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School | Casting Time | Source Book | |||||||||||||||||||||||||||||||||||||||||||||
Save - Res | Level | Comps | |||||||||||||||||||||||||||||||||||||||||||||
Dur | Range | Recharge | |||||||||||||||||||||||||||||||||||||||||||||
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Description | |||||||||||||||||||||||||||||||||||||||||||||||
Full Description | |||||||||||||||||||||||||||||||||||||||||||||||
Bless | |||||||||||||||||||||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
None - Yes (harmless) | Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Community 1, Exalted Arcanist 1, Family 1, Pal 1, Shu 1, Vassal of Bahamut 1 | V, S, DF | |||||||||||||||||||||||||||||||||||||||||||||
1 min./level | 50 ft. | 30 minutes | |||||||||||||||||||||||||||||||||||||||||||||
Area: The caster and all allies within a 50-ft. burst, centered on the caster | |||||||||||||||||||||||||||||||||||||||||||||||
Allies gain +1 on attack rolls and saves against fear. |
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Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
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Bless Water (M) | |||||||||||||||||||||||||||||||||||||||||||||||
Transmutation [Positive] [Good] | 1 minute | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates (object) - Yes (object) | APeace 1, Arc 1, Clr 1, Hlr 1, KotC 1, Pal 1 | V, S, M | |||||||||||||||||||||||||||||||||||||||||||||
Instant | Touch | General | |||||||||||||||||||||||||||||||||||||||||||||
Target: Flask of water touched | |||||||||||||||||||||||||||||||||||||||||||||||
Materials: 5 pounds of powdered silver (worth 25 gp). | |||||||||||||||||||||||||||||||||||||||||||||||
Makes holy water. |
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This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. |
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Command | |||||||||||||||||||||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates - Yes | Adp 1, APeace 1, Arc 1, Clr 1, Domination 1, Pact 1, Tyranny 1 | V | |||||||||||||||||||||||||||||||||||||||||||||
1 round | Close | General | |||||||||||||||||||||||||||||||||||||||||||||
Target: One living creature | |||||||||||||||||||||||||||||||||||||||||||||||
One subject obeys selected command for 1 round. |
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You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails. |
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Comprehend Languages | |||||||||||||||||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
- | Adp 1, APeace 1, Arc 1, Beguiler 1, Brd 1, Clr 1, Commerce 1, EmBarachiel 1, Herald 1, Meditation 1, Mind 1, Sor/Wiz 1, Wuj 1 | V, S, M/DF | |||||||||||||||||||||||||||||||||||||||||||||
10 min./level | Personal | 4 hours | |||||||||||||||||||||||||||||||||||||||||||||
Target: You | |||||||||||||||||||||||||||||||||||||||||||||||
You understand all spoken and written languages. |
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You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. |
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Cure Light Wounds | |||||||||||||||||||||||||||||||||||||||||||||||
Conjuration (Healing) [Positive] | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will half (harmless); see text - Yes (harmless); see text | Adp 1, APeace 1, Arc 1, Blk 1, Brd 1, BVal 1, ChamGwyn 1, Clr 1, Drd 1, EmBarachiel 1, Healing 1, Hlr 1, HotD 1, Pal 1, Rgr 2, Shu 1 | V, S | |||||||||||||||||||||||||||||||||||||||||||||
Instant | Touch | General | |||||||||||||||||||||||||||||||||||||||||||||
Target: Creature touched | |||||||||||||||||||||||||||||||||||||||||||||||
Cures 1d8 damage +1/level (max +5). |
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When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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Detect Evil | |||||||||||||||||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
None - No | Adp 1, APeace 1, Arc 1, Clr 1, KotC 1, Wuj 1 | V, S, DF | |||||||||||||||||||||||||||||||||||||||||||||
Concentration, up to 10 min./level (D) | 60 ft. | General | |||||||||||||||||||||||||||||||||||||||||||||
Area: Cone-shaped emanation | |||||||||||||||||||||||||||||||||||||||||||||||
Reveals creatures, spells, or objects of selected alignment. |
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You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the auras source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil auras power depends on the type of evil creature or object that youre detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
1 Except for undead and outsiders, which have their own entries on the table. 2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
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Detect Undead | |||||||||||||||||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
None - No | APeace 1, Arc 1, Blg 1, ChamGwyn 1, Clr 1, Deathless 1, Pal 1, Sor/Wiz 1, Undeath 1 | V, S, M/DF | |||||||||||||||||||||||||||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | |||||||||||||||||||||||||||||||||||||||||||||
Area: Cone-shaped emanation | |||||||||||||||||||||||||||||||||||||||||||||||
Reveals undead within 60 ft. |
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You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:
Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
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Endure Elements | |||||||||||||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Adp 1, APeace 1, Arc 1, Blg 1, ChamGwyn 1, Clr 1, Drd 1, Endurance 1, KotC 1, Ocean 1, Pal 1, Rgr 1, Shu 1, Sor/Wiz 1, Sun 1, Vassal of Bahamut 1, Wuj 1 | V, S | |||||||||||||||||||||||||||||||||||||||||||||
