Conjuration (Creation) [Earth]
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (5-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You hold the jade chip before you and
blow on it as you end the spell. The chip flares with a green flame and
vanishes as rocks begin to fall on your pursuers.
You create a rain of stones that deals 1d4
points of damage per caster level (maximum 5d4) to creatures and objects within
the area.
Material Component: A piece of jade worth at least 5 gp.
Evocation [Cold]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One frigid globe/5 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The crystal globes in your hand
vibrate intensely before turning ice-cold. As you hurl them, they resemble
balls of ice, an observation borne true when they strike and shatter into a
shower of ice crystals.
You create frigid hailstones that strike
your enemies. You must succeed on a ranged touch attack to hit with a globe.
Each hailstone deals 5d6 points of cold
damage. For every five caster levels, you gain an additional hailstone (maximum
of four stones at 20th level), and all globes must be aimed at enemies that are
all within 30 feet of each other.
Material Component: A handful of crystal globes.
Transmutation
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You invoke the dark nature of the
spell and slender, sharp-edged barbs sprout from your body and clothing, glowing
with hellish energy.
Any creature hitting the subject of this
spell with a handheld weapon or a natural weapon takes 1d8 points of slashing
and piercing damage from the subject’s barbs. This damage does not apply to
attackers using reach weapons, such as longspears.
The subject itself is not harmed by its own barbs.
Arcane Material Component: A barb from a hamatula.
Evocation [see text]
Level: Blackguard 2, cleric 2, paladin 2
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You call upon your beliefs and a
great pair of hands appears around your target, cradling it in its power. The
effect fades, but your target briefly glows with a healthy orange nimbus.
If your deity is non-evil, this spell
grants a +2 sacred bonus on saving throws, and the spell is a good spell. If
your deity is evil, this spell grants a +2 profane bonus on saving throws, and
the spell is an evil spell.
This spell works only on a creature with
the same deity as you or the same alignment as your deity. If
cast on a target that does not meet this criteria, the spell has no effect.
Abjuration [see text]
Level: Cleric 4, paladin 3
Components: V, S, DF
Casting Time: 1 minute
Range: 10 ft.
Area: 10-ft.-radius emanation centered on a point in
space
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You summon the protective field, and
the shimmering border limns out along the floor, carrying with it the ephemeral
image of blocking hands.
You create an immobile zone of warding that
is permeable to those of your religion but repels all others. Creatures that
have the same deity as you, or are wearing the holy symbol of your deity, can
enter and move within the warded area unhindered. Other creatures that try to
enter or move within the area must make a Fortitude
save each round or be stunned for 1 round. If the creature’s only action is to
try to move completely out of the area, the ward does not hinder it. Once a
creature succeeds on its saving throw, it is no longer affected by that casting
of hand of the
faithful.
This spell has the alignment components of
your deity, so if your deity is good and lawful, this is a lawful and good
spell.
Transmutation
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level;
see text
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)
You rub your hands along the length
of the object, intoning the spell. A warm red glow emits from your hands,
strengthening the object.
This spell increases the hardness of
materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on. For every two caster
levels, add 1 point of hardness to the material targeted by the spell. This
hardness increase improves only the material’s resistance to damage. Nothing
else is modified by the improvement. For example, a longsword
(treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would
have hardness 16 for the purpose of ignoring damage caused by someone making a
sunder attack. The sword’s hit points, attack and damage modifiers, and other
factors are not affected. A hardening spell
does not in any way affect a substance’s resistance to other forms of
transformation. Ice still melts, paper and wood still burn, rock
still becomes transmutable to mud with the proper spell, and so on.
This spell affects up to 10 cubic feet of
material per level of the caster. If cast upon a metal or
mineral, the spell affects only 1 cubic foot per level.
Material Component: An ointment made with 50 gp of diamond dust per 10 cubic feet of material.
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Sweeping your arm as if presenting a
gift to someone, you call out to the intended subject of your spell. A mantle
of sweet tones settles about your subject, whose face is now twisted in concentration.
Harmonic chorus lets you improve the spellcasting
ability of another spellcaster.
