Slayers Fan Grimoire
Ra Tilt to Swightflange

Sources:
-- Sei-outo Shiryoukan(Libary of Saillune City), Shin: Mahou Jiten Zenshuu, translation available (trans. QP/Diana)
-- Inverse.org, Slayers Magic (translated from Slayers Encyclopedia by Yuun-chan, edited by Xelloss)

Special Thanks to:
-- The nice people at the GoO message boards.

Ragna Blade (Note this spell calls on the Lord of Nightmares)

Ragna Blast Sorcery [Noble]
Base DC:45
Spell Slots: 2
Range: Medium
Area: 20 ft.
Duration: 1 round/level
Saving Throw: Fortitude partial
This spell calls on the power of Hellmaster Phibrizzo. An inverted pentagram appears on the ground below the targets, and black lightning-like blasts envelop the victims. The spell does 1d12 damage per caster level (maximum 20d12) and victims must make a Frotitude svae. On a failed save, they are blinded. This spell is no longer castable after NEXT.

Ragna Drive Sorcery [Noble]
Base DC:45
Spell Slots: 2
Range: Medium
Targets: A corpse..
Duration: 1 hour/level
Saving Throw: none
This spell calls on the power of Hellmaster Phibrizzo. In some ways, it is like a stronger, longer-lasting version of Necro Vuld. While this spell will create an undead servant, the servant will retain the mental stats it had in life. The servant will be able to think, reason, carry out complex tasks, and innovate. To animate a corpse permanently (or until it gets hacked to pieces by adventurers), a feat will be required. This spell is no longer castable after NEXT.

Rahfas Seed (As written)

Rah-Tilt (As written)

Ray Freeze (As written)

Ray Wing (As written)

Raza Clover Shamanist (Air)
Base DC:45
Spell Slots: 2
Range: Long
Area: 5 feet/level
Duration: Instantanious
Saving Throw: None
This spell creates a number of motes of light that do 1 point of electricity damage and 1 point of astral damage per level. Unlike most spells, this one is nearly impossible to avoid.

Recovery (As written)

Rasting (As written)

Restoration (As written)

Resurrection (As written)

Roller the Road White [Holy]
Base DC:40
Spell Slots: 2
Range: Touch
Area: 1 foot/level
Duration: Concentration
Saving Throw: Reflex negates.
An original spell of Milgazia's, designed to allow travelers with him to keep up. This spell lifts the ground in an area surrounding the caster and sends it flying at a speed of 60 ft (perfect).

Ruby Eye Blade Sorcery [Dark Lord]
Base DC:45
Spell Slots: 2
Range: Touch
Target: 1 weapon
Duration: 1 round/level
Saving Throw: None.
A spell that calls on the power of Ruby-Eye Shabrangido, this is the ultimate spell for a sorcerer that dabbles in swordsmanship. The spell coats the blade of a melee weapon with a crimson glow. In addition to giving the weapon +1 for every 4 caster levels, to a max of +5, and giving weapons the ghost touch property, it also gains a doubled critical threat range and an increased critical threat multiplier (x2 becomes x3, and so on).

Rune Breaker White
Base DC:35
Spell Slots: 2
Range: Touch
Targets: A pentagram drawn on the floor.
Duration: Concentration
Saving Throw: None
This spell empowers a drawn pentagram on the floor to ward magic. For every 5 feet in diameter the pentagram is, the spell adds a -1 penalty (maximum -15) to all spellcasting within the ward. Drawing the circle takes 1 full round per 5 feet diameter, and will cause attacks of opportunity. Thus, this spell is far more useful as a trap.

Rune Flare (change the following things:

Scatter Bleed
Common, Shamanism [Electricity]
Base DC:25
Spell Slots: 1
Range: Close
Targets: Up to five creates, no two of which can be more than 15 feet apart.
Duration: Instantaneous
Saving Throw: Reflex half
This spell calls a number of small spheres of energy that swarm the opponents. The spell creates 1d4+1 balls per caster level (maximum 5d4+5), which each do 1 damage. The caster may divide these bolts as s/he wishes between the targets. A Reflex save reduces the total damage suffered by half.

Sea Blast (Note this spell may be used to capsize ships.)

Shadow Snap (change the following things:

Shadow Wave
GMs may substitute this spell for the Shadow Wave as listed in the book.
Shamanism [Astral]
Base DC:35
Spell Slots: 2
Range: Close
Targets: 1 creature/caster level (maximum 10)
Duration: Concentration
Saving Throw: Reflex negates
This spell creates a number of tentacles (1 per caster level, maximum of 10) from the caster's shadow and stretches them out to pierce the shadows of the targets. If the target fails his or her Reflex save, s/he cannot move away from the spot where his or her shadow is pinned. Strong light may negate this effect.

Sleeping (As written)

Sphere of Earth(As written)

Suspend (As written)

Swightflange
Common, Shamanism (Water)
Base DC:25
Spell Slots: 1
Range: Close
Area; 20 foot radius
Duration: 1 minute/level
Saving Throw: None
This spell creates a strong mist surrounding the area. It obscures vision (but not darkvision) and gives targets standing 5 feet away partial concealment (20% miss chance) and those standing farther away total concealment (50% miss chance). It also gives any one in the area a +2 to dodge and a +2 on Reflex saves to avoid air Shamanism spells, as disturbances in the mist make them easier to see.