Index of Spells by Descriptor - Evil

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Animate Dead (M)
Necromancy [Evil] 1 standard action PRPG-O
None - No Adp 3, Clr 3, Death 3, Sor/Wiz 4 V, S, M
Instant Touch General
Targets: One or more corpses touched
Materials: An onyx gem worth at least 25 gp per Hit Die of the undead

Creates undead skeletons and zombies.

This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead . The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

Skeletons : A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies : A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

Blasphemy
Evocation [Evil] [Sonic] 1 standard action PRPG-O
Will partial - Yes Clr 7, Evil 7 V
Instant 40 ft. General
Area: Nonevil creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, weakens, or dazes nonevil subjects.

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HDEffect
Equal to caster levelDazed
Up to caster level –1Weakened, dazed
Up to caster level –5Paralyzed, weakened, dazed
Up to caster level –10Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Dazed : The creature can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened : The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Contagion
Necromancy [Evil] 1 standard action PRPG-O
Fortitude negates - Yes Adp 3, Clr 3, Drd 3, Sor/Wiz 4 V, S
Instant Touch General
Target: Living creature touched

Infects subject with chosen disease.

The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.

Create Greater Undead (M)
Necromancy [Evil] 1 hour PRPG-O
None - No Clr 8, Death 8, Sor/Wiz 8 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created

Creates shadows, wraiths, spectres, or devourers.

This spell functions like create undead except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below.

Caster LevelUndead Created
15th or lowerShadow
16th–17thWraith
18th–19thSpectre
20th or higherDevourer
Create Undead (M)
Necromancy [Evil] 1 hour PRPG-O
None - No Clr 6, Death 6, Evil 6, Sor/Wiz 6 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created

Raises ghouls, ghasts, mummies, or mohrgs from physical remains.

A much more potent spell than animate dead this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.

Caster LevelUndead Created
11th or lowerGhoul
12th–14thGhast
15th–17thMummy
18th or higherMohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

Curse Water (M)
Necromancy [Evil] 1 minute PRPG-O
Will negates (object) - Yes (object) Clr 1 V, S, M
Instant Touch General
Target: Flask of water touched
Materials: 5 lbs. of powdered silver worth 25 gp

Makes unholy water.

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water (see Equipment). Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

Death Knell
Necromancy [Death] [Evil] 1 standard action PRPG-O
Will negates - Yes Clr 2, Death 2 V, S
Instant/10 minutes per HD of subject; see text Touch General
Target: Living creature touched

Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.

Desecrate (M)
Evocation [Evil] 1 standard action PRPG-O
None - Yes Clr 2 V, S, M, DF
2 hours/level Close 30 minutes
Area: 20-ft.-radius emanation
Materials: A vial of unholy water and 25 gp worth (5 pounds of silver dust, all of which must be sprinkled around the area)

Fills area with negative energy, making undead stronger.

This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate .

Dispel Good
Abjuration [Evil] 1 standard action PRPG-O
See text - See text Clr 5, Evil 5 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by good creatures.

This spell functions like dispel evil, except that you are surrounded by dark, wavering unholy energy, and the spell affects good creatures and spells rather than evil ones.

Magic Circle against Good
Abjuration [Evil] 1 standard action PRPG-O
Will negates (harmless) - No; see text Clr 3, Evil 3, Sor/Wiz 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

This spell functions like magic circle against evilexcept that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.

Nightmare
Illusion (Phantasm) [Mind-affecting] [Evil] 10 minutes PRPG-O
Will negates; see text - Yes Brd 5, Madness 5, Sor/Wiz 5 V, S
Instant Unlimited General
Target: One living creature

Sends vision dealing 1d10 damage, fatigue.

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.

KnowledgeWill Save Modifier
None*+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)–5
ConnectionWill Save Modifier
Likeness or picture–2
Possession or garment–4
Body part, lock of hair, bit of nail, etc.–10
*You must have some sort of connection to a creature of which you have no knowledge.

Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil .

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.)

Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

Protection from Good
Abjuration [Evil] 1 standard action PRPG-O
Will negates (harmless) - No; see text Adp 1, Clr 1, Evil 1, Sor/Wiz 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, plus additional protection against selected alignment.

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.

Symbol of Pain (M)
Necromancy [Evil] 10 minutes PRPG-O
Fortitude negates - Yes Clr 5, Sor/Wiz 5 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp

Triggered rune wracks nearby creatures with pain.

This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.

Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.

Note : Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain .

Unhallow (M)
Evocation [Evil] 24 hours PRPG-O
See text - See text Clr 5, Drd 5 V, S, M
Instant Touch General
Area: 40-ft. radius emanating from the touched point
Materials: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area

Designates location as unholy.

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.

First, the site or structure is guarded by a magic circle against goodeffect.

Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.

Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.

Spell effects that may be tied to an unhallowed site include aid and zone of truth .

Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)

An area can receive only one unhallow spell (and its associated spell effect) at a time.

Unhallow counters but does not dispel hallow .

Unholy Aura (F)
Abjuration [Evil] 1 standard action PRPG-O
See text - Yes (harmless) Clr 8, Evil 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary worth 500 gp

+4 to AC, +4 resistance, and SR 25 against good spells.

A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

Second, a warded creature gains SR 25 against good spells and spells cast by good creatures.

Third, the abjuration protects the subjects from possession and mental influence, just as protection from good does.

Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).

Unholy Blight
Evocation [Evil] 1 standard action PRPG-O
Will partial - Yes Clr 4, Evil 4 V, S
Instant (1d4 rounds); see text Medium General
Area: 20-ft.-radius spread

Harms and sickens good creatures (1d8 damage/2 levels).

You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal but remove curse is effective.

The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.