For the duration of the spell, the subject
gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells it casts.
Focus: A tuning fork.
Transmutation
Level: Ranger 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1d4 rounds
Two quick syllables release the power
of the spell, and the world moves a bit slower about you.
This spell functions like haste (PH 239), except as noted
above. This spell counters and dispels any slow effect on you.
Enchantment (Compulsion) [Fear,
Mind-Affecting, Sonic]
Level: Bard 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
The spell wrapped within your music
makes even the most hard-hearted quail.
Targets that fail their saves become
shaken.
Transmutation
Level: Druid 1, ranger 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
By crying out like a hawk, you
improve your eyesight. Distant objects and creatures seem closer and more
distinct.
Your range increment for ranged weapons
increases by 50%, and you gain a +5 competence bonus on Spot checks.
Conjuration (Healing)
Level: Druid 5, ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your animal companion touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You lay your hand on your animal
companion, and as you do, its eyes become clear and focused, and it breathes
easier.
This spell functions like heal (PH 239), except that it
affects only your animal companion.
Divination
Level: Cleric 2, druid 2, ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
With a mint leaf under your tongue,
you whisper quiet words of soothing comfort.
You feel a divine touch guiding your
healing hand.
A caster with 5 or more ranks in Heal can,
when casting a conjuration (healing) spell, choose to remove any one of the
following conditions affecting the subject of the spell, in addition to the
spell’s normal effects: dazed, dazzled, or fatigued. A caster with 10 or more
ranks in Heal can choose from the following conditions in addition to those
above: exhausted, nauseated, or sickened.
Also, when determining the amount of damage
healed by your conjuration (healing) spells, you can substitute your total
ranks in Heal for your caster level. The normal caster level limit for
individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal
when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell.
Material Component: A mint leaf.
Necromancy
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: You and one living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your palms tingle as you smash the
dead wasps between your hands. The tingling intensifies as you strike the
opposing warrior, pulling his vitality into yourself.
Focusing the power of negative energy, you
deal 1d12 points of damage +1 per caster level (maximum 1d12+10) to a living
creature and gain an equal amount of hit points if you make a successful melee
touch attack. A healing sting cannot give you more hit points than your
full normal total. Excess hit points are lost.
Material Component: Five dried wasp bodies.
Necromancy
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
(harmless)
The skin of your hands turns
translucent, showing the muscle and bone beneath. You touch your badly injured
ally and feel your own vitality leave your body and enter his damaged form.
You transfer some of your life essence to
the subject of the spell, healing it. You can heal up to 1d6 points of damage
per two caster levels (maximum 10d6), and you decide how many dice to roll when
you cast the spell. You take damage equal to half the amount your subject was
healed. This spell cannot heal a subject of more damage than your current hit
points +10, which is enough to kill you.
Conjuration (Healing)
Level: Bard 1, cleric 1, druid 1
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A diffuse glow of golden light
spreads from you, wrapping those you have chosen in a soft nimbus. The subjects
of your spell look relaxed and rested, the stresses of
the day forgotten.
Healthful rest doubles the subjects’ natural healing rate.
Each affected creature regains twice the hit points and ability damage it
otherwise would have regained during that day, depending on its activity level
(PH 76).
Necromancy
Level: Sorcerer/wizard 8
Components: V, S, F, XP
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 year You feel a hard
shove from within your chest as you finally complete the complicated phrases
and intricate motions of this taxing spell. Sweat beads on your forehead and
your breath comes shallow and fast. The rhythmic rush of sound in your ears
that usually accompanies such heavy physical exertion is disquietingly absent.
You exchange your own living heart for a
finely crafted heart of perfect, unblemished stone, altering the nature of your
body. Your living heart can be stored or hidden anywhere you like, where it
continues to beat for the duration of the spell. While under the effect of heart of stone, you gain damage reduction 5/— and
resistance to cold 5, fire 5, and electricity 5, but are subject to the
following disadvantages.
Your rate of natural healing slows to only
1 hit point per day (regardless of character level or whether you rest). In
addition, your own living heart is susceptible to attack; if it is damaged or
destroyed, you are instantly slain.
