Apprentice's Styleworks
School: Transmutation
Level: Sorc/Wiz 0, Magus 0, Bard 0
Casting Time: 1 minute
Components: V, S; optional M (see text)
Target: Personal
Duration: 20 minutes/level
This spell trims and pushes away from the body unwanted hair while being cast, and if you used a small mixture of plant based oils, water, and vegetable based soap worth 5 silver pieces, moisturizes and conditions the hair to be soft and silk smooth. You choose as you cast a style for the hair to be held in, and for the duration, the spell will hold your hair in roughly that shape, causing it to spring back into that position if pulled out of it once the forces on it are released, and is sufficient to hold it in that shape in a light breeze or while swimming slowly in a slow current underwater, but not any stronger forces. The hair will not necessarily come unstyled immediately when the spell's duration expires, especially if it naturally lays that way or is held in place with things like hair-ties, but this spell can enable strange and unnatural hairstyles to be maintained that would otherwise require excessive amounts of hair-styling products which might damage the hair. It can leave parts of the hair somewhat looser to varying degrees, and temporarily adjust the curliness of it and angle of the curls involved. It can't change the color of the hair, or enable it to be directly manipulated or controlled, the exact style it is pulled into is set during the casting. The trimming offered by this spell is very precise, allowing a very close shave for smooth skin to deal with unwanted hair on any part of the body. This spell also trims nails to the desired lengths.
Keratinous Restoration
School: Necromancy
Level: Sorc/Wizard 2, Magus 2, Bard 2, Druid 1, Cleric/Oracle 2, Ranger 1, Witch 1
Casting Time: 10 minutes
Components: V, S, M (10 gp worth of high quality boiled bird and fish meat and bones, including beaks and teeth)
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes
This can cause hair and nails to grow to a level indicated by the caster, equivalent of up to a year's worth of growth. It is advised to be ready to remove excess hair and nails after casting (such as with the Apprentice's Styleworks spell or mundane trimming tools), as they all grow the indicated amount of time's worth of growth. It is advised to be careful of things like ingrown nails and the like and prepare to prevent such unless you want to harm the target of the spell in some way. For creatures whose fur or similar things regularly sheds, they'll release some shed hair if enough equivalent time is indicated by the growth spell compared to the current time of year, but it won't cause them to later shed off season, nor will it cause them to have off-season hair lengths or coloration, it will merely prevent them from growing excess fur. This spell also affects other similar sorts of keratinous growths in similar ways, such as causing reptiles to grow in new and shed old scales, or creatures with certain types of horns or antlers to have them grow, depending on the time scales indicated by the spell. This spell can't cause growth that would be prevented from growing naturally in the time-spans involved, such as due to damaged hair follicles or natural baldness, or cause hair growth in areas it would not normally grow or the like. Shed stuff is pushed away from the body safely and smoothly as if gently pulled away with sufficient strength to do so and carefully lubricated underneath somehow, which can enable particularly intact shedding for some creatures, such as whole snake sheddings. The unnatural growth of this sort doesn't increase the approach of things like age-related baldness.
Rust Reversal
School: Transmutation
Level: Sorc/Wiz 3
Components: V, S, M (an amount of gp worth of oil equal to 1/10th the price of the object(s) to be restored)
Casting Time: 1 minute
Range: Close (25 ft. + 5ft/2 levels)
Target: Up to one object partially made of metal per level, all of which must fit within a 15ft. cube.
Duration: Instantaneous
Saving Throw: Fortitude (harmless, object)
Spell Resistance: Yes
This spell restores rusted objects to a previous non-rusted state. The objects must still have all their original material in it's original rough positions. It can't restore materials that have disintegrated or flaked away, although it will still turn any rust remaining on the objects back to it's natural materials. It does not repair other sorts of damage or corrosion to the objects in question, only reversing the rusting process. An object which has lost half it's hit points to a rust monster's attack can be restored, but not a destroyed one. Creatures made of metal that lost hit points the same way can only be restored if they lost less than half their hit points to the rust monster, otherwise, only 1d4 hit points/level of unhealed damage originally dealt by the rust monster can be restored.
Chef's Dance
School: Conjuration (creation) [force]
Level: Sorc/Wizard 1, Magus 1, Witch 2
Components: V, S
Casting Time: 30 seconds
Range: Close (25 ft. + 5ft/2 levels)
Target: Food materials contained within a 10 ft. cube of space
Duration: Instantaneous; 10 minutes per level (see text)
Saving Throw: Fortitude (object only)
Spell Resistance: Yes
You may process food materials within a 10 ft. cube that is the target area into a prepared meal. You may use however much materials in the area you like, but you must have all the required ingredients with which to cook what you desire to create in the correct amounts needed for the final result. Unneeded materials aren't wasted, although may be strangely divided by the spell (such as eggs with only the yolk or whites magically removed). Creatures can't be included as targets (living or undead), nor can attended items.
