Abjuration
Level: Competition 2, blackguard 2, paladin 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
You invoke a divine shield to protect
you as you close with a chosen opponent.
Choose a foe as you cast this spell.
You gain a +4 deflection bonus to AC against
all attacks of opportunity from opponents other than the chosen foe.
Also, you can move through enemies as if
they were allies for the duration of this spell, as long as you finish your
movement closer to your chosen foe than when you began it.
Evocation
Level: Cleric 6, Competition 6, Pact 6
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered; then 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By binding the subject to your deity,
you give it the ability to crush the deity’s enemies.
Once this spell is cast, the zealot pact remains dormant until the subject
successfully hits a foe whose alignment is exactly opposite that of your deity.
The subject’s subsequent melee attacks gain a +4 bonus and deal double damage.
Once the spell is active, the subject must
attack foes of opposite alignment every round if able to do so,
or the spell effect ends. The subject knows which creatures within 60 feet are
of opposite alignment.
If you create a zealot pact with a neutral deity (such as Obad-Hai), choose one alignment from among the following
that triggers the zealot pact: lawful good, lawful evil, chaotic evil, or
-chaotic good.
A creature can be subject to only one zealot pact at a time. Casting zealot pact on a subject that already has an untriggered zealot pact voids
the earlier pact.
XP Cost: 500 XP.
Abjuration
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 2 rounds
Range: 20 ft.
Area: 20-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
Smearing blood between your fingers,
you inscribe a ward in the air and cast the power of that ward over a wide
area.
You create a region that is temporarily
protected against interplanar intrusion.
This includes spells and abilities that use
other planes, including dimension door, teleport, plane shift, and travel through such planes as the
Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Summoning and calling spells do not
function within a zone of respite, but summoned and called creatures outside
a zone of respite can be sent inside it.
Gate spells and other portals cannot be created
within a zone of respite, but existing portals are unaffected by
the spell. Creatures on coterminous or coexistent planes (DMG 150) must retreat to the edge of the zone of respite and cannot enter the corresponding area on
the coterminous or coexistent plane.
Material Component: A small amount of blood from a gorgon.
Divination
Level: Cleric 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius/level emanation centered on a
point in space
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
After making a dramatic gesture and
uttering a few words of power, you close your eyes and open them again,
revealing all that is hidden.
All creatures and objects within a zone of revelation are made visible. This includes invisible
creatures, as well as those on coexistent planes such as the Ethereal Plane and
the Plane of Shadow (DMG 150). Natives of these planes do not lose
any abilities but are simply made visible.
Zone of revelation suppresses but does not dispel invisibility, etherealness, or other spells. Once a formerly invisible object or creature
leaves the area, it becomes invisible again. Ethereal creatures in the spell’s
area become nonethereal until they move beyond the
spell’s range.
Arcane Material Component: A handful of dust from the grave clothes
of an undead creature.