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 | ||
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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Bestow Curse | ||
Necromancy | 1 standard action | PRPG-O |
Will negates - Yes | Adp 3, Clr 3, Sor/Wiz 4 | V, S |
Permanent | Touch | General |
Target: Creature touched | ||
–6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. |
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You place a curse on the subject. Choose one of the following.
You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse . |
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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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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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Deeper Darkness | ||
Evocation [Darkness] | 1 standard action | PRPG-O |
None - No | Adp 3, Clr 3, Darkness 3 | V, M/DF |
10 min./level (D) | Touch | 24 hours |
Target: Object touched | ||
Object sheds supernatural shadow in 60-ft. radius. |
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This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines. This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light 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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Neutralize Poison | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Will negates (harmless, object) - Yes (harmless, object) | Adp 3, Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 | V, S, M/DF |
Instant or 10 min./level; see text | Touch | 1 hour |
Target: Creature or object of up to 1 cu. ft./level touched | ||
Immunizes subject against poison, detoxifies venom in or on subject. |
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You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect. |
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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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Remove Disease | ||
Conjuration (Healing) | 1 standard action | PRPG-O |
Fortitude negates (harmless) - Yes (harmless) | Adp 3, Clr 3, Drd 3, Rgr 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures all diseases affecting subject. |
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Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others. Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. |
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Tongues | ||
Divination | 1 standard action | PRPG-O |
Will negates (harmless) - No | Adp 3, Brd 2, Clr 4, Sor/Wiz 3 | V, M/DF |
10 min./level | Touch | 1 hour |
Target: Creature touched | ||
Speak and understand any language. |
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This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. |