Aspect of the DeityEdit
As lesser aspect of the deity, but you take on all the qualities of a celestial or fiendish creature (see the Monster Manual for complete details):
- You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil).
- You gain the ability to smite evil or good once a day.
Add your Charisma bonus to your attack roll and your character level to your damage roll against a foe of that alignment.
- You gain darkvision to a range of 60 ft.
- You gain acid, cold, and electricity resistance 20 (for good clerics) or cold and fire resistance 20 (for evil clerics).
- You gain damage reduction 10/+3.
- You gain spell resistance 25.
Your creature type does not change (you do not become an outsider)==Aspect of the Deity, Greater== (Defenders of the Faith: A Guidebook to Clerics and Paladins)
As lesser aspect of the deity, except that you take on the qualities of a half-celestial or half-fiend (see Appendix 3 of the Monster Manual for complete details). You do not gain the spell-like abilities of these creatures. 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 immunity to acid, cold, disease, and electricity.
- You gain a +4 racial bonus on your saving throws against poison.
- 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 Medium-size 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 1d3 points of damage and each claw attack deals 1d3 points of damage.
- You gain darkvision with a range of 60 feet.
- You gain immunity to poison.
- You gain acid, cold, electricity, and fire resistance 20.
- You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha==Aspect of the Deity, Lesser==
Transmutation [Evil, Good]
Level: Paladin 4, Mysticism 3,
Components: V, S, DF,
Casting Time: 1 action
Duration: 1 round/level
When you cast this spell, your body changes into a form more like your deity's (in a very limited fashion, of course). You gain an enhancement bonus (1d4+1 points) to your Charisma score. You also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good, cold and fire if you are evil
Transmutation Level: Beastmaster 4, Druid 4, Cleric 5, Components: V, S, Casting Time: 1 action Range: 20 ft. Target: Living allies within 20 ft. Duration: 1 round/level Saving Throw: Will negates Spell Resistance: No
You turn your living allies (one per caster level) into fierce warriors, but exhaust them in the process. Allies gain a +4 enhancement bonus to Strength, and also +1d4 temporary hit points per caster level. When the spell ends, any remaining temporary hit points from its effect are lost, and each ally takes 1 point of subdual damage per level of the caster
Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles. These claws act as slashing melee weapons (damage 1d6 plus any magical or normal bonuses such as from Strength, threat range 19-20). You can attack with your transformed hands and not provoke an attack of opportunity. The claws do not hinder your manual dexterity or spellcasting. Material Component: The claw of a bird of prey, such as an eagle or falcon
Illusion (Glamer) Level: Beastmaster 2, Druid 2, Components: V, S, Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 5 minutes + 1 minute/level Saving Throw: Will disbelief Spell Resistance: Yes
This spell disguises the target so that an animal or beast will believe the creature is a natural or dire animal. For example, an individual cloaked by this glamer as a wolf might move through a wolf pack unhindered. You must set the animal form at the time of casting. If the form you choose is more than one size larger or two sizes smaller than the target's size, the spell fails. Your illusion deceives the senses of animals and beasts: sight, hearing, smell, and touch. The spell does not allow communication with animals or beasts, nor is the subject granted any of the animal form's characteristics
Divination Level: Paladin 2, Cleric 3, Components: V, S, Casting Time: 1 action Range: 60 ft. Effect: 60-ft. spread, centered on you Duration: Concentration Saving Throw: Will negates (harmless) Spell Resistance: No
This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread
This spell has two versions. To cast either version, you must touch a plant and breathe on it. Blight Area:When the spell is cast on a single normal plant, all normal plants in a 100-foot spread wither and die. Flowers wilt, leaves fall to the ground, and foliage withers. The spell has no effect on the soil, so new growth can replace the dead plants. This effect allows no saving throw. Blight Plant Creature:When cast on a single mobile or intelligent plant, such as a shambling mound or a treant, this spell deals 1d6 points of damage per level of the caster, to a maximum of 15d6. The plant receives a Fortitude save for half damage.
