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Index of Spells by Level - Clr 4

Index of Spells by Level - Clr 4

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Air Walk
Transmutation [Air] 1 standard action PRPG-O
None - Yes (harmless) Air 4, Clr 4, Drd 4 V, S, DF
10 min./level Touch 1 hour
Target: Creature (Gargantuan or smaller) touched

Subject treads on air as if solid (climb or descend at 45-degree angle).

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.

A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field .

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.

Chaos Hammer
Evocation [Chaotic] 1 standard action PRPG-O
Will partial; see text - Yes Chaos 4, Clr 4 V, S
Instant (1d6 rounds); see text Medium General
Area: 20-ft.-radius burst

Harms and slows lawful creatures (1d8 damage/2 levels).

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.

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

Control Water
Transmutation [Water] 1 standard action PRPG-O
None; see text - No Clr 4, Drd 4, Sor/Wiz 6, Water 4 V, S, M/DF
10 min./level (D) Long 1 hour
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Raises or lowers bodies of water.

This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

Lower Water : This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water : This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.

Cure Critical Wounds
Conjuration (Healing) 1 standard action PRPG-O
Will half (harmless); see text - Yes (harmless); see text Adp 4, Brd 4, Clr 4, Drd 5, Healing 4 V, S
Instant Touch General
Target: Creature touched

Cures 4d8 damage + 1/level (max +20).

This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).

Death Ward
Necromancy 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Clr 4, Death 4, Drd 5, Pal 4, Repose 4 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

Grants bonuses against death spells and negative energy.

The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.

Dimensional Anchor
Abjuration 1 standard action PRPG-O
None - Yes (object) Clr 4, Sor/Wiz 4 V, S
1 min./level Medium General
Effect: Ray

Bars extradimensional movement.

A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Discern Lies
Divination 1 standard action PRPG-O
Will negates - No Clr 4, Nobility 4, Pal 3 V, S, DF
Concentration, up to 1 round/level Close 6 hours
Targets: One creature/level, no two of which can be more than 30 ft. apart

Reveals deliberate falsehoods.

Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different target.

Dismissal
Abjuration 1 standard action PRPG-O
Will negates; see text - Yes Clr 4, Sor/Wiz 5 V, S, DF
Instant Close General
Target: One extraplanar creature

Forces a creature to return to native plane.

This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Divination (M)
Divination 10 minutes PRPG-O
- Clr 4, Knowledge 4 V, S, M
Instant Personal 6 hours
Target: You
Materials: Incense and an appropriate offering worth 25 gp

Provides useful advice for specific proposed actions.

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

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.

Freedom of Movement
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Brd 4, Clr 4, Drd 4, Liberation 4, Luck 4, Rgr 4 V, S, M, DF
10 min./level Personal or touch 1 hour
Target: You or creature touched

Subject moves normally despite impediments to restrict movement.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web . All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing .

Giant Vermin
Transmutation 1 standard action PRPG-O
None - Yes Clr 4, Drd 4 V, S, DF
1 min./level Close 30 minutes
Targets: 1 or more vermin, no two of which can be more than 30 ft. apart

Turns centipedes, scorpions, or spiders into giant vermin.

You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider). The number of vermin which can be affected by this spell depends on your caster level, as noted on the table below.

Giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands ("Attack," "Defend," "Stop," and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whomever or whatever is near them.

Caster LevelCentipedesScorpionsSpiders
9th or lower312
10th–13th423
14th–17th634
18th–19th845
20th or higher1268
Holy Smite
Evocation [Good] 1 standard action PRPG-O
Will partial; see text - Yes Clr 4, Glory 4, Good 4 V, S
Instant (1 round); see text Medium General
Area: 20-ft.-radius burst

Harms and possibly blinds evil creatures (1d8 damage/2 levels).

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

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

Imbue with Spell Ability
Evocation 10 minutes PRPG-O
Will negates (harmless) - Yes (harmless) Clr 4, Magic 4 V, S, DF
Permanent until discharged (D) Touch General
Target: Creature touched; see text

Transfer spells to subject.

You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this boon. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can't exceed this limit.

HD of RecipientSpells Imbued
2 or lowerOne 1st-level spell
3–4One or two 1st-level spells
5 or higherOne or two 1st-level spells and one 2nd-level spell

The transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.

Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.

To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must be able to move freely. To cast a spell with a material component or focus, it must have the materials or focus.

Inflict Critical Wounds
Necromancy 1 standard action PRPG-O
Will half - Yes Clr 4, Destruction 4 V, S
Instant Touch General
Target: Creature touched

Touch attack, 4d8 damage + 1/level (max +20).

This spell functions like inflict light wounds, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).

Greater Magic Weapon
Transmutation 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Clr 4, Pal 3, Sor/Wiz 3 V, S, M/DF
1 hour/level Close 6 hours
Target: One weapon or 50 projectiles (all of which must be together at the time of casting)

Weapon gains +1 bonus/four levels (max +5).

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.

This spell functions like magic weaponexcept that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.

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.

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.

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).

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.

