Index of Spells by Domain - War

Deities:

Name: War

Granted Power: You are a crusader for your god, always ready and willing to fight to defend your faith. Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier. Weapon Master (Su): At 8th level, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Magic Weapon
Transmutation 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Clr 1, Pal 1, Sor/Wiz 1, War 1 V, S, DF
1 min./level Touch 5 minutes
Target: Weapon touched

Weapon gains +1 bonus.

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Spiritual Weapon
Evocation [Force] 1 standard action PRPG-O
None - Yes Clr 2, War 2 V, S, DF
1 round/level (D) Medium General
Effect: Magic weapon of force

Magic weapon attacks on its own.

A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.

A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellationaffects it. A spiritual weapon 's AC against touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).

Magic Vestment
Transmutation 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Clr 3, Nobility 3, Strength 3, War 3 V, S, DF
1 hour/level Touch 6 hours
Target: Armor or shield touched

Armor or shield gains +1 enhancement per four levels.

You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).

An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Divine Power
Evocation 1 standard action PRPG-O
- Clr 4, War 4 V, S, DF
1 round/level Personal 5 minutes
Target: You

You gain attack bonuses and 1 hp/level.

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.

Flame Strike
Evocation [Fire] 1 standard action PRPG-O
Reflex half - Yes Clr 5, Drd 4, Sun 5, War 5 V, S, DF
Instant Medium General
Area: Cylinder (10-ft. radius, 40-ft. high)

Smites foes with divine fire (1d6/level damage).

A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Blade Barrier
Evocation [Force] 1 standard action PRPG-O
Reflex half or Reflex negates; see text - Yes Clr 6, Good 6, War 6 V, S
1 min./level (D) Medium General
Effect: Wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high

Wall of blades deals 1d6/level damage.

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Power Word Blind
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Darkness 7, Sor/Wiz 7, War 7 V
See text Close General
Target: One creature with 200 hp or less

Blinds creature with 200 hp or less.

You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected.

Hit PointsDuration
50 or lessPermanent
51–1001d4+1 minutes
101–2001d4+1 rounds
Power Word Stun
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Sor/Wiz 8, War 8 V
See text Close General
Target: One creature with 150 hp or less

Stuns creature with 150 hp or less.

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun .

Hit PointsDuration
50 or less4d4 rounds
51–1002d4 rounds
101–1501d4 rounds
Power Word Kill
Enchantment (Compulsion) [Death] [Mind-affecting] 1 standard action PRPG-O
None - Yes Sor/Wiz 9, War 9 V
Instant Close General
Target: One living creature with 100 hp or less

Kills one creature with 100 hp or less.

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill .