<div align="center"><span class="bbc_size" style="font-size: 18pt;"><span class="bbc_font" style="font-family: georgia;"><strong>Redhurst Lexicon of 3rd Party Spells!</strong></span></span></div><br/>So more than a few spells I introduced (and Kleris has learned) over the course of this role-play are third party.  For ease of reference I'm compiling all current and future spells of this nature here, along with their original source.  Tell me if I missed any!<br/><br/><strong>1001:</strong>1001 Spells<br/><br/><strong>BoEF:</strong>Book of Erotic Fantasy<br/><br/><strong>DeMg:</strong>Deep Magic<br/><br/><strong>PoI:</strong>Path of Iron<br/><br/><strong>PoS:</strong>Path of Shadows<br/><br/><strong>RAM:</strong>Redhurst Academy of Magic<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Animate Image (BoEF)</strong></span></span><br/>Illusion (Figment)<br/><strong>Level:</strong>Brd 1, Sor/Wiz 1<br/><strong>Components:</strong>V, S, F<br/><strong>Casting time: </strong>1 standard action<br/><strong>Range:</strong>Touch<br/><strong>Target:</strong>One text or graphic<br/><strong>Duration:</strong>Concentration +1 rd/level<br/><strong>Save:</strong>Will negates (harmless)<br/><strong>Spell Resistance:</strong>Yes (harmless)<br/>Creates a holographic representation of a text or graphic, performing any acts indicated.<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Animate Tattoo (1001)</strong></span></span><br/>Illusion (Shadow)<br/><strong>Level:</strong>Brd 1, Sor/Wiz 1<br/><strong>Components:</strong>V, S, M (inks worth at least 10 gp)<br/><strong>Casting time: </strong>1 hour<br/><strong>Range:</strong>Personal<br/><strong>Effect:</strong>A 3-inch-square area of flesh<br/><strong>Duration:</strong>Duration<br/><strong>Save:</strong>See Text<br/><strong>Spell Resistance:</strong>See Text<br/><br/>You create a tattoo upon your own body that has the ability to move and attack (using your base attack bonus plus the relevant casting ability modifier) out to a range equal to your natural reach. Moving the tattoo around your body is not an action. Attacking with the tattoo is a melee attack action (it can be used to make attacks of opportunity). The tattoo deals damage equal to 1d6 plus the relevant casting ability modifier (successfully disbelieving after interacting interacting with the tattoo reduces the damage by half). The spell can create an animated tattoo of a lion roaring or a dragon breathing fire, a moving waterfall, or a warrior swinging a sword. The image and its movements are preset; once the spell is cast, you cannot change them. The tattoo can move all over your body if you wish.<br/><br/><strong><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_font" style="font-family: georgia;">Block the Seed (BoEF)</span></span></strong><br/><strong>Level:</strong>Body 1, Brd 1, Clr 1, Sor/Wiz 1<br/><strong>Components:</strong>V, S, M<br/><strong>Casting Time: </strong>1 standard action<br/><strong>Range:</strong>Personal<br/><strong>Target:</strong>You<br/><strong>Duration:</strong>1 day/level<br/><br/>You are incapable of getting someone pregnant or becoming impregnated for the duration of the spell.  You are still vulnerable to sexually transmitted diseases unless protective measures are taken.<br/><br/><strong>Material Component:</strong>A lemon rind.<br/><br/><strong><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;">Capture Image (RAM)</span></span></strong><br/>Illusion (Glamer)<br/><strong>Level:</strong>Brd 0, Sor/Wiz 0<br/><strong>Components:</strong>V, S, M<br/><strong>Casting Time:</strong>1 standard action<br/><strong>Range:</strong>Unlimited; see text<br/><strong>Effect:</strong>captures seen image and transfers it to paper<br/><strong>Duration:</strong>Instantaneous<br/><strong>Saving Throw:</strong>None<br/><strong>Spell Resistance:</strong>No<br/><br/>You can capture any image you can actually see and transfer it to a piece of paper or parchment or other clean surface.  The image can be up to one square foot in size per level.<br/><br/>The image is not photographic.  In fact, it resembles a black-and-white drawing.  Once the image is moved to a surface, it cannot be erased by normal means, although it can be covered or destroyed.<br/><br/><em>Arcane Material Component:</em>The peel of a grape.