Index of Spells by Descriptor - Evil

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Aberrate
    Book of Vile Darkness
  Sor/Wiz 1  
    1 hour

Subject becomes an aberration.

Absorb Mind (F)
    Book of Vile Darkness
  Corrupt 3  
    1 hour

You gain 25% chance of knowing information in a brain eaten.

Absorb Strength (F)
    Book of Vile Darkness
  Corrupt 4  
    1 hour

You gain 1/4 of a creature's Str and Con when he eats it.

Abyssal Army
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons demons to fight for you.

Abyssal Might (M)
    Book of Vile Darkness
  Arc 4, Blk 3, Clr 4, Dem 3, Sor/Wiz 4  
    1 hour

You gain +2 to Str, Con, Dex, and SR.

Alert Bebilith (M)
    Book of Vile Darkness
  Sor/Wiz 6  
    General

Summons bebilith to deal with a demon.

Animate Dead (M)
Necromancy [Evil] 1 standard action SRD
None - No Adp 3, Arc 3, Blg 4, Clr 3, Death 3, Sor/Wiz 4, Undeath 3, Wuj 4 V, S, M
Instant Touch General
Targets: One or more corpses touched
Materials: A black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse.

Creates undead skeletons and zombies.

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

Regardless of the type of undead you create with this spell, you canít create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Animate Dead Familiar (XP)
    Spellbook Archive
  Sor/Wiz 5  
    General

Revives your dead familiar as an undead familiar.

Animate Dread Warrior (XP)
    Unapproachable East
  Sor/Wiz 6  
    General

Transform dead skilled warrior into undead monster you control.

Animate Legion (M)
    HoB
  Arc 4, Clr 4, Sor/Wiz 5  
    General

Creates skeletons or zombies.

Apocalypse from the Sky (M)
    Book of Vile Darkness
  Corrupt 9  
    General

All in a 10-mile radius/level take 10d6 damage.

Ashstar
    Sandstorm
  Sor/Wiz 2  
    General

Hovering construct dehydrates a wounded creature.

Avascular Mass
    SPC
  Deathbound 8, Sor/Wiz 8  
    General

Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.

Avasculate
    SPC
  Deathbound 7, Sor/Wiz 7  
    General

Reduce foe to half hp and stun foe for 1 round by purging blood vessels.

Awaken Undead (XP)
    SPC
  Deathbound 6, Sor/Wiz 7  
    General

Grant sentience to otherwise mindless undead.

Barghest's Feast (M)
    SPC
  Arc 6, Clr 6, Sor/Wiz 7  
    General

Destroy target corpse, potentially preventing its return to life.

Bedevil (M)
    CR
  Arc 3, Blk 3, Sor/Wiz 3  
    General

Summon a mischievous spirit to torment your enemy.

Befoul
    Lords
  Arc 8, Clr 8, Corruption 8  
    General

Large amount of water becomes poisonous.

Black Bag
    Book of Vile Darkness
  Asn 1, Sor/Wiz 1  
    General

Creates extradimensional bag of torture tools.

Black Lightning
Evocation [Electricity] [Negative] [Death] [Evil] 1 standard action seankreynolds.com
Reflex half - Yes Sor/Wiz 2 V, S, M
Instant Close General
Target: One creature

Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy.

You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy).

Black Sand
    Sandstorm
  Arc 3, Clr 3, Sand 2  
    5 minutes

Creates a 20-ft.-radius area of black sand.

Blackfire
    SPC
  Sor/Wiz 8  
    General

Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round.

Blackwater Taint
    Stormwrack
  Blackwater 6, Sor/Wiz 6  
    General

Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.

Blackwater Tentacle
    Stormwrack
  Arc 5, Blackwater 5, Drd 5, Sor/Wiz 5  
    General

Create blackwater tentacle that attacks your foe.

Blasphemy
Evocation [Sonic] [Evil] 1 standard action SRD
None or Will negates; see text - Yes Arc 7, Clr 7, DrgBlw 7, Evil 7, Hatred 7, Mysticism 7, Orc 7 V
Instant 40 ft. General
Area: Nonevil creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, weakens, or dazes nonevil subjects.

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD Effect

Equal to caster level

Dazed

Up to caster level -1

Weakened, dazed

Up to caster level -5

Paralyzed, weakened, dazed

Up to caster level -10

Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent.

No saving throw is allowed against these effects.

Dazed: The creature can take no actions for 1 round, though it defends itself normally.

Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Bodak Birth (F)
    Book of Vile Darkness
  Arc 8, Clr 8  
    12 hours

Transforms a willing subject into a bodak.

Bodak's Glare (F)
    SPC
  Arc 8, Clr 8  
    General

You slay a creature, which turns into a bodak 24 hours later.

Boneblade
    Book of Vile Darkness
  Arc 3, Blk 2, Clr 3  
    1 hour

Turns a bone into a magic weapon.