Heart of stone can be dispelled, in which case your living
heart instantly returns to its proper place while the stone heart is
transported to the place where you left your heart. Your heart and the stone
heart likewise switch places if you enter an antimagic field (temporarily negating the spell’s effects),
but the spell resumes when you leave it. Stone to flesh can also end the spell, though you get a Fortitude saving throw to
resist.
Focus: A carved stone heart of exceptional quality
(jade, obsidian, or goldveined marble) worth 5,000 gp.
XP Cost: 500 XP.
Necromancy [Death]
Level: Assassin 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a sweep of your hand, invisible
magic slams into your target. With a bloody pop and squelch, the heart of your
target bursts out its back, dropping the creature like a discarded rag doll.
Invisible bolts of force instantly slay the
target you designate by driving its heart from its body unless it succeeds on a Fortitude save. If the target has HD higher than your
caster level, it does not die on a failed saving throw, but instead is stunned
for 1d4 rounds.
Creatures that don’t depend on their hearts
for survival, creatures with no anatomy, and creatures immune to extra damage
from critical hits are unaffected by the spell.
Evocation [Light, Fire]
Level: Bard 2, druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Living creatures within a 5-ft.- radius burst
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
A flickering red fire bursts in the
area you intended. Creatures in the area are outlined in the flame, some more
intensely than others.
Outlined subjects shed light as torches.
Outlined creatures do not benefit from the
concealment normally provided by darkness (although a 3rd-level or higher
magical darkness effect functions normally), blur, displacement, invisibility,
or similar effects. In addition, if they fail a Fortitude
save, affected creatures take 1d4 points of fire damage each round as their
passions manifest as physically damaging fire. Creatures that make a successful
Fortitude save take only half damage each round for the duration of the spell
(minimum 1 point per round). Spellcasters affected by
this spell who try to cast spells must make Concentration checks (DC 10 + half
the continuous damage last dealt) each round as they take continuous damage
from the spell. The fire created by this spell can be extinguished by normal
means; doing so ends the outlining effect.
Necromancy [Cold]
Level: Cleric 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The heat in the room seems to rush
toward you, leaving everyone around you in bonechilling
pain while you feel amazingly refreshed and alive.
You drain the heat from all living
creatures within the affected area except you. This influx of warmth heals and
empowers you. All affected living creatures take 1d6 points of cold damage per
caster level (maximum 20d6). For every living creature that takes damage from
this spell, you gain 2 temporary hit points. The temporary hit points last for
up to 1 minute per level.
Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
With a wave of your hand and a few
hissed words, you cause the target creature to suffer as if it had been toiling
for hours on end under the merciless hammer of the desert sun.
If the target creature fails to resist the
spell, it immediately becomes fatigued.
If it is already fatigued, it instead
becomes exhausted. The subject takes 2d6 points of nonlethal
damage from the oppressive heat as well, even if it makes the Fortitude saving
throw to avoid fatigue or exhaustion.
A creature wearing heavy armor takes a –4 penalty on its save. Creatures with
immunity or resistance to fire are not affected by this spell.
Conjuration (Summoning) [Good, Lawful]
Level: Cleric 9, sorcerer/wizard 9
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft.
apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You invoke this spell and heavenly
rays lance down from above. Out of these sparkling rays manifest great glowing
balls of power. The shadows of greater warriors coalesce within this light.
When the spell is complete, 2d4 lantern
archons (MM 16) appear. Ten minutes later, 1d4 hound
archons (MM 17) appear. Each creature has maximum hit
points per Hit Die. Once these creatures appear, they serve you for the
duration of the spell.
The creatures 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 creatures. You can dismiss
them singly or in groups at any time.
Conjuration (Summoning) [Evil, Lawful]
Level: Cleric 9, sorcerer/wizard 9
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft.
apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
A wave of spectral fire bursts forth,
and out of the curling smoke steps the hunched form of a barbazu,
followed by a second, and other shadowy forms loom behind them.
