Name | ||
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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 | ||
Anathema (F) | ||
CR | ||
Arc 9, Asn 3, Clr 9, Drd 9, Rgr 3 | ||
6 hours | ||
Break the divine link between your god and lower-ranked members of your faith. |
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Antipathy | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 hour | SRD |
Will partial - Yes | Arc 6, Blg 6, Blg 9, Drd 9, Elf 9, Hatred 8, Mental 7, Shu 9, Sin-A 9, Sor/Wiz 8, Wealth 9, Wuj 8 | V, S, M/DF |
2 hours/level (D) | Close | General |
Target: One location (up to a 10-ft. cube/level) or one object | ||
Object or location affected by spell repels certain creatures. |
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You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points. Antipathy counters and dispels sympathy. |
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Avalanche of Devastation | ||
Far Corners of the World | ||
Arc 9, Drd 9 | ||
General | ||
Rolling bludgeoning damage deals 8d6 in 40-ft. long segments of a code per round of concentration. |
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Cast in Stone | ||
SPC | ||
Arc 9, Drd 9 | ||
General | ||
Petrifying gaze attack. |
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Cometstrike | ||
Frostburn | ||
Arc 9, Drd 9 | ||
General | ||
Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage. |
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Conjure Ice Beast IX | ||
Frostburn | ||
Arc 9, Clr 9, Drd 9 | ||
General | ||
Conjures ice creature to fight for you. |
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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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Mass Death Ward | ||
SPC | ||
Arc 8, Clr 8, Drd 9 | ||
30 minutes | ||
As death ward, but more targets. |
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Doom of the Seas (XP) | ||
Stormwrack | ||
Arc 9, Blackwater 9, Drd 9 | ||
General | ||
Summons a fiendish kraken (Doom of the Seas) under your command. |
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Mass Drown | ||
SPC | ||
Arc 9, Drd 9, Watery Death 9 | ||
General | ||
As drown, but affects multiple creatures. |
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Elemental Swarm | ||
Conjuration (Summoning) | 10 minutes | SRD |
None - No | Air 9, Arc 9, Drd 9, Dwarf 9, Earth 9, Fire 9, Ocean 9, Shu 9, Water 9, Wmg 9 | V, S |
10 min./level (D) | Medium | 1 hour |
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart | ||
Summons multiple elementals. |
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This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain. When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. |
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Foresight | ||
Divination | 1 standard action | SRD |
None or Will negates (harmless) - No or Yes (harmless) | Arc 9, Beguiler 9, Blg 9, Drd 9, Fate 9, Halfling 9, Hlr 9, Knowledge 9, Oracle 9, Seafolk 9, Sor/Wiz 9, Time 8 | V, S, M/DF |
10 min./level | Personal or touch | 1 hour |
Target: See text | ||
Sixth sense warns of impending danger. |
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This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves. |
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Magma Burst | ||
BoEM | ||
Arc 9, Drd 9, Sor/Wiz 9 | ||
General | ||
Creates an area of lava, dealing 20d6 fire damage/round. |
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Nature's Avatar | ||
SPC | ||
Arc 9, Drd 9 | ||
30 minutes | ||
Animal gains +10 on attack and damage, extra attack, and 1d8 hp/caster level. |
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Planar Perinarch | ||
Planar Handbook | ||
Arc 9, Drd 9, Sor/Wiz 9 | ||
General | ||
Gain control over a small area of any divinely morphic plane. |
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Permanent Soul Binding (M) (XP) | ||
Conjuration (Teleportation) | 8 hours | ATB |
Will negates (harmless, object) - No | Arc 9, Clr 9, Drd 9, Sor/Wiz 9 | V, S, M, XP |
Instant | Touch | General |
Targets: 1 Creature and 1 item | ||
Materials: A red colored gem worth 5000gp. | ||
XP Cost: 2000 XP | ||
Permanently soul bind an item to a person. |
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The item gains a Permanent mark of Soulbinding (This is different from the Temporary binding marks.) and the item will disintigrate and appear near or in the possesion of the creature touched when the target creature is reborn in the Fount of Lost Souls. Soulbound Items can be identified as such with a Knowledge(San Suras) check (DC 10) or a Search check (DC 20). |
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Phantom Bear | ||
Complete Divine | ||
Arc 9, Drd 9 | ||
General | ||
As phantom wolf, except you instead conjure an incorporeal bear with a fearsome roar. |
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Quagmire Vortex | ||
Far Corners of the World | ||
Arc 9, Drd 9 | ||
General | ||
Muddy "whirlpool" causes death and destruction in a swamp. |
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Rain of Black Tulips | ||
Book of Exalted Deeds | ||
Arc 9, Drd 9 | ||
General | ||
Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated. |
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Raise Volcano (M) (XP) | ||
Far Corners of the World | ||
Arc 9, Drd 9 | ||
General | ||
Create a devestating volcano. |