Boneblast
    Book of Vile Darkness
  Arc 2, Blk 1, Clr 2  
    General

1d3 Con damage to subject.

Call Dretch Horde
    Book of Vile Darkness
  Dem 3, MH 4, Sor/Wiz 5  
    12 hours

Summons 2d4 dretches.

Call Lemure Horde
    Book of Vile Darkness
  Sor/Wiz 5  
    12 hours

Summons 2d4 lemures.

Call Nightmare
    Book of Vile Darkness
  Dem 4, Sor/Wiz 5  
    12 hours

Summons a nightmare.

Charnel Fire
    Book of Vile Darkness
  Arc 5, Clr 5  
    General

Consumes one corpse or undead creature.

Cheat (F)
    SPC
  Brd 1, Greed 1, Sor/Wiz 1  
    30 minutes

Caster rerolls when determining the success of a game of chance.

Circle of Nausea
    Book of Vile Darkness
  Arc 3, Clr 3, Drd 2  
    30 minutes

Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.

Claws of the Bebilith
    Book of Vile Darkness
  Corrupt 5  
    1 hour

Caster gains claws based on her size.

Claws of the Savage
    Book of Vile Darkness
  Arc 4, Bestial 4, Blk 4, Clr 4, Drd 4  
    1 hour

Subject gains claws that deal damage based on size.

Cloud of the Achaierai
    Book of Vile Darkness
  Arc 6, Clr 6, Dem 4  
    1 hour

Cloud deals 2d6 damage plus confusion.

Clutch of Orcus
    SPC
  Arc 3, Clr 3  
    General

Deals 1d3 damage/round and paralyzes foe with concentration.

Consume Likeness (F)
    Book of Vile Darkness
  Corrupt 6  
    General

Caster steals the appearance of a dead person, adding +10 on Disguise checks.

Consumptive Field
    SPC
  Arc 4, Clr 4  
    General

Draw life from all creatures in 30-ft. radius with -1 or fewer hit points that fail save.

Greater Consumptive Field
    SPC
  Arc 7, Clr 7  
    General

Draw life from all creatures in 30-ft. radius with 9 or fewer hit points that fail save.

Contagion
Necromancy [Evil] 1 standard action SRD
Fortitude negates - Yes Adp 3, Arc 3, Blg 3, Blk 3, Clr 3, Corruption 3, Decay 3, Destruction 3, Drd 3, Pestilence 3, Sor/Wiz 4, Wmg 4 V, S
Instant Touch General
Target: Living creature touched

Infects subject with chosen disease.

The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagions normal save DC for the initial saving throw).

DiseaseDC Damage
Blinding sickness 16 1d4 Str (1)
Cackle fever 16 1d6 Wis
Filth fever 12 1d3 Dex and 1d3 Con
Mindfire 12 1d4 Int
Red ache 15 1d6 Str
Shakes 13 1d8 Dex
Slimy doom 14 1d4 Con

1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.

Mass Contagion
    SPC
  Arc 5, Clr 5, Drd 5, Sor/Wiz 6  
    General

As contagion, but 20-ft. radius.

Create Greater Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 8, Clr 8, Death 8, Pestilence 8, Sor/Wiz 8, Undeath 8 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Create shadows, wraiths, spectres, or devourers.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
15th or lowerShadow
16th - 17thWraith
18th - 19thSpectre
20th or higherDevourer

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Create Undead (M)
Necromancy [Evil] 1 hour SRD
None - No Arc 6, Blg 5, Clr 6, Death 6, Evil 6, Sor/Wiz 6, Undeath 6 V, S, M
Instant Close General
Target: One Corpse
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse.

Creates ghouls, ghasts, mummies, or mohrgs.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster LevelUndead Created
11th or lowerGhoul
12th - 14thGhast
15th - 17thMummy
18th or higherMohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Cruel Disappointment
    Book of Vile Darkness
  Sor/Wiz 3  
    General

Fools subject for 1 round, then -4 penalty on attacks, saves, and checks.

Crushing Fist of Spite (M)
    Book of Vile Darkness
  Sor/Wiz 9  
    General

Fist deals 1d6 damage/level each round.

Curse of the Putrid Husk
    Book of Vile Darkness
  Brd 3, Sor/Wiz 3  
    General

Subject is unconscious for 1d10 minutes.

Curse Water (M)
Necromancy [Evil] 1 minute SRD
Will negates (object) - Yes (object) Arc 1, Blg 1, Clr 1 V, S, M
Instant Touch General
Target: Flask of water touched
Materials: 5 pounds of powdered silver (worth 25 gp).

Makes unholy water.

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

Damning Darkness
    Lords
  Arc 4, Clr 4, Sor/Wiz 4, VDarkness 4  
    General

Darkness deals either 2d6 or 1d6 damage per round.

