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School | Casting Time | Source Book | ||||||||||||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||||||||||||||||
Effect | ||||||||||||||||||||||||||||||||||||
Expensive Focus | ||||||||||||||||||||||||||||||||||||
Expensive Material | ||||||||||||||||||||||||||||||||||||
XP Cost | ||||||||||||||||||||||||||||||||||||
Description | ||||||||||||||||||||||||||||||||||||
Full Description | ||||||||||||||||||||||||||||||||||||
Antimagic Field | ||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - See text | APeace 8, Arc 8, Clr 8, Magic 6, Protection 6, Shu 6, Sor/Wiz 6, Spell 8 | V, S, M/DF | ||||||||||||||||||||||||||||||||||
10 min./level (D) | 10 ft. | General | ||||||||||||||||||||||||||||||||||
Area: 10-ft.-radius emanation, centered on you | ||||||||||||||||||||||||||||||||||||
Negates magic within 10 ft. |
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An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. |
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Axiomatic Creature (M) (XP) | ||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Transforms creature into an axiomatic creature. |
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Befoul | ||||||||||||||||||||||||||||||||||||
Lords | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Corruption 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Large amount of water becomes poisonous. |
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Bodak Birth (F) | ||||||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||||||||||||
12 hours | ||||||||||||||||||||||||||||||||||||
Transforms a willing subject into a bodak. |
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Bodak's Glare (F) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You slay a creature, which turns into a bodak 24 hours later. |
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Brilliant Aura | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Drd 8, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Allies' weapons become brilliant energy, ignoring armor. |
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Chain of Chaos | ||||||||||||||||||||||||||||||||||||
DotF | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Creates plague of insanity passed by touch. |
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Cloak of Chaos (F) | ||||||||||||||||||||||||||||||||||||
Abjuration [Chaotic] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
See text - Yes (harmless) | Arc 8, Chaos 8, Clr 8, Orc 8 | V, S, F | ||||||||||||||||||||||||||||||||||
1 round/level (D) | 20 ft. | General | ||||||||||||||||||||||||||||||||||
Targets: One creature/level in a 20-ft.-radius burst centered on you | ||||||||||||||||||||||||||||||||||||
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp. | ||||||||||||||||||||||||||||||||||||
+4 to AC, +4 resistance, and SR 25 against lawful spells. |
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A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures. Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures. Third, the abjuration blocks possession and mental influence, just as protection from law does. Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos). |
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Conjure Ice Beast VIII | ||||||||||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Drd 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Conjures ice creature to fight for you. |
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Create Greater Undead (M) | ||||||||||||||||||||||||||||||||||||
Necromancy [Evil] | 1 hour | SRD | ||||||||||||||||||||||||||||||||||
None - No | Arc 8, Clr 8, Death 8, Pestilence 8, Sor/Wiz 8, Undeath 8 | V, S, M | ||||||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||||||
Target: One corpse | ||||||||||||||||||||||||||||||||||||
Materials: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. | ||||||||||||||||||||||||||||||||||||
Create shadows, wraiths, spectres, or devourers. |
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A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. |
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Mass Cure Critical Wounds | ||||||||||||||||||||||||||||||||||||
Conjuration (Healing) [Positive] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text | APeace 8, Arc 8, Clr 8, Drd 9, Healing 8, Hlr 7 | V, S | ||||||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||||||
Target: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||
Cures 4d8 damage +1/level for many creatures. |
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You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) in each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. |
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Death Pact (M) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Pact 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
-2 to Constitution, in exchange for effects of true resurrection. |
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Mass Death Ward | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Drd 9 | ||||||||||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||||||||||
As death ward, but more targets. |
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Dimensional Lock | ||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - Yes | Arc 8, Clr 8, Portal 8, Sor/Wiz 8 | V, S | ||||||||||||||||||||||||||||||||||
1 day/level | Medium | 24 hours | ||||||||||||||||||||||||||||||||||
Area: 20-ft.-radius emanation centered on a point in space | ||||||||||||||||||||||||||||||||||||
Teleportation and interplanar travel blocked for one day/level. |
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You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell. |
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Discern Location | ||||||||||||||||||||||||||||||||||||
Divination | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||
None - No | APeace 8, Arc 8, Beguiler 8, Clr 8, Hlr 8, Knowledge 8, Oracle 8, Planning 8, Retribution 8, Shu 8, Sin-A 8, Sor/Wiz 8, Trade 9, Truth 8, Wealth 8 | V, S, DF | ||||||||||||||||||||||||||||||||||
Instant | Unlimited | 6 hours | ||||||||||||||||||||||||||||||||||
Target: One creature or object | ||||||||||||||||||||||||||||||||||||
Reveals exact location of creature or object. |
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A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or objects location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. |
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Dream Image (XP) | ||||||||||||||||||||||||||||||||||||
BB | ||||||||||||||||||||||||||||||||||||
Clr 8, Sor/Wiz 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Create a shadow copy of yourself to interact with the area. |
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Earthquake | ||||||||||||||||||||||||||||||||||||
Evocation [Earth] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
See text - No | Arc 8, Blg 7, Cavern 8, Clr 8, Destruction 8, Drd 8, Earth 7, Shu 8, Wmg 7, Wuj 8 | V, S, DF | ||||||||||||||||||||||||||||||||||
1 round | Long | 12 hours | ||||||||||||||||||||||||||||||||||
Area: 80-ft.-radius spread (S) | ||||||||||||||||||||||||||||||||||||
Intense tremor shakes 5-ft./level radius. |
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When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. |
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Fierce Pride of the Beastlands | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8 | ||||||||||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||||||||||
Summon celestial lions and celestial dire lions to follow you |
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Fire Storm | ||||||||||||||||||||||||||||||||||||
Evocation [Fire] | 1 round | SRD | ||||||||||||||||||||||||||||||||||
Reflex half - Yes | Arc 8, Blg 7, Clr 8, Drd 7, Fire 7, Shu 7, Wmg 7 | V, S | ||||||||||||||||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||||||||||||||||
Area: Two 10-ft. cubes per level (S) | ||||||||||||||||||||||||||||||||||||
Deals 1d6/level fire damage. |
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When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). |
