Abjur |
- 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)
- Glory of the Martyr: As shield other, but affecting multiple creatures, and healing them if you die.
- Sacred Haven: Creature gains AC bonus, and you can monitor and heal it magically.
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Ench | |
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Evoc |
- Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures.
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Necr | |
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Tran | |
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Abjur | |
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Conj |
- Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
- Warding GemsM: Creates gems that store healing energy, encircle the target, and release their healing power on command.
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Div | |
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Ench |
- Chaav's Laugh: Good creatures gain +2 on attacks and saves versus fear and gain 1d8+1/level temporary hit points, while evil creatures save or suffer -2 on attacks and saves versus fear.
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Evoc |
- 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).
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Tran |
- Convert Wand: Transform wand of a particular spell and caster level into an appropriate cure wand of the same spell and caster level.
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Abjur |
- Celestial BloodM: Gain acid, cold, and electricity resistance 10, +4 to saves versus poison, and DR 10/evil.
- Vengeance Halo: Any creature that slays the spell's recipient takes 1d6/level (max 20d6) damage.
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Conj | |
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Evoc |
- Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
- Crown of BrillianceM: Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.
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Necr | |
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Tran | |
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Abjur | |
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Conj |
- Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
- Warding GemsM: Creates gems that store healing energy, encircle the target, and release their healing power on command.
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Div | |
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Ench |
- Chaav's Laugh: Good creatures gain +2 on attacks and saves versus fear and gain 1d8+1/level temporary hit points, while evil creatures save or suffer -2 on attacks and saves versus fear.
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Evoc |
- 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).
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Tran |
- Convert Wand: Transform wand of a particular spell and caster level into an appropriate cure wand of the same spell and caster level.
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Abjur |
- Celestial BloodM: Gain acid, cold, and electricity resistance 10, +4 to saves versus poison, and DR 10/evil.
- Vengeance Halo: Any creature that slays the spell's recipient takes 1d6/level (max 20d6) damage.
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Conj | |
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Evoc |
- Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
- Crown of BrillianceM: Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.
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Necr | |
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Tran | |
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Abjur |
- 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)
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Conj | |
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Evoc |
- 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).
- Radiant Shield: Creatures attacking you take electricity damage; you're protected from electricity.
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Necr |
- Affliction: Infects evil subject with chosen affliction.
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Tran |
- Perfect Summons: Creates an area where only good creatures can be summoned.
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