Spellbook of Vreeg the Derro Necromancer
3rd—extended false life (already cast), fly, vampiric touch, gentle repose, water breathing
2nd—blindness/deafness, extended shield, scorching ray, spectral hand, command undead, darkness, scare,
1st—cause fear , chill touch, magic missile, ray of enfeeblement, sleep, feather fall, mage armor,
0—every cantrip excluding conjuration and illusion ones
Also in Vreeg’s spellbook are a collection of spell variants. These pages are all on different types of paper and look to have been torn from other books, possibly stolen from graves.
Drawn From: Pages 1 to 5 of The Genius Guide to 110 Spell Variants.
Because the following are all variants of existing spells, we present only a minimal sketch of each spell. Any information not presented or mentioned is the same as the base spell the variant is built off. These spell descriptions are so short, it's silly to list each one multiple times if it happens to appear on more than one class spell list. As a result, each spell variant lists what class and level it is designed for after its name. In cases where the spell appears at different levels for different classes, it is listed with the level of the first class to gain it. Other information such as School, [Descriptor], Casting Time, components, Range, Area, Targets, Duration, Saving Throw, and Spell Resistance are only given if they differ from the base spell.
Dancing Shadows (Cleric 0, Sorcerer/Wizard 0)
As dancing lights, but it creates 1 to 4 motes of darkness, each reducing light by 1 step.
Detect Alchemy (Alchemist 1, Sorcerer/Wizard 0)
As detect poison, but it detects objects created through alchemy and alchemical reagents rather than magic.
Tie/Unfasten (Sorcerer/Wizard 0)
As open/close, but it affects rope, string, lacing, straps, and similar objects that hold knots.
Caustic Cloud [acid] (Sorcerer/Wizard 1)
As sound burst but it deals 1d6 acid, +1 per 2 levels, and targets save or are blinded for 1 round.
Summon Minion I (Wizard 1)
As summon monster I, but it summons NPCs from the Advanced Gamemastery Guide that have a CR at least 1 lower than creatures monster summoning I would produce. The same rules can be used to create summon minion II–IX, based on summon monster I–IX.
Touch of Frailty (Sorcerer/Wizard 2)
As touch of idiocy but it reduces Strength, Dexterity, and Constitution rather than Intelligence, Wisdom, and Charisma. It might make feats useless if their prerequisites are no longer met.
War Staff (Sorcerer/Wizard 2)
Target: Staff in your hands As magic weapon but your staff makes 1 attack/round as a free action, using your caster level as the attack bonus. This ability cannot be used when the staff is in anyone else’s possession.
Glide (Sorcerer/Wizard 3)
As spider climb, but you don’t need any free limbs to move, and you ignore difficult terrain rather than climb up walls.
Secret Pockets (Sorcerer/Wizard 3)
Target: one bag, pouch, pocket, or similar container
As greater magic weapon, but it turns containers into bags of holding (the type equals 1 every 4 caster levels) rather than the normal benefit.
Post Script Most of these spell variants began life as twitter entries on author Owen K.C. Stephens Twitter account (@Owen_Stephens). New variant spells are regularly featured in the author’s posts, and marked with the hashtag #Spelltweet. Also, some compiled spelltweets can be found at www.d20pfsrd. com/extras/3pp-previews/-spelltweets.