<br/><br/><span class="bbc_font" style="font-family: georgia;"><strong><span class="bbc_size" style="font-size: 14pt;">Cleanse of Alcohol (1001)</span></strong></span><br/><strong>School:</strong>Conjuration (Healing);<strong>Level:</strong>Brd 0, Clr 0, Sor/Wiz 0<br/><strong>Casting Time:</strong>1 round<br/><strong>Components:</strong>V, S<br/><strong>Range:</strong>Touch<br/><strong>Target:</strong>Personal or one creature<br/><strong>Duration:</strong>Instantaneous<br/><strong>Saving Throw:</strong>Fortitude negates (harmless);<strong>Spell Resistance:</strong>Yes (harmless)<br/>The target of a cleanse of alcohol spell finds himself completely cured of any effect caused by indulging in alcohol.<br/><br/><strong><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_font" style="font-family: georgia;">Detect Metals and Ores (PoI)</span></span></strong><br/>Divination [metal]<br/><strong>Level</strong>alchemist 1, ranger 1, sorcerer/wizard 1, vanguard 1<br/><strong>Casting Time</strong>1 standard action<br/><strong>Components</strong>V, S, F (a small bit of iron ore)<br/><strong>Range</strong>60 ft. or long (400 ft. + 40 ft./level), see text<br/><strong>Area</strong>cone-shaped emanation<br/><strong>Duration</strong>concentration, up to 1 min./level<br/><strong>Saving Throw</strong>none;<strong>Spell Resistance</strong>no<br/><br/>This spell allows you to detect metal within its area, either worked or unrefined. When you cast detect metals and ores, you must designate whether you want to find either metal or metal ore. The spell functions differently depending on your choice.<br/><br/>If you choose to detect metal, the spell detects all worked metal in a 60-foot cone. This includes weapons, armor, doors, tools, constructs, and so on that are made of a refined metal or metal alloy. This version of the spell can penetrate barriers, but 3 feet of wood or dirt or 1 foot of stone blocks it.<br/><br/>If you choose to detect ores, the spell detects all unrefined metal within a long range (400 ft. + 40 ft./ level). This version is not blocked by barriers, wood, dirt, or stone, but can only detect unrefined ore, whether it has been mined or is still in the ground. Metal that has been smelted down or refined in any way is not detected by this version of the spell.<br/><br/>With either choice, you can choose to detect a specific form of metal (such as iron, mithral, or gold), in which case the spell only shows you the location of that metal and no others.<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Ignore (1001)</strong></span></span><br/><strong>School:</strong>Enchantment (Charm) [Mind-Affecting, Psionic];<br/><strong>Level:</strong>Drd 1, Rgr 1, Sor/Wiz 1<br/><strong>Casting Time:</strong>1 standard action<br/><strong>Components:</strong>M (cotton and a blindfold)<br/><strong>Range:</strong>Close (25 ft. + 5 ft./2 levels)<br/><strong>Target:</strong>One creature<br/><strong>Duration:</strong>1 round/level<br/><strong>Saving Throw:</strong>Will negates; Spell Resistance: Yes<br/>You magically distract a creature causing it to suffer a –5 penalty to Perception checks. Even if the subject fails the save, it does not know it has been the subject of a spell effect.<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Locate Water (RAM)</strong></span></span><br/>Divination<br/><strong>Level:</strong>Brd 1, Clr 2, Sor/Wiz 1<br/><strong>Components:</strong>V, S, F/DF<br/><strong>Casting time: </strong>1 standard action<br/><strong>Range:</strong>Long (400 ft. + 40 ft./level)<br/><strong>Target:</strong>Circle, centered on you, with a radius of 400 ft. + 40 ft./level<br/><strong>Duration:</strong>1 min/level<br/><strong>Save:</strong>None<br/><strong>Spell Resistance:</strong>No<br/><br/>You can sense the direction of the nearest body of water (a pool or stream of Medium size or larger) that is within range.  You can simply search for water in general, in which case you find the nearest body of water.  You can try to find a specific body of water if you have an accurate mental image of it.  If your mental image is not accurate, the spell fails.  You cannot specify a certain body of water without having first seen it firsthand (not through a divination).<br/><br/>This spell is not blocked by lead or any other metal.<br/><br/><strong>Arcane Focus:</strong>A forked tree branch cut into a Y.  You hold the top parts of the Y and the bottom part points toward the water.<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Pants (1001)</strong></span></span><br/><strong>School:</strong>Transmutation;<strong>Level:</strong>Brd 0, Sor/Wiz 0<br/><strong>Casting Time:</strong>1 standard action<br/><strong>Components:</strong>V, S<br/><strong>Range:</strong>Close (25 ft. + 5 ft./level)<br/><strong>Target:</strong>One creature wearing pants<br/><strong>Duration:</strong>Instantaneous<br/><strong>Save:</strong>Will negates;<strong>Spell Resistance:</strong>Yes<br/>You cause the target’s pants to fall down to his ankles. Belts or suspenders offer no protection to the target, but armor that fully encompasses the legs, such as full plate, prevents the negative effects of this spell.<br/><br/>After having his pants fall, the target can refasten his pants as a move action. If the subject does not pull up his pants, movement is reduced by half, and if he attempts to move more than five feet in a single round, he must make a Reflex save (same DC as the spell) or fall prone.<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Shadow Conjuration, Lesser (PoS)</strong></span></span><br/><strong>School </strong>illusion (shadow) [shadow]<br/><strong>Level</strong>bard 2, nightblade 2, sorcerer/wizard 2<br/><br/>This spell functions like shadow conjuration, except that it duplicates any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 1st level or lower. The illusory conjurations created deal one-fifth (20%) damage to nonbelievers, and non-damaging effects are 20% likely to work against nonbelievers.<br/><br/><span class="bbc_font" style="font-family: georgia;"><strong><span class="bbc_size" style="font-size: 14pt;">Shadow Snag (1001)</span></strong></span><br/><strong>School:</strong>Enchantment (Compulsion);<strong>Level:</strong>Sor/Wiz 0<br/><strong>Casting Time:</strong>1 standard action<br/><strong>Components:</strong>V, S, F (a black glove)<br/><strong>Range:</strong>Touch<br/><strong>Target:</strong>One creature that casts a shadow<br/><strong>Duration:</strong>1 round/level<br/><strong>Saving Throw:</strong>Will dispels; see text;<strong>Spell Resistance:</strong>Yes<br/>You make a touch attack against the target’s shadow as part of the spellcasting action. If the attack succeeds, and the subject fails its save, it gains the entangled condition (though it can still move). Entangled creatures can attempt to break free 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 touch AC of the target’s shadow is the same touch AC as the target, subject to modification at GM adjudication.)<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Share Sensation (BoEF)</strong></span></span><br/>Illusion (Figment)<br/><strong>Level:</strong>Brd 1, Sor/Wiz 1, Voyeur 1<br/><strong>Components:</strong>V, S, DF<br/><strong>Casting time:</strong>1 standard action<br/><strong>Range:</strong>Personal<br/><strong>Target:</strong>See text<br/><strong>Duration:</strong>10 min/level<br/>This spell targets one creature within sight.  It enables you to feel physical sensations just like your target feels.  Although the caster feels pleasure and pain as teh target does, you do not become wounded when the target takes damage nro healed if the target is cured.<br/><br/><strong><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;">Skill Lore (1001)</span></span></strong><br/><strong>School:</strong>Divination;<strong>Level:</strong>Brd 1, Sor/Wiz 1<br/><strong>Casting Time:</strong>1 standard action<br/><strong>Components:</strong>V, S<br/><strong>Range:</strong>Touch<br/><strong>Target:</strong>One creature touched<br/><strong>Duration:</strong>Until discharged (see below)<br/><strong>Saving Throw:</strong>Yes (harmless);<strong>Spell Resistance:</strong>Yes (harmless)<br/>You enhance a creature’s knowledge about a particular skill. While the spell is in effect, the target gains an insight bonus equal to +1 per two caster levels (max +5) to one skill check chosen at the time of casting. If this skill check takes more than one round it gains no benefit from this spell. Only one skill lore can be in effect on a creature at a time as a second casting counters the first.<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Snowball (RAM)</strong></span></span><br/>Evocation (Cold)<br/><strong>Components: </strong>V, M<br/><strong>Casting Time:</strong>1 standard action<br/><strong>Range:</strong>Touch<br/><strong>Effect:</strong>One snowball<br/><strong>Duration:</strong>Instantaneous<br/><strong>Saving Throw:</strong>None<br/><strong>Spell Resistance:</strong>No<br/><br/>By cupping your hands together around the material component, you form a well-packed ball of snow between in your hands.  It can be used to cool a drink, reduce a wound's swelling [grants a +2 circumstance bonus to an appropriate Heal check], or even as a weapon.  