VALIANT FURY.. 1

VEIL OF SHADOW... 1

VEIL OF UNDEATH.. 2

VIGOR.. 2

VIGOR, GREATER.. 2

VIGOR, LESSER.. 3

VIGOR, MASS LESSER.. 3

VIGOROUS CIRCLE. 3

VILE DEATH.. 3

VINE MINE. 4

VINE STRIKE. 4

VIPERGOUT. 5

VISAGE OF THE DEITY.. 5

VISAGE OF THE DEITY, GREATER.. 6

VISAGE OF THE DEITY, LESSER.. 7

VISCID GLOB.. 7

VISION OF GLORY.. 8

VITRIOLIC SPHERE. 8

VOICE OF THE DRAGON.. 8

VORTEX OF TEETH.. 9

VULNERABILITY.. 9

VALIANT FURY

Transmutation
Level: Courage 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Pointing your holy symbol at your ally as you chant, you imbue him with fighting spirit.

 

The affected creature gains a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves.

 

In addition, when making a full attack, the affected creature can make one additional attack with any weapon it is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with similar effects, such as that provided by the haste spell.

 

VEIL OF SHADOW

Evocation [Darkness]
Level: Assassin 2, blackguard 2, cleric 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

 

You speak the words of this spell, and tendrils of purple darkness rise from the ground, surrounding you and concealing you from your foes.

 

Swirling wisps of darkness obscure your form, granting you concealment.

 

The 20% miss chance is in effect even if the attacker has darkvision.

 

This spell effect is dispelled in daylight or in the area of a light spell of 3rd level or higher.

 

See invisibility does not counter a veil of shadow’s concealment effect, but a true seeing spell does.

 

VEIL OF UNDEATH

Necromancy [Evil]
Level: Cleric 8, sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

 

Upon completion of the spell, you exhale your last breath and accept a brief embrace from death.

 

You gain many of the traits common to undead creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects.

 

You need not breathe, eat, or sleep.

 

Like an undead creature, you are damaged by cure spells and healed by inflict spells.

 

You don’t actually gain the undead type from casting this spell.

 

Material Component: A finger from a zombie.

 

VIGOR

Conjuration (Healing)
Level: Cleric 3, druid 3
Duration: 10 rounds + 1 round/level (max 25 rounds)

 

This spell functions like lesser vigor, except as noted here and that it grants fast healing 2.

 

VIGOR, GREATER

Conjuration (Healing)
Level: Cleric 5, druid 5
Duration: 10 rounds + 1 round/level (max 35 rounds)

 

This spell functions like lesser vigor, except as noted here and that it grants fast healing 4.

 

VIGOR, LESSER

Conjuration (Healing)
Level: Cleric 1, druid 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level

 

(max 15 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

The sounds of battle ring in your ears as you lay hands on your fallen comrade. You can spare neither time nor magic to do more right now, but the blood flow slows to a trickle and her breathing becomes less labored, even as you are called to the aid of another.

 

The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time.

 

Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.

 

The effects of multiple vigor spells do not stack; only the highest-level effect applies.

 

VIGOR, MASS LESSER

Conjuration (Healing)
Level: Cleric 3, druid 3
Range: 20 ft.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 10 rounds + 1 round/level (max 25 rounds) This spell functions like
lesser vigor, except that it affects multiple creatures.

 

VIGOROUS CIRCLE

Conjuration (Healing)
Level: Cleric 6, druid 6
Duration: 10 rounds + 1 round/level (max 40 rounds) This spell functions like
mass lesser vigor, except as noted here and that it grants fast healing 3.

 

VILE DEATH

Conjuration (Calling) [Evil]
Level: Cleric 9, sorcerer/ wizard 9
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One corporeal undead creature
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes

 

The ground tears at your feet, and you can hear the distant screams of people in pain.

 

An unwholesome red light emanates from the tear and coalesces into the translucent form of a fiend. It sneers at you as the earth closes, then it turns to look at the undead host you chose as the spell’s subject. Both the undead and the fiend shudder as they meld together and the red glow dissipates.

 

You summon the spirit of a fiend from the depths of the Nine Hells or the Abyss and bind it into the body of a corporeal undead creature—either a bodak, devourer, ghast, ghoul, mohrg, mummy, nightshade, skeleton, vampire, vampire spawn, wight, or zombie.

 

Binding the fiend applies the fiendish template (MM 108) to the undead creature. The resulting creature is independent of you, and can act on its own. Its initial attitude toward you is indifferent.

 

Material Component: A bit of brimstone and a bloodstone worth at least 500 gp.

 

XP Cost: 100 XP.

