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Description | This is a quick reference list of popular Cleric spells for Brandon's character sheet. |
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School | Casting Time | Source Book | |||||||||||||||||||||||||||||
Save - Res | Level | Comps | |||||||||||||||||||||||||||||
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Full Description | |||||||||||||||||||||||||||||||
Detect Magic | |||||||||||||||||||||||||||||||
Divination | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
None - No | Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | V, S | |||||||||||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | |||||||||||||||||||||||||||||
Area: Cone-shaped emanation | |||||||||||||||||||||||||||||||
Detects spells and magic items within 60 ft. |
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You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round : Presence or absence of magical auras. 2nd Round : Number of different magical auras and the power of the most potent aura. 3rd Round : The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength : An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura : A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
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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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Mending | |||||||||||||||||||||||||||||||
Transmutation | 10 minutes | PRPG-O | |||||||||||||||||||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | V, S | |||||||||||||||||||||||||||||
Instant | 10 ft. | 6 hours | |||||||||||||||||||||||||||||
Target: One object of up to 1 lb./level | |||||||||||||||||||||||||||||||
Makes minor repairs on an object. |
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This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. |
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Read Magic | |||||||||||||||||||||||||||||||
Divination | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
- | Adp 0, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 | V, S, F | |||||||||||||||||||||||||||||
10 min./level | Personal | General | |||||||||||||||||||||||||||||
Target: You | |||||||||||||||||||||||||||||||
Read scrolls and spellbooks. |
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You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. |
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Resistance | |||||||||||||||||||||||||||||||
Abjuration | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0 | V, S, M/DF | |||||||||||||||||||||||||||||
1 minute | Touch | 5 minutes | |||||||||||||||||||||||||||||
Target: Creature touched | |||||||||||||||||||||||||||||||
Subject gains +1 on saving throws. |
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You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. |
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Stabilize | |||||||||||||||||||||||||||||||
Conjuration (Healing) | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Adp 0, Clr 0, Drd 0 | V, S | |||||||||||||||||||||||||||||
Instant | Close | General | |||||||||||||||||||||||||||||
Target: One living creature | |||||||||||||||||||||||||||||||
Cause a dying creature to stabilize. |
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Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. |
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Virtue | |||||||||||||||||||||||||||||||
Transmutation | 1 standard action | PRPG-O | |||||||||||||||||||||||||||||
None - Yes (harmless) | Clr 0, Drd 0, Pal 1 | V, S, DF | |||||||||||||||||||||||||||||
1 min. | Touch | 5 minutes | |||||||||||||||||||||||||||||
Target: Creature touched | |||||||||||||||||||||||||||||||
Subject gains 1 temporary hp. |
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With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. |
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Bless | ||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O |
None - Yes (harmless) | Adp 1, Clr 1, Community 1, Pal 1 | V, S, DF |
1 min./level | 50 ft. | 30 minutes |
Area: The caster and all allies within a 50-ft. burst, centered on the caster | ||
Allies gain +1 on attack rolls and saves against fear. |
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Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane . |
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Bless Water (M) | ||
Transmutation [Good] | 1 minute | PRPG-O |
Will negates (object) - Yes (object) | Clr 1, Pal 1 | V, S, M |
Instant | Touch | General |
Target: Flask of water touched | ||
Materials: 5 pounds of powdered silver worth 25 gp | ||
Makes holy water. |
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This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. |
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Cure Light Wounds | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Will half (harmless); see text - Yes (harmless); see text | Adp 1, Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 1d8 damage + 1/level (max +5). |
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When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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Cure Light Wounds | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Will half (harmless); see text - Yes (harmless); see text | Adp 1, Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 1d8 damage + 1/level (max +5). |
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When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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Divine Favor | ||
Evocation | 1 standard action | PRPG-O |
- | Clr 1, Nobility 1, Pal 1 | V, S, DF |
1 minute | Personal | 5 minutes |
Target: You | ||
You gain +1 per three levels on attack and damage rolls. |
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Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage. |
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Magic Stone | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless, object) - Yes (harmless, object) | Clr 1, Drd 1, Earth 1 | V, S, DF |
30 minutes or until discharged | Touch | 5 minutes |
Targets: Up to three pebbles touched | ||
Three stones gain +1 on attack, deal 1d6 +1 damage. |
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You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead. |
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Protection from Evil | ||
Abjuration [Good] | 1 standard action | PRPG-O |
Will negates (harmless) - No; see text | Adp 1, Clr 1, Good 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 wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
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Shield of Faith | ||
Abjuration | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Clr 1, Glory 1 | V, S, M |
1 min./level | Touch | 30 minutes |
Target: Creature touched | ||
Aura grants +2 or higher deflection bonus. |
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This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level). |
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Align Weapon | ||
Transmutation [See Text] | 1 standard action | PRPG-O |
Will negates (harmless, object) - Yes (harmless, object) | Chaos 2, Clr 2, Evil 2, Good 2, Law 2 | V, S, DF |
1 min./level | Touch | 5 minutes |
Target: Weapon touched or 50 projectiles (all of which must be together at the time of casting) | ||
Weapon becomes good, evil, lawful, or chaotic. |
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Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively. |
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Bear's Endurance | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Adp 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Con for 1 min./level. |
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The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are. |
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Bull's Strength | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Adp 2, Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Str for 1 min./level. |
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The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
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Cure Moderate Wounds | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Will half (harmless); see text - Yes (harmless); see text | Adp 2, Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 2d8 damage +1/level (max. +10). |
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This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). |
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Darkness | ||
Evocation [Darkness] | 1 standard action | PRPG-O |
None - No | Adp 2, Brd 2, Clr 2, Sor/Wiz 2 | V, M/DF |
1 min./level (D) | Touch | 4 hours |
Target: Object touched | ||
20-ft. radius of supernatural shadow. |
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This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level thandarkness . If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed. This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level. |
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Eagle's Splendor | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Brd 2, Clr 2, Pal 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Cha for 1 min./level. |
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The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase. |
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Eagle's Splendor | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Brd 2, Clr 2, Pal 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Cha for 1 min./level. |
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The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase. |
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Hold Person | ||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O |
Will negates; see text - Yes | Brd 2, Clr 2, Sor/Wiz 3 | V, S, F/DF |
1 round/level (D); see text | Medium | General |
Target: One humanoid creature | ||
Paralyzes one humanoid for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Inflict Moderate Wounds | ||
Necromancy | 1 standard action | PRPG-O |
Will half - Yes | Clr 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Touch attack, 2d8 damage + 1/level (max +10). |
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This spell functions like inflict light wounds, except that you deal 2d8 points of damage + 1 point per caster level (maximum +10). |
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Owl's Wisdom | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes | Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Wis for 1 min./level. |
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The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
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Resist Energy | ||
Abjuration | 1 standard action | PRPG-O |
Fortitude negates (harmless) - Yes (harmless) | Adp 2, Clr 2, Drd 2, Pal 2, Rgr 1, Sor/Wiz 2 | V, S, DF |
10 min./level | Touch | 1 hour |
Target: Creature touched | ||
Ignores first 10 (or more) points of damage per attack from specified energy type. |
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This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with) protection from energy If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. |
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Lesser Restoration | ||
Conjuration (Healing) | 3 rounds | PRPG-O |
Will negates (harmless) - Yes (harmless) | Clr 2, Drd 2, Pal 1 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Dispels magical ability penalty or repairs 1d4 ability damage. |
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This spell functions like lesser restoration except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative levelpossessed by a target in a 1-week period. Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. This spell functions like lesser restoration except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. |
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Silence | ||
Illusion (Glamer) | 1 round | PRPG-O |
Will negates; see text or none (object) - Yes; see text or no (object) | Brd 2, Clr 2 | V, S |
1 round/level (D) | Long | 30 minutes |
Area: 20-ft.-radius emanation centered on a creature, object, or point in space | ||
Negates sound in 20-ft. radius. |
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Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects. |
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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. |
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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). |
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Blindness/Deafness | ||
Necromancy | 1 standard action | PRPG-O |
Fortitude negates - Yes | Brd 2, Clr 3, Darkness 2, Sor/Wiz 2 | V |
Permanent (D) | Medium | General |
Target: One living creature | ||
Makes subject blinded or deafened. |
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You call upon the powers of unlife to render the subject blinded or deafened, as you choose. |
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Create Food and Water | ||
Conjuration (Creation) | 10 minutes | PRPG-O |
None - No | Clr 3 | V, S |
24 hours; see text | Close | 24 hours |
Effect: Food and water to sustain three humans or one horse/level for 24 hours | ||
Feeds three humans (or one horse)/level. |
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The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible after 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does. |
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Cure Serious Wounds | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Will half (harmless); see text - Yes (harmless); see text | Adp 3, Brd 3, Clr 3, Drd 4, Healing 3, Pal 4, Rgr 4 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 3d8 damage + 1/level (max +15). |
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This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15). |
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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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Dispel Magic | ||
Abjuration | 1 standard action | PRPG-O |
None - No | Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 | V, S |
Instant | Medium | General |
Target or Area: One spellcaster, creature, or object | ||
Cancels one magical spell or effect. |
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You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic . Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel : One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire ). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster ), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding ) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell : When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell. |
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Magic Circle against Evil | ||
Abjuration [Good] | 1 standard action | PRPG-O |
Will negates (harmless) - No; see text | Clr 3, Good 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 from chaos, but 10-ft. radius and 10 min./level. |
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All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil ), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle . The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection and similar abilities) can simply leave the circle through such means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from evil and vice versa. |
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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. |
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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. |
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Protection from Energy | ||
Abjuration | 1 standard action | PRPG-O |
Fortitude negates (harmless) - Yes (harmless) | Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3 | V, S, DF |
10 min./level or until discharged | Touch | 1 hour |
Target: Creature touched | ||
Absorbs 12 points/level of damage from one kind of energy. |
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Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Protection from energy overlaps (and does not stack with) resist energy If a character is warded by protection from energy and resist energy the protection spell absorbs damage until its power is exhausted. |
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Remove Blindness/Deafness | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Fortitude negates (harmless) - Yes (harmless) | Clr 3, Pal 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures normal or magical blindness or deafness. |
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Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness . |
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Remove Curse | ||
Abjuration | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Adp 3, Brd 3, Clr 3, Liberation 3, Pal 3, Sor/Wiz 4 | V, S |
Instant | Touch | General |
Target: Creature or object touched | ||
Frees object or person from curse. |
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Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it. Remove curse counters and dispels bestow curse . |
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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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Water Breathing | ||
Transmutation | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Clr 3, Drd 3, Sor/Wiz 3, Water 3 | V, S, M/DF |
2 hours/level; see text | Touch | 4 hours |
Target: Living creatures touched | ||
Subjects can breathe underwater. |
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The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air. |
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Water Walk | ||
Transmutation [Water] | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Clr 3, Rgr 3 | V, S, DF |
10 min./level (D) | Touch | 4 hours |
Targets: One touched creature/level | ||
Subject treads on water as if solid. |
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The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it. |