Dance of Ruin
    Book of Vile Darkness
  Arc 2, Brd 2, Clr 2, Dem 2, Sor/Wiz 2  
    General

Nondemons take 2d20 points of damage.

Dark Tide
    Stormwrack
  Blackwater 7  
    6 hours

Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.

Vile Darkbolt
    Book of Vile Darkness
  Arc 2, Clr 2, Sor/Wiz 2, VDarkness 2  
    General

Deals 1d8 damage/2 levels and stuns 1 round.

Death by Thorns
    Book of Vile Darkness
  Corrupt 7  
    General

Up to three creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage.

Death Dragon
    SPC
  Arc 7, Clr 7  
    General

You gain +4 natural armor, +4 deflection, and natural attacks.

Death Grimace
    Book of Vile Darkness
  Arc 1, Asn 1, Blk 1, Sor/Wiz 1  
    1 hour

Caster leaves magical "calling card" on a corpse.

Death Knell
Necromancy [Death] [Ectomancy] [Evil] 1 standard action SRD
Will negates - Yes Arc 2, Blg 2, Blk 1, Clr 2, Death 2, DrgBlw 2, Sin-G 2 V, S
Instant/10 minutes per HD of subject; see text Touch General
Target: Living creature touched

Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.

Death Pact (M)
    SPC
  Arc 8, Clr 8, Pact 8  
    General

-2 to Constitution, in exchange for effects of true resurrection.

Deathwatch
Necromancy [Evil] 1 standard action SRD
None - No Arc 1, Clr 1, Hlr 0, Planning 1, Slayer of Domiel 1 V, S
10 min./level 30 ft. 4 hours
Area: Cone-shaped emanation

Reveals how near death subjects within 30 ft. are.

Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spells range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

Deathwatch sees through any spell or ability that allows creatures to feign death.

Defile Snow and Ice
    Frostburn
  Arc 3, Clr 3  
    General

Grants undead a +4 profane bonus

Demon Wings
    Book of Vile Darkness
  Arc 3, Blk 3, Dem 3, Demonic 3  
    General

You fly at your land speed.

Demoncall
    Book of Vile Darkness
  Arc 2, Blk 2, Dem 2, Demonic 2  
    4 hours

You gain +10 on one Knowledge (the planes), Knowledge (arcana)or Knowledge (religion) check.

Demonflesh
    Book of Vile Darkness
  Arc 1, Blk 1, Dem 1, Demonic 1  
    30 minutes

Caster gains +1 natural armor/5 caster levels.

Demonhide
    SPC
  Arc 2, Blk 2  
    General

The subject gains damage reduction 5/cold iron or good.

Demonic Blood Infusion (M)
    Ghostwalk Web
  Arc 6, Clr 6, Sor/Wiz 6  
    General

Temporarily grant subject the fiendish template, may cause the subject to become chaotic and evil permanently.

Desecrate (M)
Evocation [Negative] [Evil] 1 standard action SRD
None - Yes Arc 2, Blg 3, Clr 2, Evil 2, Undeath 2 V, S, M, DF
2 hours/level Close 30 minutes
Area: 20-ft.-radius emanation
Materials: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Fills area with negative energy, making undead stronger.

This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate.

Desecrate Battlefield (M)
    HoB
  Arc 6, Clr 6  
    General

Fills large area with negative energy, making undead stronger.

Despoil (M)
    Book of Vile Darkness
  Arc 9, Clr 9, Corruption 9  
    General

Kills plants, damages objects in 100-ft. radius/level.

Devil's Ego
    Book of Vile Darkness
  Diabolic 3  
    30 minutes

You gain 1d4+1 Cha and become an outsider.

Devil's Eye
    Book of Vile Darkness
  Arc 3, Blk 2, Clr 3, Diabolic 2, Sor/Wiz 3  
    30 minutes

You can see even in magical darkness up to 30 feet.

Devil's Tail
    Book of Vile Darkness
  Diabolic 1  
    30 minutes

You gain a spiked tail that deals 1d4 damage.

Devil's Tongue
    Book of Vile Darkness
  Corrupt 2  
    30 minutes

Tongue grapples with reach 15 ft.

Dirge of Discord
    SPC
  Brd 3  
    General

Unnatural dirge that causes -4 to attack and concentration checks, and -4 enhancement penalty to Dexterity.

Dispel Good
Abjuration [Evil] 1 standard action SRD
See text - See text Arc 5, Clr 5, Evil 5 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by good creatures.

Shimmering, dark, unholy energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by good creatures.

Second, on making a successful melee touch attack against a good creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by a good creature or any one good spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel good. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

Distort Summons
    Book of Vile Darkness
  Dem 3, Sor/Wiz 4  
    6 hours

Creates area where only evil creatures can be summoned.

Distort Weapon
    Book of Vile Darkness
  Arc 1, Blk 1  
    30 minutes

All threats of a critical hit against good foes are automatically confirmed.

Dolor
    Dragon 336
  Sor/Wiz 5  
    General

Cause a creature trapped in a planar binding pain, compelling it to agree to some service.

Doom of the Seas (XP)
    Stormwrack
  Arc 9, Blackwater 9, Drd 9  
    General

Summons a fiendish kraken (Doom of the Seas) under your command.

Dread Word
    Book of Vile Darkness
  Dem 3, Sor/Wiz 3  
    General

1d3 Cha drain on one target.

Vile Drown
    Book of Vile Darkness
  Sor/Wiz 3  
    General

Subject begins to drown.

Ectoplasmic Enhancement
    Book of Vile Darkness
  Sor/Wiz 6  
    24 hours

Incorporeal undead gain +1 AC, +1d8 hp, +1 on attacks, +2 turn resistance for every 3 levels.

Energy Ebb
    SPC
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Give subject one negative level/round for 1 round/level.

Eternity of Torture
    Book of Vile Darkness
  Pain 9  
    24 hours

Target is rendered helpless, ageless, and has all ability scores except for Con drop to 0.

Evil Eye
    Book of Vile Darkness
  MH 2, Sor/Wiz 3  
    4 hours

Subject takes -4 penalty on attacks, saves, and checks.

Evil Glare
    SPC
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Paralyze creature with your glare.

Evil Weather (M) (XP)
    Book of Vile Darkness
  Corrupt 8  
    General

Caster conjures one type of evil weather.

Eye of the Beholder
    Book of Vile Darkness
  Sor/Wiz 7  
    General

Your eye gains random beholder ray.

Eyebite
Necromancy [Evil] 1 standard action SRD
Fortitude negates - Yes Brd 6, Necro 6, Orc 6, Scalykind 6, Sor/Wiz 6 V, S
1 round/3 levels; see text Close General
Target: One living creature

Target becomes panicked, sickened, and comatose.

Each round, you may target a single living creature, striking it with waves of evil power. Depending on the targets HD, this attack has as many as three effects.

HDEffect
10 or moreSickened
5-9Panicked, sickened
4 or lessComatose, panicked, sickened

The effects are cumulative and concurrent.

Sickened: Sudden pain and fever sweeps over the subjects body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.

Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.

The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.

Eyes of the King
    SPC
  Hunger 6  
    General

Summon fiendish dire bats.

Eyes of the Zombie
    Book of Vile Darkness
  Arc 2, Clr 2, Sor/Wiz 3  
    6 hours

You see through a zombie's eyes.

Fangs of the Vampire King
    SPC
  Arc 3, Asn 3, Blk 3, Deathbound 3  
    5 minutes

Grow vampire fangs.

Field of Ghouls
    SPC
  Hunger 7  
    General

Transform dying creatures into ghouls.

Fiendform
    SPC
  Sor/Wiz 5  
    30 minutes

As Alter Self, except you can gain the form and powers of an evil outsider.

Fiendish Clarity
    Book of Vile Darkness
  Arc 7, Clr 7, Demonic 7, Sor/Wiz 7  
    1 hour

You see in even magical darkness, see invisible up to 60 feet, and can detect good.

Flensing
    SPC
  Sor/Wiz 8  
    General

Trauma deals 2d6 damage plus 1d6 Cha and Con damage.

Flesh Armor (F)
    Book of Vile Darkness
  Asn 4  
    1 hour

Caster gains DR 5/magic.

Flesh Ripper
    Book of Vile Darkness
  Arc 3, Clr 3, MH 3  
    General

Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.

Forbidden Speech
    Book of Vile Darkness
  Corrupt 5  
    12 hours

Subject cannot speak about a certain topic.

General of Undeath
    SPC
  Arc 8, Clr 8  
    24 hours

Increases your maximum HD of controlled undead by your caster level.

Ghoul Gauntlet
    Libris
  Hunger 5, Sor/Wiz 6  
    General

Convert victim to a ghoul under your control.

Glimpse of Truth
    Book of Vile Darkness
  Sor/Wiz 3  
    12 hours

You get an answer to a yes-or-no question.

Graz'zt's Long Grasp
    Book of Vile Darkness
  Sor/Wiz 2  
    1 hour

Your hand flies from you to make grapple artacks.

Grim Revenge
    Book of Vile Darkness
  Sor/Wiz 4  
    General

Tears hand from target, dealing 6d6 damage, then hand attacks target.

Gutwrench
    Book of Vile Darkness
  Sor/Wiz 8  
    General

Kills subject and gives you 4d6 temporary hit points and +4 Strength.

Heartache
    Book of Vile Darkness
  Arc 1, Clr 1, MH 1  
    General

Subject helpless for 1 round.

