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School | Casting Time | Source Book | ||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||
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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. |
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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. |
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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. |
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Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
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. |
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Call Lightning | ||||||||||||||||||||||
Evocation [Electricity] | 1 round | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Drd 3, Weather 3 | V, S | ||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||
Effect: One or more 30-ft.-long vertical lines of lightning | ||||||||||||||||||||||
Calls down lightning bolts (3d6 per bolt) from sky. |
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Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater. |
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Call Lightning Storm | ||||||||||||||||||||||
Evocation [Electricity] | 1 round | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Drd 5 | V, S | ||||||||||||||||||||
1 min./level | Long | General | ||||||||||||||||||||
Effect: One or more 30-ft.-long vertical lines of lightning | ||||||||||||||||||||||
As call lightning, but 5d6 damage per bolt. |
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This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts. |
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Chain Lightning | ||||||||||||||||||||||
Evocation [Electricity] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Air 6, Sor/Wiz 6 | V, S, F | ||||||||||||||||||||
Instant | Long | General | ||||||||||||||||||||
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) | ||||||||||||||||||||||
1d6/level damage and 1 secondary bolt/level. |
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This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. |
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Chill Metal | ||||||||||||||||||||||
Transmutation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (object) - Yes (object) | Drd 2 | V, S, DF | ||||||||||||||||||||
7 rounds | Close | General | ||||||||||||||||||||
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest | ||||||||||||||||||||||
Cold metal damages those who touch it. |
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Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it float if unattended. Chill metal counters and dispels heat metal . |
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Command | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Adp 1, Clr 1 | V | ||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
One subject obeys selected command for 1 round. |
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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. |
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Greater Command | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 5, Nobility 5 | V | ||||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||||
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As command, but affects one subject/level. |
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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. 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. |
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Cone of Cold | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Sor/Wiz 5, Water 6 | V, S, M | ||||||||||||||||||||
Instant | 60 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
1d6/level cold damage. |
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Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6). |
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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. |
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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. |
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Continual Flame (M) | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Adp 3, Clr 3, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||
Permanent | Touch | General | ||||||||||||||||||||
Effect: Magical, heatless flame | ||||||||||||||||||||||
Materials: Ruby dust worth 50 gp | ||||||||||||||||||||||
Makes a permanent, heatless light. |
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A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level. |
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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. |
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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.
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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. |
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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.
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. |
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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. |
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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. |
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Dancing Lights | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Brd 0, Sor/Wiz 0 | V, S | ||||||||||||||||||||
1 minute (D) | Medium | General | ||||||||||||||||||||
Effect: Up to four lights, all within a 10-ft.-radius area | ||||||||||||||||||||||
Creates torches or other lights. |
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Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell. |
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Daylight | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Adp 3, Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 | V, S | ||||||||||||||||||||
10 min./level (D) | Touch | 4 hours | ||||||||||||||||||||
Target: Object touched | ||||||||||||||||||||||
60-ft. radius of bright light. |
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You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light. If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. |
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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. |
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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. |
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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. |
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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 . |
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Dictum | ||||||||||||||||||||||
Evocation [Lawful] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
None or Will negates; see text - Yes | Clr 7, Law 7 | V | ||||||||||||||||||||
Instant | 40 ft. | General | ||||||||||||||||||||
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you | ||||||||||||||||||||||
Kills, paralyzes, staggers, or deafens nonlawful targets. |
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Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
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. Deafened : The creature is deafened for 1d4 rounds. Save negates. Staggered : The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds. 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, nonlawful 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 dictum 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 dictum. |