Bolt of GloryEdit
By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature. You must make a successful ranged touch attack to strike your target. A creature struck suffers varying damage, depending on its nature or its home plane of existence and your level
Bolts of BedevilmentEdit
Enchantment [Mind-Affecting] Level: Madness 5, Components: V, S, Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes
This spell grants you the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on
Divination [Mind-Affecting] Level: Cleric 8, Mind 7, Components: V, S, M, DF, Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Target: Up to eight living creatures within range Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes
This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:
- The ceaseless chaos of surface thoughts of images
- Individual trains of thought in whatever order you desire
- Information from all minds about one particular topic, thing, or being, one nugget of information per caster level
- A study of the thoughts and memories of one creature of the group in detail Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures.
The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion). Success at this saving throw does not negate the other effects of the brain spider for that creature. You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings—you can choose, for instance, "the nearest eight guards who must be in that chamber there". The spell cannot reach those who make a successful Will save. Material Component: A spider of any size or type. It may be dead, but must still have all eight legs==Brambles== (Defenders of the Faith: A Guidebook to Clerics and Paladins)
Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff. For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10). This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace. Material Component: A small thorn
Transmutation Level: Druid 2, Ranger 2, Cleric 3, Components: V, S, DF, Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: Plants in a 40-ft.-radius spread Duration: 1 minute/level Saving Throw: See text Spell Resistance: No
This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap, twist, and entwine about creatures in the area or those who enter the area, holding them fast. Creatures that stand still are entangled, but experience no other effect and take no damage. Those that attempt actions (attack, cast a spell with a somatic component, move, and the like) take thorn damage of 1d4 points, plus 1 additional point per caster level, and must make a successful Reflex save or be entangled. A character who tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell. A creature that fails the Reflex save is entangled, can't move, and suffers a -2 penalty on attack rolls and a -4 penalty to effective Dexterity. An entangled creature can try to break free and move at half normal speed by using a full-round action to make a Strength check or Escape Artist check (DC 20). A nonentangled creature can move through the area at half speed, taking damage as described above. Each round nonentangled creatures remain in the area, the plants attempt to entangle them. The plants provide one-quarter cover for every 5 feet of substance between a creature in the area and an opponent—one-half for 10 feet of briar web, three-quarters for 15 feet, and total cover for 20 feet or more. Note: The DM may alter the effects of the spell somewhat, based on the nature of the available plants
By means of this spell, the cleric wards a corpse from evil influences and effects. Unless the corpse is desecrated or the blessing is countered, the corpse cannot be magically animated or rise as an undead minion (a ghoul or vampire, for example). Also, anyone trying to disturb the body is struck by a sudden fear and must make a Will save or flee the location for 1 minute per caster level. If the protected corpse is subsequently brought back to life, the burial blessing ends. Material Component: The caster's holy symbol and a vial of holy or unholy water, according to alignment, which is sprinkled on the corpse. XP Cost: 100 XP
This spell allows you to verbally rebuke foes. By shouting your deity's teachings about other alignments, you inflict pain on those who hear, and those in the area need not understand your divine words to be affected. This spell has no effect on creatures that cannot hear. Otherwise, you deafen foes of the same alignment for 1d4 rounds (save for half). Foes within one alignment step of your alignment (lawful, neutral, chaotic; good or evil) take 1 point of damage per caster level (maximum 10). Foes whose alignment is more than one step different from yours take 1d4 points of damage per caster level (maximum 10d4). A saving throw is allowed for half damage from this spell
