Labyrinths & Liontaurs
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Divine Spells

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Zero-Level Divine Spells


Bleed

School necromancy; Level divine 0 (combat cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1d4 rounds

Saving Throw None Spell Resistance yes

DESCRIPTION

Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature takes 1 point of bleed damage and gains the bleed condition, losing 1 hp damage per round for 1d4 rounds. Note that multiple bleed conditions do not stack, and bleeding creatures cannot stabilize.

At 6th level, the spell lasts 2d4 rounds and you can also target any living creature that has taken damage from a piercing or slashing weapon, At 11th level, this spell lasts 3d4 rounds and inflicts 2 hp bleed damage damage per round. At 16th level, this spell lasts 4d4 rounds and can target unwounded creatures.


Daze Person

School enchantment (compulsion) [mind-affecting]; Level divine 0 (combat cantrip)

Casting Time 1 standard action

Components V, S, M (a pinch of wool or similar substance)

Range close (25 ft. + 5 ft./2 levels)

Targets one humanoid creature

Duration 1d2 rounds

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell clouds the mind of a person with 1d8 or fewer Hit Dice so that it takes no actions. People with more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

At 6th level, the spell affects a person with up to 2d8 hit dice; at level 11, 3d8 hit dice, and at level 16, 4d8 hit dice.


Detect Auras

School divination; Level divine 0 (exploration cantrip)

Casting Time 1 standard action

Components V, S, DF

Range 60 ft.

Area cone-shaped emanation

Duration concentration, up to 1 min./ level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

Each time you cast this spell, select an alignment -- good, evil, chaos, or law. You can sense the presence of auras radiating this alignment. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of auruas of the selected alignment.

2nd Round: Number of auras (creatures, objects, or spells) in the area and the power of the most potent aura present.

3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An aura's power depends on the type of creature or object that you're detecting and its HD, caster level, or (in the case of a priest) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Lingering Aura: An aura lingers after its original source dissipates (in the case of a spell) or is destroyed or moves away (in the case of a creature or magic item). If detect aura 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:

Original StrengthDuration of Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6x10 minutes
Overwhelming1d6 days

Animals, traps, poisons, and other hazards may be perilous, but that does not mean they have an aura. Creatures with active intentions focused on an actions in tune with an alignment may be detected with this spell.

Each round, you can turn to detect auras 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 Auras
Creature/ObjectAura Power
NoneFaintModerateStrongOverwhelming
Aligned creature1 (HD)5 or lower5-1011-2526-5051 or higher
Aligned undead (HD)--
2 or lower3-89-2021 or higher
Aligned outsider (HD)--
1 or lower2-45-1011 or higher
Priest (cleric, monk, paladin) of an aligned deity2 (class levels)--
12-45-1011 or higher
Aligned magic item or spell (caster level)5th or lower6th-10th11th-15th16th-20th21st or higher
1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

At 6th level, full knowledge is gained after two rounds; at 11th level, after one round, and at 16th level, you may pick two alignments to discern.


Guidance

School divination; Level divine 0 (exploration cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 1 minute

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 sacred bonus on a single skill check, so long as the use of the skill can be started and ended during the spell's duration. The subject must choose to use the bonus before making the roll to which it applies.

At 6th level, the bonus increases to +1d2; at 11th, to +1d4, and at 16th level, to +1d6.


Mending

School transmutation; Level divine 0 (interaction cantrip)

CASTING

Casting Time 10 minutes and see below

Components V, S

EFFECT

Range 10 ft.

Targets one object of up to 1 lb./level

Duration instantaneous

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

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 cannot be repaired by this spell; 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.

At 6th level, the casting time is one minute. At 11th level, this spell repairs 2d4 damage. At 16th level, the casting time is one round.


Purify

School transmutation; Level divine 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 10 ft.

Targets contaminated substances within range

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

For the duration of this spell, any spoiled, rotten, diseased, or otherwise contaminated food and water within a 10 ft radius becomes pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage and has no effect on creatures of size diminutive and larger.

At 6th level, this spell also destroys unholy water, cleans all surfaces, and destroys malicious creatures sized smaller than diminutive, such as normal mosquitoes, ants, and wasps. At 11th level, this spell neutralizes poison on traps, in vials, on weapons, and outside creatures. At 11th level, this spell makes nonmagical air, gas, and smoke safe to breathe and offers a +5 circumstance bonus on any saving throws against magical gas attacks.


Sacred Light

School evocation [light]; Level divine 0 (exploration cantrip)

CASTING

Casting Time 1 standard action

Components V, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets an object

Duration 10 min./level

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell causes an 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, and in magical darkness, 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.

At 6th level, you can make the touched object dim at will, shedding no light or shedding only dim light if desired; dim light does not increase the light level beyond the 20-ft radius. At 11th level, you can also make the object brighten at will, shedding bright light within 20 ft, increasing the light level by two steps within 20-40 ft, and increasing the light level by one step within 40-60 ft. At 16th level, the light illuminates magical darkness as if it were nonmagical darkness, so long as your caster level is greater than the darkness' creator.


Stabilize

School conjuration (healing); Level divine 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Upon casting this spell, you target a living creature that has -1 or fewer hit points. The spell automatically stabilizes the creature and ends all bleed effects currently affecting it. The target does not lose any further hit points, but if it later takes damage, it continues dying normally.

At 6th level, this spell ends all bleed effects currently affecting the creature and also cures 1d4 damage. At 11th level, it ends all bleed effects, cures 1d4 damage, and also brings the creature to 1 hp, if the 1d4 curing did bring the creature above 0 hit points. At 16th level, the spell ends bleed effects, cures 1d4 damage, brings the creature to 1 hp, and grants the creature fast healing 1 for 1d10 rounds.


Virtue

School transmutation; Level divine 0 (combat cantrip

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration 1d4 min.

Saving Throw none; Spell Resistance yes (harmless)

DESCRIPTION

With a touch, you infuse a creature with a tiny surge of life, granting the subject 1d4 temporary hit points. At 6th level, this rises to 2d4 temporary hit points; at 11th level, 3d4, and at 16th level, 4d4.


First-Level Divine Spells


Align Weapon

School transmutation [see text]; Level divine 1

Casting Time 1 standard action

Components V, S, DF

Range touch

Targets weapon touched or 50 projectiles (all of which must be together at the time of casting)

Duration 1 min./level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

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.


Bane

School enchantment (compulsion) [fear, mind-affecting]; Level divine 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range 50 ft.

Area 50-ft.-radius burst, centered on you

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.


Bless

School enchantment (compulsion) [mind-affecting]; Level divine 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw none; Spell Resistance yes (harmless)

DESCRIPTION

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.


Command

School enchantment (compulsion) [language-dependent, mind-affecting]; Level divine 1

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.


Cure Light Wounds

School conjuration (healing); Level divine 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

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.


Divine Favor

School evocation; Level divine 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 minute

DESCRIPTION

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.