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Dispel Chaos | ||||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | PRPG-O | ||||||||||||||||||||
See text - See text | Clr 5, Law 5, Pal 4 | 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 chaotic creatures. |
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This spell functions like dispel evil, except that you are surrounded by constant, blue lawful energy, and the spell affects chaotic creatures and spells rather than evil ones. |
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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. |
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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. |
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Enthrall | ||||||||||||||||||||||
Enchantment (Charm) [Language-dependent] [Mind-affecting] [Sonic] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 2, Clr 2, Nobility 2 | V, S | ||||||||||||||||||||
1 hour or less | Medium | General | ||||||||||||||||||||
Targets: Any number of creatures | ||||||||||||||||||||||
Captivates all within 100 ft. + 10 ft./level. |
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If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. |
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Faerie Fire | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Drd 1 | V, S, DF | ||||||||||||||||||||
1 min./level (D) | Long | General | ||||||||||||||||||||
Area: Creatures and objects within a 5-ft.-radius burst | ||||||||||||||||||||||
Outlines subjects with light, canceling blur, concealment, and the like. |
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A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined. |
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Fire Shield | ||||||||||||||||||||||
Evocation [Fire Or Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
- | Fire 5, Sor/Wiz 4, Sun 4 | V, S, M | ||||||||||||||||||||
1 round/level (D) | Personal | General | ||||||||||||||||||||
Target: You | ||||||||||||||||||||||
Creatures attacking you take fire damage; you're protected from heat or cold. |
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This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield . Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield ) or fire damage (if you choose a warm shield ). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows. Chill Shield : The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. Warm Shield : The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw. |
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Flare | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
Fortitude negates - Yes | Brd 0, Drd 0, Sor/Wiz 0 | V | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Effect: Burst of light | ||||||||||||||||||||||
Dazzles one creature (–1 penalty on attack rolls). |
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This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare . |
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Freezing Sphere | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half; see text - Yes | Sor/Wiz 6 | V, S, F | ||||||||||||||||||||
Instant or 1 round/level; see text | Long | General | ||||||||||||||||||||
Target, Effect, or Area: See text | ||||||||||||||||||||||
Freezes water or deals cold damage. |
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Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds. If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so. You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action. |
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Lesser Geas | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Sor/Wiz 4 | V | ||||||||||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||||||||||
Target: One living creature with 7 HD or less | ||||||||||||||||||||||
Commands subject of 7 HD or less. |
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A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the lesser geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish . Dispel magic does not affect a lesser geas . |
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Geas/Quest | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
None - Yes | Brd 6, Charm 6, Clr 6, Nobility 6, Sor/Wiz 6 | V | ||||||||||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
As lesser geas, but affects any creature. |
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This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw. If the subject is prevented from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of its ability scores. Each day, another –3 penalty accumulates, up to a total of –12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest. A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do. Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest . |
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Ice Storm | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Drd 4, Sor/Wiz 4, Water 5, Weather 5 | V, S, M/DF | ||||||||||||||||||||
1 round/level (D) | Long | General | ||||||||||||||||||||
Area: Cylinder (20-ft. radius, 40 ft. high) | ||||||||||||||||||||||
Hail deals 5d6 damage in cylinder 40 ft. across. |
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Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no aftereffects (other than the damage dealt). |
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Light | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | V, M/DF | ||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||
Target: Object touched | ||||||||||||||||||||||
Object shines like a torch. |
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This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. |
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Lightning Bolt | ||||||||||||||||||||||
Evocation [Electricity] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex half - Yes | Adp 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||
Instant | 120 ft. | General | ||||||||||||||||||||
Area: 120-ft. line | ||||||||||||||||||||||
Electricity deals 1d6/level damage. |
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You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. |
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Magic Circle against Chaos | ||||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - No; see text | Clr 3, Law 3, Pal 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. |
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This spell functions like magic circle against evilexcept that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature. |
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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. |
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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. |
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Message | ||||||||||||||||||||||
Transmutation [Language-dependent] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Brd 0, Sor/Wiz 0 | V, S, F | ||||||||||||||||||||
10 min./level | Medium | General | ||||||||||||||||||||
Targets: One creature/level | ||||||||||||||||||||||
Whisper conversation at distance. |
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You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper. |
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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. |
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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.
