Araviel's Known Spells
CALTROPS
Conjuration (Creation)
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You speak the words and spread your palm open, as if you were throwing jacks.Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.
A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fight- ing while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.
A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.
For every two caster levels beyond 1st, you can affect an additional 5-foot- by-5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).
Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
Source: Spell Compendium p 42
EBON EYES
Transmutation
Level: Assassin 1, cleric 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You feel, more than see, a black haze form at the corner of your eyes. Upon touching your intended subject the haze disappears and the creature's eyes become shrouded in blackness.
The subject of this spell gains the ability to see normally in natural and magical darkness, although it does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions. The subject ignores the miss chance due to lack of illumination other than total darkness. While the spell is in effect, a jet-black film covers the subject’s eyes, a visual effet that gives the spell its name.
Material Component: A pinch of powdered black gemstone of any type.
Source: Spell Compendium p 77
LAUNCH ITEM
Transmutation
Level: Sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One Fine item in your possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You hold the item and windmill your arm in an underhanded toss. When it leaves your hand, it is bathed in an orange glow and flies farther than you could throw any item.
You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range (100 ft. + 10 ft./level).
This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range.
Source: Spell Compendium p 130
SILENT PORTAL
Illusion (Glamer)
Level: Assassin 1, sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One portal
Duration: 1 minute/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The door squeaks slightly as you force it. You pause and wave your finger in a pattern along the opening and it silences.
This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, or the like). Even the squeakiest door opens without a sound when under the effect of this spell. Silent portal covers only the normal means of opening and closing the targeted portal. Breaking a window or kicking in a door still makes noise, but opening a door that is loosely hanging by its hinges does not (since this is the normal way a door would be opened). Portals composed of magical energy are not affected by this spell.
In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster’s ability modifier + other modifiers as appropriate) apply.
SNOWBALL SWARM
Evocation [Cold]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
As you cast this spell, those around you sense an unnatural chill. This vanishes, though, as you release a burst of frost-filled power in the midst of your foes.
A flurry of magic snowballs erupts from a point you select. The swarm of snowballs deals 2d6 points of cold damage to creatures and objects within the burst. For every two caster levels beyond 3rd, the snowballs deal an extra 1d6 points of damage, to a maximum of 5d6 at 9th level or higher.
Material Component: A piece of ice or a small white rock chip.
Source: Spell Compendium p 194