Cleric Spells
Cleric Spells
Cleric Spells
5 CLERIC SPELL LIST This is a list of the spells available to clerics, taken from Chapter 11 (Spells) in the D&D 3.5 Players Handbook (PHB). I have compared it with the corresponding list in the 3.0 PHB (second printing, with the official errata applied), and highlighted the significant changes in blue text. The symbol in the left-hand margin signifies a spell that has changed in some way; signifies a spell that is new in D&D 3.5. signifies a spell that existed in 3.0, but was not on the cleric spell list there. Finally, a number in the left-hand margin signifies that a spell had a different level in 3.0 (for example, mass heal was moved from level 8 to level 9). If there is no symbol in the left-hand margin for a spell, then it has not changed at all in the revision (except for the page number in the PHB where it is described). Greyed -out spells are those that have been either renamed, moved to a different level or removed from the cleric spell list entirely. General Notes Calling and summoning spells: When you use a calling or summoning spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Illusion spells: If Disbelief appears in the Save(s) column then a character studying the illusion or interacting with it in some fashion is entitled to a Will saving throw. If successful, the character realises the illusion is false. Figments and phantasms revealed to be false still remain as a translucent outline. If any viewer su ccessfully disbelieves an illusion and communicates this fact to other viewers, each such viewer gains a Will saving throw with a +4 bonus.
(D)
Detection spells: Each round, you can turn to detect things in a new area. These spells can penetrate barriers, but are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Healing (cure) spells: These spells deal damage to undead rather than curing them. Undead can attempt a Will save to take half damage. Inflict wounds spells: These spells heal undead rather than damaging them. Magical traps: A Rogue (only) can use the Search skill to find these traps and Disable Device to thwart them. The DC in each case is 25 + spell level. to more detailed information in the description for this spell in the PHB.
() Refer
Details Creates wholesome, drinkable water Cure 1 hp damage Detect presence and strength of magical auras
Time 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action 1 action
conj.
Target/Area/Effect Up to 2 gallons/lvl of water 1 creature Cone emanation 1 creature/object, or a 5-ft. cube 1 creature 1 creature 1 object 1 object
(up to 1 lb.)
Save(s)
SR
Will half
(h)
Yes
(h)
divination Detect Poison divination Guidance necro. Inflict Minor Wounds evocation Light [light] trans. trans. Mending
(I)
Subject gains +1 competence bonus on a single attack V,S roll, saving throw, or skill check Inflict 1 hp damage V,S Touched object glows like a torch
Bright light for 20-ft. radius; dim light for additional 20-ft. radius.
Purify Food and Drink divination Read Magic abjur. trans. Resistance Virtue
Makes contaminated food or water fit for eating and drinking Read magical writing (one page per minute)
Can identify a glyph of warding (DC 13), greater glyph of warding (DC 16) or any symbol (DC 10 + spell level) with Spellcraft.
Subject gains +1 resistance bonus on saving throws Subject gains 1 temporary hit point
272 298
[descriptor(s)]
Details Enemies suffer 1 morale penalty to attacks and saving throws vs. fear
Counters and dispels bless.
Target/Area/Effect Enemies in range You + allies in range 1 flask of water 1 living creature
(max. 5 HD)
ench.
(compulsion)
Allies gain +1 morale bonus to attacks and saving throws vs. fear
Counters and dispels bane.
[good]
V,S V
Will part
Yes
[fear, mind-affecting]
Command
[language-dependent, mind-affecting]
Subject obeys a single command (choose from the options below) to the best of its ability and at its earliest opportunity
Approach: On its turn, subject moves toward you as quickly and directly as possible for 1 round (provoking attacks of opportunity as normal). It may do nothing but move during its turn. Drop: On its turn, subject drops whatever it is holding. It cant pick up any dropped item until its next turn. Fall: On its turn, subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes appropriate penalties. Flee: On its turn, subject moves away from you as quickly as possible for 1 round (provoking attacks of opportunity as normal). It may do nothing but move during its turn. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject cant carry out the command on its next turn, the spell fails.
1 living creature
Personal You Touch Touch 30 ft. 60 ft. 1 creature 1 flask of water Cone emanation Cone emanation
212 Yes
(h)
necro.
Cure 1d8+1/lvl
(max. +5)
hp damage
1 action 1 min
Turns 1 pint of water into unholy water Determine the condition of creatures near death Detect presence of creatures, objects or spells of the specified alignment
necro. Deathwatch [evil] divination Detect Chaos (D) Detect Evil (D) Detect Good (D) Detect Law (D) divination Detect Undead (D) evocation Divine Favor ench.
(compulsion)
Detect presence and strength of undead auras You gain a +1 luck bonus per 3 lvls to attack and weapon damage rolls Target becomes shaken
Does not protect against fire or cold damage. (at least +1, max. +3)
60 ft.
Cone emanation
Conc., up to 1 min/lvl (D) 1 min 1 min/lvl 24 hours Will negs Yes Will negs Yes
(h) (h)
Doom
[fear, mind-affecting]
Subject avoids harm from hot or cold environments Ranged attacks at caster have 20% miss chance Undead cannot perceive warded creatures
If a warded creature attempts to turn/rebuke undead, touches an undead or attacks any creature, the spell ends for all recipients. Nonintelligent undead get no saving throw. An intelligent undead gets one saving throw against the entire spell.
necro.
Inflict Light (I) Inflict 1d8+1/lvl (max. +5) hp damage Wounds Invisibility to Undead hide from undead
V,S
1 action
Touch
1 creature
Instant
Will half
Yes
244
trans. trans.
Touch Touch
Up to 3 pebbles 1 weapon
30 min
Yes
(h,obj) (h,obj)
251 251
1 min/lvl
conj.
(creation)
V,S
1 action
20 ft. Touch
1 min/lvl 1 min/lvl
(D)
abjur.
Magical barrier surrounds and moves with the subject: V,S,DF 1 action
266
V,S
1 action
Summon Monster Summon an extraplanar creature to act as directed The creature attacks your opponents to the best of its ability. If you I
V,S,DF 1 round
can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
trans.
Details Subject gains +1 morale bonus to attacks and saves vs. fear, plus 1d8+1/lvl (max. +10) temporary hp Weapon takes on specified alignment
Has no effect on a weapon that already has an alignment. Cant be cast on a natural weapon (e.g. unarmed strike).
Duration 1 min/lvl
Save(s)
SR Yes
(h)
V,S, 1 action M(25+), F (25+) V,S,DF 1 action V,S,DF 1 action V,S,DF 1 action
Personal You
202
evocation Consecrate
[good]
Imbues area with positive energy, weakening undead: V,S, Charisma checks to turn undead receive +3 sacred bonus. M (25), Undead in area suffer 1 sacred penalty on attacks, damage, saves. DF Undead cannot be created in or summoned into affected area.
If area contains an altar/shrine to casters deity, above modifiers are doubled. If area contains an altar/shrine to any other deity, the spell instead curses the area, cutting off the connection with the associated deity, and does not grant the above bonuses/penalities relating to undead. Counters and dispels desecrate.