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. |
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Order's Wrath | ||||||||||||||||||||||
Evocation [Lawful] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial; see text - Yes | Clr 4, Law 4 | V, S | ||||||||||||||||||||
Instant (1 round); see text | Medium | General | ||||||||||||||||||||
Area: Nonlawful creatures within a burst that fills a 30-ft. cube | ||||||||||||||||||||||
Harms and dazes chaotic creatures (1d8 damage/2 levels). |
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You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save. |
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Polar Ray | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 8 | V, S, F | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||
Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain. |
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A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain. |
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Protection from Chaos | ||||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - No; see text | Adp 1, Clr 1, Law 1, Pal 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. |
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This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target. |
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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. |
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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. |
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Ray of Frost | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 0 | V, S | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||
Ray deals 1d3 cold damage. |
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A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. |
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Shield of Law (F) | ||||||||||||||||||||||
Abjuration [Lawful] | 1 standard action | PRPG-O | ||||||||||||||||||||
See text - Yes (harmless) | Clr 8, Law 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 reliquary worth 500 gp | ||||||||||||||||||||||
+4 to AC, +4 resistance, and SR 25 against chaotic spells. |
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A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic 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 protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures. Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures. Third, the abjuration protects you from possession and mental influence, just as protection from chaos does. Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law 's save DC). |
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Shocking Grasp | ||||||||||||||||||||||
Evocation [Electricity] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 1 | V, S | ||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||
Target: Creature or object touched | ||||||||||||||||||||||
Touch delivers 1d6/level electricity damage (max 5d6). |
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Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal). |
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Sleet Storm | ||||||||||||||||||||||
Conjuration (Creation) [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Drd 3, Sor/Wiz 3, Weather 4 | V, S, M/DF | ||||||||||||||||||||
1 round/level | Long | General | ||||||||||||||||||||
Area: Cylinder (40-ft. radius, 20 ft. high) | ||||||||||||||||||||||
Hampers vision and movement. |
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Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). The sleet extinguishes torches and small fires. |
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Speak with Dead | ||||||||||||||||||||||
Necromancy [Language-dependent] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates; see text - No | Clr 3, Knowledge 3, Repose 3 | V, S, DF | ||||||||||||||||||||
1 min./level | 10 ft. | 30 minutes | ||||||||||||||||||||
Target: One dead creature | ||||||||||||||||||||||
Corpse answers one question/two levels. |
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You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life. If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature. |
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Suggestion | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Charm 3, Sor/Wiz 3 | V, M | ||||||||||||||||||||
1 hour/level or until completed | Close | 30 minutes | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Compels subject to follow stated course of action. |
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You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). |
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Mass Suggestion | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 5, Sor/Wiz 6 | V, M | ||||||||||||||||||||
1 hour/level or until completed | Medium | 30 minutes | ||||||||||||||||||||
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As suggestion, affects subject/level. |
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You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures. |
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Sunbeam | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex negates and Reflex half; see text - Yes | Drd 7, Sun 7 | V, S, DF | ||||||||||||||||||||
1 round/level or until all beams are exhausted | 60 ft. | General | ||||||||||||||||||||
Area: Line from your hand | ||||||||||||||||||||||
Beam blinds and deals 4d6 damage. |
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For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. |
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Sunburst | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex partial; see text - Yes | Drd 8, Sor/Wiz 8, Sun 8 | V, S, M/DF | ||||||||||||||||||||
Instant | Long | General | ||||||||||||||||||||
Area: 80-ft.-radius burst | ||||||||||||||||||||||
Blinds all within 10 ft., deals 6d6 damage. |
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Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells of lower than 9th level within its area. |
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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. |
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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 . |
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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. |
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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 . |
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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. |
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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). |
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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). |
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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. |
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Wall of Ice | ||||||||||||||||||||||
Evocation [Cold] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex negates; see text - Yes | Sor/Wiz 4 | V, S, M | ||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level | ||||||||||||||||||||||
Ice plane creates wall or hemisphere creates dome. |
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This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane : A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage + 1 point per caster level (no save). Hemisphere : The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach. |