 

VINE MINE

Conjuration (Creation)
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius/level spread
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes

 

You hold the crown of ivy leaves aloft, invoking the powers of nature, and an explosion of plant growth fills the area—plants over which you have control.

 

You create and direct the rapid growth of vines. When you cast the spell, choose one of the following effects.

 

• Climbing aid (treat as knotted ropes) • Bind helpless targets (Escape Artist DC 25 to escape) • Hamper movement (as heavy undergrowth) • Camouflage (add +4 competence bonus on Hide checks) As a standard action, you can redirect the vines’ growth (thus changing the effect).

 

Material Component: A crown of ivy leaves.

 

VINE STRIKE

Divination
Level: Druid 1, ranger 1
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

As you intone the sounds of the spell, your sight temporarily dims under a green gloom. An eyeblink later, the dimness disappears, and you feel a new connection with the natural order, as if it were directing where to land your blow.

 

While this spell is in effect, you have a special connection to the forces of nature that allows you to deliver sneak attacks on plant creatures as if they were not immune to sneak attacks. To attack a plant creature in this manner, you must still meet the other requirements for making a sneak attack.

 

This spell applies only to sneak attack damage. It gives you no ability to affect plant creatures with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of plant creatures.

 

VIPERGOUT

Conjuration (Summoning) [see text]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d4+3 summoned creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

 

A churning in your stomach overtakes you as you complete the spell. Something slithers up your throat, and you vomit serpents.

 

This spell summons 1d4+1 celestial or fiendish Medium vipers (MM 280), which leap forth from your mouth to attack your enemies.

 

A celestial viper summoned by this spell has resistance to acid 5, cold 5, and electricity 5; spell resistance 7; and a smite evil attack that provides a +2 bonus on one damage roll.

 

A fiendish viper summoned by this spell has resistance to acid 5 and fire 5; spell resistance 7; and a smite good attack that provides a +2 bonus on one damage roll.

 

Starting in the round you complete the spell, you can spit three vipers as a standard action or one viper as a move action. (Thus, if you move and then cast this spell, you cannot spit any vipers until your next turn, but if you cast this spell without moving, you can spit forth one viper as your move action in that round.) Spat vipers land at your feet in an adjacent square of your choice and act on the same round, on your turn, just as creatures summoned by a summon monster spell do.

 

The snakes are not actually present in your mouth, and they do not interfere with your breathing. However, until you have brought forth all the snakes summoned by the spell, you cannot speak, cast spells with verbal components, or activate items that require speech. When the spell’s duration expires, all the vipers disappear, and any not yet brought forth are lost.

 

When you use a summoning spell to summon a good creature or an evil creature, it is a spell of that type.

 

Material Component: A snakeskin.

 

VISAGE OF THE DEITY

Transmutation [Evil or Good]
Level: Cleric 6, Mysticism 6

 

This spell functions like lesser visage of the deity, except that you take on many qualities of a celestial or fiendish creature, as follows.

 

  • You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics).
  • You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day. Add your Charisma modifier to your attack roll and your character level to your damage roll against a foe of the appropriate alignment.
  • You gain darkvision out to 60 feet.
  • You gain resistance to acid 20, cold 20, and electricity 20 (for good clerics) or resistance to cold 20 and fire 20 (for evil clerics).
  • You gain damage reduction 10/ magic.
  • You gain spell resistance 20.

 

Your creature type does not change (you do not become an outsider).

 

VISAGE OF THE DEITY, GREATER

Transmutation [Evil or Good]
Level: Cleric 9, Competition 9, Mysticism 9, Purification 9

 

This spell functions like lesser visage of the deity, except that you take on many qualities of a half-celestial or half-fiendish creature.

 

Your creature type changes to outsider for the duration of the spell.

 

Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

 

Good clerics undergo the following transformations.

 

  • You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
  • You gain +1 natural armor.
  • You gain low-light vision.
  • You gain resistance to acid 10, cold 10, and electricity 10.
  • You gain immunity to disease.
  • You gain a +4 racial bonus on saving throws against poison.
  • You gain damage reduction 10/ magic.
  • You gain spell resistance 25.
  • You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

 

Evil clerics undergo the following transformations.

 

  • You grow batlike wings that allow you to fly at your normal speed (average maneuverability).
  • You gain +1 natural armor.
  • You gain bite and claw attacks. If you are size Medium or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage. If you are Small, your bite deals 1d4 points of damage and each claw attack deals 1d3 points of damage.
  • You gain darkvision out to 60 feet.
  • You gain immunity to poison.
  • You gain resistance to acid 10, cold 10, electricity 10, and fire 10.
  • You gain damage reduction 10/ magic.
  • You gain spell resistance 25.
  • You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.

