Abjur | |
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Conj | |
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Div |
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Read Magic: Read scrolls and spellbooks.
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Evoc |
- Candlelight: Cast a 5-foot radius light from the point touched.
- Light: Object shines like a torch.
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Abjur |
- Burial BlessingMXP: Prevents a corpse from rising as undead.
- Cloak of Shade: Touched creature gains protection from heat and sun.
- Conviction: Subject gains +2 or higher save bonus.
- Dispel Ward: As dispel magic, but affects only wards.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Undead: Undead can't perceive one subject/level.
- Ironguts: Target gains +5 bonus on saving throws against poison*.
- Nightshield: You gain +1/3 caster levels resistance bonus (max +3) and a magic missile shield for 5 points/level. Spell ends when all damage is absorbed.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Resurgence: You grant subject a second chance at a saving throw.
- Rosemantle: Adds +1/level (max +10) sacred bonus against pain, nausea, and fear affects. Also delays poison.
- Sanctuary: Opponents cant attack you, and you can't attack.
- Segojan's Armor: You fabricate a suit of armor from natural materials that is suitable for a creature of Medium or smaller size.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Suspend Disease: Keeps disease from harming creature for 24 hours.
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Conj | |
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Div |
- Blessed Aim: +2 bonus for allies' ranged attacks.
- Comprehend Languages: You understand all spoken and written languages.
- Detect Attitude: Reveals target's attitude.
- Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
- Detect Dragonmark: Detect and identify dragonmarks within 60 ft.
- Detect Evil: Reveals creatures, spells, or objects of selected alignment.
- Detect Fire: Detect fire within 60 ft.
- Detect Good: Reveals creatures, spells, or objects of selected alignment.
- Detect Guilt: Reveals how much guilt target feels.
- Detect Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Detect Violence: Reveals violence done in area within recent past.
- Grave Strike: Swift. You can sneak attack undead for 1 round.
- Healer's Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
- Know Protections: Determines target's defenses.
- Locate Water: Reveals location, size, and quality of water sources.
- Omen of PerilF: You know how dangerous the future will be.
- Scholar's Touch: Read books in seconds.
- Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
- Wieldskill: Target gains +10 to one skill, or can use it untrained, or gains a weapon or armor proficiency.
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Ench |
- Bane: Enemies take -1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Command: One subject obeys selected command for 1 round.
- Drug Resistance: Subject is immune to addiction.
- Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
- Heartache: Subject helpless for 1 round.
- Incite: Subject can't ready actions or delay.
- Inhibit: Subject delays until next round.
- Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
- Sacrificial Skill: Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
- Sign: Your initiative check result improves, and you know enemies' initiative check results.
- Sorrow: Subject takes -3 penalty on attacks, saves, and checks.
- Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
- Vision of Heaven: Evil creature is dazed for 1 round.
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Illu | |
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Conj | |
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Div | |
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Ench |
- Addiction: Subject becomes addicted to a drug.
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Calm Emotions: Calms creatures, negating emotion effects.
- Divine Protection: Allies gain a +1 morale bonus to their Armor Class and on saving throws.
- Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Lastai's Caress: Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.
- Sap Strength: Subject becomes exhausted.
- Stay the Hand: Change subject creature's attitude to helpful for 1 round.
- Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.
- Zone of Truth: Subjects within range cannot lie.
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Evoc |
- Alicorn Lance: Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage.
- ConsecrateM: Fills area with positive energy, making undead weaker.
- Darkness: 20-ft. radius of supernatural shadow.
- DesecrateM: Fills area with negative energy, making undead stronger.
- Frost Breath: Icy breath deals 1d4 damage/2 levels.
- Hand of Divinity: Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.
- Knife Spray: Cone of droplets, 1d6 and +1/level damage (max +5).
- Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
- Local Tremor: Light tremor shakes in a 30-ft. line.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon: Magic weapon attacks on its own.
- Sun Bolt: Ray deals 2d6 damage, more against undead, and might blind target.
- Veil of Shadow: Darkness grants you concealment.
- Vile Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
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Illu | |
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Necr | |
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Tran |
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
- Balor Nimbus: Your flaming body damages foes in grapple.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Body Blades: You attack as if armed, deal bonus damage, harm grapplers.
- Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10).
- Brumal Stiffening: Brittle weapon's hardness reduced by 5.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Divine Presence: Gain a bonus on Intimidate checks against those who don't worship your deity.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Extend Tentacles: +5 ft. to reach of tentacle attack; also lengthens medusa's snakes.
- Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
- Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
- Ghost Touch Armor: Armor works normally against incorporeal attacks.
- Infernal Wound: Weapon inflicts persistent, bleeding wounds.
- Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.
- Legion's Magic Weapon: Allies' weapons gain +1 enhancement bonus.
- Make Whole: Repairs an object.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Portal Well: When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit.
- Quick March: Allies' speed increases by 30 ft. for 1 round
- Razorscales: You deal lethal instead of nonlethal damage when grappling*.
- Resounding Voice: Target's voice carries 100-ft./level.
- Spider Leqs: You grow long spider legs that have a speed of 30 ft. and move on vertical surfaces.
- Stone Bones: Corporeal undead gains +3 natural armor bonus.
- Stone Fist: Your fists become rocky bludgeoning weapons.
- Stonemantle: Object gets hardness set to 8 and 15 hit points per inch unless it already has a better hardness.
- Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
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Univ | |
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Abjur |
- Antidragon AuraM: Allies gain bonus to AC and saves against dragons.
- Bolster Aura: Subject's aura strengthens as if it had 1 HD/ two caster levels more than it actually does.
- Cloak of Bravery: You and your allies gain a bonus on saves against fear.
- Dispel Magic: Cancels magical spells and effects.
- Dispel Shield: This spell protects you from dispel magic attemps by being dispelled first.
- Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
- Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
- Favorable SacrificeM: Subject gains better protection the more gems you sacrifice.
- Glyph of WardingM: Inscription harms those who pass it.
- Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.
- Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
- Mantle of Chaos: You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.
- Mantle of Evil: You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.
- Mantle of Good: You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.
- Mantle of Law: You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.
- Mass Aid: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).
- Mass Conviction: Allies gain +2 or higher save bonus.
- Mass Resist Energy: As resist energy, except that it affects multiple creatures.
- Mass Resurgence: As resurgence, but multiple targets.
- Obscure Object: Masks object against scrying.
- Positive Energy Protection: Provides protection from Positive Energy effects for 1 round/level.
- Protection from Dessication: Absorb 10 points/level of dessication damage.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
- Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
- Remove Curse: Frees object or person from curse.
- Rend Shadow Weave: You damage the Shadow Weave, creating an area of dead magic that only affects the Shadow Weave rather than the Weave.
- Safety: Know how to get somewhere where the environment is not hostile to the subject.
- Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
- Shield of Warding: Shield grants +1 bonus on Reflex saves, +1 per five levels (max +5).
- Storm Shield: Glowing sphere absorbs 20 points per caster level of electricity damage from effects that pass within 30 ft.
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Conj | |
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Div | |
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Ench |
- Awaken Sin: Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).
- Heart's Ease: Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
- Hesitate: Force subject to lose actions.
- Insignia of Blessing: Bearers of special insignia gain +1 bonus on attack rolls and saves against fear.
- Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
- Masochism: For every 10 hp damage you take, you gain +1 on attacks, saves, and checks.
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
- Sadism: For every 10 hp damage you deal, you gain +1 on attacks, saves, and checks.
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Evoc |
- Blade of Pain and Fear: Creates blade of gnashing teeth.
- Checkmate's Light: Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light*, and is axiomatic.
- Circle of Nausea: Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
- Continual FlameM: Makes a permanent, heatless torch.
- Corona of Cold: Aura of cold protects you, damages others.
- Darkfire: As produce flame, but dark flames visible with darkvision.
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Defile Snow and Ice: Grants undead a +4 profane bonus
- Downdraft: Force flying creatures to fall 100 feet or knock landborne people prone.
- Energy Vortex: Burst of energy centered on you damages nearby creatures.
- Flame of Faith: Gives weapon the flaming burst quality.
- Flesh Ripper: Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
- Furnace Within: Flame bursts from your body, deals 1d8/2 level (max 5d8) fire damage in 10-ft. radius.
- Helping Hand: Ghostly hand leads subject to you.
- Ice Axe: You create a battleaxe made of ice.
- Interplanar Message: Send a limited message of 25 words or less to the targeted creature, who may be on another plane.
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
- Irian's Light: Ranged touch attack heals 2d8 damage, +1 ray/four levels (max 3).
- Light of Venya: You radiate silvery light, which you can expend as 2 bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 points of damage.
- Mace of Odo: Force effect damages target or absorbs spell.
