TEXT:  
  Παγε 1 
   
   
  The 
  Thaumaturgic 
  Codex IV 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Παγε 2 
   
  The 
  Thaumaturgic  
  Codex IV 
   
   
  CREDITS 
   
  Design and Development: Lahn J. Ogre 
  Graphic Design: Joel Grahn 
  Some Graphic Elements: Lord Zsezse Works 
  Art: V. Shane, Brian Brinlee, Matt Morrow, Jacob E. Blackmon, Luigi 
  Castellani, and drbjr 
   
   
  Copyright 2015, Bloodstone Press 
   
  http://www.bloodstone-press.com 
   
   
   
   
   
  Introduction  
   
  It is not known exactly where Lord Glenshadow found the 
  Thaumaturgic Codex, but in his own memoirs, Chronicles of 
  the Sorcerer Lord, he wrote that it was found, “On a lower 
  plane” when he was very young, and that throughout his life it 
  had been a source of frustration, worry, and power.  
   
  Each day when the book is opened it reveals twenty random 
  spells. When it is closed those spells vanish and the next day 
  they are replaced with twenty other random spells. 
  Oftentimes the spells it contains are mundane, commonplace, 
  or already known. But occasionally the Codex reveals rare, 
  unusual secrets… 
   
   
   
   
   
   
   
   
   
   
   
  
   
  Παγε 3 
   
  BANE WARD  
  School Necromancy; Level sorcerer/wizard 7 
  Casting 
   
  Casting Time 1 Standard action 
  Components V, S 
  Effect  
   
  Range Touch  
  Target Living creature touched 
  Duration 1 day/level (D) or until discharged 
  Saving Throw Will negates (harmless)/Fortitude half; Spell 
  Resistance yes    
  Description 
   
  With this spell the caster places a protective ward on the 
  subject, usually by kissing them on the forehead, and leaving a 
  glowing mark that all can see as a warning. Subjects may resist 
  the spell being placed on them by making a Will save. Any 
  creature that targets the subject with a direct melee, range, or 
  spell attack discharges the bane ward and must immediately 
  make a Fortitude save or suffer 1d4 points of Constitution 
  damage per 4 caster levels. Subjects may only be under the 
  effects of one bane ward at a time. If a second one is cast, the 
  first one (if still active) is dispelled.  
   
  BLASTING ORBS 
  School evocation (fire, force); Level sorcerer/wizard 5 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (a fire opal worth 25 gp) 
  Effect  
   
  Range Long (400 ft.+40 ft./level) 
  Effect one orb per caster level  
  Duration instantaneous  
  Saving Throw Reflex negates/none; Spell Resistance yes 
  Description 
   
  Upon completing this spell, several tiny orbs of force with 
  glowing red lights inside streak forth from the caster’s hands, 
  each targeting a separate creature within range. When an orb 
  nears a target creature, the orb becomes a sphere of force 
  trapping the creature within it, similar to a resilient sphere. At 
  that same moment, the glowing red light within the orb 
  becomes a fireball. While target creatures may make a Reflex 
  save to avoid being trapped within the sphere of force, those 
  who fail that save receive no saving throw to avoid taking full 
  damage from the compressed fireball. Because the fireball is 
  compressed within the sphere of force, damage is increased to 
  
   
  Παγε 4 
   
  1d8 per caster level (15d8 maximum). The sphere of force 
  disappears immediately after the fireball ends.  
   
  Creatures may only be targeted once per casting. Unused 
  orbs are lost and may not be held for use in subsequent 
  rounds.   
   
  A standard orb may enclose a creature up to size Medium. 
  Larger creatures require more spell energy, measured in an 
  additional number of orbs, according to the table below.  
   
  Creature Size 
  Spell Energy Necessary 
  Medium 
  1 orb 
  Large 
  2 orbs 
  Huge 
  4 orbs 
  Gargantuan 
  8 orbs 
  Colossal 
  16 orbs 
   
  A caster would have to be 16th level to affect a single 
  Colossal size creature with this spell. Regardless of the 
  number of orbs affecting a creature, the damage is only 
  calculated once. 
   