1 day | Touch | 6 hours | |||||||||||||||||||||||||||||||||||||||||||||
Target: Creature touched | |||||||||||||||||||||||||||||||||||||||||||||||
Exist comfortably in hot or cold environments. |
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A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creatures equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. |
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Entropic Shield | |||||||||||||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
- | APeace 1, Arc 1, Clr 1, HB 1, Luck 1, Storm 1 | V, S | |||||||||||||||||||||||||||||||||||||||||||||
1 min./level (D) | Personal | 30 minutes | |||||||||||||||||||||||||||||||||||||||||||||
Target: You | |||||||||||||||||||||||||||||||||||||||||||||||
Ranged attacks against you have 20% miss chance. |
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A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected. |
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Eyes of the Avoral | |||||||||||||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | |||||||||||||||||||||||||||||||||||||||||||||||
APeace 1, Arc 1, BVal 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 | |||||||||||||||||||||||||||||||||||||||||||||||
1 hour | |||||||||||||||||||||||||||||||||||||||||||||||
Subject gians +8 racial bonus on Spot checks. |
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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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Obscuring Mist | |||||||||||||||||||||||||||||||||||||||||||||||
Conjuration (Creation) | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
None - No | Adp 1, Air 1, APeace 1, Arc 1, Asn 1, Beguiler 1, Clr 1, Darkness 1, Drd 1, Duskblade 1, Shadow 1, Shu 1, Slayer of Domiel 1, Sor/Wiz 1, Water 1, Weather 1, Wuj 1 | V, S | |||||||||||||||||||||||||||||||||||||||||||||
1 min./level | 20 ft. | General | |||||||||||||||||||||||||||||||||||||||||||||
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high | |||||||||||||||||||||||||||||||||||||||||||||||
Fog surrounds you. |
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A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. |
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Protection from Evil | |||||||||||||||||||||||||||||||||||||||||||||||
Abjuration [Good] | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates (harmless) - No; see text | Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Dem 1, EmBarachiel 1, Exorcism 1, Good 1, HB 1, Hlr 1, KotC 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 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. |
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This spell wards a creature from attacks by evil 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 evil 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 evil effect. If the protection from evil 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. Good 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. |
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Ray of Hope | |||||||||||||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | |||||||||||||||||||||||||||||||||||||||||||||||
APeace 1, Arc 1, Brd 1, Clr 1, EmBarachiel 1 | |||||||||||||||||||||||||||||||||||||||||||||||
General | |||||||||||||||||||||||||||||||||||||||||||||||
Subject gains +2 bonus on attacks, saves, and checks. |
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Remove Fear | |||||||||||||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 1, Arc 1, Brd 1, ChamGwyn 1, Clr 1, Competition 1, Courage 1, Hlr 1, HotD 1, KotC 1, Pleasure 1, Shu 1 | V, S | |||||||||||||||||||||||||||||||||||||||||||||
10 min.; see text | Close | General | |||||||||||||||||||||||||||||||||||||||||||||
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart | |||||||||||||||||||||||||||||||||||||||||||||||
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. |
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You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear. |
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Sanctuary | |||||||||||||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates - No | APeace 1, Arc 1, Clr 1, EmBarachiel 1, Hlr 1, Protection 1, Shu 1 | V, S, DF | |||||||||||||||||||||||||||||||||||||||||||||
1 round/level | Touch | 5 minutes | |||||||||||||||||||||||||||||||||||||||||||||
Target: Creature touched | |||||||||||||||||||||||||||||||||||||||||||||||
Opponents cant attack you, and you can't attack. |
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Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act. |
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Shield of Faith | |||||||||||||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 1, Arc 1, Artificer 1, Clr 1, Retribution 1, Shu 1, Vassal of Bahamut 1 | V, S, M | |||||||||||||||||||||||||||||||||||||||||||||
1 min./level | Touch | 30 minutes | |||||||||||||||||||||||||||||||||||||||||||||
Target: Creature touched | |||||||||||||||||||||||||||||||||||||||||||||||
Aura grants +2 or higher deflection bonus. |
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This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level). |
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Vision of Heaven | |||||||||||||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | |||||||||||||||||||||||||||||||||||||||||||||||
APeace 1, Arc 1, Celestial 1, Clr 1, Exalted Arcanist 1, Joy 1, Slayer of Domiel 1 | |||||||||||||||||||||||||||||||||||||||||||||||
General | |||||||||||||||||||||||||||||||||||||||||||||||
Evil creature is dazed for 1 round. |