1 action
Close
212
Cure Moderate (H) Cure 2d8+1/lvl (max. +10) hp damage Wounds evocation Darkness [darkness] Object radiates shadowy illumination in 20-ft radius
(healing) All creatures in area gain concealment (20% miss chance), even those with darkvision, low-light vision etc. Normal lights are incapable of brightening the area, as are light spells of lower level. Higher-level light spells are not affected. If the object is placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed. Counters and dispels any light spell of equal or lower level.
conj.
V,S V,DF
1 action 1 action
Touch Touch
1 creature 1 object
Instant 10 min/lvl
(D)
Will half
(h)
Yes
(h)
216 216
necro. conj.
(healing)
Death Knell
[death, evil]
Delay Poison
[evil]
Kills a dying creature; caster gains 1d8 temporary hp, +2 STR and +1 effective caster level Subject becomes temporarily immune to poison
Does not cure any damage already inflicted by poison.
V,S
1 action
1 living creature
(with 1 hp or lower)
10 min. per Will negs Yes HD of target 1 hr/lvl Fort negs Yes
(h) (h)
evocation Desecrate
2 hr/lvl
Yes
trans. ench.
(charm)
Eagles Splendor
Touch Medium
1 min/lvl
225 227
Endurance bears endurance Enthrall [sonic, Captivates all in affected area while caster continues language-dependent, to speak or sing
mind-affecting]
V,S
1 action
Personal You Touch Medium Touch 1 corpse 1 humanoid 1 creature 1 creature 1 object
(up to 10 cu.ft./lvl)
Protects remains of a dead creature from decay Target freezes, paralyzed; can take no actions
Each round on its turn, the target may attempt a new saving throw to end the effect (full-round action, no attack of opportunity).
necro. conj.
(healing)
Inflict Moderate Inflict 2d8+1/lvl (max. +10) hp damage Wounds (I) Lesser Dispel magical effects reducing one ability score, or Restoration cure 1d4 points of temporary damage to one ability
Also eliminates fatigue, and improves exhaustion to fatigue.
1 creature Up to 4 creatures
(max. 30 ft. apart)
Remove Paralysis Free target(s) from temporary paralysis or slow effects V,S
abjur.
Resist Energy
(resist elements)
Subject gains energy resistance 10 against specified energy type (acid, cold, electricity, fire or sonic)
Resistance increases to 20 at caster level 7, and 30 at caster level 11. Does not stack with protection from energy.
V,S,DF 1 action
Touch
1 creature
10 min/lvl
272
evocation Shatter
[sonic]
V,S,DF 1 action
Close
Instant
278
Destroy single solid object (regardless of composition) Deal 1d6/lvl sonic damage (max. 10d6) to a crystalline creature Subject gains +1 deflection bonus to AC,+1 resistance V,S,F bonus to saves; half of any hit point damage suffered (100) by subject is transferred to caster Suppresses all sound in affected area V,S
The effect is immobile unless cast on a mobile creature or object. [sonic]
abjur.
Shield Other
1 action
Close
278
illusion
(glamer)
Silence
1 action
20-ft radius emanation 10-ft radius spread Magic weapon of force (appropriate to
casters deity)
(D)
Speak with Animals evocation Spiritual Weapon Melee weapon attacks foes as caster directs
[force] Attack bonus is casters BAB + WIS modifier; deals 1d8 + 1 per 3 lvls (max. +5) hp force damage (critical as weapon type). Weapon can be switched to a new target each round (move action).
(D)
Caster can mentally monitor the position and general condition of subjects Summon Monster Summon extraplanar creature(s) to act as directed Can summon 1 level-2 creature, or 1d3 level-1 creatures. II
Summoned creatures act as described for summon monster I .
V,S
1 action
V,S,DF 1 round
284 286
abjur. ench.
(compulsion)
Conceals subjects alignment from all forms of V,S 1 action divination Affected creatures in area cannot speak deliberate and V,S,DF 1 action intentional lies
Affected creatures are aware of the enchantment.
297 303
Comp. V,S,M
(25+)
Save(s)
SR
Bestow Curse
V,S
necro.
Target becomes blinded or deafened (casters choice) Infects target with chosen disease () Object becomes a permanent, heatless torch
Can be covered and hidden, but not smothered or quenched.
V V,S V,S,M
(50)
1 living creature 1 living creature 1 object Food and water for 1 day 1 creature 1 object
Permanent
(D)
Create Food and (creation) Water conj. Cure Serious (H) (healing) Wounds evocation Daylight [light]
conj.
Sustains three humans or one horse per level for 1 day Cure 3d8+1/lvl (max. +15) hp damage Object sheds light as bright as full daylight in 60-ft radius, and dim light for additional 60 ft. beyond
Creatures that take penalties in bright light also take them while within the radius of this magical light. However, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (e.g. vampires). Counters and dispels any darkness spell of equal or lower level.
Will half
(h)
Yes
(h)
216 216
V,DF
1 action
Touch
1 object
1 day/lvl
(D)
217
abjur.
Dispel Magic
These spells cannot be dispelled by dispel magic: any Instantaneousduration spell antimagic field curses from bestow curse forbiddance (unless dispellers lvl is at least as high as casters) forcecage geas (or lesser geas) globe (or lesser globe) of invulnerability* mark of justice Otilukes resilient sphere* Otilukes telekinetic sphere* prismatic sphere/wall wall of force * unless a targeted dispel is used
V,S
1 action
Medium
1 object or creature
Instant
223
1 spellcaster V,S,M
(200+)
abjur.
Glyph of Warding
(max. 5d8) Damage is dealt to intruder and to all within 5 ft. of intruder.
10 min
Touch
Spell: Discharges a chosen spell (3rd level or lower) Ghostly image of a hand leads someone to you () Inflict 3d8+1/lvl (max. +15) hp damage V,S,DF 1 action V,S 1 action 5 miles Touch
Ref half
Yes
(obj)
236
evocation Helping Hand necro. Inflict Serious Wounds D&D 3.5 Cleric Spell List
(I)
Will half
Yes
239 244
Negate all forms of invisibility within 5 ft/lvl of caster Indicates direction to object (specific or generic)
To find a specific object, it must have been observed first-hand. Lead blocks the spell. Creatures cannot be found using this spell.
1 min/lvl 1 min/lvl
(D)
trans. trans.
Magic Circle As protection from chaos/evil/good/law , but V,S,DF 1 action against Chaos [law] encompasses a larger area and lasts longer. Can be focused inward rather than outward to imprison a called Magic Circle creature not of the spells alignment. against Evil [good] Magic Circle against Good [evil] Magic Circle against Law [chaotic] Magic Vestment Armor/shield gains +1 enhancement per 4 lvls (max. +5) V,S,DF 1 action
Regular clothing can be enchanted (counts as having armor bonus 0).
10 min/lvl
249
Touch
1 armor or shield
251 252
V,S,DF 1 action
Personal You
abjur. ench.
(compulsion)
Negative Energy Protection death ward (level 4) Obscure Object Mask object against divination and scrying Prayer
[mind-affecting]
Touch 40 ft.
