Deities: Arawai (NG), Sovereign Host (pantheon) (NG)
Name: Life
Granted Power: Once per day, you can grant 1d6 temporary hit points +1 per cleric level to a creature you touch. These temporary hit points last for a maximum of 1 hour/level.
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Hide from Undead | ||
Abjuration [Ectomancy] | 1 standard action | SRD |
Will negates (harmless); see text - Yes | APeace 1, Arc 1, Clr 1, HotD 1, Life 1, Repose 1 | V, S, DF |
10 min./level (D) | Touch | 4 hours |
Targets: One touched creature/level | ||
Undead can't perceive one subject/level. |
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Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients. |
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Lesser Restoration | ||
Conjuration (Healing) | 3 rounds | SRD |
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, BVal 2, ChamGwyn 1, Clr 2, Drd 2, Hlr 2, HotD 2, Life 2, Pal 1, Renewal 2, SaveLife 2, Shu 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Dispels magical ability penalty or repairs 1d4 ability damage. |
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Lesser restoration dispels any magical effects reducing one of the subjects ability scores or cures 1d4 points of temporary ability damage to one of the subjects ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. |
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Plant Growth | ||
Transmutation | 1 standard action | SRD |
None - No | Arc 3, Drd 3, Life 3, Plant 3, Rgr 3, Shu 3, Wuj 3 | V, S, DF |
Instant | See text | 24 hours |
Target or Area: See text | ||
Grows vegetation, improves crops. |
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Plant growth has different effects depending on the version chosen. Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected. Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal. Plant growth counters diminish plants. This spell has no effect on plant creatures. |
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Death Ward | ||
Necromancy [Ectomancy] | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Blg 4, ChamGwyn 4, Clr 4, Death 4, Drd 5, Hlr 4, HotD 4, Life 4, Pal 4, Repose 4, Shu 4, Slayer of Domiel 4, Undeath 4 | V, S, DF |
1 min./level | Touch | 5 minutes |
Target: Living creature touched | ||
Grants immunity to death spells and negative energy effects. |
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The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level. Death ward does not protect against other sorts of attacks even if those attacks might be lethal. |
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Disrupting Weapon | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless, object); see text - Yes (harmless, object) | Arc 5, Artificer 5, Clr 5, HotD 4, Life 5 | V, S |
1 round/level | Touch | 5 minutes |
Targets: One melee weapon | ||
Melee weapon destroys undead. |
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This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect. |
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Animate Objects | ||
Transmutation | 1 standard action | SRD |
None - No | Arc 6, Brd 6, Chaos 6, Clr 6, Life 6, Sor/Wiz 6 | V, S |
1 round/level | Medium | General |
Targets: One Small object per caster level; see text | ||
Objects attack your foes. |
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You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any non-magical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell. This spell cannot animate objects carried or worn by a creature. Animate objects can be made permanent with a permanency spell. |
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Regenerate | ||
Conjuration (Healing) | 3 full rounds | SRD |
Fortitude negates (harmless) - Yes (harmless) | APeace 7, Arc 7, Clr 7, Competition 7, Drd 9, Healing 7, Hlr 6, Life 7, Shu 8 | V, S, DF |
Instant | Touch | General |
Target: Living creature touched | ||
Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35). |
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The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). |
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Animate Plants | ||
Transmutation | 1 standard action | SRD |
None - No | Arc 7, Drd 7, Life 8, Plant 7 | V |
1 round/level or 1 hour/level; see text | Close | General |
Targets: One Large plant per three caster levels or all plants within range; see text | ||
One or more trees animate and fight for you. |
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You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness. Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material. Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level. |
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Mass Heal | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 9, Arc 9, Clr 9, Community 9, Healing 9, Hlr 8, Life 9, Shu 8 | V, S |
Instant | Close | General |
Targets: One or more creatures, no two of which can be more than 30 ft. apart | ||
As heal, but with several subjects. |
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This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250. |