Dream Feast

School conjuration (creation); Level divine 1

CASTING

Casting Time 1 standard action

Components V, S, DF, M (2 gp per person affected)

EFFECT

Range touch

Targets 1 person touched per 2 levels (minimum 1)

Duration one hour

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

When cast on on one person per two caster levels (minimum one) who are laying down and ready to go to sleep, they dream of a rich feast with their favorite foods and drinks. When they awaken, they are sated as if they had eaten a nutritious meal, regardless of what they dreamed they ate. This satisfies the need for food and drink for the day. The targets must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects. The targets must share your alignment. The material components are two gold pieces placed on each target's eyes as they lay awaiting slumber. You cannot cast this spell on yourself.


Gift of the Liontaurs

School conjuration (summoning) [good]; Level divine 1

Casting Time 1 standard action

Components V, S, DF

Range touch

Targets living creature touched

Duration 1 min./level

Saving Throw none; Spell Resistance yes (harmless)

DESCRIPTION

Ancestral liontaur spirits appear and inspire those who are pure of heart but not pure casters. If you, that is, the target of the spell, are good in alignment, you gain an insight bonus on jump, spot, and survival skill checks; the bonus is equal in size to your character level minus your caster level. If you are neutral, you gain the same bonus, but the size of the bonus is half. If you are evil, you gain a +1 on diplomacy checks to encourage you to try nonviolent solutions, and you must endure the sermonizing of an ancestral spirit that only you can see and hear as it urges you to mend your heart for the duration of the spell -- this is a roleplay-only effect, but it is also very annoying.


Hide from Undead

School abjuration; Level divine 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets one touched creature/level

Duration 10 min./level (D)

Saving Throw Will negates (harmless); see text; Spell Resistance yes

DESCRIPTION

Undead cannot see, hear, or smell creatures warded by this spell.

Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.


Inflict Light Wound

School necromancy; Level divine 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.


Remove Fear

School abjuration; Level divine 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart

Duration 10 minutes; see text

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Remove fear counters and dispels cause fear.


Sanctuary

School abjuration; Level divine 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration 1 round/level

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell.

Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.


Second-Level Divine Spells


Aid

School enchantment (compulsion) [mind-affecting]; Level divine 2

Casting Time 1 standard action

Components V, S, DF

Range touch

Targets living creature touched

Duration 1 min./level

Saving Throw none; Spell Resistance yes (harmless)

DESCRIPTION

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).


Bless Water

School transmutation [good]; Level divine 2

Casting Time 1 minute

Components V, S, M (5 pounds of powdered silver worth 25 gp)

Range touch

Targets flask of water touched

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.


Comple Confession

School enchantment (compulsion) [language-dependent, mind-affecting]; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets one living creature

Duration 1 min./level and see text

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

This spell compels a helpless creature to answer truthfully and completely questions you ask, in exchange for its life. You may ask up to one question per caster level. The spell fails if the creature does not understand the questions asked. In general, the spell forces the target to speak for about a minute per answer. If the target succeeds in the save against this spell, it has the choice to die rather than be affected. After asking questions, you must free the creature with its nonmagical gear, and you and your allies may not attack or confine it for 24 hours; it may not attack you either.


Curse Water

School necromancy [evil]; Level divine 2

Casting Time 1 minute

Components V, S, M (5 lbs. of powdered silver worth 25 gp)

Range touch

Targets flask of water touched

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water (see Equipment). Unholy water damages good outsiders the way holy water damages undead and evil outsiders.


Divine Protection

School abjuration [see text]; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S, M/DF

EFFECT

Range touch

Targets creature touched

Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance no; see text

DESCRIPTION

Select an alignment -- good, evil, law, or chaos. This spell wards the target from attacks by creatures of the chosen alignment 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 two major effects. First, the subject gains a +2 deflection bonus to AC. This bonus applies against attacks made or effects created by creatures of the selected alignment. Second, the spell prevents bodily contact by summoned creatures of the selected alignment. 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 of other alignments 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. This spell's type is the opposite of the alignment against which it wards.


Doom

School necromancy [fear, mind-affecting]; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one living creature

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.


Elemental Speech

School divination [air, earth, fire, or water]; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S, M (iron filings)

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

This spell enables you to converse with creatures associated with a chosen element, including but not limited to true elemental creatures. This spell gains the elemental subtype based on the version of the spell you cast. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of 1 or greater, even if they do not understand one another.

When cast as an air spell, you can converse in Auran and with any creature that has the air subtype or a fly speed.

When cast as an earth spell, you can converse in Terran and with any creature that has the earth subtype or a burrow speed.

When cast as a fire spell, you can converse in Ignan and with any creature that has the fire subtype.

When cast as a water spell, you can converse in Aquan and with any creature that has the water subtype or a swim speed.


Find Traps

School divination; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 min./level

DESCRIPTION

You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Spot checks made to find traps while the spell is in effect. You receive a check to notice traps within 10 feet of you, even if you are not actively searching for them. Note that find traps grants no ability to disable the traps that you may find.


Heroic Fortune

School evocation; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

This spell grants 1 heroism point to the target. If you wish to do so, as part of this spell, you can also grant a number of your own personal heroism points to the target, up to the value of your charisma modifier, losing them yourself until they are renewed naturally. Bonus heroism points granted by this spell must be used before the duration expires, or they are lost. These bonus points are spent before any other heroism points the target might possess.


Resist Energy

School abjuration; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration 10 min./level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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.


Shield Of Faith

School abjuration; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S, M (parchment with a holy text written on it)

EFFECT

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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).


Undetectable Alignment

School abjuration; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature or object

Duration 24 hours

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.


Third-Level Divine Spells


Calm Emotions

School enchantment (compulsion) [mind-affecting, emotion]; Level divine 3

Casting Time 1 standard action

Components V, S, DF

Range medium (100 ft. + 10 ft./level)

Area creatures in a 20-ft.-radius spread

Duration concentration, up to 1 round/level (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.


Cure Moderate Wounds

School conjuration (healing); Level divine 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).


Darkness

School evocation [shadow]; Level divine 3

CASTING

Casting Time 1 standard action

Components V, M/DF (bat fur and a piece of coal)

EFFECT

Range touch

Targets object touched

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

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 than darkness.

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.


Delay Poison

School conjuration (healing); Level divine 3

Casting Time 1 standard action

Components V, S, DF

Range touch

Targets creature touched

Duration 1 hour/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject becomes temporarily immune to poison. Any poison in its body or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.


Enthrall

School enchantment (charm) [language-dependent, mind-affecting, sonic]; Level divine 3

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets any number of creatures

Duration 1 hour or less

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.


Hold Person

School enchantment (compulsion) [mind-affecting]; Level divine 3

CASTING

Casting Time 1 standard action

Components V, S, F/DF (a small, straight piece of iron)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one person

Duration 1 round/level ; see text (D)

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

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 person who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.


Inflict Moderate Wound

School necromancy; Level divine 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

The damage dealt increases to 4d8 points of damage + 2 points per caster level (maximum +20). A living target is sickened for 1 round per caster level (maximum 10 rounds) if it fails its saving throw.


Make Whole

School transmutation; Level divine 3

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one object of up to 10 cu. ft./level or one construct creature of any size

Duration instantaneous

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6).

Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.


Shield Other

School abjuration; Level divine 3

CASTING

Casting Time 1 standard action

Components V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration 1 hour/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.


Spiritual Weapon

School evocation [force]; Level divine 3

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect magic weapon of force

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

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 cancellation affects 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).


Status

School divination; Level divine 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets one living creature touched per three levels

Duration 1 hour/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.


Zone of Truth

School enchantment (compulsion) [mind-affecting]; Level divine 3

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area 20-ft.-radius emanation

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.


Fourth-Level Divine Spells


Augury

School divination; Level divine 4

Casting Time 1 round

Components V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)

Range personal

Targets you

Duration instantaneous

DESCRIPTION

An augury tells you whether a particular action will bring good or bad results for you in the immediate future. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. The augury reveals one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don't have especially good or bad results, or for questions that are vague or imprecise). The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic reveal the same result as the first casting.


Consecrate

School evocation [good]; Level divine 4

CASTING

Casting Time 1 standard action

Components V, S, M (a vial of holy water and 25 gp worth of silver dust), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area 20-ft.-radius emanation

Duration 2 hours/level

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).

You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power.

This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.


Daze Monster

School enchantment (compulsion) [mind-affecting]; Level divine 4

Casting Time 1 standard action

Components V, S, M (a pinch of wool or similar substance)

Range medium (100 ft. + 10 ft./level)

Targets one monster

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like daze person, but it can affect any one monster of any type that has fewer hit dice than you do.


Death Knell

School necromancy [death, evil]; Level divine 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets living creature touched

Duration instantaneous/10 minutes per HD of subject; see text

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.


Desecrate

School evocation [evil]; Level divine 4

CASTING

Casting Time 1 standard action

Components V, S, M (a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area 20-ft.-radius emanation

Duration 2 hours/level

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws.

An undead creature created within or summoned into such an area gains +1 hit points per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate.


Ghostbane Dirge

School transmutation; Level divine 4

CASTING

Casting Time 1 standard action

Components V, S, M/DF (an old reed from a wind instrument)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one incorporeal creature

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.


Imbue with Aura

School universal; Level divine 4

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration 1 minute/level

Saving Throw Will negates (see text); Spell Resistance yes

DESCRIPTION

You infuse another creature with your divine aura, causing the target to radiate an aura identical to your own clerical aura. The target's actual alignment is not changed, but spells like detect auras detect only the aura, not the creature's actual alignment. For the duration of this spell, effects influenced by the target's alignment function according to the imposed aura, not the creature's actual aura. When the spell ends, the target's aura returns to normal, and alignment-affecting magic affects it according to its actual alignment.


Remove Paralysis

School conjuration (healing); Level divine 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets up to four creatures, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You can free one or more creatures from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.

The spell does not restore ability scores reduced by penalties, damage, or drain.


Restoration I

School conjuration (healing); Level divine 4

CASTING

Casting Time 3 rounds

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Restoration I 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.


Silence

School illusion (glamer); Level divine 4

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Area 20-ft.-radius emanation centered on a creature, object, or point in space

Duration 1 round/level (D)

Saving Throw Will negates; see text or none (object); Spell Resistance yes; see text or no (object)

DESCRIPTION

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.


Sound Burst

School evocation [sonic]; Level divine 4

CASTING

Casting Time 1 standard action

Components V, S, F/DF (a musical instrument)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area 10-ft.-radius spread

Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.


Weapon of Awe

School transmutation; Level divine 4

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets weapon touched

Duration 1 minute/level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw.

This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition.

You can't cast this spell on a natural weapon, but you can cast it on an unarmed strike.


Fifth-Level Divine Spells


Animate Dead

School necromancy [evil]; Level divine 5

CASTING

Casting Time 1 standard action

Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)

EFFECT

Range touch

Targets one or more corpses touched

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

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; this is also the limit of undead you can control by other means, including the Command Undead feat. 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.

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. This spell does not have the evl descriptor if only skeletons are created.


Create Food and Water

School conjuration (creation); Level divine 5

Casting Time 10 minutes

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Effect food and water to sustain three humans or one horse/level for 24 hours

Duration 24 hours; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

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.


Cure Serious Wounds

School conjuration (healing); Level divine 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).


Gentle Repose

School necromancy; Level divine 5

CASTING

Casting Time 1 standard action

Components V, S, M/DF (salt and a copper piece for each of the corpse's eyes)

EFFECT

Range touch

Targets corpse touched

Duration 1 day/level

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit.

Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.

The spell also works on severed body parts and the like.


Divine Protection Circle

School abjuration [see text]; Level divine 6

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a circle of powdered silver)

EFFECT

Range touch

Area 10-ft.-radius emanation from touched creature

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance no; see text

DESCRIPTION

All creatures within the area gain the effects of a divine protection spell, warded against those of a chosen alignment. In addition, outsiders and fey of the chosen alignment cannot enter the area of the spell if you overcome their spell resistance (if any) with a successful spell penetration check -- even if the check fails, those within the circle retain the deflection and resistance bonuses and the protection from mental control. This spell has an alternative version used to trap an outsider or fey of the chosen alignment. The trap use focuses inward rather than outward and binds the fey or outsider for up to 24 hours per caster level if it fails a will saving throw. Attacking the creature breaks the circle and allows it to leave. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means unless you cast a seperate dimensional anchor spell on it before it does so; if you are successful, the dimensional anchor effect lasts as long as the magic circle does. The creature cannot reach or attack across the circle's boundary. This spell's type is the opposite of the alignment against which it wards.


Helping Hand

School evocation; Level divine 5

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range 5 miles

Effect ghostly hand

Duration 1 hour/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.

When the spell is cast, you specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is done, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away he is, as detailed on the following table.

DistanceTime to Locate
100 ft. or less1 round
1,000 ft.1 minute
1 mile10 minutes
2 miles1 hour
3 miles2 hours
4 miles3 hours
5 miles4 hours
Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.

The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on its own devices to locate you.

If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.

If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.

The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.


Inflict Serious Wound

School necromancy; Level divine 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

The damage dealt increases to 6d8 points of damage + 2 points per caster level (maximum +30). A living target is sickened for 1 round per caster level (maximum 15 rounds) if it fails its saving throw.


Invisibility Purge

School evocation; Level divine 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.

Anything invisible becomes visible while in the area.


Remove Blindness/Deafness

School conjuration (healing); Level divine 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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.


Remove Disease

School conjuration (healing); Level divine 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Remove disease can cure all diseases (including magical 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.


Speak with Dead

School necromancy [language-dependent]; Level divine 5

CASTING

Casting Time 10 minutes

Components V, S, DF

EFFECT

Range 10 ft.

Targets one dead creature

Duration 1 min./level

Saving Throw Will negates; see text; Spell Resistance no

DESCRIPTION

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.


Water Walk

School transmutation [water]; Level divine 5

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets one touched creature/level

Duration 10 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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.


Sixth-Level Divine Spells


Archon's Aura

School evocation [good, lawful]; Level divine 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 20 ft.

Area 20-ft. radius centered on you

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You gain a powerful aura, similar to an archon's aura of menace.

Any hostile creature within a 20-foot radius of you must make a Will save to resist the effects of this aura. If the creature fails, it takes a -2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the cannot be affected again by this particular casting of archon's aura.