1 object
(up to 100 lb./lvl)
258 264
abjur.
Caster and allies gain +1 luck bonus on attacks, weapon damage, saves and checks; foes suffer 1 penalty on same Subject gains temporary immunity to specified energy type (acid, cold, electricity, fire, sonic)
V,S,DF 1 action
Touch
1 rnd/lvl
Yes
10 min/lvl
(or until discharged)
266
(prot. from elements) Spell is discharged after absorbing 12/lvl (max. 120) hp damage. Takes precedence over resist energy.
conj.
(healing)
1 action
Touch
1 creature
Instant
270
abjur.
V,S
1 action
Touch
1 creature or item
Instant
270
conj.
(healing)
Remove Disease
V,S
1 action 1 action
Touch Medium
1 creature Ray
Instant Instant
271 275
Ranged touch attack deals 1d8 per 2 lvls (max. 5d8) dmg V,S
Yes
necro.
V,S,DF 10 min
10 ft.
1 corpse
1 min/lvl
Will negs
281
trans. conj.
(summoning)
Touch Close
284
(D)
Summon Monster Summon extraplanar creature(s) to act as directed Can summon 1 level-3 creature, or 1d3 level-2 creatures, or 1d4+1 III
level-1 creatures. Summoned creatures act as described for summon monster I .
Summoned creature(s)
(max. 30 ft. apart)
1 rnd/lvl
286
trans. trans.
[air]
Vertical curtain of wind deflects arrows, small flying creatures, and gases
Arrows and bolts automatically miss; other normal ranged weapons have 30% miss chance.
Yes
Target/Area/Effect 1 creature
(Gargantuan or smaller)
Save(s)
SR Yes
(h)
Water
necro. abjur.
Cure 4d8+1/lvl
(max. +20)
hp damage
Will half
(h)
Yes
(h)
Subject gains immunity to death spells and effects, and to energy drain and other negative energy effects
Negative levels the subject has already gained are not affected.
Block target from extradimensional travel Know when subject deliberately lies
Each round, you may concentrate on a different subject.
Yes
(obj)
divination Divination evocation Divine Power abjur. trans. trans. Freedom of Movement Giant Vermin
10 min
1 extraplanar creature Personal You Personal You Touch Close Close Touch 1 creature Up to 3 vermin
(max. 30 ft. apart)
Conc., up to Will negs 1 rnd/lvl Instant Will negs Yes Instant 1 rnd/lvl 10 min/lvl 1 min/lvl Will negs Yes
(h) (h)
Caster gains a fighters base attack bonus, +6 enhancement bonus to STR, and 1 temporary hp/lvl Subject ignores magical impediments to movement
Can move and attack normally while underwater. Automatically succeeds at resisting grapples and escaping pins.
V,S,DF 1 action V,S,M, 1 action DF V,S,DF 1 action V,S,DF 1 action V,S,DF 10 min
As magic weapon, but +1 enhancement bonus per 4 lvls (max. +5) Transfer up to 3 currently-prepared spells to subject
Only clerical abjuration, divination, or conjuration (healing) spells can be transferred. The maximum number of spells that can be received depends on the subjects HD (1-2: one 1st-level spell; 3-4: two 1stlevel spells; 5+: two 1st-level and one 2nd-level spell). The imbue with spell ability spell slot cant be refilled until the subject has used the transferred spells or is slain.
1 weapon or 50 1 hr/lvl projectiles (in contact) 1 creature Until (must have at least INT 5 discharged
and WIS 9) (D)
necro. conj.
(calling)
Inflict Critical (I) Inflict 4d8+1/lvl (max. +20) hp damage Wounds Lesser Planar Ally Request deity to send elemental/outsider
V,S
1 action
Touch Close
Instant Instant
Will half
Yes
244 261
(max. 6 HD) The creature sent is at the deitys choice. You may ask the creature to perform one task for you, and it may request some service or payment in return (negotiation takes 1 round). Does not cure any damage already inflicted by poison.
V,S,DF 10 min X (100) V,S,DF 1 action V,S,DF 1 action V,S,DF 1 action V,S,M
(100)
conj.
(healing)
Neutralize Poison Detoxifies poison in or on a creature or object Poison Repel Vermin Restoration Touch attack deals 1d10 CON damage immediately, and 1d10 CON damage one minute later
Fortitude save DC is 10 + casters level + casters WIS modifier.
1 creature/object
(up to 1 cu.ft/lvl)
(D)
3 rounds Touch
Transmit message
(25 words or less) to a known subject Subject can reply (25 words or less) immediately. If the subject is on another plane, there is a 5% chance that the sending does not arrive.
Any Touch
1 creature 1 creature
275 282
Subject gains unbeatable SR against one specified spell or spell-like effect per 4 lvls
Spell specified must be no higher than 4th level.
conj.
(summoning)
Status 2 Summon Monster Summon extraplanar creature(s) to act as directed Can summon 1 level-4 creature, or 1d3 level-3 creatures, or 1d4+1 IV
lower-level creatures. Summoned creatures act as described for summon monster I .
V,S,DF 1 round
Close
Summoned creature(s)
(max. 30 ft. apart)
1 rnd/lvl
(D)
286
divination Tongues
V,DF
1 action
Touch
1 creature
10 min/lvl
Will negs
(h)
294
LEVEL 5 School abjur. Name [descriptor(s)] Atonement Details Remove burden of evil acts/misdeeds from subject
Atoning for deliberate misdeeds costs the caster 500 XP.
abjur.
Break Enchantment
Range Touch
Duration Instant
Save(s)
SR Yes
Pg. 201
Close
1 creature/lvl
(max. 30 ft. apart)
Instant
207
mass inflict light wounds Deity answers one yes/no question per level
abjur.
Dispel Chaos
[lawful]
Personal You
1 rnd/lvl
211
Personal You
1 rnd/lvl
222
Dispel Evil
[good] [evil]
[chaotic]
V,S
1 action
Touch
1 melee weapon
1 rnd/lvl
223
Ethereal Jaunt 7 evocation Flame Strike [fire] Divine fire deals 1d6/lvl damage
Damage is half fire, half divine power.
Medium Close
Cylinder
(10-ft. radius, 40 ft. high)
Instant 1 rnd/lvl
Ref half
Yes
231 211
ench.
(compulsion)
Greater Command
[language-dependent, mind-affecting] [good]
1 creature/lvl
(max. 30 ft. apart)
evocation Hallow
Instant
238
conj.
(summoning)
Healing Circle mass cure light wounds Insect Plague Summoned locust swarms attack all creatures in affected areas
Swarms remain stationary after being summoned.
V,S,DF 1 round V,S,DF 10 min V,S 1 action V,S V,S,F 1 action 1 action
trans. conj.
(healing)
Mark of Justice Mass Cure Light Wounds Mass Inflict Light Wounds Plane Shift
(H)
Designates action to trigger bestow curse on target Cure 1d8+1/lvl (max. +25) hp damage for each subject Inflict 1d8+1/lvl hp damage on each target
1 creature 1 creature/lvl
(max. 30 ft. apart)
Will half
(h)
(healing circle)
necro. conj.