The objects are cooked with a skill appropriate to your skill check of an appropriate profession skill check(s), made as you cast the spell, having and understanding a detailed and accurate recipe written by someone who has at least 3 ranks in the appropriate profession skill and has successfully cooked that recipe before with a skill check result of at least 15 on hand allows an untrained caster to cast the spell as a wisdom check with a +2 bonus. It does not matter how long the ingredients would take to prepare, or what tools would be needed, the results are prepared instantaneously once the spell is finished. If containers are on hand in the spell area, the cooked results are placed in those containers. If they are not, temporary ones are conjured, made of translucent white force, which have 1 hit point and 10 points of hardness. Utensils and eating containers to consume the food with are also temporarily conjured (of the same force materials), sufficient to a group of medium or small sized humanoids to consume the prepared foods in one sitting, although they are not of sufficient quality to serve as weapons to anything that is not food affected by this spell and will be destroyed if attempted to be used that way.
The resulting food is of a temperature ready to be eaten, not hot (temperature wise) enough to burn the mouth. The spell does not extract poison from any poisonous ingredients beyond the ability of the appropriate profession skill check(s). Each dish or certain alternate preparation methods that would require different skill checks requires separate checks. If the food would have diseases or parasites if not cooked completely enough, but that cooking can deal with, then the skill checks determine if those are dealt with as normal if you know how long it would need to be cooked, or you can choose to deliberately potentially over-cook it if you fail the skill check but wind up with at least somewhat burnt results that aren't as appetizing depending on the check result. You can only make foods you have all of the required ingredients and amounts of those ingredients for.
The time and tools needed to create the food doesn't matter, for instance, you could turn grapes into wine, or slow-cook something that would take a day to cook, or churn stuff into butter, you must, however, have all the required catalysts or ingredients to provide appropriate reactions, such as appropriate samples of materials needed to transform a dairy product into a cheese. You don't need any equivalents of heat-sources or sunlight sources or the like.
This spell can only be used to create what would normally be considered normal foods that can be created with profession checks. It can't do things like replace alchemy tools to perform instantaneous craft alchemy checks. This spell can't be used to intentionally create poisonous or diseased foods, you must make required checks to avoid the results being such with the appropriate skills if you know how and are aware of contaminated or troublesome ingredients.
If your caster level is 5 or greater, this spell is treated as having the perfect tools for the task, equivalent of masterwork chef's equipment or the like, providing an additional +2 circumstance bonus to the involved skill checks.
Rainproofing
School: Conjuration (creation) [force]
Level: Sorc/Wiz 1, Bard 1, Magus 1
Casting Time: 1 standard action
Components: V, S, M (a drop of vegetable oil and a tiny square of tightly woven cloth)
Range: Close (25 ft. + 5ft/2 levels)
Target: Caster and up to one additional willing creature/level
Duration: 2 hours/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
An faint translucent barrier with a hint of multi-colored iridescence drapes over the subject from above, and wraps around their legs (or similar lower body parts and clothing). It does not interfere with movements and is largely intangible, but repels water and ice to a degree, sufficient to keep the subject dry when wading through pools or marching through snow up to their waist (or rough equivalent) or being rained or snowed on. This barrier goes over clothing, to help protect that from water. Deeper submergence in water or falling in it can get through the protection to some degree. This spell can make it easier to make checks regarding handling dangerous cold weather due to remaining dry in rain or snow or wading through sallow waters or small amounts of snow, as if the wet conditions didn't apply (only the temperature ones) so long as the target manages to remain dry thanks to the spell or the combination of it and other methods to dry off any prior wetness.
Sneeze
School: Necromancy [curse]
Level: Sorc/Wiz 1, Bard 1, Cleric/Oracle 1, Druid 1, Witch 1, Magus 1, Ranger 1
Casting time: 1 standard action
Components: V, S
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes
This spell causes the target to release a powerful sneeze that clears the sinuses completely. All snot is removed smoothly and without harm, and sent shooting away from the target's face to the ground one square away from them in a direction of their choice. They are staggered for one round as a result. This can help alleviate some disease and allergy symptoms related to nasal congestion or sneezing for a while, depending on how much and how fast mucus is produced. It also clears blood out of a bloody nose, but does not stop the bleeding itself. One can willingly fail the saving throw, and most babies with a stuffy nose will instinctively do so if held upright. The individual in question does not have to be able to breathe in to be able to sneeze in this way, it pulls in air from the surroundings through the flesh in a magical and harmless manner in order to get it high up in the sinuses behind all the mucus and other stuff in the nasal passage. It can't eject anything tougher than dried up snot that is wedged in more than a small object that easily slides in and out of the nose (like a child might stick up their nose) when lubricated by mucus. This spell doesn't remove 100% of mucus, it leaves a very thin, protective layer to keep the nose from getting unhealthily dry, but makes sure to remove all the infected portions of any mucus or blood or such that have disease components in it, or any allergens that are up the nose or the like. The ejected materials are affected by a mild necromantic curse that destroys any infectious diseases within them, preventing the snot or blood from infecting others. Any saliva or things in the mouth shot out during the sneeze from the mouth is also affected by this necromantic curse.