Bestow Curse I

School necromancy; Level divine 6

Casting Time 1 standard action

Components V, S

Range touch

Targets creature touched

Duration permanent

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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 I counters remove curse.


Comple Confession

School enchantment (compulsion) [language-dependent, mind-affecting]; Level divine 2

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets one living creature

Duration 1 min./level and see text

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

This spell forces a helpless creature's alignment to shift towards yours (1d2 steps on the law-chaos axis and 1d2 steps on the good-evil axis, rolled secretly by the GM). If this alignment shift would force the target to lose class abilities, the Will saving throw is at +4. The effect is permanent unless removed with an atonement spell. If the foe succeeds in the save against this spell, it has the choice to die rather than be affected. Afterwards, you must free the creature with its nonmagical gear, and you and your allies may not attack or confine it for 24 hours; it may not attack you either. This spell lasts until reversed by an atonement spell.


Daylight

School evocation [light]; Level divine 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets object touched

Duration 10 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

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.


Deeper Darkness

School evocation [shadow]; Level divine 6

CASTING

Casting Time 1 standard action

Components V, M/DF (bat fur and a piece of coal)

EFFECT

Range touch

Targets object touched

Duration 10 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

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.


Divine Protection Circle

School abjuration [good]; Level divine 6

CASTING

Casting Time 1 standard action

Components V, S, M/DF (a 3-ft.-diameter circle of powdered silver)

EFFECT

Range touch

Area 10-ft.-radius emanation from touched creature

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance no; see text

DESCRIPTION

All creatures within the area gain the effects of a divine protection spell, and summoned creatures of the chosen alignment 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 planar binding I, planar binding, and planar binding III 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, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, 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, strengthened 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 planar binding I 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.


Geas

School enchantment (compulsion) [language-dependent, mind-affecting, curse]; Level divine 6

CASTING

Casting Time 1 round

Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature with 7 HD or less

Duration 1 day/level or until discharged (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

A geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.

If the subject is prevented from obeying the geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas.

A geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a geas.


Magic Vestment

School transmutation; Level divine 6

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets armor or shield touched

Duration 1 hour/level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

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, filling your armor slot, but it grants no armor bonus for the purpose of this spell.


Prayer

School enchantment (compulsion) [mind-affecting]; Level divine 6

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range 40 ft.

Area all allies and foes within a 40-ft.-radius burst centered on you

Duration 1 round/level

Saving Throw none; Spell Resistance yes

DESCRIPTION

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.


Searing Light

School evocation; Level divine 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).


Seventh-Level Divine Spells


Cure Critical Wounds

School conjuration (healing); Level divine 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

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


Daze People

School enchantment (compulsion) [mind-affecting]; Level divine 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one or more humanoid creatures, no two of which may be more than 30 ft. apart

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions as daze person, with no hit dice limit, potentially affecting any number of people within a 30 ft diameter. No person with more class levels than you can be affected.


Dimensional Anchor

School abjuration; Level divine 7

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect ray

Duration 1 min./level

Saving Throw none; Spell Resistance yes (object)

DESCRIPTION

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, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, 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 spot or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.


Dismissal

School abjuration; Level divine 7

Casting Time 1 standard action

Components V, S, DF

Range close (25 ft. + 5 ft./2 levels)

Targets one extraplanar creature

Duration instantaneous

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

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

School divination; Level divine 7

Casting Time 10 minutes

Components V, S, M (incense and an appropriate offering worth 25 gp)

Range personal

Targets you

Duration instantaneous

DESCRIPTION

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.


Freedom of Movement

School abjuration; Level divine 7

CASTING

Casting Time 1 standard action

Components V, S, M (a leather strip bound to the target), DF

EFFECT

Range personal or touch

Targets you or creature touched

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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.


Inflict Critical Wound

School necromancy; Level divine 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

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


Neutralize Poison

School conjuration (healing); Level divine 7

CASTING

Casting Time 1 standard action

Components V, S, M/DF (charcoal)

EFFECT

Range touch

Targets creature or object of up to 1 cu. ft./level touched

Duration instantaneous or 10 min./level; see text

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

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.


Planar Ally I

School conjuration (calling) [see text]; Level divine 7

CASTING

Casting Time 10 minutes

Components V, S, M (offerings worth 500 gp plus payment, see text), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one called outsider of 6 HD or less

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

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.


Sending

School evocation; Level divine 7

CASTING

Casting Time 10 minutes

Components V, S, M/DF (fine copper wire)

EFFECT

Range see text

Targets one creature

Duration 1 round; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

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.)


Eighth-Level Divine Spells


Air Walk

School transmutation [air]; Level divine 8

Casting Time 1 standard action

Components V, S, DF

Range touch

Targets creature (Gargantuan or smaller) touched

Duration 10 min./level

Saving Throw none; Spell Resistance yes (harmless)

DESCRIPTION

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

School evocation [chaotic]; Level divine 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius burst

Duration instantaneous (1d6 rounds); see text

Saving Throw Will partial; see text; Spell Resistance yes

DESCRIPTION

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.


Death Ward

School necromancy; Level divine 8

Casting Time 1 standard action

Components V, S, DF

Range touch

Targets living creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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.


Discern Lies

School divination; Level divine 8

Casting Time 1 standard action

Components V, S, DF

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration concentration, up to 1 round/level

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

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.


Divine Power

School universal; Level divine 8

Casting Time 1 standard action

Components V, S, DF

Range personal

Targets you

Duration 1 round/level

DESCRIPTION

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.


Holy Smite

School evocation [good]; Level divine 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius burst

Duration instantaneous (1 round); see text

Saving Throw Will partial; see text; Spell Resistance yes

DESCRIPTION

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.


Order's Wrath

School evocation [lawful]; Level divine 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Area nonlawful creatures within a burst that fills a 30-ft. cube

Duration instantaneous (1 round); see text

Saving Throw Will partial; see text; Spell Resistance yes

DESCRIPTION

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.


Planar Adaptation

School transmutation; Level divine 8

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range personal

Targets you

Duration 1 hour/level (D)

DESCRIPTION

Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Planar adaptation has no effect when cast upon your native plane.


Restoration II

School conjuration (healing); Level divine 8

CASTING

Casting Time 3 rounds

Components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like restoration I, 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 level possessed 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.


Unholy Blight

School evocation [evil]; Level divine 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius spread

Duration instantaneous (1d4 rounds); see text

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

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.


Ninth-Level Divine Spells


Atonement

School abjuration; Level divine 9

Casting Time 1 hour

Components V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF

Range touch

Targets living creature touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement may be cast for one of several purposes, depending on the version selected.

Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.

Restore Class: A paladin, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell.

Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession.

Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.

Though the spell descriptionrefers to evil acts, atonement can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question.

Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.


Breath Of Life

School conjuration (healing); Level divine 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text

DESCRIPTION

This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.


Cleanse

School evocation; Level divine 9

CASTING

Casting Time 1 standard action

Components S, DF

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

Positive energy infuses and cleanses your body. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.

If used by undead or other creatures healed by negative energy, the spell cleanses with negative energy rather than positive.