(teleport.)
(I)
(max. +25)
1 creature/lvl
(max. 30 ft. apart)
Will half
Yes
(circle of doom)
1 creature
10
conj.
(healing)
Raise Dead
V,S,DF 1 min M
(5000)
Touch
1 corpse
(dead no more than 1 day/lvl)
Instant
Yes
(h)
268
trans.
Righteous Might
V,S,DF 1 action
Personal You
1 rnd/lvl
(D)
273
divination Scrying
(scrying)
V,S,DF 1 hour
Any
Magical sensor
1 min/lvl
274
Will save DC is modified by casters knowledge of target (). If target is on F another plane, it gets a +5 bonus to its Will save. If the save succeeds, you (100+) cant attempt to scry that subject again for least 24 hours. The scrying sensor has the casters full visual acuity. These spells have a 5% chance per caster level of operating through the sensor: detect magic, detect chaos/evil/good/law, message.
Slay Living
[death]
V,S
1 action
Spell Resistance
Summon Monster Summon extraplanar creature(s) to act as directed Can summon 1 level-5 creature, or 1d3 level-4 creatures, or 1d4+1 V
lower-level creatures. Summoned creatures act as described for summon monster I .
necro. ench.
(compulsion)
Symbol of Pain
[evil]
(T) Creatures suffer 4 penalty to attacks, saves, checks (symbol: pain) Penalty lasts 1 hour after the creature moves away from the symbol.
V,S,M
(1000+)
(of 10 HD or less) sleep for 3d6 x 10 min. [mind-affecting] Sleeping creatures cannot be woken by nonmagical means. (symbol: sleep)
0 ft.
(60 ft. active radius)
1 symbol
(must be in plain sight and in a prominent location)
Subject sees all things within 120 ft. as they really are V,S,M
Can see through normal or magical darkness, notice secret doors hidden by magic, ignore blur and displacement effects, see invisible objects or creatures, see through illusions, see the true form of polymorphed, changed, or transmuted things, and see into the Ethereal Plane. Subject can also determine the alignments of creatures at a glance. (250)
Touch
1 creature
evocation Unhallow
[evil]
Instant
297
conj.
(creation)
Wall of Stone
[earth]
V,S,DF 1 action
Medium
299
* The following spells can be tied to a hallowed or unhallowed site: aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil/good (as applicable), detect magic, dimensional anchor , discern lies, dispel magic, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, zone of truth. The spell can apply to all creatures, creatures which share the casters faith/alignment, or creatures with a different faith/alignment to the caster (casters choice). SR applies as for the normal spell, but ignore its normal duration and area. Tying a spell to a hallowed or unhallowed area requires additional material components, costing 1,000gp per level of the spell.
11
LEVEL 6 School trans. Name [descriptor(s)] Animate Objects Details Objects can be commanded to attack foes
A Medium object counts as 2 Small objects; a Large object counts as 2 Medium objects, etc. Cannot animate objects carried or worn by a creature.
Comp. V,S
Time 1 action
Range Medium
Duration 1 rnd/lvl
Save(s)
SR
Pg. 199
abjur. abjur.
Hemispherical barrier keeps out living creatures Banish one or more extraplanar creatures
You must present at least one object or substance that the target hates, fears or otherwise opposes. For each such object presented, you gain +1 on your caster level check to overcome SR and +2 on the saving throw DC.
10 ft. Close
10 min/lvl Instant
(D)
199 203
Vertical curtain of blades deals 1d6/lvl (max. 15d6) damage to any creature passing through
If the barrier is evoked where creatures are, each must make a Reflex save to avoid the wall (ending up on the side of its choice). Barrier provides cover against attacks made through it.
V,S
1 action
Medium
1 min/lvl
(D)
Ref half
Yes
205
necro.
Create Undead
[evil]
Create a ghoul, ghast, mummy, or mohrg Reveals the most direct route to a specified location Seals area against all extraplanar entry, and entry by creatures of differing alignment to caster:
If alignments differ with respect to either law/chaos or good/evil, a creature is hedged out and takes 6d6 points of damage. If alignments differ with respect to both law/chaos and good/evil, a creature is hedged out and takes 12d6 points of damage. Optionally, the abjuration can be locked by a password. Creatures of differing alignment to the caster can avoid damage by speaking the password. Additional material components cost 1000 + 1000/cube.
V,S,M
(50/HD)
1 hour
Close
V,S,F
3 rounds Touch
Will half
Yes
ench.
(compulsion)
Geas/Quest
[language-dependent, mind-affecting]
10 min
Close
1 living creature
1 day/lvl
Yes
234
abjur. abjur.
As dispel magic, but max. +20 on dispel check Blast: Deals 1d8 per 2 lvls energy damage
Spell is targeted or centered on the intruder.
V,S V,S,M
(400+)
1 action 10 min
Medium Touch
223 237
Unlike dispel magic, this spell can affect curses from bestow curse, and geas/quest, lesser geas, and mark of justice. (greater dispelling ) (T) (max. 10d8) Damage is dealt to intruder and to all within 5 ft. of intruder.
Spell: Discharges a chosen spell (6th level or lower) Negative energy deals 10/lvl Positive energy cures 10/lvl
(max. 150) hp damage On a successful save, targets hit points cannot be reduced below 1. Against an undead creature, harm acts like heal. (max. 150) hp damage Also ends any and all of these conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, stunned. Against an undead creature, heal acts like harm.
necro. conj.
(healing)
V,S V,S
1 action 1 action
Touch Touch
(as for spell discharged) Will half Yes Will negs Yes
(h) (h)
239 239
conj.
(creation)
Heroes Feast
Feast cures all diseases, sickness, and nausea; grants V,S,DF 10 min (+1 hr) immunity to poison and fear, 1d8+1 per 2 lvls (max. +10) temp. hp, +1 morale bonus to attacks and Will saves
Feast takes one hour to consume; if interrupted, the spell is ruined.
Close
12 hr
Yes (h)
240
trans. trans.
Subjects gain +4 enhancement bonus to Constitution Subjects gain +4 enhancement bonus to Strength
Close Close
1 min/lvl 1 min/lvl
203 207
1 creature/lvl
(max. 30 ft. apart)
12
conj.
(healing)
Mass Cure (H) Moderate Wounds Mass Eagles Splendor Mass Inflict (I) Moderate Wounds Mass Owls Wisdom Planar Ally
Cure 2d8+1/lvl
(max. +30)
V,S
1 action
1 creature/lvl
(max. 30 ft. apart)
Will half
(h) (h)
Yes
(h)
1 creature/lvl
(max. 30 ft. apart)
Inflict 2d8+1/lvl
(max. +30)
1 creature/lvl
(max. 30 ft. apart)
Will half
Yes
1 creature/lvl
(max. 30 ft. apart)
conj.
(summoning)
As lesser planar ally, but up to 12 HD of called creatures Summon Monster Summon extraplanar creatures(s) to act as directed Can summon 1 level-6 creature, or 1d3 level-5 creatures, or 1d4+1 VI
lower-level creatures. Summoned creatures act as described for summon monster I .