 

VISAGE OF THE DEITY, LESSER

Transmutation [Evil or Good]
Level: Blackguard 4, cleric 3, Mysticism 3, paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

As you end your prayer, you can feel the hand of your deity upon you. Your appearance reflects her divine power, and her touch grants you resistance from some of the damage of this world.

 

You gain a +4 enhancement bonus to Charisma. You also gain resistance to acid 10, cold 10, and electricity 10 if you are good, or resistance to cold 10 and fire 10 if you are evil.

 

VISCID GLOB

Conjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level
Saving Throw: Reflex negates
Spell Resistance: Yes

 

You speak the words of this spell and toss the small ball of silk in the air. It turns into a 5-foot-wide glob of dripping, green-gray goo, and the sticky mass rockets toward your target.

 

When you attack with a viscid glob, you make a ranged touch attack against the target. If you miss, the glob might strike a nearby square or creature (see Missing with a Thrown Weapon, PH 158). Once you have established the direction of the miss, roll 1d4 to determine the number of squares away from the target square that the glob lands.

 

A Medium or smaller creature struck by the glob must make a successful Reflex save or be instantly stuck in place. A stuck creature can speak but is otherwise limited to purely mental actions (such as casting spells with no somatic or material components) and attempts to free itself by means of a Strength check or Escape Artist check (against a DC equal to this spell’s DC) made as a full-round action. A Large or larger creature stuck in the goo can’t move from the spot where it is glued, but it can otherwise act normally.

 

The glob dissipates when the spell duration expires. Until then, it remains sticky, and any creature touching it (for example, a creature attempting to pull out an ally) must make a successful Reflex save or become stuck itself.

 

A creature stuck by such secondary contact is not trapped as thoroughly as a creature targeted by the glob, however, so the DC of the Strength check or Escape Artist check required to get free is reduced by 5.

 

Material Component: A tiny ball of spider silk.

 

VISION OF GLORY

Divination
Level: Cleric 1, paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes

 

You touch your ally, and her eyes mist over momentarily. You know she is seeing an image of her deity, imploring her to battle in his name.

 

You give the subject creature a brief vision of a divine entity that is giving it support and inspiring it to continue.

 

The creature gets a morale bonus equal to your Charisma modifier on a single saving throw. It must choose to use the bonus before making the roll to which it applies. Using the bonus discharges the spell.

 

VITRIOLIC SPHERE

Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No

 

At the successful casting of the spell, you conjure a sizzling emerald sphere.

 

The sphere immediately shatters, drenching all in the area with a potent acid.

 

Affected creatures take 6d6 points of acid damage. Creatures that succeed on their Reflex saving throws take half of this damage. Creatures that fail their Reflex saves take full damage, and also take 6d6 points of acid damage in each of the following 2 rounds.

 

Material Component: A tiny glass vial filled with aqua regia.

 

VOICE OF THE DRAGON

Transmutation
Level: Bard 4, Dragon 4, sorcerer/ wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

 

As you speak the words of the spell and inscribe the motions in the air, your voice deepens, taking on a resonance that makes the listener think of authority, power, and great age.

 

You gain a +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks. You also gain the ability to speak and understand (but not read) Draconic.

 

At any time before the spell’s duration expires, you can use a standard action to target a creature with a suggestion effect, which functions identically to the spell of that name (PH 285), including range, duration, and other effects. Doing this causes the voice of the dragon spell to end, though the suggestion itself lasts for the normal duration thereafter.

 

Special: Sorcerers cast this spell at +1 caster level.

 

VORTEX OF TEETH

Evocation [Force]
Level: Druid 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Hollow cylinder (40-ft. radius, 20 ft. high, with a 5-ft.-radius safe zone at the center)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

 

A huge school of transparent piranhas swims rapidly through the air in the area you indicate. These magic fish are made of force and tear into the bodies of creatures as though ravenous.

 

Creatures in the area take 3d8 points of damage per round at the beginning of your turn. Because this spell is a force effect, it harms incorporeal creatures.

 

Material Component: A fish tooth.

 

VULNERABILITY

Transmutation
Level: Assassin 4, cleric 5, sorcerer/ wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

You invoke the power of this spell and a purple mist swirls around your opponent, weakening its mystic protections.

 

This spell lowers the subject’s damage reduction by 5 (to a minimum of 5).

 

For instance, if you successfully cast vulnerability on a dragon with damage reduction 10/magic, its damage reduction becomes 5/magic.

 

For every four caster levels beyond 9th, the subject’s damage reduction lowers by an additional 5: a reduction of 10 at caster level 15th and a reduction of 15 at caster level 19th.