New Spells....

 

Sonic Blast (from WoTC, all rights reserved)
Evocation (Sonic)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Action
Range: Close (25' + 5'/2 levels)
Area: 5' wide to close range (25' + 5'/2 levels)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
 
You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within the area of effect.
 
The Sonic Blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength Check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a large creature with the strength score equal to the damage of the spell inflicted. The spell moves with the target; see the bull rush description in Chapter 8 of the PHB for details...
 
If a creature is shoved back into a solid object, the creature sustains an additional 1d4 points of bludgeoning damage.
 
Like Lightning Bolt, Sonic Blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue through it if the spell's range permits; otherwise it stops at the barrier.
 
Material Components: A tiny glass cone

 

Arcane Bolt (from WoTC, all rights reserved)
Evocation (Force)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Action
Range: Medium (100' + 10'/level)
Targets: Up to five creatures, no two more than 15' apart
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
 
A bolt of magical energy shoots forth from your finger tips at its target, dealing 1d6+1 points of damage.
 
For every two levels past the 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd, three at 5th, four at 7th, and a maximum 5 bolts at 9th level. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can only strike one creature. You must designate targets before you roll for SR or damage. 
 
This spell counts as a Magic Missile for spell, items, or special qualities that protect a target from a magic missile, such as a broach of shielding or Shield (spell).

 

Bladesong (from WoTC, all rights reserved)
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 Action
Range: Touch
Target: Bladed Weapon Touched
Duration: 1 round/level
Saving Throw: Will Negates (harmless, object)
Spell Resistance: Yes (harmless, object)
 
Bladesong makes a bladed weapon emit magical music in combat. Any round the weapon is used in melee combat, this spell allows the wielder to make a single, additional touch attack with the sword as a free action. The attack uses the wielder's normal attack bonus with that weapon, but inflicts no damage. Instead, anyone successfully touched  by the weapon in this way is dazed for one round. Dazed characters cannot take any actions, but can defend themselves normally.
 
Focus: The Weapon

 

Guidance of the Avatar (from WoTC, all rights reserved)
Divination
Level: Clr2
Components: V, S
Casting Time: 1 Action
Range: Touch
Target: Creature Touched
Duration: 1 Minute or until discharged
Saving Throw: None
Spell Resistance: Yes
 
Your deity's chosen avatar imbues the subject with divine power. The creature gets a +20 competence bonus on a single skill check and must choose to use the bonus before making the roll to which it applies.

 

Understand Object (from WoTC, all rights reserved)
Divination
Level: Brd 1, Sor/Wiz 2
Components: S, M
Casting Time: 1 Minute
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
 
Understand Object determines the non-magical functions of an technological item. The caster must handle or touch the object throughout the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. Casters can gain further information about the item only through additional uses of the spell. Understand Object does not reveal magical functions, only mechanical.
 
The spell is used most often to help casters understand the nature and use of an object from another technological level (such as a firearm found in Greyhawk!), or to gain some clues to extremely complex gadgets or puzzles.
 
If used in the latter manner, however, this spell can prove very, very, dangerous. Using Understand Object to figure out how a trapped device works may be disastrous, as the spell does not distinguish between a harmful nonmagical trap from any other gadget. And, since the spell starts with the easiest or most general effect first (and traps are often much easier to trigger than the non-trap functions if an item), Understand Item may just tell you how to kill yourself. 
 
But when the spell is used in its most basic way, it can be a boon to adventurers who encounter technological items and strange objects that they have no way of understanding without help. New Exotic weapons, high-tech gadgets, and the like are the province of Understand Object.

 

Master's Touch (from WoTC, all rights reserved)
Divination
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 Action
Range: Self
Target: Self
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No
 
Master's Touch is a spell often found in the repertoire of the adventures the specialize in casting arcane spells. If grants the casters the knowledge and experience to claim proficiency in whatever single weapon or shield they hold in theri hands when the spell is cast. The lack of a somatic component means the spell may be cast in the midst of a fight while keeping ready whatever items stand between the caster and danger.
 
Proficiency is only granted to one item, although multiple casting allow for multiple proficiencies.
 
Note that this spell does not grant proficiency for a class of items, but only the specific item held by the caster. Should the caster lose grip of the item and drop it, he does not lose the proficiency. He may pick up the item and continue to use it. The proficiency is from knowledge gained and therefore retains the knowledge until the spells duration runs out.
 
Master's Focus does not convey any information about a magic item to the caster.
 
Arcane Focus: The item in whose use the caster wishes to become proficient.