   
   
  BLAZING BOLTS  
  School evocation [fire]; Level cleric 4, druid 4, sorcerer/wizard 
  4, witch 4 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M/DF (a pinch of sulfur) 
  Effect  
   
  Range 30 ft. 
  Area a 30-ft.-radius spread, centered on the caster 
  Duration instantaneous 
  Saving Throw Fortitude partial; Spell Resistance yes 
  Description 
   
  Fire sprays forth from the caster’s body in all directions. 
  The bolts do not harm natural vegetation or creatures in the 
  area the caster wishes to exclude from damage. Any other 
  creatures within the area take 1d8 points of fire damage per 
  caster level (maximum 10d8) and are dazed for 1 round. A 
  successful saving throw halves the damage and negates the 
  daze effect. 
   
   
   
  
   
  Παγε 5 
   
  CAUSTIC BEAM  
  School evocation [acid]; Level sorcerer/wizard 6 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, F (a pinch of lye) 
  Effect  
   
  Range medium (100 ft. + 10 ft./level) 
  Effect ray 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  Description 
   
  A greenish ray of acidic 
  chemicals and toxins springs 
  from the caster’s hand. The 
  caster must succeed on a 
  ranged touch attack with the 
  ray to deal damage to a 
  target. The ray deals 1d6 
  points of acid damage 
  per caster level (maximum 20d6) and 
  1d4 points of Constitution 
  drain. 
  CAJOLE  
  School enchantment 
  (compulsion) 
  [language-dependent, 
  mind-affecting]; Level sorcerer/wizard 1/cleric 1 
  Casting 
   
  Casting Time 1 standard action 
  Components V 
  Effect  
   
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration 1 round 
  Saving Throw Will negates; Spell Resistance yes 
  Description 
   
  The caster gives the subject a single request, which it 
  obeys to the best of its ability at its earliest opportunity. 
  Players may select from the following options. 
   
  Assist: On its turn, the subject helps the caster with one 
  physical activity such as lifting an object, climbing onto a 
  horse, opening a door, or protecting him from attackers.  
  Give: On its turn, the subject hands the caster whatever it is 
  holding in its hand. 
  Advise: On its turn, the subject tells the caster what it thinks is 
  the best course of action in his current situation.   
  
   
  Παγε 6 
   
  Deliver: On its turn, the subject takes whatever the caster 
  hands him and moves as quickly as possible for 1 round, 
  attempting to deliver the item to whomever the caster 
  designates. It may do nothing but move during its turn, 
  and it provokes attacks of opportunity for this movement. 
  Embrace: The subject gently hugs the caster for 1 round. If it 
  cannot reach the caster, it will move to reach him and 
  provoke attacks of opportunity for this movement.  
   
  If the subject can't carry out the request on its next turn, 
  the spell automatically fails. 
  CHOKING SMOKE  
  School conjuration (creation); Level sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (1 ounce of pitch) 
  Effect  
   
  Range medium (100 ft. + 10 ft./level) 
  Effect cloud spreads in 20-ft. radius, 20 ft. high 
  Duration 1 round/level 
  Saving Throw Fortitude negates; see text; Spell Resistance no 
  Description 
  This spell creates a cloud of thick smoke which chokes 
  subjects and causes fits of violent coughing. The smoke 
  obscures all sight, including darkvision, beyond 5 feet. A 
  creature within 5 feet has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker can't use sight to locate 
  the target). 
   
  Living creatures within the cloud must make a Fortitude 
  save or be overcome with violent coughing. Those who fail are 
  unable to attack, cast spells, concentrate on spells, or do 
  anything else requiring attention. The only action such a 
  character can take is a single move action per turn. 
   
  This condition lasts as long as the creature is in the cloud 
  and for 1d4+1 rounds after it leaves. (Roll separately for 
  each coughing character.) Any creature that succeeds on its 
  save but remains in the cloud must continue to save each 
  round on the caster’s turn. Creatures that do not breathe and 
  those with the fire subtype are immune to this spell. 
   