When the spell is complete, 2d4 bearded
devils (MM 52) appear. Ten minutes later, 1d4 chain
devils (MM 53) appear. Ten minutes after that, one
bone devil (MM 52) appears. Each creature has maximum hit
points per Hit Die. Once these creatures appear, they serve you for the
duration of the spell.
The devils 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 devils. You can dismiss them
singly or in groups at any time.
Enchantment (Compulsion) [Mind-Affecting,
Sonic]
Level: Bard 1
Components: V, S
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius burst centered on you
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
By placing your hand to your mouth
and calling out, you gain the attention of creatures around you. For a moment,
all eyes snap to you. Some creatures seem reluctant or unable to pull their
eyes away.
Any creature with 5 Hit Dice or less is
slowed (PH 280) for 1 round. Creatures beyond the radius
of the burst might hear the shout, but they are not slowed.
An affected creature under the effect of a haste spell has the haste spell suppressed (not dispelled) for 1
round.
Transmutation
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
Your heart swells with martial vigor and you feel like marching off to war. Upon touching
your intended subject the desire to do battle wanes, but you see a hint of the
lust for glory in the recipient’s eyes.
The heroics spell temporarily
grants the subject a feat from the fighter’s bonus feat list. For the duration
of the heroics spell, the subject can use the feat as if
it were one of those the creature had selected. All prerequisites for the feat
must be met by the target of this spell.
Material Component: A bit of a weapon or armor
that has been used in combat by a fighter of at least 15th level.
Conjuration (Creation)
Level: Bard 5, sorcerer/wizard 5
Components: V, S, F; see text
Duration: 24 hours
You picture in your mind the desired
appearance of a camouflaged lodge even as you complete the motions and words of
the spell. When you finish, you open your eyes and note a new feature in the
landscape roughly the size of a house.
This spell functions like Leomund’s secure shelter (PH 247), except as noted
here. The house created by hidden lodge is
perfectly camouflaged to blend in with whatever terrain or surroundings are
appropriate. It might appear as a house-sized boulder in a rocky or mountainous
area, as a sand dune in the desert, as a densely tangled thicket, a grassy
knoll, or even a mighty tree. The lodge also obscures all telltale signs of
habitation, including any smoke, light, or sound coming from within.
At any distance of more than 30 feet, the
lodge is indistinguishable from natural terrain. Any creature approaching
within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge
as an artificial dwelling and not a natural part of the landscape.
Focus: The focus of an alarm
spell (silver wire and a tiny bell), if this benefit is to be
included in the hidden lodge (see Leomund’s secure shelter for more information).
Abjuration
Level: Assassin 4, bard 5, sorcerer/ wizard 7
Components: S, M
Casting Time: 1 standard action
Range: Touch
Targets: One creature touched/ 2 levels
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Silently you make the motions and the
dragon’s scale smolders in your hand. The rising
smoke wraps around you and sinks into your skin.
Dragons cannot see, hear, or smell the
warded creatures, even with blindsense.
They act as though the warded creatures are
not there. Warded creatures could stand before the hungriest of red dragons and
not be molested or even noticed. If a warded character touches or attacks a
dragon or the dragon’s hoard, even with a spell, the spell ends for all
recipients.
Material Component: A dragon scale.
Abjuration
Level: Cleric 6, druid 6
Components: V, S, F
Casting Time: 10 minutes
Range: Anywhere in the area to be warded
Area: Up to 200 sq. ft./level (S)
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No
After what feels like an hour, you
finish the chant and rest your hands on the onyx sphere, envisioning the places
you wish to protect from those seeking your secrets.
Hide the path wards a large, continuous area against
divination magic. The ward protects 200 square feet per caster level and can be
shaped as you desire.
The warded area can be as much as 20 feet
high.
Find the path won’t function in an area warded by hide the path. In addition, any spellcaster
attempting to cast a 1st- through 6th-level divination spell in the warded area
must make a caster level check (DC 11 + your caster level) or the spell fails.
Higher-level divinations function normally. Hide the path has
no effect on divination spells cast outside the warded area.