Commune

School divination; Level divine 9

Casting Time 10 minutes

Components V, S, M (holy or unholy water and incense worth 500 gp), DF

Range personal

Targets you

Duration 1 round/level

DESCRIPTION

You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.

The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.


Dispel Aura

School abjuration [see text]; Level divine 9

Casting Time 1 standard action

Components V, S, DF

Range touch

Targets you and a touched outsider from another plane, or you and an aligned spell on a touched creature or object

Duration 1 round/level or until discharged, whichever comes first

Saving Throw see text; Spell Resistance see text

DESCRIPTION

Choose an alignment: good, evil, law, or chaos. First, you gain a +4 deflection bonus to AC against attacks by fey and outsiders of the chosen alignment. Second, on making a successful melee touch attack against such a creature, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell after a target fails its save. Third, with a touch you can automatically dispel any one aligned spell (one with the evil, good, law, or chaos descriptor); saving throws and spell resistance do not apply to this effect. This use also discharges and ends the spell.


Flame Strike

School evocation [fire]; Level divine 9

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Area cylinder (10-ft. radius, 40-ft. high)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

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.


Heroic Fortunes

School evocation; Level divine 9

CASTING

Casting Time 1 standard action

Components V, S, DF, M (diamond dust worth 1,000 gp)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one or more creatures, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

This spell functions like heroic fortune, except as noted above.


Mark of Justice

School necromancy; Level divine 9

CASTING

Casting Time 10 minutes

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration permanent; see text

Saving Throw none; Spell Resistance yes

DESCRIPTION

You mark a subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of undesirable behavior that activates the mark, but you can pick any act you please.

The effect of the mark is identical with the effect of bestow curse I.

Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.

Like the effect of bestow curse I, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.


Spell Immunity I

School abjuration; Level divine 9

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 8th 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 I 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 I or spell immunity II spell in effect on it at a time.


Temple of Sanctuary

School conjuration (creation); Level divine 9

CASTING

Casting Time 1 standard action

Components V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 50 gp), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect extradimensional mansion, up to three 10-ft. cubes/level (S)

Duration 2 hours/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You conjure an extradimensional temple that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the temple, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent place of worship appropriate for your god. The atmosphere is clean, fresh, and warm. You can create any floor plan you desire to the limit of the spell's effect, although the largest chamber must be a chapel. The temple is furnished and contains sufficient foodstuffs to serve a congregation of up to a dozen people per caster level. A staff of near-transparent and obedient acolytes (as many as two per caster level), dressed in the vestments of your god, assist all who enter. The acolytes function as unseen servant spells except that they are visible, with intelligence 8, can go anywhere in the mansion, and are happy to offer prayers, scriptural quotes, and simple advice. Since the place can be entered only through its special portal, outside conditions do not affect the temple, nor do conditions inside it pass to the plane beyond. From the closed windows of the temple you can see the other-planar landscape of your god's domain, but you may not leave the temple.


Tenth-Level Divine Spells


Command Many

School enchantment (compulsion) [language-dependent, mind-affecting]; Level divine 10

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.


Cure Many Light Wounds

School conjuration (healing); Level divine 10

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will half (harmless) or Will half; see text; Spell Resistance yes (harmless) or yes; see text

DESCRIPTION

You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.


Disrupting Weapon

School transmutation; Level divine 10

Casting Time 1 standard action

Components V, S

Range touch

Targets one melee weapon

Duration 1 round/level

Saving Throw Will negates (harmless, object); see text; Spell Resistance yes (harmless, object)

DESCRIPTION

This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.


Hallow

School evocation; Level divine 10

CASTING

Casting Time 24 hours

Components V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area), DF

EFFECT

Range touch

Area 40-ft. radius emanating from the touched point

Duration instantaneous

Saving Throw see text; Spell Resistance see text

DESCRIPTION

Hallow makes a particular site, building, or structure a sacred site.

This has four major effects.

First, the site is warded by a magic circle effect.

Second, the DC to resist channeled energy within this area gains a +4 sacred bonus. Spell resistance does not apply to this effect.

Third, any dead body interred in a hallowed site cannot be turned into an undead creature.

Finally, you can fix a single spell effect to the hallowed site.

The spell effect lasts for 1 year and functions throughout the entire site, regardless of the normal duration and area or effect.

You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.

Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect auras, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.) An area can receive only one hallow spell (and its associated spell effect) at a time.


Inflict Light Wounds

School necromancy; Level divine 10

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies.

Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.


Plane Shift

School conjuration (teleportation); Level divine 10

CASTING

Casting Time 1 standard action

Components V, S, F (a forked metal rod attuned to the plane of travel)

EFFECT

Range touch

Targets creature touched, or up to eight willing creatures joining hands

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing people link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).


Raise Dead

School conjuration (healing); Level divine 10

CASTING

Casting Time 1 minute

Components V, S, M (diamond worth 5,000 gp), DF

EFFECT

Range touch

Targets dead creature touched

Duration instantaneous

Saving Throw none; see text; Spell Resistance yes (harmless)

DESCRIPTION

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject's soul must be free and willing to return.

If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.

A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.

Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.


Slay Living

School necromancy [death]; Level divine 10

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets living creature touched

Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.


Spell Resistance

School abjuration; Level divine 10

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target gains spell resistance equal to 12 + your caster level.


Symbol of Sleep

School enchantment (compulsion) [mind-affecting]; Level divine 10

CASTING

Casting Time 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration see text

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 x 10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.

Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Spot skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep.


Eleventh-Level Divine Spells


Animate Objects

School transmutation; Level divine 11

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one Small object per caster level; see text

Duration 1 round/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell. See the L&L RPG Bestiary for the statistics of animated objects.

This spell cannot affect objects carried or worn by a creature.


Astral Projection I

School necromancy; Level divine 11

CASTING

Casting Time 30 minutes

Components V, S, M (1,000 gp jacinth)

EFFECT

Range touch

Targets you plus one additional willing creature touched per two caster levels

Duration see text

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell functions as astral projection II, except you cannot leave the Astral Plane and explore other planes (though you can still return to the plane you were on when you cast this spell).


Bestow Curse II

School necromancy; Level divine 11

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration permanent

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions as bestow curse I, except that a touch is not required, and the DC to remove the curse is equal to the save DC +5.


Conversion

School universal [see text]; Level divine 11

CASTING

Casting Time 1 minute

Components V, S, M (100 gp in special candles and incense), DF (gold manacles worth 1,000 gp)

EFFECT

Range touch

Targets one unconscious creature

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

Cast on an unconscious creature that is bound in sacred keyless manacles (the divine focus of the spell), your god intervenes to convert or kill the creature. A good god changes the creature's alignment to the god's alignment and converts the creature to your religion, that is, the creature reveres your god above all others. An evil gods simply slays the target creature. Neutral gods choose to convert or kill. The manacles open by themselves when the spell is concluded. If the creature is converted, the spell descriptor is good; if slain, evil.


Glyph of Greater Warding

School abjuration; Level divine 11

CASTING

Casting Time 10 minutes

Components V, S, M (powdered diamond worth 200 gp)

EFFECT

Range touch

Target or Area object touched or up to 5 sq. ft./level

Duration permanent until discharged (D)

Saving Throw see text; Spell Resistance no (object) and yes; see text

DESCRIPTION

This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.