  A moderate wind (11+ mph) disperses the smoke in 4 
  rounds; a strong wind (21+ mph) disperses the smoke in 1 
  round. 
   
  Choking 
  smoke can 
  be 
  made 
  permanent 
  with 
  a permanency spell. A permanent cloud of choking smoke 
  dispersed by wind reforms in 10 minutes. 
  
   
  Παγε 7 
   
  CONCUSSIVE BLAST 
  School evocation [force]; Level sorcerer/wizard 4 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect  
   
  Range 30 ft. 
  Area a 30-ft.-radius burst, centered on the caster 
  Duration instantaneous 
  Saving Throw Fortitude partial; Spell Resistance yes 
  Description 
   
  A wave of concussive force erupts from the caster striking 
  all creatures within 30 feet and knocking them back. Those 
  who fail the saving throw suffer 1d6 points of bludgeoning 
  damage per caster level (15d6 max). Creatures size Large and 
  smaller are also thrown back 1d4 x 10 feet, suffering an 
  additional 1d4 points of nonlethal damage per 10 feet thrown. 
  They are also rendered prone. Those who succeed at the 
  saving throw suffer half damage and are not thrown back. 
  They are, however, pushed back 1d4 feet (i.e. on a roll of 3 or 
  4 they are pushed back 1 square). Creatures with abilities such 
  as immovable are not pushed back at all if they succeed at the 
  saving throw.  
   
  Creatures size Huge and larger are not thrown or pushed, 
  though they still suffer damage from the blast.  
   
   
   
   
  
   
  Παγε 8 
   
  CONFLAGRATION 
  School evocation [fire]; Level sorcerer/wizard 9  
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect  
   
  Range medium (100 ft. + 10 ft./level) 
  Area one 10-ft. cube per level (S) and 30-ft-radius spread 
  Duration 1 round per level 
  Saving Throw Reflex half; Spell Resistance yes 
  Description 
   
  Conflagration creates a roaring inferno and powerful 
  winds that fan the flames and blow creatures into the fire. All 
  creatures and objects within the fire take 6d6 points of fire 
  damage each round that they remain in the burning area. 
  Creatures that fail their Reflex save catch on fire, taking 6d6 
  points of fire damage each round until the flames are 
  extinguished (or 4d6 if they leave the spell area). Burning 
  creatures must leave the flaming area of the spell to 
  extinguish the flames. Extinguishing the flames in the area 
  affected by the gust of wind is a full-round action that requires 
  a DC 24 Reflex save. Extinguishing the flames outside this area 
  is a full-round action that requires a DC 20 Reflex save. 
   The winds (approximately 50 mph) affect a 30-foot radius 
  around the conflagration. All flying creatures in this area take 
  a –4 penalty on Fly skill checks. Tiny or smaller flying creatures 
  must make a DC 25 Fly skill check or be blown into the fire. 
  Small or smaller flying creatures must make a DC 20 Fly skill 
  check to move against the force of the wind. 
   
  A Tiny or smaller creature on the ground is knocked down 
  and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal 
  damage per 10 feet and may be blow into the fire for 
  additional damage.  
   
  Small creatures are knocked prone by the force of the 
  wind. Medium or smaller creatures are unable to move 
  forward against the force of the wind unless they succeed at a 
  DC 15 Strength check, which may cause them to be trapped 
  within the flaming area. 
   
  Large or larger creatures may move normally within a gust 
  of wind effect. This spell can't move a creature beyond the 
  limit of its range. Any creature, regardless of size, takes a –4 
  penalty on ranged attacks and Perception checks in the area 
  of a gust of wind. 
   
  The force of the gust automatically extinguishes candles, 
  torches, and similar unprotected flames. It has a 50% chance 
  to extinguish protected flames, such as lanterns. In addition to 
  the effects noted, these winds can do anything that a sudden 
  blast of wind would be expected to do. 
  