Focus: A 6-inch onyx sphere mounted upon an
obsidian stand; the entire focus must be worth no less than 1,000 gp.
Any creature in physical contact with the
focus can cast divination spells without restriction from the hide the path effect. If the focus is destroyed or
brought beyond the boundaries of the hide the path spell,
the spell is immediately dismissed.
Divination
Level: Bard 6, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 hour
Range: 60 ft.
Area: 60-ft.-radius emanation centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The rigorous ritual of the spell
finally draws to a close. You breathe a sigh of relief even as phantom images
appear before your eyes, moving in reverse. Suddenly they cease their movements
and seem more real. You watch as the phantom images play out their parts in
quick succession, showing you the knowledge of the past you seek.
You can see and hear into the past, getting
a look at events that happened previously at your current location.
The level of detail you see and hear by
means of this spell depends on the span of time you wish to observe;
concentrating on a span of days renders a more detailed perspective than a span
of centuries, for example. You can view only one span of time per casting,
chosen from the following options.
Days: You sense the events of the past,
stretching back one day per caster level. You gain detailed knowledge of the
people, conversations, and events that transpired.
Weeks: You gain a summary of the events of the
past, stretching back one week per caster level. Exact wording and details are
lost, but you know all the participants and the highlights of the conversations
and events that took place.
Years: You gain a general idea of the events of
the past, stretching back one year per caster level. You notice only noteworthy
events such as deaths, battles, scenes of great emotion, important discoveries,
and significant happenings.
Centuries: You gain a general idea of the events of
the past, stretching back one century plus an additional century for every four
caster levels beyond 1st.
For instance, a 16th-level caster would
gain insight into the events of four centuries in the past, and a 17th-level
caster would see back across five centuries.
You notice only the most remarkable of
events: coronations, deaths of important personages, major battles, and other
truly historic happenings.
Material Component: An hourglass- shaped diamond worth at least
1,000 gp.
Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 7
Components: V
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
From your hiding place, you whisper
the spell softly, your words taking on a sonorous drone. One by one, your foes
drop to ground, asleep.
The targets of this spell fall into a
comatose slumber. Sleeping creatures are helpless. Slapping or wounding the
subjects awakens them, but normal noise does not. Awakening a creature is a
standard action.
Transmutation
Level: Paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your special
Saving Throw: None
Spell Resistance: Yes (harmless)
Touching your special mount, you feel
the divine power seep into your trusted friend and watch as a golden nimbus
surrounds it.
Your special mount gains the celestial
template (MM 31) for the duration of the spell.
Transmutation
Level: Paladin 1
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your special
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You invoke the holy powers and your
mount’s legs glow with a brilliant yellow radiance.
This spell increases your special mount’s
base land speed by 40 feet. This adjustment is treated as an enhancement bonus.
Abjuration
Level: Cleric 7
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Protective star of energy
Duration: 3 rounds (D)
By calling upon the power of your
deity, you bring into existence a glowing mote of energy near your shoulder.
While no brighter than a candle, the mote of light fills your body with an
inner warmth and feeling of reassuring protection.
You create a glowing mote of energy that
stays near your shoulder, providing light equal to that of a candle. This star
has the following three functions, and you can designate which function to
activate as a free action on your turn.
Spell Turning: A holy star can
turn a total of four to seven (1d4+3) spell levels, as the spell turning spell (PH 282). Any turning
potential depleted through this use remains so for the duration of the spell;
the holy star does not return to full capacity every time
you choose this function. If its entire spell turning capacity is expended,
this function no longer works, but the others do.
Protection: A holy star gives
you a +6 circumstance bonus to AC.
Fire Bolt: A holy star lashes
out with a beam of energy as a ranged touch attack against a creature (you
choose the target) up to 90 feet away (no range increment). This attack uses
your attack bonus and deals fire damage equal to 1d6
points per two caster levels (maximum 10d6).
Conjuration (Creation) [Good, Water]
Level: Cleric 3, paladin 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 20 ft.
