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Change Earth (as listed)
Chaos String
Common, White
Base DC:20
Spell Slots: 1
Range: Close
Target: One creature/object
Duration: Concentration
Saving Throw: Reflex avoids
This spell entangles the target in strings. If string, rope, or wire is in the area, the spell will grab onto it and use that, otherwise strings of magic are used. The caster can control the strings to move the object -- living creatures may resist this with a DC 15 strength check. Targets also attack and defend at -2 penalties.
Chaotic Disintegrate (as listed)
Counter-Sleeping
This spell may also be called Awaken
Common, White
Base DC:25
Spell Slots: 1
Range: Close
Target: One creature
Duration: Instantanious
Saving Throw: Will negates [harmless]
This spell awakens the subject. If the subject is used on a target under Sleeping, the caster must make a Dispel check (1d20 + caster level versus 10 + the original caster's level).
Concealment (this spell may also be called Protect)
Cure Blindness/Deafness (as listed)
Damu Brass (change the following things:
Dark Claw
Sorcery
Base DC:35
Spell Slots: 2
Range: Medium
Target: One creature (or part of a creature)
Duration: Instantanious
Saving Throw: Fortitude partial
This spell shoots out a number of magical energy balls, engulfing the targeted part of the body. The target must make a Fortitude save. If successful, the target takes 1d6 damage per two levels (maximum 5d6). If failed, the targeted part of the body vanishes, with all consequences -- this can kill a target if the heart is targeted.
Dark Mist (as listed)
Demona Crystal (change the following things:
Dicleary
Common, White
Base DC:30
Spell Slots: 1
Range: Touch
Target: One creature
Duration: Instantanious
Saving Throw: Will negates [harmless]
This spell removes all toxins from the bloodstream of the target. This includes such things as alcohol and byproducts.
Diem Claw (this spell may be treated as a variant of Diem Wind -- it is mainly used to make a dramatic entrance, wiht one's cloak and hair billowing in the breeze.)
Diem Wind (as listed)
Diev Volt (this is most likely a variant of Digger Bolt. GMs may keep it, if they like.)
Digger Bolt (as listed)
Dil Brand (change the following things:
Dimensional Portal (as listed)
Dimilar Wind (change the following things:
Disenchant
White
Base DC:40
Spell Slots: 2
Range: Touch
Target: One creature/object
Casting Time: 10 minutes
Duration: Instantanious
Saving Throw: Special
This spell acts as Flow Break does. In addition, it may be used to unmake objects, which resist at their caster's level.
Disfang (change the following things:
Dislash
Shamanist [Astral]
Base DC:35
Spell Slots: 2
Range: Medium
Target: Up to one creature per caster level, all of which must be in a 40 foot radius
Duration: Instantanious
Saving Throw: Reflex half
An enhanced version of Elemekia Lance, this spell will hit multiple targets. It produces 1 spear of light per caster level (maximum 15), each of which does 1d8 damage.
Dolph Strash
Sorcery [Noble, Sonic]
Base DC:45
Spell Slots: 2
Range: Long
Target: One creature/object
Duration: Instantanious
Saving Throw: Reflex half
Calling on the power of Deep-Sea Dolphin, this spell produces a spear-like shockwave that heads towards a target. It does 1d12 sonic damage per caster level (maximum 20d12)
Dolph Zork
Sorcery [Noble, Water]
Base DC:45
Spell Slots: 2
Range: Medium
Area: Up to a 120 foot line
Duration: Instantanious
Saving Throw: Reflex half
Calling on the power of Deep-Sea Dolphin, this spell produces a blade of water that will travel up to 120 feet, doing 1dd8 damage per caster level (maximum 15d8)
Domination (this spell may also be called Puppet) (change the following things:
Dragon Slave (note this spell calls on a Dark Lord)
Dug Break
Shamanist [Earth]
Base DC:30
Spell Slots: 1
Range: Close
Area: 10 foot radius
Duration: Instantanious
Saving Throw: Special
This spell negates all other Earth Shamanism spells. It also will dispel the magic of Golems, but they resist at their creator's caster level.
Dug Crystal (as listed)
Dug Haut (as listed)
Dug Wave (substitute the Grey Bomb spell as listed in the book. A modified Grey Bomb is listed later on.)
Dust Chip
Common, Shamanist [Cold] (Water)
Base DC:25
Spell Slots: 1
Range: Medium
Target: 1 creature
Duration: Instantanious
Saving Throw: Will partial
This spell produces a number of small ice arrows. It requires the caster to make a ranged touch attack. The attack does 1d3 cold damage per caster level (maximum 5d3). This attack is quite painful and requires the target to make a Will save to avoid crying out. The target will be at -1 to all rolls for one round per caster level (maximum 5).
Dye
Common, Shamanist (Earth)
Base DC:20
Spell Slots: 1
Range: Touch
Target: 1 object
Duration: Instantanious
Saving Throw: None
This spell changes the color and/or texture of an object. It is useful to disguise things, as well as to keep whites white.
Dynast Brass
It has come to my attention that the Dynast Brass presented in the book is actually most like the Dynast Breath spell. An alternate Dynast Brass is presented here.
Sorcery [Electricity, Noble]
Base DC:45
Spell Slots: 2
Range: Medium
Area: 10 ft radius
Duration: Instantanious
Saving Throw: Reflex half
This spell, calling on the power of Dynast Grausherra, encircles the target in a pentagram of lightning. The lightning then rushes in to do 1d12 damage per cats level (maximum 20d12)
Dynast Breath (substitute the Dynast Brass spell as listed in the book. A modified Brass is listed above. Also note this is a Noble spell)
Elmekia Flame (change the following things:
Elmekia Lance (change the following things:
Ext Ball
Common, White
Base DC:20
Spell Slots: 1
Range: Close
Area: 1 foot per caster level radius
Duration: Instantanious
Saving Throw: None
This spell extinguishes fire. It will not work on attack spells.