Treat the snowball as an improvised ranged weapon (range increment of 10 feet) Damage 1d3/1d4 subdual; Critical x2; Type: Bludgeoning/cold.<br/><br/><strong>Arcane Material Component:</strong>A piece of white down.<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Speak With Objects (1001)</strong></span></span><br/><strong>School:</strong>Divination<br/><strong>Level:</strong>Sorcerer/Wizard 2<br/><strong>Casting Time:</strong>1 standard action<br/><strong>Components:</strong>V, S<br/><strong>Range:</strong>Personal<br/><strong>Target:</strong>You<br/><strong>Duration:</strong>1 min./level<br/><br/>You can comprehend and communicate telepathically with manufactured objects, including animated objects and constructs. You are able to ask questions and receive answers from objects. An inanimate object’s sense of its surroundings is limited, so it won’t be able to give or recognize detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make animated objects or constructs any more friendly or cooperative than normal. Furthermore, they are likely to make inane comments. If an animated object or construct is friendly toward the caster, it may do some favor or service for the caster (as determined by the GM).<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Stanch (DeMg)</strong></span></span><br/><strong>School</strong>transmutation;<strong>Level </strong>antipaladin 1, cleric/oracle 1, inquisitor 1, ranger 1, paladin 1, sorcerer/wizard 1<br/><strong>Components</strong>V, S<br/><strong>Casting Time</strong>1 standard action<br/><strong>Range</strong>touch<br/><strong>Target </strong>creature touched<br/><strong>Duration</strong>1 hr./level<br/><strong>Saving Throw</strong>Fortitude negates (harmless);<strong>SR</strong>yes (harmless)<br/><br/>You coagulate the target’s blood. The target is stabilized if dying, all bleed effects upon it end, and it is immune to bleed effects for the duration of the spell. It also cannot be the source of blood for any spell or effect that requires even a drop of blood be taken from a creature to cast the spell.<br/><br/><strong><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;">True Shield (1001)</span></span></strong><br/><strong>School:</strong>Abjuration; Level: Sor/Wiz 1<br/><strong>Casting Time:</strong>1 standard action<br/><strong>Components:</strong>V, S<br/><strong>Range:</strong>Personal<br/><strong>Target:</strong>You<br/><strong>Duration:</strong>1 hour/level or until discharged<br/>You gain +20 deflection bonus to AC against the next attack that targets you. Whether the attack succeeds or not, the spell is triggered and the effect ends.<br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Wake (RAM)</strong></span></span><br/>Enchantment (Compulsion) (Mind-Affecting)<br/><strong>Level:</strong>Brd 0, Sor/Wiz 0<br/><strong>Components:</strong>V, S, M<br/><strong>Casting time: </strong>1 round<br/><strong>Range:</strong>Medium (100 feet + 10 feet/level)<br/><strong>Area: </strong>One or more living creatures within a 30-foot burst radius<br/><strong>Duration:</strong>Instantaneous<br/><strong>Saving Throw:</strong>Will negates<br/><strong>Spell Resistance:</strong>Yes<br/><br/>A wake spell silently awakens all sleeping creatures within its area of effect, even those who haven fallen asleep under the effect of a spell and can be awakened normally.<br/><br/><br/><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Water to Wine/Beer (RAM)</strong></span></span><br/>Transmutation<br/><strong>Level:</strong>Brd 0, Clr 0, Drd 0, Sor/Wiz 0<br/><strong>Components:</strong>V, S<br/><strong>Casting time:</strong>1 standard action<br/><strong>Range:</strong>10 feet<br/><strong>Target:</strong>1 cubic feet per level of water<br/><strong>Duration:</strong>Instantaneous<br/><strong>Saving Throw:</strong>Will negates (object)<br/><strong>Spell Resistance:</strong>Yes (object)<br/><br/>This spell changes clean, drinkable water into wine.  The quality of the wine depends on the quality of the water.  The better or clearner the water to begin with, the better the wine.  Unholy or holy water changed in this way simply becomes unholy wine or holy wine.<br/><br/>Variants on this spell permit it to be used to create other alcoholic beverages of an equivalent strength.  The most popular variant is Water to Beer.<br/><br/><em>Note:</em>Water weighs about 8 pounds per gallon.  One cubic foot of water equals roughly 8 gallons and weighs around 60 pounds.