Area: Cylinder (20-ft. radius, 20 ft.
high)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You call upon the forces of good, and
a heavy rain begins to fall around you, its raindrops soft and warm.
A driving rain falls around you. It falls
in a fixed area once created. The storm reduces hearing and visibility,
resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a
–4 penalty on ranged attacks made into, out of, or through the storm.
Finally, it automatically extinguishes any
unprotected flames and has a 50% chance to extinguish protected flames (such as
those of lanterns).
The rain damages evil creatures, dealing
2d6 points of damage per round
(evil outsiders
take double damage) at the beginning of your turn.
Material Component: A flask of holy water (25 gp).
Transmutation [Good]
Level: Cleric 7
This spell functions like lesser holy transformation, but when you cast this spell, you assume
the physical appearance and many of the qualities and abilities of a hound
archon (MM 16). While under the
effect of the spell, your creature type changes to outsider (archon, good,
lawful), and your size changes to Medium. You have the space and reach
of a hound archon (5 feet/5 feet). You gain a +4 sacred bonus to Strength and
Constitution. You gain darkvision out to 60 feet. You
gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Evil
creatures within 10 feet of you take a –2 penalty on attack rolls and saving
throws. You gain the ability to speak and understand Celestial.
Transmutation [Good]
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
A charge of holy energy courses
through you, causing a barely visible golden aura to surround you. You feel a closeness to your deity as well as a noticeable increase
in physical girth and power.
When you cast this spell, you assume the
physical appearance and many of the qualities and abilities of a protectar (Miniatures Handbook 66). While under the effect of the spell, your
creature type changes to outsider (good), and your size changes to Medium.
You have the space and reach of a protectar (5 feet/5
feet). You gain a +2 sacred bonus to Strength and Constitution.
You gain a fly speed of 60 feet (good).
You gain darkvision
out to 60 feet.
You gain a +2 sacred bonus on saving
throws. You gain the ability to speak and understand Celestial.
Transmutation
Level: Druid 1, ranger 1, sorcerer/ wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No
After a few mystic words, you touch a
piece of rotten meat to the subject and it sinks inside the creature’s body.
Any creature that bites the spell’s subject
must succeed on a Fortitude saving throw or be nauseated until the end of its
next turn.
If a creature of animal Intelligence (2 or
lower) fails its saving throw, it will not willingly bite the subject a second
time; someone trying to direct the creature to bite the subject again must make
a Handle Animal check as if he was trying to “push” the creature. This check
must be made every time he tries to make the creature bite.
Creatures that are immune to poison or that
lack the ability to taste are unaffected by this spell.
Material Component: A pinch of rotten meat.
Evocation [Force]
Level: Sorcerer/wizard 6
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One chain of force
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
A blood-red chain of pure force
appears, howling instead of rattling as it shakes and twines.
You create a chain of force, which lashes
out and attacks your enemies. The chain has a reach of 15 feet, but cannot move
from the space you designate.
The chain attacks by attempting to trip
your foes (+12 melee touch attack, +15 on the opposed Strength check). It does
not provoke attacks of opportunity for tripping, nor can it be tripped in response
on a failed attempt. If it succeeds in tripping an enemy, it immediately
follows up with a melee attack on the prone defender (+12 melee attack, 2d6+10
points of damage). Any creature struck by the chain must make a Will saving
throw or become shaken.
A howling chain can
make one attack of opportunity each round for every four caster levels you
have, using the same tactic as above.
A howling chain has
as many hit points as you do when you’re undam- aged,
and its AC is AC 20 (–1 size, +11 natural). It takes damage as a normal
creature, but most magical effects that don’t deal damage do not affect it. It
makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Focus: A small length of platinum chain worth at
least 500 gp.
Conjuration (Creation)
Level: Druid 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
What appears to be a massive gizzard
from a bird attempts to consume a creature you indicate. The gizzard pulses
with glowing red blood and supernatural energy.
A Large bulbous, fleshy mass seethes into
being around a single Medium or smaller target within range. The target can
make a Reflex save to avoid becoming engulfed by the hungry gizzard,
otherwise it is entombed within the disembodied digestive organ. If the target
successfully saves, the gizzard immediately vanishes without further effect.