   
  Παγε 9 
   
  ERUPTION 
  School evocation [earth, fire]; Level druid 4, cleric 4, 
  sorcerer/wizard 4 
  Casting 
   
  Components V, S, M (A piece of pumice) 
  Casting Time 1 standard action 
  Effect  
   
  Range medium (100ft+ 10ft/ level) 
  Area 40-ft. high spray, 30-ft.-radius sphere 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance yes 
  Description 
   
  Eruption causes a large gout of lava to explode from the 
  ground and spray 40 feet into the air, showering all 
  bystanders. 
   
  The initial spray is 5 feet in diameter and can be used to 
  target a single creature, causing 1d8 points of fire damage per 
  level of the caster (maximum 10d8). Additionally, anyone 
  within a 30 foot radius of the eruption is showered with the 
  falling lava, These creatures suffer 1d4 points of damage per 
  level of the caster (maximum 10d4). 
   
  GELATINOUS BOLT 
  School  conjuration (creation); Level sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (A small ball of gum) 
  Effect  
   
  Range close (25 ft.+5 ft./2 levels) 
  Target one creature 
  Duration 1 minute/level 
  Saving Throw Reflex negates; Spell Resistance yes 
  Description 
   
  With this spell the caster hurls forth a shaft of magical 
  gelatinous substance that can knock an opponent prone and 
  entangle him. A ranged touch attack is required to hit the 
  target. Use the scatter diagram to determine where a missed 
  bolt lands. A bolt that misses its target creates a 5-ft patch of 
  adhesive in the area it strikes. 
   
  The bolt strikes with enough force to knock most 
  opponents down, effectively making a trip attack as a 
  Medium-size creature with a Strength score equal to the DC of 
  the spell. The opponent does not gain an attempt to trip the 
  caster if he avoids being knocked down by the spell. 
  
   
  Παγε 10 
   
  Opponents who are tripped become prone and also suffer a –
  2 circumstance penalty to their Reflex save against the spell as 
  it explodes, spraying them with adhesive goo. Those who 
  avoid being tripped gain a +2 circumstance bonus to avoid 
  being caught in the goo. Subjects that fail the save become 
  entangled in the glue-like substance. 
   
  Entangled creatures cannot move, attack or enact somatic, 
  material or focus spell components. They can, however, use 
  any abilities that require only mental concentration to enact. 
  They are pinned but not helpless. 
   
  Breaking free of the 
  gelatinous 
  substance requires a 
  Strength check (DC 22) 
  or an Escape Artist 
  check (DC 27). 
   
   
   
   
   
   
   
   
   
   
   
  GEYSER  
  School evocation [fire, water]; Level cleric 2, druid 2, 
  sorcerer/wizard2 
  CASTING 
   
  Components V, S, M (A drop of water and a bit of pumice.) 
  Casting Time 1 standard action 
  EFFECT 
   
  Range medium (100ft+ 10ft/ level) 
  Area 30-ft. high spray, 20-ft.-radius sphere 
  Duration instantaneous 
  Saving Throw Reflex half; Spell Resistance yes 
  Description 
   
  Geyser causes a gout of hot water and steam to shoot 
  from the ground, spraying 30 feet into the air and showering 
  the area with boiling water. The initial spray is 5 feet in 
  diameter and can be used to target a single creature, causing 
  1d8 points of fire damage per level of the caster (maximum 
  5d8). 
   
  Additionally, anyone within 20 feet of the gout will be 
  showered with boiling water. These creatures suffer 1d4 
  points of damage per level of the caster (maximum 5d4). 
   
  
   
  Παγε 11 
   
  HEAVY BLOWS 
  School transmutation; Level   paladin 1, sorcerer/wizard 1 
  CASTING 
   
  Casting Time 1 standard action 
  Components V, S, DF  
  EFFECT 
   
  Range touch 
  Target weapon touched 
  Duration 1 min./level 
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object) 
  Description 
   
  This spell causes the weapon touched to inflict damage as 
  if it were one size category larger than it actually is.  
   