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Regenerate | ||
Conjuration (Healing) | 3 full rounds | SRD |
Fortitude negates (harmless) - Yes (harmless) | APeace 7, Arc 7, Clr 7, Competition 7, Drd 9, Healing 7, Hlr 6, Life 7, Shu 8 | V, S, DF |
Instant | Touch | General |
Target: Living creature touched | ||
Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35). |
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The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). |
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Shadow Landscape | ||
Complete Divine | ||
Arc 9, Drd 9 | ||
24 hours | ||
Makes natural terrain more dangerous, creates guardians that you command. |
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Shambler | ||
Conjuration (Creation) | 1 standard action | SRD |
None - No | Arc 8, Blg 8, Drd 9, Plant 9 | V, S |
7 days or 7 months (D); see text | Medium | 24 hours |
Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text | ||
Summons 1d4+2 shambling mounds to fight for you. |
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The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spells range, which is measured from the point where each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp. |
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Shapechange (F) | ||
Transmutation (Polymorph) | 1 standard action | SRD |
- | Animal 9, Arc 9, Drd 9, Scalykind 9, Sor/Wiz 9, Transformation 9, Wuj 9 | V, S, F |
10 min./level (D) | Personal | 4 hours |
Target: You | ||
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.) | ||
Transforms you into any creature, and change forms once per round. |
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This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed. You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check. |
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Storm of Vengeance | ||
Conjuration (Summoning) | 1 round | SRD |
See text - Yes | Arc 9, Blg 9, Clr 9, Drd 9, Nobility 9, Retribution 9, Shu 9, Sin-W 9, Storm 9, Summer 9, Wrath 9 | V, S |
Concentration (maximum 10 rounds) (D) | Long | General |
Effect: 360-ft.-radius storm cloud | ||
Storm rains acid, lightning, and hail. |
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This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes. If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn. 2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save). 3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage. 4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save). 5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain 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). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeances save DC + the level of the spell the caster is trying to cast. |
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Summon Desert Ally IX | ||
Sandstorm | ||
Arc 9, Drd 9, Sand 9 | ||
General | ||
Calls dustform creature to fight. |
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Summon Elemental Monolith (M) | ||
Complete Arcane | ||
Arc 9, Clr 9, Drd 9, Sor/Wiz 9, Wuj 9 | ||
General | ||
You conjure a tremendously powerful creature known as an elemental monolith. |
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Summon Nature's Ally IX | ||
Conjuration (Summoning) | 1 round | SRD |
None - No | Arc 9, Drd 9, Fey 9, Gnome 9, Shu 9 | V, S, DF |
1 round/level (D) | Close | General |
Effect: One or more creatures, no two of which can be more than 30 ft. apart | ||
Calls creature to fight. |
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This spell functions like summon natures ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. When you use a summoning spell to summon an
3) Can cast irresistible dance |
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Sympathy (M) | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 hour | SRD |
Will negates; see text - Yes | Arc 9, Community 8, Drd 9, Greed 9, Joy 8, Sin-L 8, Sor/Wiz 8, Wuj 8 | V, S, M |
2 hours/level (D) | Close | General |
Target: One location (up to a 10-ft. cube/level) or one object | ||
Materials: 1,500 gp worth of crushed pearls and a drop of honey. | ||
Object or location attracts certain creatures. |
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You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object. Sympathy counters and dispels antipathy. |
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Transmute Rock to Lava | ||
Complete Arcane | ||
Arc 9, Drd 9, Sor/Wiz 9, Wuj 9 | ||
General | ||
Transmute rock to lava dealing 2d6 points of fire damage or 20d6. |
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Tsunami | ||
SPC | ||
Arc 9, Drd 9 | ||
General | ||
Massive wave deals 1d6 bludgeoning damage/level. |
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Undermaster (XP) | ||
Underdark | ||
Arc 9, Drd 9, Sor/Wiz 9 | ||
General | ||
You gain earth-related spell-like abilities. |
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Unyielding Roots | ||
Complete Divine | ||
Arc 9, Drd 9 | ||
30 minutes | ||
Creature grows roots that keep it stationary and heal it every round. |
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Were-Doom | ||
Book of Vile Darkness | ||
Arc 9, Bestial 9, Clr 9, Drd 9 | ||
General | ||
1d4 creatures infected with lycanthropy. |
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Greater Whirlwind | ||
SPC | ||
Arc 9, Drd 9, Weather 9 | ||
General | ||
As whirlwind, but larger and more destructive. |