Bewildering Mischance - Enchantment (Compulsion) [Mind-Affecting]
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
Spell Resistance: Yes
Bewildering mischance causes extreme bad luck to befall the target.
For the duration of the spell, the subject must roll each saving throw, attack roll, and skill check twice, keeping the lower of the two rolls.
Break Enchantment - Abjuration
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect, such as flesh to stone.
For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. For instance, bestow curse cannot be dispelled by dispel magic, but break enchantment can dispel it.
If the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects. For example, a cursed item can change the alignment of its user.
Break enchantment allows the victim to be rid of the item and negates the alignment change, but the item's curse is intact and affects the next creature to pick up the item, even if it's the recent recipient of the break enchantment spell.
Command, Greater - Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Components:
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
★ Cure Light Wounds, Mass - Conjuration (Healing)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Dawn Shroud - Evocation [Light]
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will half; see text
Spell Resistance: Yes
In addition to acting as a daylight spell, the light is harmful to oozes and undead. When the spell is cast, and at the beginning of each of your turns thereafter, such creatures take 1d6 points of damage if within the bright light of the spell (out to 60 feet) or 1 point of damage per round if within the shadowy illumination of the spell (more than 60 feet, out to 120 feet).
If the subject is touched by such a creature using a touch attack, or if it hits the subject with a natural weapon or unarmed strike, it takes 1d6 points of damage + 1 point per caster level (maximum 1d6+15), with a Will saving throw for half damage.
If you cast this spell on yourself, you can suppress or restore this light as a free action once each round.
Dispel Evil - Abjuration [Good]
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text
This power has three effects:
First, you gain a +4 deflection bonus to AC against attacks by evil creatures.
Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.
Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell.
Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.
Energetic Healing - Conjuration (Healing)
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell converts magical energy damage into healing power.
First, it renders the target immune to one energy type (acid, cold, electricity, fire, or sonic) specified when the spell is cast.
Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to 10% of the damage dealt (rounded down). For example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 3 points of damage instead.
Once the spell heals a number of hit points equal to 2 per caster level (maximum 30), it is discharged.
This spell does not convert nonmagical energy attacks (such as damage from alchemist's fire) into healing.
Flame Strike - Evocation [Fire]
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.
Hallow - Evocation [Good]
Components: V, S, M, DF
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Hallow makes a particular site, building, or structure a holy site. This has four major effects.
First, the site or structure is guarded by a magic circle against evil effect.
Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Spell resistance does not apply to this effect.
Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. For example, you may create a bless effect that aids all creatures of your alignment or faith in the area, or a bane effect that hinders creatures of the opposed alignment or an enemy faith.
At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again. Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells' effects.
An area can receive only one hallow spell (and its associated spell effect) at a time.
Hallow counters but does not dispel unhallow.
Material Component:Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.
Life's Grace - Abjuration
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The living creature touched becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects. In addition, the subject is immune to undead special attacks that deal ability damage, ability drain, and magical disease (such as mummy rot), even if these attacks do not have a magical source. (For example, the spell prevents poison damage from the poisonous bite of an undead creature.) This spell does not prevent such attacks from undead originating from spells, magic items, or class abilities; only the special attacks from the undead's base nature are affected.
In addition, the subject's armor or clothing is considered ghost touch armor, and its armor bonus counts against incorporeal attacks. (A suit of clothing is considered armor that gives +0 AC for this purpose, though it can be enhanced with spells such as magic vestment.)
This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Plane Shift - Conjuration (Teleportation)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.
Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.
Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures. Forked rods keyed to certain planes or dimensions may be difficult to come by, as decided by the DM.
☠ Raise Dead - Conjuration (Healing)
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
"Might not work, depends on if Stacey feels like it"
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means.
A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1.
Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone.
While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life.
None of the dead creature's equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell.
Constructs, elementals, outsiders, and undead creatures can't be raised.
The spell cannot bring back a creature that has died of old age.
Material Component: Diamonds worth a total of least 5,000 gp.
☠ Revivify - Conjuration (Healing)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
"Might not work, depends on if Stacey feels like it"
Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead (PH 268), except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has -1 hit points (but is stable).
Material Component: Diamonds worth at least 1,000 gp.
Righteous Might - Transmutation
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category (if your original size was Diminutive, Tiny, Small, Medium, or Large, the modifier decreases by 1; otherwise see Size Modifier, page 134). Use Table 8-4: Creature Size and Scale to determine your new space and reach. This spell doesn't change your speed.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage (see Table 2-2 in the Dungeon Master's Guide). Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase your size while you are still under the effect of the first casting.
Sanctuary, Mass - Abjuration
Components: V, S, DF
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 round/level
Saving Throw: Will negates
Spell Resistance: No
This spell functions like sanctuary, except that it affects multiple creatures.
Summon Monster V - Conjuration (Summoning)
Components: V, S, AF
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 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Monster | Alignement |
---|
Celestial giant stag beetle | NG |
Celestial sea cat1 | NG |
Celestial griffon | CG |
Elemental, Medium (any) | N |
Leskylor | NG |
Surge of Fortune - Transmutation
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class.
At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power.
(If you use it for an attack roll, you must still roll to confirm the critical hit normally). Using this option instantly ends the spell.
Triadspell - Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You complete the casting, and deep within your mind, you feel one of your prepared spells subdividing into three parts, each as powerful as its original.
You alter one of your prepared spells so that you can cast it three times before it is expended. The prepared spell must be of 3rd level or lower, and once the triadspell is cast, you can cast the altered spell two additional times (a total of three times) before it is expended. The altered spell functions normally and requires components or XP for each use as if you were casting three separate spells. If you later choose to prepare a different spell in that spell slot, any extra castings provided by the triadspell are lost. You cannot cast triadspell more than once upon a single prepared spell.
Vigor, Greater - Conjuration (Healing)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 35 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like lesser vigor, except as noted here and that it grants fast healing 4.
Domain Spells (Pick 1), DC 21Commune - Divination
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/level
You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient.
In cases where a one-word answer would be misleading or contrary to the deity's interests, the DM should give a short phrase (five words or less) as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Material Component:Holy (or unholy) water and incense.
XP Cost: 100 XP.
Spell Resistance - Abjuration
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature gains spell resistance equal to 12 + your caster level.
Teleport - Conjuration (Teleportation)
Components: V
Casting Time: 1 standard action
Range: Personal and touch
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)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. 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 (see below) 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. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
Familiarity:
"Very familiar" is a place where you have been very often and where you feel at home.
"Studied carefully" is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour.
"Seen casually" is a place that you have seen more than once but with which you are not very familiar.
"Viewed once" is a place that you have seen once, possibly using magic.
"False destination" is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
Similar Area: You wind up in an area that's visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time "Mishap" comes up, the characters take more damage and must reroll.
Familiarity | On Target | Off Target | Similar Area | Mishap |
---|
Very familiar | 01–97 | 98–99 | 100 | — |
Studied carefully | 01–94 | 95–97 | 98–99 | 100 |
Seen casually | 01–88 | 89–94 | 95–98 | 99–100 |
Viewed once | 01–76 | 77–88 | 89–96 | 97–100 |
False destination (1d20+80) | — | — | 81–92 | 93–100 |
True Seeing - Divination
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.