Lesser Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 4 V, S, M, DF
Instant Close 24 hours
Effect: One called outsider of 6 HD or less
Materials: Offerings worth 500 gp plus payment, see text

Exchange services with a 6 HD extraplanar creature.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.

By casting this spell, you request your deity to send you an outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

Note : When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Poison
Necromancy 1 standard action PRPG-O
Fortitude negates; see text - Yes Clr 4, Drd 3 V, S, DF
Instant; see text Touch General
Target: Living creature touched

Touch deals 1d3 Con damage 1/round for 6 rounds.

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

Repel Vermin
Abjuration 1 standard action PRPG-O
None or Will negates; see text - Yes Brd 4, Clr 4, Drd 4, Rgr 3 V, S, DF
10 min./level (D) 10 ft. 4 hours
Area: 10-ft.-radius emanation centered on you

Insects, spiders, and other vermin stay 10 ft. away.

An invisible barrier holds back vermin. A vermin with HD of less than one-third your level cannot penetrate the barrier.

A vermin with HD of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.

Restoration (M)
Conjuration (Healing) 1 minute PRPG-O
Will negates (harmless) - Yes (harmless) Adp 4, Clr 4, Pal 4 V, S, M
Instant Touch General
Target: Creature touched
Materials: Diamond dust worth 100 gp or 1,000 gp, see text

Restores level and ability score drains.

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.

Sending
Evocation 10 minutes PRPG-O
None - No Clr 4, Sor/Wiz 5 V, S, M/DF
1 round; see text See text General
Target: One creature

Delivers short message anywhere, instantly.

You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence. Even if the sending is received, the subject is not obligated to act upon it in any manner.

If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)

Spell Immunity
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Clr 4, Protection 4, Strength 4 V, S, DF
10 min./level Touch 1 hour
Target: Creature touched

Subject is immune to one spell per 4 levels.

The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

Summon Monster IV
Conjuration (Summoning) 1 round PRPG-O
None - No Brd 4, Clr 4, Sor/Wiz 4 V, S, F/DF
1 round/level (D) Close General
Effect: One summoned creature

Summons extraplanar creature to fight for you.

Table: Summon Monster
1st LevelSubtype
Dire rat*
Dolphin*
Eagle*
Fire beetle*
Poisonous frog*
Pony (horse)*
Riding dog*
Viper (snake)*
2nd LevelSubtype
Ant, drone*
Elemental (Small)Elemental
Giant centipede*
Giant frog*
Giant spider*
Goblin dog*
Horse*
Hyena*
Lemure (devil)Evil, Lawful
Octopus*
Squid*
Wolf*
3rd LevelSubtype
Ant, soldier*
Ape*
Aurochs (herd animal)*
Boar*
Cheetah*
Constrictor snake*
Crocodile*
Dire bat*
Dretch (demon)Chaotic, Evil
Electric eel*
Giant lizard*
Lantern archonGood, Lawful
Leopard (cat)*
Shark*
Wolverine*
4th LevelSubtype
Bison (herd animal)*
Deinonychus (dinosaur)*
Dire ape*
Dire boar*
Dire wolf*
Elemental (Medium)Elemental
Giant scorpion*
Giant wasp*
Grizzly bear*
Hell houndEvil, Lawful
Hound archonGood, Lawful
Lion*
Mephit (any)Elemental
Pteranodon (dinosaur)*
Rhinoceros*
5th LevelSubtype
Ankylosaurus (dinosaur)*
Babau (demon)Chaotic, Evil
Bearded devilEvil, Lawful
Bralani azataChaotic, Good
Dire lion*
Elemental (Large)Elemental
Giant moray eel*
KytonEvil, Lawful
Orca (dolphin)*
SalamanderEvil
Woolly rhinoceros*
XillEvil, Lawful
6th LevelSubtype
Dire bear*
Dire tiger*
Elasmosaurus (dinosaur)*
Elemental (Huge)Elemental
Elephant*
Erinyes (devil)Evil, Lawful
Giant octopus*
Invisible stalkerAir
Lillend azataGood, Lawful
Shadow demonChaotic, Evil
Succubus (demon)Chaotic, Evil
Triceratops (dinosaur)*
7th LevelSubtype
BebelithChaotic, Evil
Bone devilEvil, Lawful
Brachiosaurus (dinosaur)*
Dire crocodile*
Dire shark*
Elemental (greater)Elemental
Giant squid*
Mastadon (elephant)*
Roc*
Tyrannosaurus (dinosaur)*
Vrock (demon)Chaotic, Evil
8th LevelSubtype
Barbed devilEvil, Lawful
Elemental (elder)Elemental
Hezrou (demon)Chaotic, Evil
9th LevelSubtype
Astral Deva (angel)Good
Ghaele azataChaotic, Good
Glabrezu (demon)Chaotic, Evil
Ice devilEvil, Lawful
Nalfeshnee (demon)Chaotic, Evil
Trumpet archonGood, Lawful
* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish ).

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions like summon monster I except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

This spell functions like summon monster I except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

This spell functions like summon monster I except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

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.

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.

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

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

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

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

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