   
   
   
   
   
  JAVELIN OF ICE  
  School evocation (ice); Level sorcerer/wizard 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (a crystal shard) 
  Effect  
   
  Range Medium (100 ft.+10 ft./level) 
  Target One creature 
  Duration instantaneous and 1 round/level 
  Saving Throw Fortitude partial; Spell Resistance Yes 
  Description 
   
  The caster makes a ranged touch attack to hurl a javelin of 
  ice at a target creature. Any creature struck by the javelin of 
  ice suffers 1d6 points of piercing damage, 1d6 points of cold 
  damage, and must make a Fortitude save or become encased 
  in ice and held immobile.  
   
  While trapped in the ice, the subject is preserved in a 
  cryogenic state and does not age, breathe, grow hungry, 
  sleep, or regain spells. It is unaware of its surroundings for the 
  duration of the spell or until it is freed by others. 
  A dying subject does not lose hit points or become stable until 
  the spell ends.  
  
   
  Παγε 12 
   
  The ice has a hardness of zero (0) and its thickness 
  depends on the caster level, as shown on the table below. The 
  encased subject may be damaged by outside forces (and 
  perhaps even killed). 
   
  The subject may be freed by inflicting damage on the ice, 
  either with fire, weapons, or tools. Any damage beyond that 
  required to destroy the ice is inflicted on the creature within 
  the ice.  
   
  Dispel magic and similar spells will also free the subject.  
   
  As a caster advances in levels, the number of javelins of ice 
  he can hurl and the thickness of the ice they create increases 
  according to the table below.  
   
  Caster 
  Level 
  Number of 
  Javelins 
  Thickness of 
  Ice 
  Ice HP 
  3rd  – 8th 
  1 
  4 inches 
  12 
  9th – 14th 
  2 
  6 inches 
  18 
  15th + 
  3 
  8 inches 
  24 
   
   
   
   
   
   
   
   
  KILLING FROST  
  School conjuration (creation) [cold]; Level sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect  
   
  Range medium (100 ft. + 10 ft./level) 
  Effect cloud spreads in 20-ft. radius, 20 ft. high 
  Duration 1 min./level 
  Saving Throw Fortitude partial; see text; Spell Resistance no 
  Description 
   
   
  This spell generates a cloud of frigid air, similar to a fog 
  cloud, except 
  that 
  its 
  vapors 
  are 
  bluish 
  white 
  and 
  supernaturally cold. These vapors automatically kill any living 
  creature with 1 or fewer HD (no save). A living creature with 2 
  to 4 HD is slain unless it succeeds on a Fortitude save (in which 
  case it takes 1d4 points of Constitution damage on the caster’s 
  turn each round while in the cloud). 
   
  A living creature with 4 or more HD takes 1d4 points 
  of Constitution damage on the caster’s turn each round while 
  in the cloud (a successful Fortitude save halves this damage). 
  
   
  Παγε 13 
   
  The Endurance feat, endure elements spells, and resist energy 
  spells do not help, but creatures immune to cold are 
  unaffected by this spell.  
   
  Unlike a fog cloud, the killing frost moves away from the 
  caster at 10 feet per round, rolling along the surface of the 
  ground. Figure out the cloud's new spread each round based 
  on its new point of origin, which is 10 feet farther away from 
  the point of origin where you cast the spell. 
   
  Because 
  the 
  vapors 
  are 
  heavier than air, they sink 
  to the lowest level of the 
  land, even pouring down 
  den or sinkhole openings. 
  It cannot penetrate liquids, 
  nor 
  can 
  it 
  be 
  cast 
  underwater.  
   
   
   
   
   
   
   
   
   
   
  RAIN STORM  
  School conjuration (creation) [cold]; Level druid 2, 
  sorcerer/wizard 2 
  CASTING 
   
  Casting Time 1 standard action 
  Components V, S, M/DF (dust and water) 
  EFFECT 
   
  Range long (400 ft. + 40 ft./level) 
  Area cylinder (40-ft. radius, 20 ft. high) 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no 
  Description 
   
  Driving rain blocks all sight (even darkvision) within it and 
  strong winds fill the area. Ranged attacks suffer a -2 penalty 
  and creatures size Tiny cannot move forward against the wind 
  without making a Strength check (DC 10 or DC 20 if flying). 
   