Called creature(s)
(max. 30 ft. apart)
Summoned creature(s)
(max. 30 ft. apart)
necro. ench.
(charm)
Creatures become panicked for 1 rnd/lvl Creatures become charmed (as charm monster) for 1 hr/lvl
(max. 20d4 HD) Creatures with the fewest HD are affected first; no creature with 9 or more HD is affected.
V,S,M
(1000+)
10 min or longer ()
0 ft.
(60 ft. active radius)
1 symbol
(must be in plain sight and in a prominent location)
290 290
necro. trans.
Medium Touch
40-ft. radius burst You + 1 creature per 3 lvls You + 1 willing creature (Medium or smaller) per 3 lvls
Instant 1 hr/lvl
(D)
297 302
Caster and allies transformed into misty vapor (as for gaseous form) and can travel 600 ft./rnd
Subjects can regain normal form and transform back to vapor as desired (each change takes 5 rounds).
conj.
(teleport.)
Word of Recall
1 action
Any
Instant
303
13
Target/Area/Effect Duration Spread centered on Instant caster Circle centered on caster 1 creature 4d12 hr () Instant
Save(s)
SR Yes
trans. necro.
Change weather conditions in local area () Kills target creature and destroys remains
Successful save inflicts 10d6 damage instead. Targets equipment and possessions are not destroyed.
evocation Dictum
5
[sonic, lawful]
trans. conj.
(healing)
You and your equipment shift to the Ethereal Plane As restoration, but also provides other benefits:
Restores all drained experience levels to subject (only if the time since the levels were lost is less than or equal to 1 week per caster level). Restores all points permanently drained from all ability scores. Removes all mental effects such as insanity, confusion, etc.
V,S
Magical sensor
1 hr/lvl
conj.
(healing)
necro. conj.
(teleport.)
conj.
(healing)
Mass Cure (H) Cure 3d8+1/lvl (max. +35) hp damage for each subject Serious Wounds Mass Inflict (I) Inflict 3d8+1/lvl (max. +35) hp damage on each target Serious Wounds Refuge Prepared token teleports its possessor (and equipment up to max. load) to casters abode when broken Regenerate Subjects severed body parts grow back
After spell is cast, regeneration takes 1 round if the severed members are present and touching the subject; otherwise it takes 2d10 rounds. Also cures 4d8+1/lvl (max. +35) hp damage, and eliminates any fatigue, exhaustion, or nonlethal damage suffered by the subject.
Yes
(h)
1 creature/lvl
(max. 30 ft. apart)
Will half
Yes
270
abjur. conj.
(healing)
Repulsion Resurrection
Emanation from 1 rnd/lvl caster 1 corpse, or portion Instant thereof (dead no more
than 10 years/lvl)
(D)
conj.
(summoning)
Summon Monster Summon extraplanar creatures(s) to act as directed Can summon 1 level-7 creature, or 1d3 level-6 creatures, or 1d4+1 VII
lower-level creatures. Summoned creatures act as described for summon monster I .
V,S,DF 1 round
Summoned creature(s)
(max. 30 ft. apart)
1 rnd/lvl
(D)
ench.
(compulsion)
Symbol of (T) Creatures become stunned for 1d6 rounds Stunning [mind-aff.]
(symbol: stunning )
V,S,M
(5000+)
necro.
Symbol of (T) Creatures suffer 3d6 Strength damage Weakness (symbol) evocation Word of Chaos Kills/confuses/stuns/deafens non-chaotic creatures ()
[sonic, chaos] If on your home plane, non-chaotic extraplanar creatures are banished for at least 24 hours (Will negates, with a 4 penalty on the save).
0 ft.
(60 ft. active radius)
1 symbol
(must be in plain sight and in a prominent location)
40 ft.
14
LEVEL 8 School abjur. Name [descriptor(s)] Antimagic Field Details Suppresses (but does not dispel) all magic, and prevents the functioning of magical items
Wall of force, prismatic sphere, prismatic wall, or another antimagic field are unaffected.
Range 10 ft.
Duration 10 min/lvl
Save(s)
(D)
SR ()
Pg. 200
abjur.
Cloak of Chaos
[chaotic]
V,S,F
(500+)
1 action
20 ft.
Up to 1 creature/lvl 1 rnd/lvl in a 20-ft. radius burst, centered on the caster 1 corpse 20-ft radius emanation 1 creature/object 80-ft radius spread
(S)
(D)
210
Create Greater Create a shadow, wraith, spectre or devourer Undead [evil] abjur. Dimensional Lock Prohibit extradimensional travel into or out of affected area divination Discern Location Find exact location of a known creature or object
Only mind blank successfully blocks this spell.
necro.
V,S,M
(50/HD)
1 hour 1 action
215 Yes 221 222 () Ref half Yes 225 231 261 Will negs Yes
(h) (h)
V,S
[earth]
[fire]
Deal 1d6/lvl
(max. 20d6) of fire damage to all creatures Natural vegetation and plant creatures can be excluded from damage.
2 10-ft. cubes/lvl
(S)
abjur. abjur.
As lesser planar ally , but up to 18 HD of called creatures As spell immunity, but can be applied to spells of 8th level or lower As protection from evil, but with these improvements:
Against all attacks, subjects gain +4 deflection bonus to AC and +4 resistance bonus on saves. Subjects gain SR 25 against creatures and spells of evil alignment. If an evil-aligned creature succeeds with a melee attack against a warded creature, the attacker is blinded for 1 rnd (Fort negates).
Called creature(s)
(max. 30 ft. apart)
1 creature
282 241
1 action
conj.
(healing)
necro.
abjur.
Mass Cure Critical Wounds Mass Inflict Critical Wounds Mass Heal 9 Shield of Law
[lawful]
(H) (I)
Cure 4d8+1/lvl
(max. +40)
V,S V,S
1 action 1 action
Close Close
Instant Instant
Will half
(h)
Yes
(h)
215 244
Inflict 4d8+1/lvl
(max. +40)
1 creature/lvl
(max. 30 ft. apart)
Will half
Yes
V,S,F
(500+)
1 action
20 ft.
Up to 1 creature/lvl 1 rnd/lvl in a 20-ft. radius burst, centered on the caster Summoned creature(s)
(max. 30 ft. apart)
(D)
278
conj.
(summoning)
Summon Monster Summon extraplanar creatures(s) to act as directed Can summon 1 level-8 creature, or 1d3 level-7 creatures, or 1d4+1 VIII
lower-level creatures. Summoned creatures act as described for summon monster I .
V,S,DF 1 round
Close
1 rnd/lvl
(D)
287
necro. ench.
(compulsion)
Symbol symbol of pain, symbol of sleep, symbol of fear, symbol of persuasion, symbol of stunning , symbol of weakness, symbol of death, symbol of insanity Symbol of Death (T) Creatures within active radius are slain V,S,M 10 min 0 ft. 1 symbol Until Fort negs Yes 289 [death] (symbol: death) Only slays creatures whose combined current hp do not exceed 150. (5000+) or (60 ft. (must be in plain sight triggered, active and in a prominent Symbol of Insanity Creatures become permanently insane (as insanity) Will negs 290 longer then radius) location) [mind-aff.] (T) ( ) 10 min/lvl (symbol: insanity) Unholy Aura
[evil]
abjur.
