

Astral Projection
Necromancy Level: Clr 9, Sor/Wiz 9, Travel 9 Components: V, S, M Casting Time: 30 minutes Range: Touch Targets: The character plus one additional creature touched per two levels Duration: See text Saving Throw: None Spell Resistance: Yes

Freeing the character's spirit from the character's physical body, this spell allows the character to project an astral body into another plane altogether. The character can bring the astral forms of other creatures with the character, provided the creatures are linked in a circle with the character at the time of the casting. These fellow travelers are dependent upon the character and must accompany the character at all times. If something happens to the character during the journey, the companions are stranded wherever the character left them.

The character projects the character's astral self into the Astral Plane, leaving the character's physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of the character and all the character wears or carries onto the Astral Plane. Since the Astral Plane touches upon other planes, the character can travel astrally to any of these other planes as the character wishes. The character then leaves the Astral Plane, forming a new physical body (and equipment) on the plane of existence the character has chosen to enter.

When on the Astral Plane or another plane, the character's astral body is connected at all times to the character's material body by a silvery cord. If the cord is broken, the character is killed, astrally and materially. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to the character's body where it rests on the Material Plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

The character and the character's companions may travel through the Astral Plane indefinitely. The character's bodies simply wait behind in a state of suspended animation until the character chooses to return to the physical body. The spell lasts until the character desires to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, or the destruction of the character's body back on the Material Plane (which kills the character).

Material Components: The components must be worth at least 1,000 gp, plus a 5 gp worth of silver for each person to be affected.

Atonement
Abjuration Level: Clr 5, Drd 5 Components: V, S, M, F, DF, XP Casting Time: 1 hour Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to the character. However, in the case of a creature atoning for deliberate misdeeds and acts of knowing and willful nature, the character must intercede with the character's deity at the cost of 500 experience points in order to expunge the subject's burden. Naturally, many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine if the creature is truly contrite before casting the atonement spell on its behalf.

Atonement may be cast for one of several purposes, depending on the version selected:

Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.

Restore Class: A paladin who has lost her class features due to unwillingly or unwittingly committing an evil act may have her paladinhood restored to her by this spell. Note: A paladin who willingly and deliberately commits an evil act can never regain her paladinhood.

Restore Cleric or Druid Spell Powers: A cleric or druid who has lost his ability to cast spells because he incurred the anger of his deity may regain his spell powers by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.

Redemption or Temptation: The character may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match the character's. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to the character's offer and changes to the character's alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders (or any creature incapable of changing its alignment naturally).

Note: Normally, changing alignment is up to the player (for PCs) or the DM (NPCs). This use of atonement simply offers a believable way for a character to change her alignment drastically, suddenly, and definitively.

Focus: The Focus must be worth at least 500 gp.

XP Cost: When cast for the benefit of creatures whose guilt was the result of deliberate acts, the cost to the character is 500 XP per casting (see above).

Augury
Divination Level: Clr 2 Components: V, S, F Casting Time: 1 action Range: Personal Target: The character Duration: Instantaneous

An augury can tell the character whether a particular action will bring good or bad results for the character in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level; the DM makes the roll secretly. The DM may determine that the question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, the character gets one of four results:

* "Weal" (if the action will probably bring good results). * "Woe" (for bad results). * "Weal and woe" (for both). * "Nothing" (for actions that don't have especially good or bad results).

If the spell fails, the character gets the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it resulted from a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the augury. Thus, it might miss the long-term consequences of the contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first augury.

Focus: Worth at least 25 gp value.