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Flashflood | ||||||||||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Drd 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Wave of water smashes everything in its path and floods area. |
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General of Undeath | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||||||||||||
Increases your maximum HD of controlled undead by your caster level. |
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Golem Immunity | ||||||||||||||||||||||||||||||||||||
RE | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Grants a construct the magic immunity special quality of a particular golem. |
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Heat Drain | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Subjects take 1d6 cold damage/level, you gain equal amount hp. |
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Holy Aura (F) | ||||||||||||||||||||||||||||||||||||
Abjuration [Good] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
See text - Yes (harmless) | APeace 8, Arc 8, Celestial 8, Clr 8, Exalted Arcanist 8, Exorcism 8, Good 8, Hlr 8, Mysticism 8 | V, S, F | ||||||||||||||||||||||||||||||||||
1 round/level (D) | 20 ft. | General | ||||||||||||||||||||||||||||||||||
Targets: One creature/level in a 20-ft.-radius burst centered on you | ||||||||||||||||||||||||||||||||||||
Focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp. | ||||||||||||||||||||||||||||||||||||
+4 to AC, +4 resistance, and SR 25 against evil spells. |
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A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration blocks possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC). |
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Illusion Purge | ||||||||||||||||||||||||||||||||||||
RE | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8, Truth 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Dispels illusions within 5 ft./level. |
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Mass Inflict Critical Wounds | ||||||||||||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will half - Yes | Arc 8, Clr 8 | V, S | ||||||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||||||
Target: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||
Deals 4d8 damage +1/level to many creatures. |
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Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage +1 point per caster level (maximum +40) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
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Last Judgment | ||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8, Wrath 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Evil creatures are struck dead and sent to Lower Planes. |
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Lion's Roar | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Clr 8, Courage 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
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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Necrotic Empowerment (F) | ||||||||||||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Draw personal vigor from mother cyst. |
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Pestilence | ||||||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Drd 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Subject gains a disease, as do all who touch him. |
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Greater Planar Ally (XP) | ||||||||||||||||||||||||||||||||||||
Conjuration (Calling) [Varies] | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||
None - No | APeace 8, Arc 8, Clr 8, DrgBlw 8, Drow 8, Exalted Arcanist 8, Summoner 8 | V, S, DF, XP | ||||||||||||||||||||||||||||||||||
Instant | Close | 24 hours | ||||||||||||||||||||||||||||||||||
Effect: Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear. | ||||||||||||||||||||||||||||||||||||
XP Cost: 500 XP | ||||||||||||||||||||||||||||||||||||
As lesser planar ally, but up to 18 HD. |
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By casting this spell, you request your deity to send you an elemental or outsider (of 18 HD or less) of the deitys choice or up to three creatures of the same kind whose Hit Dice total no more than 18. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creatures name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway). You may ask the creatures to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creatures called in order to bargain for their services. The creatures called require a payment for their services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creatures' alignment and goals. Regardless, this payment must be made before the creatures agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD. A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creatures' ethos, it may halve or even waive the payment. At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible). Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. |
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Greater Planar Exchange | ||||||||||||||||||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Trade places with one of three greater planar creatures (your choice). |
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Mass Restoration (M) | ||||||||||||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
As restoration, but multiple targets. |
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Shield of Law (F) | ||||||||||||||||||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
See text - Yes (harmless) | Arc 8, Clr 8, Inquisition 8, Law 8 | V, S, F | ||||||||||||||||||||||||||||||||||
1 round/level (D) | 20 ft. | General | ||||||||||||||||||||||||||||||||||
Targets: One creature/level in a 20-ft.-radius burst centered on you | ||||||||||||||||||||||||||||||||||||
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp. | ||||||||||||||||||||||||||||||||||||
+4 to AC, +4 resistance, and SR 25 against chaotic spells. |
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A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures. Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures. Third, the abjuration blocks possession and mental influence, just as protection from chaos does. Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of laws save DC). |
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Greater Spell Immunity | ||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 8, Clr 8, Sin-P 8 | V, S, DF | ||||||||||||||||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||||||
As spell immunity, but up to 8th-level spells. |
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This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower. A creature can have only one spell immunity or spell immunity, greater spell in effect on it at a time. |
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Spread of Contentment | ||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Pleasure 8 | ||||||||||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||||||||||
Calms hostile creatures within 10-ft./level radius. |
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Stormrage | ||||||||||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8 | ||||||||||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||||||||||
Fly, wind wall, protection from strong winds, and make electrical attacks. |
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Summon Giants | ||||||||||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Winter 8 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Summons outsider giants to fight for you. |
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Summon Monster VIII | ||||||||||||||||||||||||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||||||||||||||||||||||||
None - No | Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 | V, S, F/DF | ||||||||||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||||||||||
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||
Calls extraplanar creature to fight for you. |
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This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list (summon monster VII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI).
1) May be summoned only into an aquatic or watery environment. |
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Symbol of Death (M) | ||||||||||||||||||||||||||||||||||||
Necromancy [Death] [Ectomancy] | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||
Fortitude negates - Yes | Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 | V, S, M | ||||||||||||||||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each. | ||||||||||||||||||||||||||||||||||||
Triggered rune slays nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally. As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol. A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death. |
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Symbol of Insanity (M) | ||||||||||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||
Will negates - Yes | Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 | V, S, M | ||||||||||||||||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. | ||||||||||||||||||||||||||||||||||||
Triggered rune renders nearby creatures insane. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of insanity causes insanity on one or more creatures within 60 feet of the symbol (treat as a burst) . Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of insanity is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of insanity is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of insanity must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of insanity ineffective, unless a creature removes the covering, in which case the symbol of insanity works normally. As a default, a symbol of insanity is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of insanity cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of insanitys triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of insanity to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of insanity offensively; for instance, a touch-triggered symbol of insanity remains untriggered if an item bearing the symbol of insanity is used to touch a creature. Likewise, a symbol of insanity cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of insanity can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of insanity, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of insanity, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of insanity cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of insanity, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of insanity with a DC 19 Spellcraft check. Of course, if the symbol of insanity is set to be triggered by reading it, this will trigger the symbol. A symbol of insanity can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of insanity. Destruction of the surface where a symbol of insanity is inscribed destroys the symbol but also triggers it. Symbol of insanity can be made permanent with a permanency spell. A permanent symbol of insanity that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity. |
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Bimonthly Temporary Soul Binding (M) (XP) | ||||||||||||||||||||||||||||||||||||
Conjuration (Teleportation) | 2 minutes | ATB | ||||||||||||||||||||||||||||||||||
Will negates (harmless, object) - No | Arc 8, Clr 8, Drd 8, Sor/Wiz 8 | V, S, M, XP | ||||||||||||||||||||||||||||||||||
2 days/level | Touch | General | ||||||||||||||||||||||||||||||||||
Target: 1 Creature and 1 item | ||||||||||||||||||||||||||||||||||||
Materials: A red colored gem valued at least 1000gp | ||||||||||||||||||||||||||||||||||||
XP Cost: 1000 XP | ||||||||||||||||||||||||||||||||||||
As Temporary Soul Binding, except 2 days/level and does not get discharged. |
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As Temporary Soul Binding, except 2 days/level and does not get discharged. |
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Unholy Aura (F) | ||||||||||||||||||||||||||||||||||||
Abjuration [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
See text - Yes (harmless) | Arc 8, Clr 8, Evil 8, Mysticism 8 | V, S, F | ||||||||||||||||||||||||||||||||||
1 round/level (D) | 20 ft. | General | ||||||||||||||||||||||||||||||||||
Targets: One creature/level in a 20-ft.-radius burst centered on you | ||||||||||||||||||||||||||||||||||||
Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text. The reliquary costs at least 500 gp. | ||||||||||||||||||||||||||||||||||||
+4 to AC, +4 resistance, and SR 25 against good spells. |
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A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures. Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures. Third, the abjuration blocks possession and mental influence, just as protection from good does. Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates). |
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Veil of Undeath (M) | ||||||||||||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Sor/Wiz 8 | ||||||||||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||||||||||
You gain undead traits. |
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Wall of Greater Dispel Magic | ||||||||||||||||||||||||||||||||||||
Underdark | ||||||||||||||||||||||||||||||||||||
Arc 8, Brd 5, Clr 8, Drd 8, Sor/Wiz 8 | ||||||||||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||||||||||
Creatures passing through a transparent wall become subjects of targeted dispel magic, greater. |