Heartclutch
    Book of Vile Darkness
  Arc 5, Clr 5  
    General

Subject dies in 1d3 rounds or takes 3d6 damage +1/level.

Hell's Power (M)
    Book of Vile Darkness
  Arc 4, Blk 3, Clr 4, Sor/Wiz 4  
    General

You gain +2 AC and good to existing DR.

Hellfire
    Book of Vile Darkness
  Diabolic 4  
    General

Deal 3d6 diabolic fire damage.

Hellfire Storm
    Book of Vile Darkness
  Diabolic 7  
    General

Explosion of brimstone deals 5d6 damage in 20-ft. radius.

Hellish Horde
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons devils to fight for you.

Hunters of Hades (M)
    SPC
  Arc 9, Clr 9  
    1 hour

Summons a pair of pack fiends or a Retriever to follow your commands.

Identify Transgressor
    Book of Vile Darkness
  Arc 4, Clr 4  
    12 hours

You learn the identity of one person.

Imprison Soul (M) (F)
    Book of Vile Darkness
  Arc 7, Clr 7  
    General

Traps soul in a small object, and victim takes 1d4 Con damage per day.

Incorporeal Enhancement
    SPC
  Sor/Wiz 3  
    24 hours

Grant bonuses to incorporeal undead.

Infernal Threnody
    SPC
  Brd 3  
    General

Grants +2 caster level to evil-aligned divine spellcasters.

Infernal Transformation
    SPC
  Arc 7, Clr 7  
    General

You change into bone devil, gain abilities.

Lesser Infernal Transformation
    SPC
  Arc 4, Clr 4  
    General

You change into bearded devil, gain abilities.

Infernal Wound
    SPC
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Weapon inflicts persistent, bleeding wounds.

Kiss of the Vampire (M)
    SPC
  Sor/Wiz 7  
    General

You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.

Lahm's Finger Darts
    Book of Vile Darkness
  Corrupt 2  
    General

Your fingers become projectiles that deal 1d4 Dex damage.

Love's Pain
    Book of Vile Darkness
  Corrupt 3  
    General

Deals 1d6 damage/2 levels to subject's dearest loved one.

Magic Circle against Good
Abjuration [Evil] 1 standard action SRD
Will negates (harmless) - No; see text Arc 3, Asn 3, Clr 3, Dem 2, Evil 3, MH 2, Sor/Wiz 3, Wuj 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

All creatures within the area gain the effects of a protection from good spell, and no nonevil summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from good), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from good and vice versa.

Mantle of Evil
    SPC
  Arc 3, Blk 3, Clr 3  
    1 hour

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Masochism
    Book of Vile Darkness
  Arc 3, Asn 3, Blk 3, Clr 3, Sor/Wiz 2  
    General

For every 10 hp damage you take, you gain +1 on attacks, saves, and checks.

Mindrape
    Book of Vile Darkness
  Sor/Wiz 9  
    12 hours

You learn everything subject knows and can alter its memory or knowledge.

Morality Undone
    Book of Vile Darkness
  Arc 5, Brd 5, Clr 5, Corruption 4, MH 4  
    1 hour

Subject becomes evil.

Mystic Lash
    Magic of Faerun
  Arc 3, Clr 3  
    General

Ranged touch attack deals 1d8 +1/2 levels electricity, plus stunning.

Necrotic Bloat (F)
    Libris
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Encysted subject takes 1d6 damage/level.

Necrotic Burst (F)
    Libris
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Encysted subject killed, cyst begins to roam.

Necrotic Cyst (F)
    Libris
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Encyst undead sac of tissue in subject.

Necrotic Domination (F)
    Libris
  Arc 4, Clr 4, Sor/Wiz 4  
    1 hour

Completely control encysted subject.

Necrotic Empowerment (F)
    Libris
  Arc 8, Clr 8, Sor/Wiz 8  
    General

Draw personal vigor from mother cyst.

Necrotic Eruption (F)
    Libris
  Arc 6, Clr 6, Sor/Wiz 6  
    General

Encysted subject killed, those nearby damaged and possibly encysted.

Necrotic Scrying (F)
    Libris
  Arc 2, Clr 2, Sor/Wiz 2  
    4 hours

Hear or see encysted subject at a distance.

Necrotic Termination (F) (XP)
    Libris
  Arc 9, Clr 9, Sor/Wiz 9  
    General

Permanently eliminates encysted subject.

Necrotic Tumor (F)
    Libris
  Arc 7, Clr 7, Sor/Wiz 7  
    24 hours

Permanently control encysted subject.

Night's Caress
    Libris
  Sor/Wiz 5  
    General

Touched foe take 1d8 points of damage per level plus 1d8+2 Con damage.