V,S,F
(500+)
1 action
20 ft.
(D)
297
15
LEVEL 9 School necro. necro. Name [descriptor(s)] Astral Projection Energy Drain Details Projects caster and allies into the Astral Plane Target gains 2d4 negative levels for 24 hours
After 24 hours, target must make a Fort save for each negative level to prevent permanent loss of a character level. Undead instead gain 2d4x5 temporary hp for 1 hour. 6
Comp. V,S,M
(1000+)
V,S
Duration () Instant
Save(s)
SR Yes Yes
trans.
Etherealness Gate
As ethereal jaunt, but you can take allies with you Calling: Summon extraplanar creature(s) to your service Planar travel: opens a gateway to another plane Kill one corporeal creature per round
A particular creature cannot be targeted more than once.
V,S
1 action
Touch Medium
conj.
(calling)
conj.
(creation)
1 min/lvl Instant
(D)
Yes
228 234
evocation Implosion
8
conj.
(healing)
Mass Heal
() 1 corpse
(dead no more than 1 rnd/lvl)
() Will negs ()
()
Soul Bind
conj.
(summoning)
Storm of Storm cloud rains acid, lightning and hail ( ) Vengeance Summon Monster Summon extraplanar creatures(s) to act as directed Can summon 1 level-9 creature, or 1d3 level-8 creatures, or 1d4+1 IX
lower-level creatures. Summoned creatures act as described for summon monster I .
V,S
V,S,DF 1 round
Yes
285 288
1 rnd/lvl
(D)
conj.
(healing)
True Resurrection
As resurrection, but no portion of body is needed provided the subject can be unambiguously identified
Subject suffers no loss of level, CON, or prepared spells after being raised.
V,S,DF 10 min. M
(25000)
0 ft.
N/A
Instant
Yes
(h)
296
Spells Without Somatic Components Most spells, as can be seen from the tables above, have both verbal (V) and somatic (S) components. The following list shows which cleric spells lack somatic components. V components only (no S/M/F) 1 Command 3 Blindness/Deafness 5 Greater Command 6 Geas/Quest 6 Word of Recall 7 Blasphemy 7 Dictum 7 Holy Word 7 Word of Chaos V+M/F components (no S) 0 Light 2 Darkness 3 Deeper Darkness 4 Tongues
16
CLERIC DOMAINS General Notes Each domains granted power(s) are listed above its spell list.
(x) (+) ()
These spells are not on the standard cleric spell list. These spells are on the standard cleric spell list, but at a higher level. These spells are on the standard cleric spell list, and at a lower level.
AIR
Turn/Rebuke Earth/Air Creatures (Su) : 3+CHA per day: Rebuke/command air creatures, or turn/destroy earth creatures, in the same manner as a cleric turns/rebukes undead.
conj.
(creation)
1 2
V,S
1 action
20 ft. Medium
258 302
evoc.
Vertical curtain of wind deflects arrows, small flying creatures, and gases
Arrows and bolts automatically miss; other normal ranged weapons have 30% miss chance.
V,S,DF 1 action
3 4 5 6
(x)
S,DF
1 action
Touch Touch
2 min/lvl
(D)
234 Yes
(h)
196 214
Control Winds
trans. evoc.
7 8
Chain Lightning (x) Bolt deals 1d6/lvl electricity damage (max. 20d6) to V,S,F [electricity] primary target; extra bolts hit secondary targets, each dealing half as much damage as the primary bolt did Control Weather Change weather conditions in local area () V,S Whirlwind
[air] (x)
Ref half
Yes
208
2 miles Long
Circle centered on 4d12 hr () caster Cyclone (10-ft. wide at 1 rnd/lvl (D) Ref negs Yes
base, 30 ft. wide at top, and 30 ft. tall) ()
214 301
conj.
9 (summoning)
Elemental Swarm
[cast as air spell only]
(x)
V,S
10 min
Medium
Summoned creatures
(max. 30 ft. apart)
10 min/lvl
(D)
226
17
ANIMAL
Animal friendship (Sp): 1/day. Speak with animals (Sp): 1/day. Knowledge (nature) is a class skill.
ench.
(x)
Animals
(total HD up to 2d4+1/lvl) become docile All subjects must be of the same kind. Only dire animals and animals trained to attack or guard are allowed a saving throw.
V,S
1 action
Close
Animal(s)
(with INT 1 or 2) (max. 30 ft. apart)
1 min/lvl
207
ench. ench.
(x)
V,S
1 action
Medium Close
1 animal 1 animal
1 rnd/lvl 1 rnd/lvl
(D)
241 224
conj.
4 (summoning)
Dominate (x) Target animal obeys silent mental commands V,S 1 round Animal [mind-affect.] Repel Vermin Summon (x) Summon natural creature(s) to fight or act as directed V,S,DF 1 round Can summon 1 level-4 creature, or 1d3 level-3 creatures, or 1d4+1 Natures Ally IV
[summon animals only] lower-level creatures. Summoned creatures act as described for summon natures ally I.
Close
Summoned creature(s)
(max. 30 ft. apart)
1 rnd/lvl
(D)
288
(x)
V,S
10 min
6 7
V,S,DF 1 round
199 198
As alternate form special ability (see Monster Manual), V,S,DF 1 action but can affect multiple creatures
HD of new form can be no more than caster level (max. 20), or subjects HD, whichever is lower. All subjects must take the same kind of animal form. A subject may resume its normal form as a full-round action.
conj.
8 (summoning)
Creeping Doom Summon (x) Summon natural creature(s) to fight or act as directed V,S,DF 1 round Natures Ally VIII Can summon 1 level-8 creature, or 1d3 level-7 creatures, or 1d4+1
[summon animals only] lower-level creatures. Summoned creatures act as described for summon natures ally I.
Close
Summoned creature(s)
(max. 30 ft. apart)
1 rnd/lvl
(D)
289
trans.
Shapechange
(x)
As polymorph, but caster can assume the form of any single nonunique creature or object
New form can be from Fine to Colossal size, with up to 1/lvl HD (max. 25). Incorporeal and gaseous forms can be assumed. You gain all extraordinary and supernatural abilities of the assumed form (but lose your own supernatural abilities). You also gain the type of the new form in place of your own. You can become just about anything you are familiar with, and can change form once each round as a free action (either immediately before your regular action or immediately after it, but not during it).
V,S,F
(1500)
1 action
Personal You
10 min/lvl
(D)
277
18
CHAOS
Cast all [chaotic] spells at +1 caster level.
abjur.
Magical barrier surrounds and moves with the subject: V,S,DF 1 action
Against attacks from lawful creatures, the subject gains +2 deflection bonus to AC and +2 resistance bonus on saving throws. Attempts to possess or exercise mental control over the subject are blocked. Summoned or conjured non-chaotic creatures cannot touch the subject (subject to SR); this effect ends if the subject attacks or tries to force the barrier against a blocked creature.
Touch
1 creature
1 min/lvl
(D)
Will negs
(h)
Yes (h)
266
evoc.
Shatter
[sonic]
V,S,DF 1 action
Close
Instant
278
Destroy single solid object (regardless of composition) Deal 1d6/lvl sonic damage (max. 10d6) to a crystalline creature As protection from law, but encompasses a larger area V,S,DF 1 action and lasts longer.
Can be focused inward rather than outward to imprison a called non-chaotic creature.
abjur.
Touch
249
evoc.
V,S
1 action
Medium
Instant
Will half
(and negates slow effect)
Yes
208
abjur.
Dispel Law
[chaotic]
V,S,DF 1 action
Personal You
1 rnd/lvl
222
trans.
Animate Objects
V,S
1 action
Medium
1 Small object/lvl
1 rnd/lvl
199
evoc. abjur.
Word of Chaos
[sonic, chaos]
V V,S,F
(500+)
1 action 1 action
40 ft. 20 ft.
Spread centered on Instant caster Up to 1 creature/lvl 1 rnd/lvl in a 20-ft. radius burst, centered on the caster Summoned creature(s)
(max. 30 ft. apart) (D) (h)
303 210
Cloak of Chaos
[chaotic]
conj.
9 (summoning)
Summon Monster Summon extraplanar creatures(s) to act as directed Can summon 1 level-9 creature, or 1d3 level-8 creatures, or 1d4+1 IX
[cast as chaos spell only] lower-level creatures. Summoned creatures act as described for summon monster I .
V,S,DF 1 round
Close
1 rnd/lvl
(D)
288
19
DEATH
Death Touch (Su) [death]: 1/day: Make a successful melee touch attack against a living creature, then roll 1d6/lvl; if the total at least equals the creatures current hit points, it dies.
Cause Fear
[fear, mind-affecting]
1 living creature
(max. 5 HD)
1d4 rnds
Will part
Yes
2 3 4
Death Knell
[death, evil]
Animate Dead
[evil]
Kills a dying creature; caster gains 1d8 temporary hp, +2 STR and +1 effective caster level Creates up to 2 HD/lvl of skeletons and zombies
Can control up to 4 HD/lvl of undead created via this spell.
1 living creature
(with 1 hp or lower)
1 or more corpses 1 living creature 1 living creature 1 corpse 1 creature 1 corpse 40-ft. radius spread
10 min. per Will negs Yes HD of target Instant 1 min/lvl Instant Instant Instant Instant Instant Fort negs Yes Fort part Yes Will negs Yes
(h) (h)
Subject gains immunity to death spells and effects, and to energy drain and other negative energy effects
Negative levels the subject has already gained are not affected.
5 6 7
[death]
Create a ghoul, ghast, mummy, or mohrg Kills target creature and destroys remains
Successful save inflicts 10d6 damage instead. Targets equipment and possessions are not destroyed.
V,S,F
(500)
8 9
V,S,M
(50/HD)
20
DESTRUCTION
Smite (Su): 1/day: Make a single melee attack with an additional +4 attack bonus and additional damage bonus equal to current cleric level.
necro. evoc.
1 2
(I)
Inflict 1d8+1/lvl
(max. +5)
hp damage
V,S
1 action
Touch Close
Instant Instant
Will half
Yes
244 278
V,S,DF 1 action
Destroy single solid object (regardless of composition) Deal 1d6/lvl sonic damage (max. 10d6) to a crystalline creature Infects target with chosen disease () Inflict 4d8+1/lvl (max. +20) hp damage Inflict 1d8+1/lvl
(max. +25)
3 4 5
Contagion [evil] Inflict Critical Wounds Mass Inflict Light Wounds Harm Disintegrate
(I) (I)
Fort half Instant Instant Instant Instant Instant Fort negs Yes Will half Yes Will half Will half Yes Yes 213 244 244 239 222
(circle of doom) 6
(max. 150) hp damage On a successful save, targets hit points cannot be reduced below 1. Against an undead creature, harm acts like heal.
1 creature Ray
(max. 40d6) Successful save inflicts 5d6 damage instead. If reduced to 0 hp, target is entirely disintegrated, leaving only dust (a disintegrated creatures equipment is unaffected). Against an object, no more than one 10-ft. cube will be disintegrated.
evoc. evoc.
8 9
Earthquake Implosion
[earth]
Long Close
1 rnd Conc.
(up to 4 rnds)
225 243
Up to 4 corporeal creatures
21
EARTH
Turn/Rebuke Air/Earth Creatures (Su) : 3+CHA/day: Rebuke/command earth creatures, or turn/destroy air creatures, in the same manner as a cleric turns/rebukes undead.
1 2 3
Magic Stone
30 min
Soften Earth (x) Turns natural stone to clay, or earth to sand or mud Creatures in mud must make Reflex save or be stuck for 1d2 rounds. and Stone [earth] Stone Shape Sculpt stone into any desired shape
[earth] 30% chance that any shape including moving parts doesnt work. (T)(x)
Spike Stones
[earth]
(cant be disabled using the Disable Device skill) A creature sustaining damage must also make a Reflex save or have its land speed slowed by one-half. Penalty lasts 24 hours or until the creature receives a cure spell, or another character takes 10 min. to dress the injuries and makes a Heal check against the spells DC.
Rocky ground, stone floor etc. gains hidden spikes; deals 1d8 piercing damage per 5 ft. moved, and restricts movement to half through the area
1 20-ft. square/lvl
(D)
283
conj.
(creation)
Wall of Stone
[earth]
V,S,DF 1 action
Medium
299
Stoneskin Earthquake
[earth]
V,S,M
(250)
1 action
Touch Long
10 min/lvl
(or until discharged)
7 8
()
9 (summoning)
Casters body becomes living iron (similar to iron golem) () Summon multiple earth elementals
2d4 Large elementals, then (after 10 minutes) 1d4 Huge elementals, then (after another 10 minutes) 1 greater elemental. Each elemental has maximum hit points per HD.
22
EVIL
Cast all [evil] spells at +1 caster level.
abjur.
Magical barrier surrounds and moves with the subject: V,S,DF 1 action
Against attacks from good creatures, the subject gains +2 deflection bonus to AC and +2 resistance bonus on saving throws. Attempts to possess or exercise mental control over the subject are blocked. Summoned or conjured non-evil creatures cannot touch the subject (subject to SR); this effect ends if the subject attacks or tries to force the barrier against a blocked creature.
Touch
1 creature
1 min/lvl
(D)
Will negs
(h)
Yes (h)
266
evoc.
Desecrate
[evil]
V,S, M (25), DF
1 action
Close
2 hr/lvl
Yes
218
abjur.
[evil]
As protection from good , but encompasses a larger area and lasts longer.
Can be focused inward rather than outward to imprison a called creature not of the spells alignment.
V,S,DF 1 action
Touch
10-ft. emanation
(from touched creature)
10 min/lvl
Will negs
(h)
Yes (h)
249
evoc.