Each round a creature remains trapped
inside a hungry gizzard (starting in the round the spell is cast), the target
creature is considered grappled and takes 2d8+8 points of crushing damage per
round and 1d8 points of acid damage.
While engulfed, the target creature can
cast a spell only if the spell has no somatic component, the material
components are in hand, and it makes a Concentration check (DC 20 + spell
level). An engulfed creature can cut its way out by using claws or a light
slashing weapon to deal 25 points of damage to the gizzard (AC 12). Once the
creature exits, the gizzard immediately melts into a pool of blood and meaty
chunks.
There is no immediate physical exit; the
only way for those trapped inside to escape is to cut their way free, to dispel
the spell, or to have allies outside destroy the gizzard. The gizzard is fairly
easy to strike in combat from a vantage point outside of its interior, due to
its size (AC 4). A newly formed hungry gizzard has 5 hit points per caster
level. The gizzard is treated like an unattended object for the purpose of
saving throws. A hungry gizzard reduced to 0 hit points is immediately
destroyed.
Material Component: A dried gizzard.
Conjuration (Summoning) [Evil]
Level: Cleric 9
Components: V, S, M
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Effect: Two summoned pack fiends, which can be no more than 30 ft. apart, or
one retriever
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You evoke the dark powers and the
ground splits near you. Up from the smoking depths comes a pair of creatures,
each resembling a mating of wolf and cockroach.
This spell summons either a single
retriever (MM 46) or a pair of pack fiends (Planar Handbook 128) from the Gray Waste of Hades to serve
you. The creatures magically understand your spoken commands (regardless of
your language). They are treated as trained hunting beasts, so you can command
them to track if you so choose.
The creatures 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 creatures. You can dismiss
them singly or in groups at any time.
Material Component: A pinch of ash.
If a retriever is summoned, a 500 gp bloodstone must also be used.
Transmutation
Level: Ranger 1
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Your eyes glow red, but you see the
world as normal except when you look at your target.
A small glowing dot reveals the
creature’s weakest point.
This transmutation makes a bow strike true.
Your first hit with a bow (not including crossbows) in the next round is
automatically a critical hit. If you don’t hit in the round following the
casting of this spell, the effect is wasted.
Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You picture with your mind’s eye the
target weapon returning to its owner. Upon completion of the spell, the weapon
glows with a dull yellow radiance.
The hurl spell enhances one
melee weapon so that it returns to the thrower after being thrown. For the duration
of the spell, when thrown, the weapon returns to its wielder at the beginning
of the wielder’s next action. The weapon returns whether it hit or missed its
target. On its return, the thrown weapon hovers for 1 round
next to the wielder and can then be seized and
thrown again. After 1 round, the weapon falls to the ground. The weapon returns
to its wielder only if thrown; it doesn’t automatically fly back if dropped or
seized by another creature. (An improvised weapon or a weapon not designed for throwing
has a range increment of 10 feet.) Throwing a two-handed weapon is a full-round
action.
Evocation [Good, Sonic]
Level: Bard 3
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: 50-ft.-radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Your heart light and joyful, you feel
a sense of optimism as you launch into an inspiring melody.
You can strike up a rousing, inspirational
song that temporarily boosts by 2 the effective caster level of each goodaligned divine spellcaster
within range.
This increase does not grant access to
additional spells, but it does improve all spell effects that are dependent on
caster level. Within the spell’s area, each good-aligned divine spellcaster gains a +4 sacred bonus on Charisma checks to
turn undead, and each evilaligned
divine spellcaster takes a –4 sacred penalty on
Charisma checks to rebuke undead.
Evocation [Cold]
Level: Cleric 4, druid 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The fighter drops to her knees, her
face pale and a bluish cast to her lips and fingers. A cloud of frosted breath
escapes her lips as she whispers, “So . . .c-c-cold .
. .”
The subject takes 1d6 points of cold damage
per caster level (maximum 10d6) and becomes fatigued. A successful Fortitude save halves the damage and negates the fatigue.