Read magic allows you to identify a greater glyph of warding with aDC 16 Spellcraft check.

Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.


Harm

School necromancy; Level divine 11

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will half; see text; Spell Resistance yes

DESCRIPTION

Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.

If used on an undead creature, harm acts like heal.


Heal

School conjuration (healing); Level divine 11

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.


Righteous Might

School transmutation; Level divine 11

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

DESCRIPTION

Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a -2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor. Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.

If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see Chapter 7 for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you-the spell cannot crush you by increasing your size.

All equipment you wear or carry is similarly enlarged by the spell.

Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.


Righteous Might

School transmutation; Level divine 11

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

DESCRIPTION

Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a -2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor. You gain DR 5/ evil (if you normally channel positive energy) or DR 5/good (if you normally channel negative energy). At 15th level, this DR becomes 10/evil or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.

If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see Chapter 7 for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you-the spell cannot crush you by increasing your size.

All equipment you wear or carry is similarly enlarged by the spell.

Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.


Word of Recall

School conjuration (teleportation); Level divine 11

CASTING

Casting Time 1 swift action

Components V

EFFECT

Range unlimited

Targets you and touched objects or other willing creatures

Duration instantaneous

Saving Throw none or Will negates (harmless, object); Spell Resistance no or yes (harmless, object)

DESCRIPTION

Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.

An unwilling creature can't be teleported by word of recall.

Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.


Twelfth-Level Divine Spells


Cure Many Moderate Wounds

School conjuration (healing); Level divine 12

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will half (harmless) or Will half; see text; Spell Resistance yes (harmless) or yes; see text

DESCRIPTION

This spell functions like cure many light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +30).


Heroes' Feast

School conjuration (creation); Level divine 12

CASTING

Casting Time 10 minutes

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect feast for one creature/level

Duration 1 hour plus 12 hours; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.


Inflict Moderate Wounds

School necromancy; Level divine 12

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

This spell functions like mass inflict light wounds, except that it deals 2d8 points of damage + 1 point per caster level (maximum +30).


Planar Adaptations

School transmutation; Level cleric/oracle 6, sorcerer/wizard 7, summoner 6, occultist 6, psychic 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 hour/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like planar adaptation, except as noted above.


Planar Ally II

School conjuration (calling) [see text for planar ally I]; Level divine 12

CASTING

Casting Time 10 minutes

Components V, S, M (offerings worth 1,250 gp plus payment), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect one or two called outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like planar ally I, 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.


Quest

School enchantment (compulsion) [language-dependent, mind-affecting, curse]; Level divine 12

CASTING

Casting Time 10 minutes

Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1 day/level or until discharged (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell functions similarly to geas, except that it affects a creature of any HD and allows no saving throw.

If the subject is prevented from obeying the quest for 24 hours, it takes a -3 penalty to each of its ability scores. Each day, another -3 penalty accumulates, up to a total of -12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the quest.

A remove curse spell ends a quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a quest, but limited wish, miracle, and wish do.


Symbol of Persuasion

School enchantment (charm) [mind-affecting]; Level divine 12

CASTING

Casting Time 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration see text

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.

Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Spot skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.


Wind Walk

School transmutation [air]; Level divine 12

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets you and one touched creature per three levels

Duration 1 hour/level ; see text (D)

Saving Throw none and Will negates (harmless); Spell Resistance no and yes (harmless)

DESCRIPTION

You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.

Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.

For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.


Thirteenth-Level Divine Spells


Banishment

School abjuration; Level divine 13

Casting Time 1 standard action

Components V, S, F (see text)

Range close (25 ft. + 5 ft./2 levels)

Targets one or more extraplanar creatures, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's Spell Resistance (if any), and the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell Resistance and increasing the save DC by 4).


Blade Barrier

School evocation [force]; Level divine 13>

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

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

Duration 1 min./level (D)

Saving Throw Reflex half or Reflex negates; see text; Spell Resistance yes

DESCRIPTION

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.


Create Undead

School necromancy [evil]; Level divine 13

Casting Time 1 hour

Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)

Range close (25 ft. + 5 ft./2 levels)

Targets one corpse

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

A much more potent spell than animate dead , this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.

Caster LevelUndead Created
11th or lowerGhoul
12th-14thGhast
15th-17thMummy
18th or higherMohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.


Forbiddance

School abjuration; Level divine 13

CASTING

Casting Time 6 rounds

Components V, S, M (holy water and incense worth 1,500 gp, plus 1,500 gp per 60-foot cube), DF

EFFECT

Range medium (100 ft. + 10 ft./level)

Area 60-ft. cube/level (S)

Duration permanent

Saving Throw see text; Spell Resistance yes

DESCRIPTION

Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.

Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).

Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting. Adding a password requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.

Dispel magic does not dispel a forbiddance effect unless the dispeller's level is at least as high as your caster level.

You can't have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.


Hold People

School enchantment (compulsion) [mind-affecting]; Level divine 13

CASTING

Casting Time 1 standard action

Components V, S, F/DF (a small, straight piece of iron)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one or more humanoid creatures, no two of which can be more than 30 ft. apart

Duration 1 round/level ; see text (D)

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

This spell functions like hold person, except as noted above.


Regenerate

School conjuration (healing); Level divine 13

CASTING

Casting Time 3 full rounds

Components V, S, DF

EFFECT

Range touch

Targets living creature touched

Duration instantaneous

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

Regenerate also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).


Teleport Object

School conjuration (teleportation); Level divine 13

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range touch

Targets one touched object of up to 50 lbs./level and 3 cu. ft./level

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.

If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.


Undeath to Death

School necromancy; Level divine 13

CASTING

Casting Time 1 standard action

Components V, S, M/DF (diamond powder worth 500 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area several undead creatures within a 40-ft.-radius burst

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like circle of death, except that it destroys undead creatures as noted above.


Fourteenth-Level Divine Spells


Blasphemy

School evocation [evil, sonic]; Level divine 14

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range 40 ft.

Area nonevil creatures in a 40-ft.-radius spread centered on you

Duration instantaneous

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HDEffect
Equal to caster levelDazed
Up to caster level -1Weakened, dazed
Up to caster level -5Paralyzed, weakened, dazed
Up to caster level -10Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.


Cure Many Serious Wounds

School conjuration (healing); Level divine 14

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will half (harmless) or Will half; see text; Spell Resistance yes (harmless) or yes; see text

DESCRIPTION

This spell functions like cure many light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +35).


Dictum

School evocation [lawful, sonic]; Level divine 14

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range 40 ft.

Area nonlawful creatures in a 40-ft.-radius spread centered on you

Duration instantaneous

Saving Throw none or Will negates; see text; Spell Resistance yes

DESCRIPTION

Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HDEffect
Equal to caster levelDeafened
Up to caster level -1Staggered, deafened
Up to caster level -5Paralyzed, staggered, deafened
Up to caster level -10Killed, paralyzed, staggered, deafened
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened: The creature is deafened for 1d4 rounds. Save negates.

Staggered: The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum or not. The banishment allows a Will save (at a -4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by dictum.


Find the Path

School divination; Level divine 14

CASTING

Casting Time 3 rounds

Components V, S, F (a set of divination counters)

EFFECT

Range personal or touch

Targets you or creature touched

Duration 10 min./level

Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless)

DESCRIPTION

The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter's cabin is not prominent enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as "outside the maze." This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.


Holy Word

School evocation [good, sonic]; Level divine 14

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range 40 ft.

Area nongood creatures in a 40-ft.-radius spread centered on you

Duration instantaneous

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

Any nongood creature within the area of a holy word spell suffers the following ill effects.

HDEffect
Equal to caster levelDeafened
Up to caster level -1Blinded, deafened
Up to caster level -5Paralyzed, blinded, deafened
Up to caster level -10Killed, paralyzed, blinded, deafened
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened: The creature is deafened for 1d4 rounds. Save negates.

Blinded: The creature is blinded for 2d4 rounds. Save reduces the blinded effect to 1d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word or not. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by holy word.


Inflict Many Serious Wounds

School necromancy; Level divine 14

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

This spell functions like inflict many light wounds, except that it deals 3d8 points of damage + 1 point per caster level (maximum +35).


Symbol Of Weakness

School necromancy; Level divine 14

CASTING

Casting Time 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration see text

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.

Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level. A creature can only be affected by this symbol once.

Note: Magic traps such as symbol of weakness are hard to detect and disable. While any character can use Spot to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.


Word Of Chaos

School evocation [chaotic, sonic]; Level divine 14

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range 40 ft.

Area nonchaotic creatures in a 40-ft.-radius spread centered on you

Duration instantaneous

Saving Throw none or Will negates; see text; Spell Resistance yes

DESCRIPTION

Any nonchaotic creature within the area of a word of chaos spell suffers the following ill effects, depending on their

HDEffect
Equal to caster levelDeafened
Up to caster level -1Stunned, deafened
Up to caster level -5Confused, stunned, deafened
Up to caster level -10Killed, confused, stunned, deafened
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened: The creature is deafened for 1d4 rounds. Save negates.

Stunned: The creature is stunned for 1 round. Save negates.

Confused: The creature is confused for 1d10 minutes. This is a mind-affecting enchantment effect. Save reduces the confused effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos or not. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by word of chaos.


Fifteenth-Level Divine Spells


Destruction

School necromancy [death]; Level divine 15

Casting Time 1 standard action

Components V, S, F (holy or unholy symbol costing 500 gp)

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.


Dimensional Lock

School abjuration; Level divine 15

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius emanation centered on a point in space

Duration 1 day/level

Saving Throw none; Spell Resistance yes

DESCRIPTION

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

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


Grace of the Paladin

School transmutation [good, law]; Level divine 15

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets lawful good creature touched

Duration 1 round/level (see text)

Saving Throw yes (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains the ability to use detect auras at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); and it can can lay on hands (on itself only) once as a paladin of 1/2 your caster level. It adds its odd (column A) Charisma bonus to all its saving throws. Any abilities not used by the time the spell expires are lost. This spell has no if cast on a paladin. If the target violates the paladin's code while under this spell, YOU lose all spell casting ability until a paladin willingly casts Atonement on you.


Lost Legacy

School enchantment [mind-affecting]; Level divine 15

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration permanent

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You inflict a powerful curse on a touched creature that causes others to quickly forget positive aspects of their interactions with the target. The target cannot attempt a Diplomacy (or wild empathy or similar ability) check to improve the attitude of other creatures. Any creature that normally has an attitude of friendly or helpful toward the target must succeed at a Will save at the spell's normal saving throw DC each time it interacts with the target, or its attitude becomes indifferent. Once this curse is removed, creatures coming back into contact with the target regain their pleasant memories of it. If their attitudes toward the target have not been reduced from indifferent, their original attitudes are restored.


Memory Of Function

School transmutation; Level divine 15

CASTING

Casting Time 1 standard action

Components V, S, powdered skymetal worth 10,000 gp

EFFECT

Range touch

Targets object or construct touched

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

pEven a broken object remembers what it means to be a functioning whole. You restore a broken object or damaged construct to a functional state, as if it were new and intact. Any pieces missing from the object or construct are restored. If the object uses charges, the object regains 10-100% of its original charges. When this spell is cast upon a damaged construct, all hit point damage dealt to that construct is healed. When this spell is cast upon a destroyed construct, it is restored to full functionality and one quarter hit points. Constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster. If you attempt to cast this spell on an object or a construct that has been destroyed for more than 10 years per caster level you possess, the spell fails.


Refuge

School conjuration (teleportation); Level divine 15

CASTING

Casting Time 1 standard action

Components V, S, M (a prepared object worth 1,500 gp)

EFFECT

Range touch

Targets object touched

Duration permanent until discharged

Saving Throw none; Spell Resistance no

DESCRIPTION

When you cast this spell, you create powerful magic in a specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is so enhanced, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar or animal companion that is touching the subject).

You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.


Repulsion

School abjuration; Level divine 15

CASTING

Casting Time 1 standard action

Components V, S, F/DF (a pair of canine statuettes worth 50 gp)

EFFECT

Range up to 10 ft./level

Area up to 10-ft.-radius/level emanation centered on you

Duration 1 round/level (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons.

If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.


Restoration III

School conjuration (healing); Level divine 15

CASTING

Casting Time 1 minute

Components V, S, M (diamond dust 5,000 gp)

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like restoration II, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Restoration III 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 it removes all forms of insanity, confusion, and similar mental effects.


Sixteenth-Level Divine Spells


Archon's Trumpet

School evocation [good, sonic]; Level divine 16

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 30 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

Upon hearing a booming report, as if from a trumpet archon's mighty horn, all creatures in the area of the burst are paralyzed for 1d4 rounds.


Bestow Curse II

School necromancy; Level divine 16

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration permanent

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You place a curse on the subject. Choose one of the following. -12 penalty to an ability score, or -6 penalty to two ability scores (to a minimum ability score of 1); -8 penalty on attack rolls, saves, ability checks, and skill checks; Each turn, the target has a 25% chance to act normally; otherwise, it takes no actions. You can 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, or wish spell. It cannot be removed with remove curse. The DC to remove the curse with break enchantment increases by 5.


Cure Many Critical Wounds

School conjuration (healing); Level divine 16

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will half (harmless) or Will half; see text; Spell Resistance yes (harmless) or yes; see text

DESCRIPTION

This spell functions like cure many light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).


Discern Location

School divination; Level divine 16

Casting Time 10 minutes

Components V, S, DF

Range unlimited

Targets one creature or object

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.


Inflict Critical Wounds

School necromancy; Level divine 16

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

DESCRIPTION

This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage + 1 point per caster level (maximum +40).


Resurrection

School conjuration (healing); Level divine 16

CASTING

Casting Time 1 minute

Components V, S, M (diamond worth 10,000 gp), DF

EFFECT

Range touch

Targets dead creature touched

Duration instantaneous

Saving Throw none; see text; Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be resurrected).

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.

You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.


Symbol of Insanity

School enchantment (compulsion) [mind-affecting]; Level divine 16

CASTING

Casting Time 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration see text

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).

Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Spot skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.