- Mystic Lash: Ranged touch attack deals 1d8 +1/2 levels electricity, plus stunning.
- Rockburst: Cause stone object to explode, dealing 1d4 damage +1 point/level.
- Searing Light: Ray deals 1d8/two levels damage, more against undead.
- Slashing Darkness: Ray deals 1d8/two levels damage and heals undead the same amount.
- Sonorous Hum: Removes need to concentrate to maintain next spell cast.
- Spiritual Charger: Horseman of force attacks enemy.
- Sword Stream: As knife spray, but 1d8 and max +10.
- Tremor: Force casters and skill users to Concentrate as well as knock creatures prone.
- Vile Lance: Creates +2 shortspear that deals vile damage.
- Wall Of Light: Creates wall of light, can dazzle creatures.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
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Illu | |
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Tran |
- Air Breathing: Subjects can breathe air freely.
- Attune Form: Grant target creature temporary protection against overtly damaging planar traits.
- Augment Object: Doubles an object's hardness, adds 20 to the break DC, and grants a save as a magic item.
- Binding Snow: Snow freezes, impeding movement.
- BladebaneM: Slashing weapon becomes a bane weapon.
- Blindsight: Grants blindsight* to a range of 30 ft.
- Control Sand: Raise or lower the level of sand.
- Control Snow and Ice: Raise or lower ice or snow.
- Crown Of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
- Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
- Curse of the Brute: Up to +1/level to Str, Dex, or Con, both Int and Cha down the same.
- Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
- Demon Dirge: Demons are stunned and take 2d6 damage/round for 1d6 rounds.
- Devil Blight: Damage and confuse baatezu; damage other lawful and evil creatures.
- Energize PotionM: Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.
- Faith Healing Wand: Transform the wand into a wand of faith healing.
- Favor of Yathaghera: Grant subject equine creature a fly speed 100 ft (average).
- Fell the Greatest Foe: Deal extra damage to creatures larger than you.
- Footsteps Of The Divine : Gain a new movement type and speed* based on the deity chosen.
- Giant's Wrath: Thrown pebble turns into boulder dealing 2d6 + 1/2 caster levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 + 2d6 fire at 13th, and critical becomes x3 at 17th.
- Girallon's Blessing: Subject gains one additional pair of arms.
- Grace: Silvery light grants +2 Dexterity, +10 feet to land speed*, melee attacks treated as good; take -20 to Hide checks.
- Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
- Handfang: Mouth in your hand deals 1d8 damage and allows a free grapple attempt on critical hit.
- Ice Shape: Sculpts ice into any shape.
- Knight's Move: You instantly move to flank a subject.
- Lesser Aura of Cold: Intense cold deals 1d6 damage to creatures within 5 ft.
- Lesser Humanoid Essence: Grants a construct the ability to accept healing magic.
- Lesser Visage of the Deity: You gain +4 Charisma and resistance 10 to certain energy types.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Mass Align Weapon: Allies' weapons become good, evil, lawful, or chaotic.
- Mass Snowshoes: As snowshoes, affects one creature/level.
- Meld into Ice: You and your gear merge with ice.
- Meld into Stone: You and your gear merge with stone.
- Planar FamiliarXP: Transmute your familiar or similar creature into a celestial, fiendish, axiomatic, or anarchic creature.
- Soul of the Waste: Meld into surrounding sand.
- Spiderbind: An affected creature moves and attacks at a drastically reduced rate, as the slow* spell.
- Spikes: As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.
- Stone Shape: Sculpts stone into any shape.
- Venomfire: Creature's venom deals an additional 1d6 acid damage/level.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Weapon Of Energy: Weapon deals extra energy damage.
- Weapon of Impact: As keen edge, but aids blunt weapons.
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Abjur |
- Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
- Aura of the Sun: Fills an area with light that damages undead and hampers magical darkness.
- Celestial Brilliance: 120 ft emanation of light, bright to 60 feet (double penalty to light sensitive, 1d6 damage to undead, 2d6 damage to evil outsiders and sensitive undead within 60 feet)
- Contingent Energy Resistance: Energy damage triggers a resist energy spell.
- Dampen Magic : Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject; subject can invoke a 5-ft.-radius antimagic field.
- Dimensional Anchor: Bars extradimensional movement.
- Dismissal: Forces a creature to return to native plane.
- Ether Blast: Blast Ethereal creatures with an ethereal tornado.
- Fang Trap: Inscription bites those who pass it.