Chain of ChaosEdit
Enchantment (Compulsion) [Mind-Affecting] Level: Cleric 8, Components: V, S, Casting Time: 1 action Range: Touch Target: Living, intelligent creature touched Duration: 1 day/5 caster levels from the day touched (see text) Saving Throw: Will negates Spell Resistance: Yes
This powerful instrument of chaos spreads madness by touch. The caster infects the first victim by making a successful melee touch attack. A subject who fails a Will save is afflicted with insanity (a continuous confusion effect). This condition is permanent until countered, and the madness can be passed to anyone the victim touches. Anyone who makes the initial saving throw is immune to that casting of the chain of chaos spell. Each person the subject touches during the spell's duration (including by successful melee attack) must make a Will save at the spell's DC or suffer the insanity effect. Each additional victim in turn can pass the madness on for a period of one day per five caster levels after being infected. The spell affects a maximum of five persons per caster level. Individual victims can be restored by any means effective against insanity, for example, greater restoration, limited wish, miracle, or wish. Anyone restored cannot be affected again by that casting of the chain of chaos spell. DM Note: When dealing with the effect of this spell on a large nonadventuring population over a period of time, it is not necessary to track each individual affected by this spell. Instead, just decide if individuals encountered are mad and whether they are infectious based on your judgement of the progress of the chain madness
Chain of EyesEdit
You can use a creature's vision instead of your own. While this spell gives you no control over the creature, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. In this way, your sensor can infiltrate a closely guarded area. During your turn in a round, you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again
Crown of GloryEdit
Evocation Level: Glory 8, Components: V, S, M, DF, Casting Time: 1 full round Range: 120 ft. Area: 120-ft.-radius emanation, centered on you Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes
You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to your Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to you. Any such creature that wants to take hostile action against you must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to you, but are not affected by this spell. When you speak, all listeners telepathically understand you, even if they do not understand your language. While the spell lasts, you can make up to three suggestions to creatures of less than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren't affected by this power. Only creatures within range at the time a suggestion is given are subject to it. Material Component: An opal worth at least 200 gp
Curse of LycanthropyEdit
Necromancy Level: Pestilence 6, Components: V, S, M, DF, Casting Time: 1 action Range: Touch Target: Humanoid touched Duration: Permanent (see text) Saving Throw: Fortitude negates Spell Resistance: Yes
You can cause temporary lycanthropy in a humanoid you touch. A humanoid who fails the saving throw contracts lycanthropy, and the condition manifests with the next full moon. Unlike other forms of lycanthropy, the effect of this spell can be broken by remove curse or break enchantment. You can induce any type of common lycanthropy (and evil clerics frequently experiment with new kinds). As a rule, the lycanthrope's animal form can be any predator between the size of a small dog and a large bear. The source of the material component determines the victim's animal form. (More information on lycanthropes can be found in Appendix 3 of the Monster Manual). Material Component: A pint of animal blood
Curse of the BruteEdit
You can grant an enhancement bonus up to +1 per caster level to one physical ability of the creature touched (Strength, Constitution, or Dexterity). However, this temporarily suppresses both the creature's Intelligence and Charisma, each by the amount of the enhancement bonus. If this lowers any ability below 3, the spell fails. Thus, a 5th-level cleric might cast curse of the brute on a barbarian to increase the barbarian's Strength by 4 points. Doing this increases the barbarian's Strength by 4 points but lowers his Intelligence by 4 points and his Charisma by 4 points. If the barbarian's original Intelligence or Charisma was 6 or lower, the spell would fail without effect.
Calling on the divine power of your patron, you imbue a living creature with agility and skill in combat. You confer the base Reflex save bonus of a rogue of your total character level, an enhancement bonus to Dexterity sufficient to raise the target creature's Dexterity score to 18 (if it is not already 18 or higher), and the Spring Attack feat on the target creature for the duration of the spell
Abjuration Level: Cleric 2, Components: V, S, Casting Time: 1 action Range: 15 ft. Area: 15-ft-radius emanation, centered on you Duration: 1 round/level Saving Throw: Fortitude half Spell Resistance: Yes
Divine flame creates an immobile ward against cold creatures, such as frost giants. Cold creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half). This damage continues every round the creature remains in the area, and the Fortitude save is allowed each round
You can sacrifice life force to increase the damage you deal. Once each round, as a free action, you can sacrifice up to 10 of your hit points (doing this does not trigger an attack of opportunity). For every 2 hit points you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack. Your ability to deal this additional damage ends when you successfully attack or when the spell duration ends. You can make as many sacrifices as the spell duration allows. Sacrificed hit points count as normal damage. For example, an 8th-level paladin can cast this spell with a duration of 4 rounds. If she sacrifices 10 hit points a round and hits in every round, she can spend up to 40 hit points and deal up to +20d6 points of additional damage
Evocation Level: Cleric 4, Components: V, S, DF, Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: Whirling disk of weapons, up to 30-ft. radius Duration: Concentration Saving Throw: Reflex negates (see text) Spell Resistance: Yes
You create a spinning disk of weapons, of the type favored by your deity. These weapons whirl around a central point, creating an immobile circular barrier. Any creature passing through the divine storm takes 1d6 points of damage, plus an additional 2 points per caster level (maximum +20). You choose the plane of rotation of the weapons: horizontal, vertical, or slanted. Creatures within the divine storm when it is invoked can dodge out of the way and take no damage if they make a successful Reflex save. Once the divine storm is in place, any creature entering or passing through the disk automatically takes damage. A divine storm serves as one-half cover (+4 AC) for anyone beyond it. Divine Focus: A tiny replica of the deity's weapon on a silver chain
Abjuration Level: Cleric 2, Components: V, S, Casting Time: 1 action Range: 15 ft. Area: 15-ft-radius emanation, centered on you Duration: 1 round/level Saving Throw: Fortitude half Spell Resistance: Yes
Divine zephyr creates an immobile ward against fire creatures, such as fire giants. Fire creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half). This damage continues every round the creature remains in the area, and the Fortitude save is allowed each round
Flame of FaithEdit
You can temporarily turn any single normal or masterwork melee weapon into a magical, flaming one. For the duration of the spell, the weapon acts as a +1 flaming burst weapon that deals an additional +1d6 points of fire damage. On a critical hit, the weapon deals +1d10 points of bonus fire damage if the weapon's critical multiplier is x2, +2d10 points if the weapon's multiplier is x3, and +3d10 points if the multiplier is x4. This spell effect does not stack with a weapon's enhancement bonus or with a flaming or flaming burst weapon bonus. Material Focus: A lump of phosphorus, touched to the target weapon
Conjuration (Creation) Components: V, S, M, XP, Casting Time: 1 week (8 hours/day) Range: 180 ft. Effect: A demiplane in the Ethereal Plane centered on your location Duration: Instantaneous Saving Throw: None Spell Resistance: No
You create an immobile, finite plane with limited access—a demiplane. Demiplanes created by this power are very small, very minor planes. You can cast this spell only on the Ethereal Plane. When you cast it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot radius per day to the initial maximum radius of 180 feet as the fledgling plane rapidly draws substance from surrounding ethereal vapors and protomatter. You determine the environment in the demiplane when you first cast genesis, reflecting most any desire you can visualize. You determine factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell does not create life (such as vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). If you want these benefits, you must add them in some other fashion. Once the basic demiplane reaches its maximum size, you can continue to cast this spell to enlarge your demiplane, adding another 360-foot-diameter bubble to it each time. XP Cost: 5,000 XP.
Conjuration (Creation) Level: Druid 3, Cleric 4, Components: V, S, Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level or until target dies Saving Throw: None Spell Resistance: No==
Harrier creates an incorporeal magical bird of prey the size of a dire bat (roughly 5 feet long with a 10-foot wingspan). This bird operates independently of the caster for the duration of the spell. When you invoke harrier, choose a target. The bird then attacks the target for the duration of the spell, or until the target dies. Harrier: CR 3; Large magical beast; HD 4d10; hp 22; Init +5; Spd 20 ft., fly 50 ft. (good); AC 19 (touch 14, flat-footed 9); Atk +9 melee (1d8, energy); Face/Reach 10 ft. by 5 ft./5 ft.; SA Touch attack; SQ Incorporeal; AL N; SV Fort +4, Ref +9, Will +3; Str —, Dex 20, Con —, Int 2, Wis 14, Cha 6. Skills and Feats: Listen +7, Spot +7; Weapon Finesse (energy). Touch Attack (Su): The harrier's attack is a touch attack for the purpose of determining the AC of its target. Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently
You cause moisture in the air to sparkle, coalesce, then spray away from your fingertips, driving into all creatures in the cone of effect. Each creature in the area takes 1d6 points of damage, plus 1 additional point per caster level to a maximum of +5. A Reflex save is allowed for half damage
Enchantment (Compulsion) [Mind-Affecting] Level: Madness 8, Components: V, Casting Time: One action Range: Touch Target: Living creature touched Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: Yes
The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling, worsens the Armor Class of the subject by -4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield
Enchantment (Compulsion) [Mind-Affecting] Level: Domination 9, Components: V, S, XP, Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
As true domination, except the subject can be any creature and is permanently dominated if it fails its initial Will saving throw. A subject ordered to take an action against its nature receives a saving throw with a -4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. Once a subject of thrall makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. XP Cost: 500 XP per Hit Die or level of the subject
Conjuration (Creation) Level: Pestilence 9, Components: V, S, Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Effect: Three or more otyughs, no two of which are more than 30 ft. apart Duration: Seven days or seven months (D) (see text) Saving Throw: None Spell Resistance: No
Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool. You can choose to create 3d4 ordinary otyughs or 1d3+1 Huge otyughs with 15 HD (see page 14 of the Monster Manual). The otyughs willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. They remain with you for seven days unless you dismiss them. If the otyughs are created only for guard duty, the duration of the spell is seven months. In this case, the otyughs can only be ordered to guard a specific site or location. Otyughs summoned to guard duty cannot move outside the spell's range. You must create the otyughs in an area containing at least 6,000 pounds of sewage, refuse, or offal. After you cast the spell, otyughs not summoned for guard duty may leave the area of offal at your command
Plague of RatsEdit
Conjuration (Summoning) Level: Pestilence 5, Components: V, S, DF, Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Effect: Swarm of dire rats in a 20-ft. spread Duration: 1 round/level Saving Throw: None Spell Resistance: Yes (see text)
A swarm of dire rats viciously attacks all other creatures within a 20-foot spread, inflicting damage and spreading filth fever (see page 74 of the DUNGEON MASTER'S Guide). A creature in the swarm that takes no action other than fighting off the rats takes 1d4 points of damage on its turn and makes a Fortitude saving throw against DC 15 + your Intelligence bonus to avoid contracting filth fever. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage per caster level, and must save at a -4 penalty to avoid contracting the disease. Spellcasting or concentrating on spells within the swarm is impossible. The rats' attacks are nonmagical, so being incorporeal, damage reduction, and other defenses can protect a creature from damage. The disease effect is magical and spread by touch. Any corporeal creature in the swarm that is subject to disease may contract it. The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse. The swarm disperses when it has taken a total of 8 points of damage per caster level from these attacks. A stinking cloud spell and similar area or effect spells disperse a swarm immediately. As a move-equivalent action, you can direct the swarm to move up to 40 feet per round
Divination [Mind-Affecting] Level: Wizard 6, Sorcerer 6, Mind 6, Components: V, S, Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Concentration Saving Throw: Fortitude negates (and see text) Spell Resistance: Yes
All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions
Enchantment (Compulsion) [Mind-Affecting] Level: Madness 3, Components: V, S, Casting Time: One action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
You can put a creature into a screaming blood frenzy. In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves. Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period comes after the rage is over
Conjuration (Creation) Level: Cleric 4, Components: V, S, DF, Casting Time: 1 action Range: 60 ft. Area: All allies and foes within a 60-ft.-radius burst centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes
By reciting a sacred passage or declaration, you invoke your deity's blessing upon yourself and your allies while causing confusion and weakness among your enemies. The spell affects all allies and foes within the spell's area at the moment you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the same patron deity as you. Enemies suffer a -2 luck penalty on attack rolls and saving throws. After casting the spell, you are free to take further actions during the spell's duration as you see fit. Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus
Righteous Wrath of the FaithfulEdit
(Defenders of the Faith: A Guidebook to Clerics and Paladins) Enchantment (Compulsion) [Mind-Affecting] Level: Cleric 7, Components: V, S, DF, Casting Time: 1 action Range: 30 ft. Target: All allies within 30 ft.-radius burst centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes
When you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability. Allies who are fighting on your side are affected as if they had received an aid spell, gaining a +1 morale bonus on attack rolls and saving throws against fear effects, plus 1d8 temporary hit points for the duration of the spell. Allies who worship the same deity as you are infused with the righteous wrath. They gain one additional melee attack each round, at their highest attack bonus, and a +2 morale bonus on attack and damage rolls and saving throws. They gain an additional 1d8 temporary hit points (for a total of 2d8) and a +3 morale bonus on saving throws against mind-affecting spells or effects. When the spell duration expires, any allies who were affected by the full righteous wrath are fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for 10 minutes
Necromancy Level: Pestilence 7, Components: V, S, AF, DF, Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Target: One living creature/level, no two of which can be more than 50 ft. apart Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes
This nasty spell causes a major disease and weakness in those who fail their saving throws. Afflicted creatures are immediately stricken with a sickening scourge that quickly spreads to cover their entire bodies. The blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts are excruciatingly painful and highly debilitating. The disease deals 1d3 points of temporary Strength and Dexterity damage per day, unless the creature makes a successful Fortitude save on a particular day. As with mummy rot, successful saves do not allow the creature to recover. The symptoms persist until the creature finds some magical means to cure the disease (such as remove disease, heal, or restoration). Focus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell
Conjuration (Summoning) Level: Cleric 7, Druid 7, Components: V, S, M, Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 15-ft.-radius spread Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No
You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature is covered with one patch of green slime for every 5 feet of its face. A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration. Material Component: A few drops of stagnant pond water
As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled
Divination Level: Druid 2, Cleric 3, Components: V, S, M, Casting Time: 1 action Range: Long (400 ft. + 40 ft./level) Effect: A well shaft, 10 ft. diameter, up to 100 ft. deep. Duration: Instantaneous Saving Throw: None Spell Resistance: No
This spell locates a source of fresh water within 100 feet of the surface. If a water source is in range, it excavates a well shaft down to that water. Otherwise, the spell fails. Material Component: A shovel or spade
Evocation Level: Cleric 3, Components: V, S, Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: 5 ft. wide out to limit of range Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes
Sword stream causes moisture in the air to sparkle, coalesce, then shoot away from your fingertips in a high-pressure stream. Each creature in the effect takes 1d8 points of damage, plus 1 additional point per caster level to a maximum of +10
Telepathic Bond, LesserEdit
Divination [Mind-Affecting] Level: Cleric 3, Mind 3, Components: V, S, Casting Time: 1 action Range: 30 ft. Target: You and one willing creature within 30 ft. Duration: 10 minutes/level Saving Throw: None Spell Resistance: No
You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another)
Touch of MadnessEdit
You may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed creature is not stunned (so attackers get no special advantage against it), but can't move, cast spells, use mental abilities, and so on
Conjuration (Creation) Level: Creation 8, Components: V, S, M, XP, Casting Time: 10 minutes Range: 0 ft. Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level Duration: Instantaneous Saving Throw: None Spell Resistance: No
You create a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed at an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem. Unlike the items brought into being by the lower-level spells minor creation and major creation (see the Player's Handbook for those spell descriptions), objects created by the casting of true creation can be used as material components. Material Component: A small piece of matter of the same type of item you plan to create—a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth. XP Cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever is more (see the Player's Handbook for item costs).
Enchantment (Compulsion) [Mind-Affecting] Level: Domination 8, Components: V, S, Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid of Medium-size or smaller Duration: 1 day/level Saving Throw: Will negates Spell Resistance: Yes
You can control the actions of any humanoid that is Medium-size or smaller. You establish a telepathic link with the subject's mind. If a common language is shared, you can generally force the subject to perform as you desire, within the limits of his abilities. If no common language is shared, you can communicate only basic commands, such as "Come here", "Go there", "Fight", and "Stand still". You know what the subject is experiencing, but you do not receive direct sensory input from him. Subjects have a chance of resisting this control (Will save to avoid the effects when the spell is cast). Those affected by the spell and then forced to take actions against their nature receive a new saving throw with a penalty of -4. Obviously self-destructive orders may be carried out, unless the subject can make a saving throw with the -4 penalty. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it
Abjuration Level: Wizard 9, Sorcerer 9, Exorcism 9, Components: V, S, M, DF, Casting Time: 1 round Range: 180 ft. Area: 180-ft.-radius burst, centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: No
When you cast an unbinding spell, a burst of force erupts from your body and magically destroys any spells that contain, constrain, or seal, with the exceptions noted below. The unbinding negates charm and hold spells of all types, arcane locks and similar closures, spells that create physical or magical barriers (wall of stone, wall of force), guards and wards, temporal stasis, and slow spells, among others. The effect of a statue spell is ended. A magic jar is shattered—forever destroyed—and the life force within snuffed out. In addition, any spell that holds magical effects, including other spells, immediately releases them at a range of 0 feet (including magic mouth, imbue with spell ability, and so on). Protective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding. Petrified creatures are neither revealed nor restored. Individuals bound to service are not freed (including creatures such as familiars, invisible stalkers, genies, and elementals). An antimagic field is not affected, nor will the effect of unbinding penetrate one. A magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled. Curses and geas/quest spells are negated only if the caster is of a level equal to or greater than that of the original caster. All these effects occur without regard to the caster's wishes. Spell effects on the person of the caster or being carried or worn by the caster remain undisturbed, but any others within the burst are effective, including those of allies. The opening of locks or other closures triggers any alarms or traps attached to them. Any released creature may or may not be friendly to the caster. Material Components: A lodestone and a pinch of saltpeter
You can render living creatures virtually immune to fatigue or exhaustion. You must touch each creature to be affected as you cast the spell. The benefits include: Endurance: This feat confers a +4 bonus on any check made for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). Morale Bonus: Subjects gain an additional +4 morale bonus that stacks with the bonus from the Endurance feat. This bonus also applies to saving throws against spells and magical effects that cause weakness, fatigue, exhaustion, or enfeeblement. Extended Activity: Affected creatures may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue or continue up to 16 hours and become fatigued instead of exhausted (see Forced March, page 143 of the Player's Handbook, and Exhausted and Fatigued, page 84 of the DUNGEON MASTER'S Guide)
Weapon of the DeityEdit
You must be using your deity's favored weapon to cast this spell. You may use the weapon as if you had proficiency with it even if you normally do not. The weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below). A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster. When you reach 9th caster level, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5
Divination Level: Druid 3, Cleric 4, Components: V, S, M, DF, Casting Time: 1 hour Range: 1 mile radius + 1 mile/level Area: 1 mile radius + 1 mile/level, centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: No
You may accurately predict the natural weather up to one week into the future. If unnatural forces currently affect the weather, then weather eye reveals as much information as a detect magic spell. Material Component: Incense. Divine Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth)
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 your 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