Nightmare
Illusion (Phantasm) [Mind-Affecting] [Evil] 10 minutes SRD
Will negates; see text - Yes Brd 5, Darkness 7, Dream 5, Sor/Wiz 5, Wuj 5 V, S
Instant Unlimited General
Target: One living creature

Sends vision dealing 1d10 damage, fatigue.

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

KnowledgeWill Save Modifier
None(1)+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5

1 You must have some sort of connection to a creature you have no knowledge of.

ConnectionWill Save Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.-10

Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)

Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

Nybor's Psychic Imprint (F)
    Magic Books of Faerun
  Sor/Wiz 6  
    General

Imprint a mind into a gem that can be used as the personality of an intelligent item.

Pack of Ghouls
    SPELLSandSPELLCRAFT
  Arc 5, Clr 5  
    General

You summon a pack of ghouls.

Pestilence
    Book of Vile Darkness
  Arc 8, Clr 8, Drd 7  
    General

Subject gains a disease, as do all who touch him.

Plague Carrier
    RoF
  Clr 3, Drd 3, Sor/Wiz 4  
    General

As contagion, except target can transmit the disease for a short time.

Plague of Nightmares (F)
    Book of Vile Darkness
  Corrupt 8  
    General

Subject takes ld4 Con damage and does not heal.

Plague of Undead (M)
    Libris
  Arc 9, Clr 9, Sor/Wiz 9  
    General

Animates horde of undead.

Power Leech
    Book of Vile Darkness
  Corrupt 5  
    1 hour

You drain subject's ability score 1 point/round and gains +1 bonus per point.

Pox
    Book of Vile Darkness
  Arc 6, Corruption 6, Drd 6, Pain 6  
    General

One creature/level takes 1d4 Con drain.

Protection from Good
Abjuration [Evil] 1 standard action SRD
Will negates (harmless) - No; see text Adp 1, Arc 1, Clr 1, Dem 1, Evil 1, HB 1, MH 1, Sor/Wiz 1, Wuj 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from good effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Evil summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Psychic Poison (M)
    Book of Vile Darkness
  Arc 4, Clr 4, Sor/Wiz 4  
    General

Poisons those casting divination or mind-affecting spells at object, creature, or area.

Rapture of Rupture
    Book of Vile Darkness
  Corrupt 7  
    General

Subject takes 6d6 damage and is stunned, then takes 1d6 damage per round thereafter.

Ravage
    CR
  Arc 7, Clr 7  
    General

A pillar of black, unholy power deals 1d6 vile damage/2 levels (max 10d6).

Reality Blind
    Book of Vile Darkness
  Sor/Wiz 3  
    1 hour

Subject can take no actions and afterward does not heal naturally.

Red Fester
    Book of Vile Darkness
  Corrupt 3  
    General

Subject takes 1d6 Str damage and 1d4 Cha damage.

Rejuvenative Corpse
    SPC
  Arc 3, Clr 3  
    General

Negative energy fills corpse, feeding undead healed.

Remorseless Charm (M)
    CR
  Arc 6, Brd 5, Clr 6, Sor/Wiz 6  
    General

Suppress the target's alignment.

Revive Undead (M)
    Libris
  Deathbound 5, Sor/Wiz 6  
    General

Restores undeath to undead that was destroyed up to 1 day/level ago.

Rotting Curse of Urfestra
    Book of Vile Darkness
  Corrupt 3  
    General

Subject takes 1d6 Con damage per hour.

Sacrificial Skill
    Book of Vile Darkness
  Arc 1, Asn 2, Clr 1, Sor/Wiz 1  
    30 minutes

Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.

Sadism
    Book of Vile Darkness
  Arc 3, Asn 3, Blk 3, Clr 3, Pain 2, Sor/Wiz 2  
    General

For every 10 hp damage you deal, you gain +1 on attacks, saves, and checks.

Sap Strength
    Book of Vile Darkness
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Subject becomes exhausted.

Seething Eyebane
    Book of Vile Darkness
  Corrupt 1  
    General

Subject is blinded and all within 5 ft. take 1d6 damage.

Serpents of Theggeron
    Book of Vile Darkness
  Corrupt 3  
    30 minutes

Your arms become serpents with 10 ft. reach, +10 attack, and 1d8 damage plus poison.

Shriveling
    Book of Vile Darkness
  Arc 3, Clr 3, Sor/Wiz 2  
    General

Subject takes 1d4 damage per level.

Skeletal Guard (M)
    Magic of Faerun
  Sor/Wiz 8  
    General

Creates one skeleton/level that is resistant to turning.

Slash Tongue
    Book of Vile Darkness
  Arc 0, Clr 0, Sor/Wiz 0  
    General

Subject takes -1 penalty on attacks, saves and checks for 1 round.