Seventeenth-Level Divine Spells


Cloak of Chaos

School abjuration [chaotic]; Level divine 17

Casting Time 1 standard action

Components V, S, F (a tiny reliquary worth 500 gp)

Range 20 ft.

Targets one creature/level in a 20-ft.-radius burst centered on you

Duration 1 round/level (D)

Saving Throw see text; Spell Resistance yes (harmless)

DESCRIPTION

A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.

Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.

Third, the abjuration protects from possession and mental influence, just as protection from law does.

Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).


Cursed Earth

School necromancy [evil]; Level divine 17

CASTING

Casting Time 10 minutes

Components V, S, M (powdered onyx 10,000 gp), DF

EFFECT

Range touch

Area 1-mile radius emanating from the touched point

Duration permanent

Saving Throw none (see text); Spell Resistance no

DESCRIPTION

You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.

Famine: All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.

Living Death: Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.

Plague: Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): 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. This is a disease effect.


Holy Aura

School abjuration [good]; Level divine 17

CASTING

Casting Time 1 standard action

Components V, S, F (a tiny reliquary worth 500 gp)

EFFECT

Range 20 ft.

Targets one creature/level in a 20-ft.-radius burst centered on you

Duration 1 round/level (D)

Saving Throw see text; Spell Resistance yes (harmless)

DESCRIPTION

A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.

Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.

Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).


Planar Ally III

School conjuration (calling) [see text for planar ally I]; Level divine 17

CASTING

Casting Time 10 minutes

Components V, S, M (offerings worth 2,500 gp plus payment), DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Effect up to three called outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like planar ally I, 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.


Shield of Law

School abjuration [lawful]; Level divine 17

CASTING

Casting Time 1 standard action

Components V, S, F (a reliquary worth 500 gp)

EFFECT

Range 20 ft.

Targets one creature/level in a 20-ft.-radius burst centered on you

Duration 1 round/level (D)

Saving Throw see text; Spell Resistance yes (harmless)

DESCRIPTION

A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.

Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.

Third, the abjuration protects you from possession and mental influence, just as protection from chaos does.

Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law's save DC).


Unholy Aura

School abjuration [evil]; Level divine 17

CASTING

Casting Time 1 standard action

Components V, S, F (a tiny reliquary worth 500 gp)

EFFECT

Range 20 ft.

Targets one creature/level in a 20-ft.-radius burst centered on you

Duration 1 round/level (D)

Saving Throw see text; Spell Resistance yes (harmless)

DESCRIPTION

A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

Second, a warded creature gains SR 25 against good spells and spells cast by good creatures.

Third, the abjuration protects the subjects from possession and mental influence, just as protection from good does.

Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).


Eighteenth-Level Divine Spells


Create Greater Undead

School necromancy [evil]; Level divine 18

Casting Time 1 hour

Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)

Range close (25 ft. + 5 ft./2 levels)

Targets one corpse

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like create undead , except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below.

Caster LevelUndead Created
15th or lowerShadow
16th-17thWraith
18th-19thSpectre
20th or higherDevourer


Daze Monster

School enchantment (compulsion) [mind-affecting]; Level divine 18

Casting Time 1 standard action

Components V, S, M (a pinch of wool or similar substance)

Range medium (100 ft. + 10 ft./level)

Targets monsters within a 30 ft diameter

Duration 1 round

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell functions like daze monster, but it affects all creatures, monsters, and people regardless of hit dice, with no save, within a 30 ft diameter.


Heal All

School conjuration (healing); Level divine 18

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one or more creatures, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.


Hymn Of Peace

School abjuration [good]; Level divine 18

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 40 ft.

Area 40-ft.-radius emanation centered on you

Duration 1 round/level (D)

Saving Throw See below; Spell Resistance yes

DESCRIPTION

This spell creates a magical music that inhibits violence. There is no initial save against this spell. Instead, each time an affected creature attempts to attack another creature or object, or otherwise perform an aggressive or damaging action toward a creature or object, it must attempt a Will save. If the save succeeds, the subject can attack normally. If the save fails, the subject cannot follow through with the attack and loses that part of its action. Creatures not taking violent actions are unaffected by this spell.


Spell Immunity II

School abjuration; Level divine 18

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range touch

Targets creature touched

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like spell immunity I, except the immunity applies to spells of 8th level or lower. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.


Nineteenth-Level Divine Spells


Astral Projection II

School necromancy; Level divine 19

Casting Time 30 minutes

Components V, S, M (1,000 gp jacinth)

Range touch

Targets you plus one additional willing creature touched per two caster levels

Duration see text

Saving Throw none; Spell Resistance yes

DESCRIPTION

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by an incorporeal silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

When this spell ends, your astral body and all of its gear, vanishes.


Implosion

School evocation; Level divine 19

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets one corporeal creature/round

Duration concentration (up to 1 round per 2 levels)

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This spell causes a destructive resonance in a corporeal creature's body. Each round you concentrate (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level. If you break concentration, the spell immediately ends, though any implosions that have already happened remain in effect. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures in gaseous form or on incorporeal creatures.


Soul Bind

School necromancy; Level divine 19

CASTING

Casting Time 1 standard action

Components V, S, F (see text)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Targets corpse

Duration permanent

Saving Throw Will negates; Spell Resistance no

DESCRIPTION

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

The focus for this spell is a black sapphire of at least 1,000 gp value for every HD possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or HD as such, the value of the gem needed to trap an individual can be researched.)


Storm Of Vengeance

School conjuration (summoning); Level divine 19

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Effect 360-ft.-radius storm cloud

Duration concentration (maximum 10 rounds) (D)

Saving Throw see text; Spell Resistance yes

DESCRIPTION

You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened for 1d4 x 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.

2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

3rd Round: You call six bolts of lightning down from the cloud.

You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.

4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance's save DC + the level of the spell the caster is trying to cast.


Twentieth-Level Divine Spells


Gate

School conjuration (creation or calling); Level divine 20

CASTING

Casting Time 1 standard action

Components V, S, M (see text)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect see text

Duration instantaneous or concentration (up to 1 round/level); see text

Saving Throw none; Spell Resistance no

DESCRIPTION

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

Second, you may then call a particular individual or kind of being through the gate.

The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you-anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 10,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.

If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures.

In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the planar ally I spell for appropriate rewards. Some creatures may want their payment in "livestock" rather than in coin, which could involve complications.

Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.


Miracle

School universal; Level divine 20

CASTING

Casting Time 1 standard action

Components V, S; see text

EFFECT

Range see text

Area see text

Duration see text

Saving Throw see text; Spell Resistance yes

DESCRIPTION

You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A miracle can do any of the following things.

Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following:

In any event, a request that is out of line with the deity's (or alignment's) nature is refused.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.


True Resurrection

School conjuration (healing); Level divine 20

CASTING

Casting Time 10 minutes

Components V, S, M, DF (diamond worth 25,000 gp)

EFFECT

Range touch

Targets dead creature touched

Duration instantaneous

Saving Throw none; see text; Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level.

This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no negative levels (or Constitution points) and all of the prepared spells possessed by the creature when it died.

You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.

This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.

Even true resurrection can't restore to life a creature who has died of old age.