- Freedom of Movement: Subject moves normally despite impediments.
- Glacial Globe of Invulnerability: Stops 1st- through 3rd-level fire spell effects and provides concealment.
- Greater Resistance: Subject gains +3 on saving throws.
- Hand of the Faithful: Immobile zone of warding stuns those of different patrons.
- Life Ward: Grants immunity to healing spells and positive energy effects.
- Mass Resurgence: As resurgence, but multiple targets.
- Mass Shield of Faith: Allies gain +3 or higher AC bonus.
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Psychic PoisonM: Poisons those casting divination or mind-affecting spells at object, creature, or area.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Spell Immunity: Subject is immune to one spell per four levels.
- Wall of Chaos: As magic circle against law, except as once-sided wall.
- Wall of Evil: As magic circle against good, except as once-sided wall.
- Wall of Good: As magic circle against evil, except as once-sided wall.
- Wall of Law: As magic circle against chaos, except as once-sided wall.
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Conj |
- Abyssal MightM: You gain +2 to Str, Con, Dex, and SR.
- Aerial Summoning Dance: You and four aarakocra summon a Large air elemental.
- Astral HospiceM: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
- Conjure Ice Beast IV: Conjures ice creature to fight for you.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Daily Temporary Soul Binding: As Temporary Soul Binding, except 4 hours/level.
- Embrace of Endless Day: Target gets 3/level (max 30) "points" of positive energy to heal or harm, and gains +1 on saves against necromantic and death effects.
- Ghost Knight: A visible force that does not harm, but distracts.
- Harrier: Summons an incorporeal bird of prey to fight for you.
- Healing SurfM: Heals 5 points/level (max 50) and removes all trace of disease, ability damage, exhaustion, fatigue, nausea, and sickened. Targets gain +4 sacred bonus against these effects that cause those conditions.
- Hell's PowerM: You gain +2 AC and good to existing DR.
- Lesser Planar AllyXP: Exchange services with a 6 HD extraplanar creature.
- Lesser Planar Exchange: Trade places with one of four lesser planar creatures (your choice).
- Lesser Tree Healing: Meld with a tree and heal 5 hp/hour.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Panacea: Removes most afflictions.
- Positive Energy Aura: 10-ft. radius surrounding you heals 2 points of damage/round.
- Rapid Raise DeadM: Restores a person to life who died within the last round and damages caster.
- Recitation: Give a +2 luck bonus to allies and a -2 luck penalty to foes.
- RestorationM: Restores level and ability score drains.
- Revenance: Slain ally is restored to life for 1 minute/level.
- Runic Marker: You create a slender stone pillar with a short message inscribed upon it.
- Shark Bolt: Summons sharks made of water to attack your enemies.
- Summon Bearded Devil: Summon a bearded devil to follow your commands.
- Summon Hound Archon: Summon a hound archon to follow your commands.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Summon Undead IV: Summons undead to fight for you.
- Wall of Salt: Wall of salt that can be shaped.
- Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
- Wall of Sand 2: Wall impedes movement, obscures vision, and blocks some attacks.
- Wall of Water: Wall impedes movement and can drown creatures.
- Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.
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Div | |
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Ench |
- Confound : Gain a on attack rolls against subject and impose a penalty on its attack rolls against you
- Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
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Evoc | |
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Illu |
- Skull of Secrets: Intangible skull stores message and can be triggered to breathe fire.
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Necr | |
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Evoc |
- Blistering Radiance: Dazzles sighted creatures and causes 2d6 fire damage/round.
- Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
- Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
- Dancing Web: 1d6 points/level of nonlethal damage and if save fails, evil creatures are entangled (half speed, -2 att, -4 Dex, Concentration DC 15 + level).
- Dawn Shroud: In addition to acting as a daylight* spell, the light is harmful to oozes and undead.
- Dragon Breath: You choose a dragon type and mimic its breath weapon.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
- HallowM: Designates location as holy.
- Parboil: Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.
- Spiritual Cavalry: Horsemen of force attack enemies.
- Stalwart PactXP: You gain combat bonuses automatically when reduced to half hit points or lower.
- UnhallowM: Designates location as unholy.
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Illu | |
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Tran |
- Battletide: Targets have attack penalties and you gain a partial action each round.
- Bear's Heart: One ally/level +4 Strength and +1d4/level hit points.
- Convert Wand: Transform wand of a particular spell and caster level into an appropriate cure wand of the same spell and caster level.