Slow Consumption
    Book of Vile Darkness
  Arc 1, Clr 1, Sor/Wiz 2  
    General

Caster absorbs health and sustenance from helpless subject.

Song of Festering Death
    Book of Vile Darkness
  Brd 2  
    General

Subject takes 2d6 damage per round while caster concentrates.

Sorrow
    Book of Vile Darkness
  Arc 1, Brd 1, Clr 1  
    General

Subject takes -3 penalty on attacks, saves, and checks.

Soul Charge (F)
    Magic Books of Faerun
  Arc 3, Clr 3, Sor/Wiz 3  
    12 hours

Target gains one negetive level, and you can use a crystal to power a wand or staff instead of a charge.

Soul Shackles
    Book of Vile Darkness
  Brd 5, Sor/Wiz 5  
    General

Imprison soul of dead creature in talisman from which you can question it.

Spores of the Vrock (M)
    Book of Vile Darkness
  Arc 2, Clr 2, Dem 1  
    General

All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds.

Spread of Savagery
    Book of Vile Darkness
  Arc 9, Bestial 8, Clr 9  
    12 hours

Creatures within 10 ft./level become hostile and savage.

Steal Life
    Book of Vile Darkness
  Sor/Wiz 8  
    General

You drain 1 ability score point per round and becomes younger.

Stunning Screech
    Book of Vile Darkness
  Brd 3, Dem 2  
    General

All within 30 ft. are stunned for 1 round.

Summon Bearded Devil
    Planar Handbook
  Arc 4, Clr 4  
    General

Summon a bearded devil to follow your commands.

Summon Blood Elemental
    Spellbook Archive
  Arc 5, Clr 5  
    General

Summon a blood elemental to attack your enemies.

Summon Undead I
    PGtF
  Arc 1, Blk 1, Clr 1, Sor/Wiz 1  
    General

Summons undead to fight for you.

Summon Undead II
    PGtF
  Arc 2, Blk 2, Clr 2, Sor/Wiz 2  
    General

Summons undead to fight for you.

Summon Undead III
    PGtF
  Arc 3, Blk 3, Clr 3, Sor/Wiz 3  
    General

Summons undead to fight for you.

Summon Undead IV
    PGtF
  Arc 4, Blk 4, Clr 4, Sor/Wiz 4  
    1 hour

Summons undead to fight for you.

Summon Undead V
    PGtF
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Summons undead to fight for you.

Sword of Darkness (M)
    Complete Arcane
  Sor/Wiz 7, Wuj 7  
    General

As sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you.

Symbol of Pain (M)
Necromancy [Evil] 10 minutes SRD
Fortitude negates - Yes Arc 5, Clr 5, Pain 8, Sor/Wiz 5, Suffering 5, Wuj 5 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Triggered rune wracks nearby creatures with pain.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of pain inflicts wracking pains that impose a 4 penalty on attack rolls, skill checks, and ability checks one or more creatures within 60 feet of the symbol (treat as a burst). These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of pain is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of pain is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of pain must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of pain ineffective, unless a creature removes the covering, in which case the symbol of pain works normally.

As a default, a symbol of pain is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of pain cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of pains triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of pain to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of pain offensively; for instance, a touch-triggered symbol of pain remains untriggered if an item bearing the symbol of pain is used to touch a creature. Likewise, a symbol of pain cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of pain can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of pain, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of pain, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of pain cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of pain, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of pain with a DC 19 Spellcraft check. Of course, if the symbol of pain is set to be triggered by reading it, this will trigger the symbol.

A symbol of pain can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of pain. Destruction of the surface where a symbol of pain is inscribed destroys the symbol but also triggers it.

Symbol of pain can be made permanent with a permanency spell. A permanent symbol of pain that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.

Thousand Needles
    Book of Vile Darkness
  Arc 6, Clr 6, Pain 5  
    30 minutes

Subject takes 2d6 damage and -4 penalty on attacks, saves, and checks.

Tongue of Baalzebul
    Book of Vile Darkness
  Arc 1, Clr 1  
    General

You gain +2 bonus on Bluff, Diplomacy, and Gather Information checks.

Tongue of Fiends
    BoEM
  Arc 0, Clr 0, Sor/Wiz 0  
    General

You can speak Infernal.

Tongue Serpents
    Book of Vile Darkness
  Sor/Wiz 3  
    6 hours

You spit out one Tiny viper/4 levels.

Tongue Tendrils
    Book of Vile Darkness
  Sor/Wiz 1  
    General

You spit out tendrils that grapple.

Torment
    Dragon 336
  Sor/Wiz 7  
    General

Similar to dolor but causes greater pain.

Touch of Juiblex
    Book of Vile Darkness
  Corrupt 3  
    General

Subject turns to green slime in 4 rounds.

Touch of the Pharaoh
    Dragon 331
  Arc 5, Clr 5  
    General

Afflicts a creature with mummy rot.

