Analyze Dweomer - Divination
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature per caster level
Duration: 1 round/level (D)
Saving Throw: None or Will negates; see text
Spell Resistance: No
You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
Analyze dweomer does not function when used on an artifact (see the Dungeon Master's Guide for details on artifacts).
Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.
Banishment - Abjuration
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2. For example, if this spell were cast on a demon that hated light and was vulnerable to holy water and cold iron weapons, you might use iron, holy water, and a torch in the spell. The three items would give you a +3 bonus on your check to overcome the demon's spell resistance and add 6 to the spell's save DC.
At the DM's option, certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
Dispel Magic, Greater - Abjuration
Components:
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.
Energy Immunity - Abjuration
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)
A sense of security fills you as you complete the spell. As you touch the intended target of the spell, the feeling lingers for a moment before fading.
This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types—acid, cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless).
Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage.
Harm - Necromancy
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1.
If used on an undead creature, harm acts like heal.
Heal - Conjuration (Healing)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
Heroes' Feast - Conjuration (Creation)
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
Duration: 1 hour plus 12 hours; see text
Saving Throw: None
Spell Resistance: No
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.
Planar Ally - Conjuration (Calling) [see text for lesser planar ally]
Components:
Effect: One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.
XP Cost: 250 XP.
Resistance, Superior - Abjuration
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you. When you touch your intended subject and release the spell, the feeling disappears.
This spell functions like resistance (PH 272), except as noted here. You grant the subject a +6 resistance bonus on saves.
Spiritual Guardian - Evocation [Force]
Components: V, S, DF
Casting Time: 1 standard action
Range: 5 ft.
Effect: A phantasmal knight
Duration: 1 minute/level or 1 round/level; see text
Saving Throw: None
Spell Resistance: No
The sound of hoofbeats begins in the distance and draws swiftly nearer. As though leaping down from an invisible charger, a translucent knight, clad head to toe in heavy plate, appears by your side. The holy symbol of your deity is emblazoned across his tabard and shield.
By casting this spell, you create a translucent knight made of force. It remains within 5 feet of you at all times, constantly matching your speed and mode of travel—even if you are mounted or magically accelerated. Any time you are attacked, it moves to parry the attack with its shield or longsword, granting you a +6 deflection bonus to Armor Class.
As a standard action in any round, you can command the knight to make a single attack against any creature within 5 feet. It strikes with its longsword, using your base attack bonus and applying your Wisdom modifier to the roll. The attack deals 1d8 points of force damage +1 extra point per three caster levels (maximum +10).
At any point before the spell expires, you can turn the knight loose and order it to fight on its own. It then moves at a speed of 60 feet to attack any foe you designate. It continues to use your base attack bonus and your Wisdom modifier for its attack rolls, and it can make as many attacks per round as your base attack bonus allows. You need not concentrate on the knight as long as it is fighting a specific opponent, but commanding it to change foes requires a move action. If its opponent falls, the knight waits for your direction.
Once you have turned the knight loose, you lose the deflection bonus to Armor Class that it provided, and you cannot regain it. Furthermore, the remaining duration of the spell converts from minutes per level to rounds per level on a one-to-one basis.
Summon Monster VI - Conjuration (Summoning) [see text for summon monster I]
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 you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Monster | Alignement |
---|
Celestial orca whale 1 | NG |
Bralani, Eladrin | CG |
Celestial dire lion | CG |
Elemental, Large (any) | N |
Janni (genie) | N |
Chaos beast | CN |
Guardinal, Equinal | NG |
Visage of the Deity - Transmutation [Good or Evil]
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
This spell functions like lesser visage of the deity, except that you take on many qualities of a celestial or fiendish creature, as follows.
You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics).
You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day. Add your Charisma modifier to your attack roll and your character level to your damage roll against a foe of the appropriate alignment.
You gain darkvision out to 60 feet.
You gain resistance to acid 20, cold 20, and electricity 20 (for good clerics) or resistance to cold 20 and fire 20 (for evil clerics).
You gain damage reduction 10/magic.
You gain spell resistance 20.
Your creature type does not change (you do not become an outsider).
Wind Walk - Transmutation [Air]
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: You and one touched creature per three levels
Duration: 1 hour/level (D); see text
Saving Throw: No and Will negates (harmless)
Spell Resistance: No and Yes (harmless)
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently. Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like. A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others. For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.
Word of Recall - Conjuration (Teleportation)
Components: V
Casting Time: 1 standard action
Range: Unlimited
Target: You and touched objects or other willing creatures
Duration: Instantaneous
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet.
You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, 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. Exceeding this limit causes the spell to fail.
An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.