Open Portal
School: Evocation[force]; Level: sorcerer/wizard 1
Casting Time 1 standard action
Component V
Range medium
Target one portal, up to 20 sq. ft./level
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
"They tried to flee into the safety of the castle...they failed"
This spell magically holds open an already open door, gate, window, or shutter of wood, metal, or stone. The magic creates a rod of force at the edge of the portal extended from one side to the other that holds it open. The rod can be damaged by weapons and supernatural abilities, but has a hardness of 5 and a number of hit points equal to 10 per caster level (to a Maximum of 100 Hit Points at 10th level). Alternatively a successful Strength check (DC 25) can be made to pull the bar from the door (which destroys the bar). A successful dispel magic spell can negate an Open Portal spell.
Summon Armor
School: Conjuration(creation); Level: cleric 1, sorcerer/wizard 1,
Casting Time 1 standard action (see text)
Component V, S
Range Touch
Target Creature touched who is not currently wearing any armor
Duration 1 hour/level
Saving ThrowWill negates (harmless); Spell Resistance no
"I hate having to take the time to put on full plate in the morning"
The subject of this spell is outfitted with an armor of your choice. The armor is of masterwork quality and has the same statistics as it normally would. It can be made of any common wood, leather, metal or stone appropriate to that type of armor (use your best judgement). You could make a full plate out of stone, for example, but you could not make a chain shirt out of wood. This spell does not grant an proficiency with the summoned armor and cannot be used to summon shields.
You can cast this spell as an immediate action. When cast in this way the range becomes Personal and you suffer the penalties for donning armor hastily.
Nizznevr's Quantum Magic Redistribution
School: Transmutation; Level: alchemist 2, magus 2, sorcerer/wizard 3
Casting Time 1 standard action
Component V, S
Range Touch
Target 1 weapon, armor, or shield touched
Duration 1 hour per level or until released (D)
Saving Throw Will negates(object); Spell Resistance no
"Ghost tough is nice against ghosts. Not so much against owlbears"
You alter the state of a magical weapon, armor, or shield with one or more special abilities with a base price modifier of +1 or higher. The special property is converted into an ordinary enhancement bonus equal to its base price modifier for the duration of the spell or until the items wielder spends a standard action to return the item to normal. For example, if you cast this spell on a +1 Long Sword of Icy Burst(a +2 special ability) you would have a +3 Long Sword instead.
In the case of items that have multiple qualifying abilities that can be converted, you may choose any number or combination of these special abilities to convert. You could convert a +1 Ghost Touch Long Sword of Icy Burst, for example, into a +2 Long Sword of Icy Burst, a +3 Ghost Touch Long Sword, or a +4 Long Sword.