- Disrupting Weapon: Melee weapon destroys undead.
- Divine Agility: Subject gains +10 to Dexterity for 1 round/level.
- Earth Hammer: You transform one melee weapon into a bludgeoning adamantine weapon.
- Earth Reaver: Eruption deals 4d6 impact damage and 3d6 fire damage to all in area.
- Etherealness, Swift: Subject momentarily becomes ethereal.
- Fire In The Blood: Your blood becomes a potent corrosive that burns attackers.
- Greater Blindsight: Grants blindsight* to a range of 60 ft.
- Greater Stone Shape: Sculps 10 cu. ft. + 10 cu. ft./level of stone into any shape.
- Heartclutch: Subject dies in 1d3 rounds or takes 3d6 damage +1/level.
- Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
- Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type.
- Incarnation of Evil: As polymorph except only into crocodile, jackal, medium scorpion, or Medium viper.
- Pass through Ice: Subject can pass through ice or snow like water.
- Resonating Resistance: Foes must check spell resistance twice against you.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Spell Phylactery: Scroll activates upon you if conditions are met.
- Subvert Planar EssenceM: Reduces target's DR and SR.
- Undying Aura: Subject gains immunity to death effects, energy drain**, and negative energy; can harm one undead or heal one deathless.
- Vulnerability: Reduces an opponent's damage reduction.
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Abjur | |
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Conj |
- Call Faithful Servants: 1d4 lantern archons, coure eladrins, or musteval guardinals serve for one year.
- Cloud of the Achaierai: Cloud deals 2d6 damage plus confusion.
- Cometfall: Comet falls atop foes, damaging them and knocking them prone.
- Conjure Ice Beast VI: Conjures ice creature to fight for you.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Mass Cure Moderate Wounds: Cures 2d8 damage +1/level for many creatures.
- Planar AllyXP: As lesser planar ally, but up to 12 HD.
- Planar Exchange: Trade places with one of three planar creatures (your choice).
- Rapid ResurrectionM: Restores a person to life who died within the last 2 rounds and damages caster.
- Revive OutsiderM: As raise dead, except only for Outsiders whose HD do not exceed your level and up to any length of time.
- Sarcophagus of Stone: Sarcophagus entombs subject.
- Semimonthly Temporary Soul BindingM: As Temporary Soul Binding, except 1 day/level.
- Spider Plague: Summons Large monstrous spiders to fight for you.
- Summon Babau Demon: Summon a babau demon to follow your commands.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Sun Scepter: Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities.
- Thousand Needles: Subject takes 2d6 damage and -4 penalty on attacks, saves, and checks.
- Vigorous Circle: As vigor, mass lesser, but grants fast healing 3.
- Word of Recall: Teleports you back to designated place.
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Div |
- Find the Path: Shows most direct way to a location.
- Glimpse Of The Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to 1/2 caster level on one save, or enter prophetic favor as immediate action.
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Evoc | |
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Necr | |
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Abjur | |
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Conj | |
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Div | |
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Evoc |
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Heaven's TrumpetF: Blast of music paralyzes foes.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Mark of the UnfaithfulF: Mark someone as an enemy of your faith.
- Radiant AssaultF: Light burst deals nonlethal damage and dazes creatures.
- Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes for 1d4 rounds.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
- Wretched Blight: Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds.
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Necr | |
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Abjur |
- Antimagic Field: Negates magic within 10 ft.
- Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Greater Spell Immunity: As spell immunity, but up to 8th-level spells.
- Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells.
- Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic, greater.
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Conj | |
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Div | |
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Evoc |
- Earthquake: Intense tremor shakes 5-ft./level radius.
- Fire Storm: Deals 1d6/level fire damage.
- Illusion Purge: Dispels illusions within 5 ft./level.
- Lion's Roar: Deal 1d8 sonic damage to foes and grant a +1 morale bonus and 1d8 + 1/level (max +20) temporary hit points to allies.
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Illu |
- Dream ImageXP: Create a shadow copy of yourself to interact with the area.
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Necr | |
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Conj | |
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Ench |
- AnathemaF: Break the divine link between your god and lower-ranked members of your faith.
- End to Strife: Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max 20d6).
- Spread of Savagery: Creatures within 10 ft./level become hostile and savage.
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Evoc |
- Implosion: Kills one creature/round.
- MiracleXP: Requests a deity's intercession.
- Were-Doom: 1d4 creatures infected with lycanthropy.
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