The target may not have their head submerged in or other liquid or an airless environment of some sort, due to the way it draws nearby air in to clear stuff out.
If the caster uses this spell on themselves, they may deliberately sneeze on someone else, treat this as a ranged touch attack with a range of 10 ft. although the effect is harmless other than getting someone dirty or whatnot.
You may also simultaneously clear stuff from the lungs, mouth and windpipe in a similar method by increasing the casting time to 1 full round action. If you do so and the target is yourself, you do not need to perform a verbal spell component. This can be useful for a target with fluid in the lungs or who needs to be saved from a recent drowning that isn't dead yet and has even more fluid in the lungs and/or windpipe, or on a target who is choking.
Tome of Common Knowledge
School: Divination
Level: Sorc/Wiz 1, Cleric 1, Bard 2
Casting Time: 1 minute
Components: V, S; Optional focus
Duration: 8 hours
Range: Touch
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The target of the spell gains a single 'mental book' they can read during the duration. It is either the focus component of the spell (a non-magical book up to 100 pages and less than 10 lbs.), or a magically created book of knowledge on a single subject. The knowledge contained within the book can be something like a dictionary (including one that translates common words between two languages), or a book of nearly any sort of simple knowledge that is commonly known. The caster need not be someone who knows the subject material of the book, although they are the ones who select the nature of the subject material, so they must have some idea that the subject even exists and be able to define the parameters of the book and how much it focuses on different aspects. The book is relatively dry reading. The book contains low level trained/studied/taught knowledge of a sort that might be known by people with a single rank in a(n) appropriate skill(s) of a non-secretive nature known by at least 100 people who don't consider it a secret that is able to be discovered by someone of the race, gender, and culture of the caster relatively easily (although the age can be non-specific here). It may contain incorrect information, or portray multiple sides of a disputed issue, if the truth is a secretive or more elite form of knowledge not appropriate to be known in ways described above. The book is roughly equivalent to up to 100 pages, but may contain less if there isn't much known about the subject material according to the terms described above. The looser the parameters that the caster defines, the more likely subjects with a lot known about them will be more generalized and simplified in order to fit within the 100 pages, the most commonly known stuff is favored over the least commonly known stuff. If trained experts exist within the noted parameters above who have actual experience and knowledge that disproves a falsehood that is more commonly known, the more accurate expert knowledge that is confirmed/tested will be favored in the text.
In order to 'read' the text, the target of the spell must concentrate while remaining physically mostly still (not taking any violent actions or even actively defending themselves, they are effectively flat-footed while concentrating in this manner). The non-focus based book does not need to be written in a language they know, but must be written in one the caster's culture, race, and gender could easily learn and isn't considered secret (as noted above), but the target does not get any special ability to read the book. The book may contain 'illustrations' of actual, common, non-secret things or people or the like that are within the knowledge restrictions noted above, drawn as if with a DC 10 skill check for an appropriate artistic craft skill, but they take up space that could otherwise be used for text. The target may attempt to write out a copy of the book according to their skills and speed of writing. If they use the Amanuensis spell, they are treated as having a physical copy of it to copy from available.
This spell can be used by a caster to gain access to a single subject of common knowledge to help themselves or another. If you have the time to 'read' the book, you can make appropriate skill checks as if you had a book of that sort to aid you afterwards or during for appropriate kinds of checks (such as some kinds of research based knowledge checks of the sorts you could perform in a library or using the right sort of reference book or similar situation).
The knowledge contained could be stuff the caster themselves may have trouble learning, such as due to a criminal record or dishonorable reputation making it difficult to expose themselves publicly, so long as it fits with the above noted parameters and isn't considered secret in general, and is still generally available for their gender and race in their culture for appropriate individuals going into the related careers or whatnot. It won't contain highly secretive guild knowledge or military secrets and the like, even if such is known by many people, and appropriate experts in the culture, because of how the knowledge is considered secret.
Precise Time
School: Divination
Level: Sorc/Wiz 0, Cleric 0, Bard 0
Casting Time: 1 immediate action
Components: S
Duration: 24 hours
Target: Self
For the duration of the spell, the caster knows the precise time of day, day of the month, week, and year that it currently is in their culture's and language's calendar in their culture and language's terms. Each time the spell is cast, they may also set a single mental alarm that will go off at a specific time, or a single mental timer that will start counting from a certain time measuring the total time since the timer was started, and then be 'stopped' and know the exact total time elapsed from start to stop, or have a timer go off in a precise amount of time from when it the spell is cast (such as within 10 minutes, or 1 hour, 2 minutes, and 3 seconds, or some kind of specific thing like that). (essentially the magical equivalent of a modern watch) Each casting can only set a single alarm or timer or whatnot, but for the whole duration, you still can always know the exact current time. You can cast the spell multiple times to have multiple overlapping alarms, timers, and the like prepared, although all are individually vulnerable to being dispelled or the like. Alarms and timers and the like can't be set longer than the duration of the spell.