Pages: | 26 of 100 |
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Description | Krogich's Prayer Book. |
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School | Casting Time | Source Book | ||||||||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||||||||||||
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Expensive Focus | ||||||||||||||||||||||||||||||||
Expensive Material | ||||||||||||||||||||||||||||||||
XP Cost | ||||||||||||||||||||||||||||||||
Description | ||||||||||||||||||||||||||||||||
Full Description | ||||||||||||||||||||||||||||||||
Candlelight | ||||||||||||||||||||||||||||||||
Ghostwalk Web | ||||||||||||||||||||||||||||||||
Arc 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||||||
Cast a 5-foot radius light from the point touched. |
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Create Water | ||||||||||||||||||||||||||||||||
Conjuration (Creation) [Water] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Adp 0, APeace 0, Arc 0, Clr 0, Creation 1, Drd 0, Hlr 0, Pal 1, Shu 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Close | 30 minutes | ||||||||||||||||||||||||||||||
Effect: Up to 2 gallons of water/level | ||||||||||||||||||||||||||||||||
Creates 2 gallons/level of pure water. |
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This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large possibly creating a downpour or filling many small receptacles. Note: Conjuration spells cant create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
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Cure Minor Wounds | ||||||||||||||||||||||||||||||||
Conjuration (Healing) [Positive] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will half(harmless); see text - Yes (harmless); see text | Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Hlr 0, Shu 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Cures 1 point of damage. |
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When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage. 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 Magic | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | ||||||||||||||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||||||||||||||
Detects spells and magic items within 60 ft. |
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You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An auras power depends on a spells functioning spell level or an items caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic 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:
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic 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. Detect magic can be made permanent with a permanency spell. |
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Detect Poison | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | APeace 0, Arc 0, Asn 1, Blg 0, BVal 1, ChamGwyn 1, Clr 0, Drd 0, Hlr 0, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Close | 5 minutes | ||||||||||||||||||||||||||||||
Target or Area: One creature, one object, or a 5-ft. cube | ||||||||||||||||||||||||||||||||
Detects poison in one creature or object. |
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You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. 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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Guidance | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (harmless) - Yes | Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Shu 0 | V, S | ||||||||||||||||||||||||||||||
1 minute or until discharged | Touch | 5 minutes | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
+1 on one attack roll, saving throw, or skill check. |
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This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. |
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Inflict Minor Wounds | ||||||||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates - Yes | Arc 0, Blg 0, Clr 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Touch attack, 1 point of damage. |
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When laying your hand upon a creature, you channel negative energy that deals 1 point of damage. Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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Light | ||||||||||||||||||||||||||||||||
Evocation [Light] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Adp 0, APeace 0, Arc 0, Artificer 1, Brd 0, Clr 0, Drd 0, HB 1, Hlr 0, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 | V, M/DF | ||||||||||||||||||||||||||||||
10 min./level (D) | Touch | 1 hour | ||||||||||||||||||||||||||||||
Target: Object touched | ||||||||||||||||||||||||||||||||
Object shines like a torch. |
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This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. |
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Mending | ||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Adp 0, APeace 0, Arc 0, Brd 0, Clr 0, Drd 0, Hlr 0, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Instant | 10 ft. | 6 hours | ||||||||||||||||||||||||||||||
Target: One object of up to 1 lb. | ||||||||||||||||||||||||||||||||
Makes minor repairs on an object. |
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Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the items magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). |
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No Light | ||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||
Arc 0, Brd 1, Clr 0, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||||||
Prevents normal light from illuminating. |
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Preserve Organ | ||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||
Arc 0, Clr 0, Drd 0, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||||||||
Protects one detached organ from decay for 24 hours. |
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Purify Food and Drink | ||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Hlr 0, Shu 0 | V, S | ||||||||||||||||||||||||||||||
Instant | 10 ft. | 5 minutes | ||||||||||||||||||||||||||||||
Target: 1 cu. ft./level of contaminated food and water | ||||||||||||||||||||||||||||||||
Purifies 1 cu. ft./level of food or water. |
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This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
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Read Magic | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
- | Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, F | ||||||||||||||||||||||||||||||
10 min./level | Personal | General | ||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||
Read scrolls and spellbooks. |
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By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. |
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Resistance | ||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 0, Arc 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Pal 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, M/DF | ||||||||||||||||||||||||||||||
1 min. | Touch | 5 minutes | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Subject gains +1 on saving throws. |
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You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. |
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Silvered Weapon | ||||||||||||||||||||||||||||||||
Mintipers Chapbook | ||||||||||||||||||||||||||||||||
Arc 0, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
Transforms a single weapon or projectile into a silvered weapon or silvered projectile |
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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. |
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Styptic | ||||||||||||||||||||||||||||||||
Spellbook Archive | ||||||||||||||||||||||||||||||||
Arc 0, Clr 0 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
Stop bleading, and stabilize a creature. |
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Virtue | ||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Fortitude negates (harmless) - Yes (harmless) | APeace 0, Arc 0, ChamGwyn 1, Clr 0, Drd 0, Pal 1, Shu 0 | V, S, DF | ||||||||||||||||||||||||||||||
1 min. | Touch | 5 minutes | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Subject gains 1 temporary hp. |
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The subject gains 1 temporary hit point. |
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School | Casting Time | Source Book | |||||||||||||||||||||||||||||||||||||||||||||
Save - Res | Level | Comps | |||||||||||||||||||||||||||||||||||||||||||||
Dur | Range | Recharge | |||||||||||||||||||||||||||||||||||||||||||||
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Expensive Focus | |||||||||||||||||||||||||||||||||||||||||||||||
Expensive Material | |||||||||||||||||||||||||||||||||||||||||||||||
XP Cost | |||||||||||||||||||||||||||||||||||||||||||||||
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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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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Conjure Ice Beast I | |||||||||||||||||||||||||||||||||||||||||||||||
Frostburn | |||||||||||||||||||||||||||||||||||||||||||||||
Arc 1, Clr 1, Drd 1, Rgr 1 | |||||||||||||||||||||||||||||||||||||||||||||||
General | |||||||||||||||||||||||||||||||||||||||||||||||
Conjures ice creature to fight for you. |
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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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Inflict Light Wounds | |||||||||||||||||||||||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | |||||||||||||||||||||||||||||||||||||||||||||
Will half - Yes | Arc 1, Blg 1, Blk 1, Clr 1, Destruction 1 | V, S | |||||||||||||||||||||||||||||||||||||||||||||
Instant | Touch | General | |||||||||||||||||||||||||||||||||||||||||||||
Target: Creature touched | |||||||||||||||||||||||||||||||||||||||||||||||
Touch deals 1d8 damage +1/level (max +5). |
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When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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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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Scholar's Touch | |||||||||||||||||||||||||||||||||||||||||||||||
RoD | |||||||||||||||||||||||||||||||||||||||||||||||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | |||||||||||||||||||||||||||||||||||||||||||||||
1 hour | |||||||||||||||||||||||||||||||||||||||||||||||
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