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School | Casting Time | Source Book | |||||||||||||||||||||||||||||||||||||||||||||
Save - Res | Level | Comps | |||||||||||||||||||||||||||||||||||||||||||||
Dur | Range | Recharge | |||||||||||||||||||||||||||||||||||||||||||||
Effect | |||||||||||||||||||||||||||||||||||||||||||||||
Expensive Focus | |||||||||||||||||||||||||||||||||||||||||||||||
Expensive Material | |||||||||||||||||||||||||||||||||||||||||||||||
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Description | |||||||||||||||||||||||||||||||||||||||||||||||
Full Description | |||||||||||||||||||||||||||||||||||||||||||||||
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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Bless Weapon | |||||||||||||||||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
None - No | Arc 1, ChamGwyn 1, Glory 2, KotC 1, Pal 1, Slayer of Domiel 1, Vassal of Bahamut 1 | V, S | |||||||||||||||||||||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | |||||||||||||||||||||||||||||||||||||||||||||
Target: Weapon touched | |||||||||||||||||||||||||||||||||||||||||||||||
Weapon strikes true against evil foes. |
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This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword. |
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Detect Chaos | |||||||||||||||||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
None - No | Adp 1, Arc 1, Clr 1, Inquisition 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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This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful. |
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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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Divine Favor | |||||||||||||||||||||||||||||||||||||||||||||||
Evocation | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
- | Arc 1, ChamGwyn 1, Clr 1, KotC 1, Mysticism 1, Nobility 1, Pal 1, Slayer of Domiel 1, Vassal of Bahamut 1 | V, S, DF | |||||||||||||||||||||||||||||||||||||||||||||
1 min. | Personal | 5 minutes | |||||||||||||||||||||||||||||||||||||||||||||
Target: You | |||||||||||||||||||||||||||||||||||||||||||||||
You gain +1 per three levels on attack and damage rolls. |
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Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn't apply to spell damage. |
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Doom | |||||||||||||||||||||||||||||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates - Yes | Arc 1, Blg 1, Blk 1, Clr 1, Corruption 1, Decay 1, Dem 1, Hatred 1, KotC 1, Pestilence 1, Wrath 1 | V, S, DF | |||||||||||||||||||||||||||||||||||||||||||||
1 min./level | Medium | General | |||||||||||||||||||||||||||||||||||||||||||||
Target: One living creature | |||||||||||||||||||||||||||||||||||||||||||||||
One subject takes -2 on attack rolls, damage rolls, saves, and checks. |
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This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. |
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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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Magic Weapon | |||||||||||||||||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Arc 1, Artificer 1, Blk 1, ChamGwyn 1, Clr 1, Duskblade 1, Dwarf 1, HB 1, HotD 1, KotC 1, Metal 1, Pal 1, Shu 1, Sor/Wiz 1, War 1, Wuj 1 | V, S, DF | |||||||||||||||||||||||||||||||||||||||||||||
1 min./level | Touch | 5 minutes | |||||||||||||||||||||||||||||||||||||||||||||
Target: Weapon touched | |||||||||||||||||||||||||||||||||||||||||||||||
Weapon gains +1 bonus. |
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Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapons +1 bonus on attack rolls.) You cant cas't this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. |
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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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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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Summon Monster I | |||||||||||||||||||||||||||||||||||||||||||||||
Conjuration (Summoning) [Varies] | 1 round | SRD | |||||||||||||||||||||||||||||||||||||||||||||
None - No | Arc 1, Blk 1, Brd 1, Clr 1, Dem 1, KotC 1, Portal 1, Sor/Wiz 1, Summoner 1, Wuj 1 | V, S, F/DF | |||||||||||||||||||||||||||||||||||||||||||||
1 round/level (D) | Close | General | |||||||||||||||||||||||||||||||||||||||||||||
Effect: One summoned creature | |||||||||||||||||||||||||||||||||||||||||||||||
Calls extraplanar creature to fight for you. |
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This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an
1) May be summoned only into an aquatic or watery environment. |