★ Cure Critical Wounds - Conjuration (Healing)
Components:
This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).
Delay Death - Necromancy
Components: V, S, DF
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You gesture toward your ally and call upon the power of your beliefs. A soft, golden glow appears on your companion's chest, around his heart.
The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of —9 hit points before a character dies is extended without limit. A condition or spell that destroys enough of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect.
The spell does not prevent the subject from entering the dying state by dropping to —1 hit points. It merely prevents death as a result of hit point loss.
If the subject has fewer than —9 hit points when the spell's duration expires, it dies instantly.
Detect Scrying - Divination
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on you
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.
If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.
Material Component: A small piece of mirror and a miniature brass hearing trumpet.
Divination - Divination
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.
For example, suppose the question is "Will we do well if we venture into the ruined temple of Erythnul?" The DM knows that a terrible troll guarding 10,000 gp and a +1 shield lurks near the entrance but estimates that your party could beat the troll after a hard fight. Therefore the divination response might be: "Ready oil and open flame light your way to wealth." In all cases, the DM controls what information you receive. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. (For example, the troll could move away and take the treasure with it.)
The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. The DM adjusts the chance if unusual circumstances require it (if, for example, unusual precautions against divination spells have been taken). If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.
Divine Power - Evocation
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.
Holy Transformation, Lesser - Transmutation [Good]
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.
Inflict Critical Wounds - Necromancy
Components:
This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).
Moon Bolt - Evocation
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text
Duration: Instantaneous
Saving Throw: Fortitude half (living target) or Will negates (undead target)
Spell Resistance: Yes
Picturing a full moon in your mind you call upon the cyclical energies of the celestial body. You create a bolt of shimmering moonlight that streaks from your outstretched hand.
A moon bolt strikes unerringly against any living or undead creature in range.
A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved.
An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.
★ Restoration - Conjuration (Healing)
Components: V, S, M
This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. Thus, if a 10th-level character has been struck by a wight and drained to 9th level, restoration brings the character up to exactly the minimum number of experience points necessary to restore him to 10th level (45,000 XP), gaining him an additional Hit Die and level functions accordingly.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or Constitution points lost due to death.
Material Component: Diamond dust worth 100 gp that is sprinkled over the target.
Shield of Faith, Mass - Abjuration
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You hold your arms aloft and implore the power you venerate. Your comrades are bathed in a silver light, and over their hearts appears the symbol of your god, showing the deity's protection.
This spell functions like shield of faith (PH 278), except that it affects multiple allies at a distance.
Summon Monster IV - Conjuration (Summoning)
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Monster | Alignment |
---|
Celestial giant eagle | CG |
Celestial lion | CG |
Mephit (any) | N |
Guardinal, Cervidal | NG |
Domain Spells (Pick 1), DC 20Dimension Door - Conjuration (Teleportation)
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction, such as "900 feet straight downward", or "upward to the northwest, 45-degree angle, 1,200 feet". After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
Divination - Divination
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.
For example, suppose the question is "Will we do well if we venture into the ruined temple of Erythnul?" The DM knows that a terrible troll guarding 10,000 gp and a +1 shield lurks near the entrance but estimates that your party could beat the troll after a hard fight. Therefore the divination response might be: "Ready oil and open flame light your way to wealth." In all cases, the DM controls what information you receive. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. (For example, the troll could move away and take the treasure with it.)
The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. The DM adjusts the chance if unusual circumstances require it (if, for example, unusual precautions against divination spells have been taken). If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.
Scrying - Divination (Scrying)
Components: V, S, M, DF
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge | Will Save Modifier |
---|
None 1 | +10 |
Secondhand (you have heard of the subject) | +5 |
Firsthand (you have met the subject) | +0 |
Familiar (you know the subject well) | —5 |
1 You must have some sort of connection to a creature you have no knowledge of. |
Connection | Will Save Modifier |
---|
Likeness or picture | —2 |
Possession or garment | —4 |
Body part, lock of hair, bit of nail, etc. | —10 |
If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.
Cleric Focus: A holy water font costing not less than 100 gp.
Spell Immunity - Abjuration
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. Thus, a creature given immunity to lightning bolt is still vulnerable to shocking grasp or chain lightning.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.