  Creatures inside the area take a –4 penalty on Perception 
  skill checks and the entire area is treated as difficult terrain. 
  Some surfaces may become slippery when wet, such as clay, 
  tile, and dirt (mud). A creature can walk within or through a 
  slippery area at half normal speed with a DC 10 Acrobatics 
  
   
  Παγε 14 
   
  check. Failure means it can't move in that round, while failure 
  by 5 or more means it falls (see the Acrobatics skill for details). 
   
  The wind and rain automatically extinguish unprotected 
  flames (candles, torches, small fires, and the like).  
   
  At the end of the duration, the rain and wind disappear, 
  leaving no aftereffects (other than the damage dealt). 
   
   
   
   
  ROLLING ROCK  
  School conjuration (creation) [earth]; Level druid 2, 
  sorcerer/wizard 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M/DF (a small rock) 
  Effect  
   
  Range medium (100 ft. + 10 ft./level) 
  Effect 1 boulder, size Small to Large; see text 
  Duration instantaneous and 1 round/level; see text 
  Saving Throw Reflex negates; Spell Resistance no 
  Description 
   
  A boulder emerges from the ground and rolls in whichever 
  direction the caster points, crushing those it strikes. It moves 
  30 feet per round. As part of this movement, it can ascend or 
  jump up to 30 feet to strike a target. If it enters a space with a 
  creature, it deals bludgeoning damage to that creature (per 
  the table below), though a successful Reflex save negates that 
  damage. A rolling rock rolls over barriers less than 4 feet tall. It 
  can be sent against larger barriers such as doors to inflict its 
  usual damage upon the barrier. Creatures that fail their Reflex 
  save may be pinned beneath the rolling rock if it stops in their 
  space. Only creatures of the same size or smaller than the 
  
   
  Παγε 15 
   
  rolling rock may be pinned this way. Creatures that are pinned 
  suffer automatic damage every round on the caster’s turn. 
  Pinned creatures can attempt to escape as a move action, 
  making a Strength or Escape Artist check. The DC for this 
  check is equal to the DC of the spell.  
   
  The rolling rock moves as long as the caster actively directs 
  it (a move action for the caster); otherwise, it merely stays at 
  rest. Should anyone attempt to block the rolling rock, perform 
  a bull rush maneuver against it, or otherwise pit their Strength 
  against it, the rolling rock’s Strength score is equal to the 
  caster’s key ability score (Intelligence or Wisdom). A rolling 
  rock becomes inert if it exceeds the spell's range. 
   
  The size of the rolling rock and the damage it inflicts are 
  both determined by the caster level.  
   
  Caster Level 
  Damage 
  Rock Size* 
  3rd-4th 
  2d6 
  Small 
  5th- 6th 
  3d6 
  Medium 
  7th + 
  4d6 
  Large 
  *May pin creatures of equal size or smaller 
   
  When the spell ends the rolling rock becomes an inert 
  boulder.  
   
   
  ROLLING ROCK, MASS 
  Level druid 7, sorcerer/wizard 7 
   
  Effect 1 boulder per two caster levels, size Small to Large; see 
  text 
   
  This spell is similar to rolling rock except, as noted above, it 
  conjures multiple rocks. As shown on the table below, the size 
  of the rocks and the damage they inflect depend on the caster 
  level.  
   
  Caster Level 
  Damage 
  Rock Size* 
  13th-14th  
  2d6 
  Small 
  15th-16th  
  3d6 
  Medium 
  17th + 
  4d6 
  Large 
  *May pin creatures of equal size or smaller 
   
   
   
   
   
   
   
   
   
   
   
  
   
  Παγε 16 
   
  SEARING RAY  
  School evocation [fire]; Level sorcerer/wizard 4 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, F (a white ceramic cone or prism) 
  Effect  
   
  Range medium (100 ft. + 10 ft./level) 
  Effect ray 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  Description 
   
  An orange-red ray of heat and fire springs from the 
  caster’s hand. The caster must succeed on a ranged touch 
  attack with the ray to deal damage to a target. The ray deals 
  1d6 points of fire damage per caster level (maximum 15d6) 
  and 1d4 points of Strength drain. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Παγε 17 
   