Undead Mask
    Savage Species
  Arc 7, Clr 7  
    1 hour

Subject's type changes to undead.

Undeath after Death (M)
    Magic of Faerun
  Arc 7, Clr 7  
    General

-2 to Constitution, in exchange gaining the crypt spawn template at death.

Unhallow (M)
Evocation [Evil] 1 day SRD
See text - See text Arc 5, Blg 4, Clr 5, Drd 5 V, S, M
Instant Touch General
Area: 40-ft. radius emanating from the touched point
Materials: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.

Designates location as unholy.

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.

First, the site or structure is guarded by a magic circle against good effect.

Second, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)

Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.

Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.

Saving throws and spell resistance might apply to these spells effects. (See the individual spell descriptions for details.)

An area can receive only one unhallow spell (and its associated spell effect) at a time.

Unhallow counters but does not dispel hallow.

Unheavened
    Book of Vile Darkness
  Sor/Wiz 2  
    1 hour

Subject gains +4 save bonus again powers of good outsiders.

Unholy Aura (F)
Abjuration [Evil] 1 standard action SRD
See text - Yes (harmless) Arc 8, Clr 8, Evil 8, Mysticism 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text. The reliquary costs at least 500 gp.

+4 to AC, +4 resistance, and SR 25 against good spells.

A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.

Third, the abjuration blocks possession and mental influence, just as protection from good does.

Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).

Unholy Beast
    CR
  Arc 4, Drd 4  
    General

Target animal transforms into an unholy minion under your control.

Unholy Blight
Evocation [Evil] 1 standard action SRD
Will partial - Yes Evil 4 V, S
Instant (1d4 rounds); see text Medium General
Area: 20-ft.-radius spread

Damages and sickens good creatures.

You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.

Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.

The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

Unholy Storm (M)
    Planar Handbook
  Arc 3, Blk 4, Clr 3  
    General

Evil-aligned rain falls in 20-ft. radius.

Unliving Weapon
    Book of Vile Darkness
  Arc 3, Clr 3  
    6 hours

Undead subject explodes for 1d6 damage/2 levels when struck or at a specific time.

Utterdark
    Book of Vile Darkness
  Demonic 8, Sor/Wiz 9, VDarkness 8  
    6 hours

100-ft/level radius of darkness that evil creatures can see through.

Veil of Undeath (M)
    Libris
  Arc 8, Clr 8, Sor/Wiz 8  
    1 hour

You gain undead traits.

Vile Death (M) (XP)
    SPC
  Arc 9, Clr 9, Sor/Wiz 9  
    General

Undead creature gains fiendish template.

Vile Lance
    Book of Vile Darkness
  Arc 3, Blk 4, Clr 3, MH 3, Sor/Wiz 3  
    1 hour

Creates +2 shortspear that deals vile damage.

Visage of The Deity
    Complete Divine
  APeace 6, Arc 6, Clr 6, Exalted Arcanist 6, Herald 7, Mysticism 6  
    General

As visage of the deity, lesser, but you become celestial or fiendish.

Greater Visage of the Deity
    Complete Divine
  APeace 9, Arc 9, Clr 9, Competition 9, Exalted Arcanist 9, Herald 9, Mysticism 9, Purification 9  
    General

As visage of the deity, lesser , except that you become half-celestial or half-fiend.

Lesser Visage of the Deity
    Complete Divine
  APeace 4, Arc 3, Blk 4, Clr 3, KotC 4, Mysticism 3, Pal 4  
    General

You gain +4 Charisma and resistance 10 to certain energy types.

Wall of Evil
    Magic of Faerun
  Arc 4, Clr 4, Sor/Wiz 4  
    4 hours

As magic circle against good, except as once-sided wall.

Wall of Eyes
    Book of Vile Darkness
  Sor/Wiz 7  
    12 hours

Creates barrier that you can see through and that paralyzes and consumes those that touch it.

Wave of Pain
    Book of Vile Darkness
  Brd 6, Pain 7  
    General

Stuns all within cone for 1 round/2 levels.

Were-Doom
    Book of Vile Darkness
  Arc 9, Bestial 9, Clr 9, Drd 9  
    General

1d4 creatures infected with lycanthropy.

Whirlwind of Teeth
    Book of Vile Darkness
  Bestial 7, Sor/Wiz 7  
    General

Creates moving 5-ft./level cylinder that deals 1d8 damage/2 levels each round.

Wither Limb
    Libris
  Deathbound 4, MH 2  
    12 hours

Cause enemy's limbs to wither.

Wrack
    Complete Divine
  Arc 4, Clr 4, MH 4, Pain 4, Sor/Wiz 5  
    General

Renders creature helpless with pain.

Wretched Blight
    Book of Vile Darkness
  Arc 7, Clr 7  
    General

Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds.