Bless - Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Bless fills your allies with courage.
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
Command - Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
Conviction - Abjuration
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You hold the holy passage in your hand and touch your ally, intoning the spell. A sea-blue nimbus of light blossoms about his head and shoulders, strengthening his resolve.
This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.
★ Cure Light Wounds - Conjuration (Healing)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Divine Favor - Evocation
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
Erase - Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.
With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.
Nonmagical writing is automatically erased if you touch it and no one else is holding it.
Otherwise, the chance of erasing nonmagical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check).
If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Identify - Divination
Components: V, S, DF
Casting Time: 1 hour
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact (see the Dungeon Master's Guide for details on artifacts).
Inflict Light Wounds - Necromancy
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Light of Lunia - Evocation [Good, Light]
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: You and up to two rays; see text
Duration: 10 minutes/level (D) or until discharged; see text
Saving Throw: None
Spell Resistance: Yes; see text
You invoke the powers of good and you begin to glow with the silver light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia.
The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet.
Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radiance and ends the spell.
Obscuring Mist - Conjuration (Creation)
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Omen of Peril - Divination
Components: V, DF
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be.
Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour's journey: safety, peril, or great danger.
The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly.
If the omen of peril is successful, you get one of three visions, which lasts just a second or two.
Safety: You aren't in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so.
Peril: You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
Great Danger: Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour.
If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don't necessarily know that you failed because the DM rolls secretly.
Choosing which vision is "correct" takes some educated guesswork on the part of the DM, who should assess the characters' likely courses of action and what dangers they're likely to face.
The exact form that an omen of peril takes depends on whether you worship a specific deity, venerate nature as a druid, or simply uphold abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.
Unlike the more powerful augury spell (PH 202), an omen of peril doesn't respond to a specific question. It indicates only the level of danger likely for the next hour, not what form the danger will take.
Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.
Ray of Resurgence - Evocation
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
A glowing beam of rejuvenating yellow light springs from your fingers, unerringly striking your target.
A ray of resurgence has the following three effects on the target.
Restores up to 1 point per caster level (maximum 5 points) of Strength damage.
Negates any Strength penalties affecting the target, to a total of 1d6 +1 per caster level (maximum 1d6+5).
Makes an exhausted target fatigued, or removes the fatigued condition from a target affected by it.
Summon Monster I - Conjuration (Summoning)
Components: V, S, AF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Information on these creatures can be found in the Monster Manual.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a celestial porpoise may only be summoned in an aquatic environment.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a summon monster I is a lawful and evil spell when cast to summon a fiendish dire rat.
Monster | Alignment |
---|
Celestial giant fire beetle | NG |
Celestial porpoise 1 | NG |
Celestial badger | CG |
Celestial monkey | CG |
1 may be summoned only into an aquatic or watery environment |
Unseen Servant - Conjuration (Creation)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.
It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend.
The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command it to clean the floor and then turn your attention elsewhere as long as you remain within range.
It can open only normal doors, drawers, lids, and the like.
It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds).
It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices.
It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained.
Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll.
It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks.
(It gets no saves against attacks).
If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
Material Component: A piece of string and a bit of wood.
Vigor, Lesser - Conjuration (Healing)
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.
Domain Spells (Pick 1), DC 17Detect Secret Doors - Divination
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect secret doors, compartments, caches, and so forth.
Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell—an ordinary trapdoor underneath a pile of crates would not be detected.
The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round:Number of secret doors and the location of each.
If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.
Each round, you can turn to detect secret doors in a new area.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Identify - Divination
Components: V, S, DF
Casting Time: 1 hour
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact (see the Dungeon Master's Guide for details on artifacts).
Longstrider - Transmutation
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
This spell increases your base land speed by 10 feet (This adjustment counts as an enhancement bonus).
It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Material Component: A pinch of dirt.
Sanctuary - Abjuration
Level: Cleric 1, Healer 1, Fatemaker 1, Death Master t1, Jester 1, Savant 1 (Divine), Protection 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save.
If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell.
If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell.
Those not attempting to attack the subject remain unaffected.
This spell does not prevent the warded creature from being attacked or affected by area or effect spells.
The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
This allows a warded cleric to heal wounds, for example, or to cast a bless spell, perform an augury, summon creatures, and so on.