  SHADOW SPRAY  
  School evocation; Level sorcerer/wizard 5 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect  
   
  Range 60 ft. 
  Area cone-shaped burst 
  Duration instantaneous 
  Saving Throw see text; Spell Resistance yes 
  Description 
   
  This spell causes seven beams of darkness and shadow to 
  spray from the caster’s hand. Each beam has a different 
  power. Creatures in the area of the spell with 6 HD or less are 
  automatically blinded for 2d4 rounds. Every creature in the 
  area is randomly struck by one or more beams, which have 
  additional effects. 
   
   
   
   
   
   
   
   
  D8 
  Color of 
  Beam 
  Effect 
  1 
  Black  
  15 points cold damage (Reflex half) 
  2 
  Damson 
  30 points fire damage (Reflex half) 
  3 
  Jet 
  60 points acid damage (Reflex half) 
  4 
  Onyx 
  Phantasmal Killer (Will then Fortitude) 
  5 
  Charcoal 
  Cursed: –4 penalty on all attack rolls, saves, 
  ability checks, and skill checks (Will negates) 
  6 
  Ebony 
  Enervation (no save) 
  7 
  Midnight 
  Sent to the ethereal plane (Will negates) 
  8 
  Struck by two beams 
  
   
  Παγε 18 
   
  SHOCKING BOLT  
  School evocation [electricity]; Level sorcerer/wizard 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, F (a white ceramic cone or prism) 
  Effect  
   
  Range medium (100 ft. + 10 ft./level) 
  Effect ray 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  Description 
   
  A blue-white ray 
  of crackling energy 
  springs 
  from 
  the 
  caster’s hand. The caster must 
  succeed on a ranged touch attack 
  with the ray to deal damage to a 
  target. The ray deals 1d6 points of 
  electrical damage per caster 
  level (maximum 10d6) and 
  1d4 
  points 
  of 
  Dexterity drain. 
   
  VEIL OF NEGATIVE  ENERGY 
  School abjuration [evil]; Level anti-paladin 1/cleric 1 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, DF 
  Effect  
   
  Range personal or 5 ft.; see text 
  Target caster or all creatures within 5 ft.; see text 
  Duration 10 minutes/level (D) 
  Description 
   
  The caster surrounds herself with a veil of negative energy, 
  making it harder for living creatures to harm her. When under 
  the effect of this spell, the caster gains a +2 profane bonus to 
  AC and a +2 profane bonus on saves. Both of these bonuses 
  apply only against attacks or effects created by living creatures 
  (Constructs and Undead are not affected). This spell can be 
  dismissed before its normal duration as a swift action on the 
  caster’s turn to deal a number of points of negative energy 
  damage equal to caster’s level to all living creatures within 5 
  feet. 
   
   
   
  
   
  Παγε 19 
   
  OPEN GAME LICENSE Version 1.0a 
   
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  Παγε 20 
   
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.  
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
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  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn 
   
  The Thaumaturgic Codex IV, Copyright 2015, Bloodstone Press 
   
  
   
  Παγε 21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Designation of Product Identity 
   The following items are hereby designated as Product Identity in 
  accordance with Section 1(e) of the Open Game License, version 
  1.0a: All Bloodstone Press logos and identifying marks and trade 
  dress, such as all Bloodstone Press product and product line names 
  including but not limited to 1948, Beyond the Veil, The Shadelands, 
  Primal Legends, Terra Vir, Telestic Engine, and The Thaumaturgic 
  Codex; any specific characters, monsters, creatures, and places; 
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  Designation of Open Game Content 
  Subject to the Product Identity designation above, the following 
  portions of The Thaumaturgic Codex IV are designated as Open 
  Game Content: the names and game mechanics of the spells and 
  anything else contained herein which is already Open Game Content 
  by virtue of appearing in the System Reference Document or some 
  other Open Game Content source. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Bloodstone Press/Bloodstone Press - Thaumaturgic Codex IV.pdf