Unholy Blight
[evil]
(x)
V,S
1 action
Medium
Instant
Will half
(and negates sickening effect)
Yes
297
abjur.
Dispel Good
[evil]
V,S,DF 1 action
Personal You
1 rnd/lvl
222
6 7
Create Undead
[evil]
V,S,M
(50/HD)
1 corpse
Instant Yes
(D)
Blasphemy
[sonic, evil]
V V,S,F
(500+)
Spread centered on Instant caster Up to 1 creature/lvl 1 rnd/lvl in a 20-ft. radius burst, centered on the caster Summoned creature(s)
(max. 30 ft. apart) (h)
Unholy Aura
[evil]
conj.
9 (summoning)
Summon Monster Summon extraplanar creatures(s) to act as directed Can summon 1 level-9 creature, or 1d3 level-8 creatures, or 1d4+1 IX
[cast as evil spell only] lower-level creatures. Summoned creatures act as described for summon monster I.
V,S,DF 1 round
Close
1 rnd/lvl
(D)
288
23
FIRE
Turn/Rebuke Water/Fire Creatures (Su) : 3+CHA/day: Rebuke/command fire creatures, or turn/destroy water creatures, in the same manner as a cleric turns/rebukes und ead.
1 2
Burning Hands
[fire]
(x) (x)
V,S V,S
1 action 1 action
Instant 1 min/lvl
(D)
Ref half
Yes Yes
Produce Flame
[fire]
(max. +5)
Resist Energy
() (resist elements)
Subject gains energy resistance 10 against specified energy type (cold or fire)
Resistance increases to 20 at caster level 7, and 30 at caster level 11. Does not stack with protection from energy.
V,S,DF 1 action
1 creature
10 min/lvl
evoc.
Wall of Fire
[fire] (x)
V,S,DF 1 action
Medium
Conc. + 1 rnd/lvl
Yes
298
evoc.
Fire Shield
[fire / cold]
(x)
(casters choice) Caster takes half damage from attacks of the specified type; if the attack allows a Reflex save, the caster takes no damage on a successful save. Melee attackers receive 1d6+1/lvl (max. +15) damage of the specified energy type (SR applies).
V,S,DF 1 action
Personal You
1 rnd/lvl
(D)
230
conj.
(creation)
Fire Seeds
[fire]
(x)
(max. 20d6) (divide damage dice among up to four grenades as desired) Ranged touch attack (max. range 100 ft.); each acorn deals 1 hp of splash damage per die and ignites combustible material within 10 ft.
V,S,M
1 action
Touch
Up to 4 acorns
10 min/lvl
(or until used)
Ref half
(creatures struck directly get no save)
Yes
230
Up to 8 holly berries V,S V,S V,S 1 round 1 action 10 min Medium Medium Medium 2 10-ft. cubes/lvl
(S)
evoc. conj.
(creation)
7 8
Deal 1d6/lvl
(max. 20d6) of fire damage to all creatures Natural vegetation and plant creatures can be excluded from damage.
Yes Yes
conj.
9 (summoning)
(x)
24
GOOD
Cast all [good] spells at +1 caster level.
abjur.
Magical barrier surrounds and moves with the subject: V,S,DF 1 action
Against attacks from evil creatures, the subject gains +2 deflection bonus to AC and +2 resistance bonus on saving throws. Attempts to possess or exercise mental control over the subject are blocked. Summoned or conjured non-good creatures cannot touch the subject (subject to SR); this effect ends if the subject attacks or tries to force the barrier against a blocked creature.
Touch
1 creature
1 min/lvl
(D)
Will negs
(h)
Yes (h)
266
ench.
2 (compulsion) 3
Aid
[mind-affecting]
abjur.
Subject gains +1 morale bonus to attacks and saves V,S,DF 1 action vs. fear, plus 1d8+1/lvl (max. +10) temporary hp As protection from evil, but encompasses a larger area V,S,DF 1 action and lasts longer.
Can be focused inward rather than outward to imprison a called creature not of the spells alignment.
Touch Touch
Yes
(h) Yes (h)
196 249
evoc.
V,S
1 action
Medium
Instant
Will half
(and negates blinding effect)
Yes
241
abjur.
Dispel Evil
[good]
V,S,DF 1 action
Personal You
1 rnd/lvl
222
evoc.
Blade Barrier
[force]
Vertical curtain of blades deals 1d6/lvl (max. 15d6) damage to any creature passing through
If the barrier is evoked where creatures are, each must make a Reflex save to avoid the wall (ending up on the side of its choice). Barrier provides cover against attacks made through it.
V,S
1 action
Medium
1 min/lvl
(D)
Ref half
Yes
205
evoc. abjur.
Holy Word
[sonic, good]
1 action 1 action
40 ft. 20 ft.
Spread centered on Instant caster Up to 1 creature/lvl 1 rnd/lvl in a 20-ft. radius burst, centered on the caster Summoned creature(s)
(max. 30 ft. apart) (D) (h)
242 241
Holy Aura
V,S,F
(500+)
conj.
9 (summoning)
Summon Monster Summon extraplanar creatures(s) to act as directed Can summon 1 level-9 creature, or 1d3 level-8 creatures, or 1d4+1 IX
[cast as good spell only] lower-level creatures. Summoned creatures act as described for summon monster I .
V,S,DF 1 round
Close
1 rnd/lvl
(D)
288
25
HEALING
Cast all healing spells at +1 caster level.
conj.
(healing)
1 2 3 4 5
conj.
(healing)
conj.
(healing)
conj.
(healing)
conj.
(healing)
Cure Light Wounds Cure Moderate Wounds Cure Serious Wounds Cure Critical Wounds Mass Cure Light Wounds Heal
Cure 1d8+1/lvl Cure 2d8+1/lvl Cure 3d8+1/lvl Cure 4d8+1/lvl Cure 1d8+1/lvl
(max. +5)
Will half
(h)
Yes
(h)
Will half
(h)
Yes
(h)
Will half
(h)
Yes
(h)
Will half
(h)
Yes
(h)
Will half
(h)
Yes
(h)
(healing circle)
conj.
(healing)
(max. 150) hp damage Also ends any and all of these conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, stunned. Against an undead creature, heal acts like harm.
1 creature
conj.
(healing)
Regenerate
1 living creature
Instant
270
conj.
(healing)
8 9
conj.
(healing)
Mass Heal 9 Mass Cure (H) Cure 4d8+1/lvl (max. +40) hp damage for each subject Critical Wounds True Resurrection Mass Heal As heal, but can affect multiple creatures
Up to 250 hit points can be restored to each creature.
V,S
1 action
Close
1 creature/lvl
(max. 30 ft. apart)
Instant
Will half
(h)
Yes
(h)
215
V,S
1 action
Close
1 or more creatures
(max. 30 ft. apart)
Instant
239
26
KNOWLEDGE
All Knowledge skills are class skills. Cast all divination spells at +1 caster level.
1 2 3 4
div. div.
Detect (D)(x) Detect presence of secret doors, compartments, Secret Doors caches, etc. Detect Thoughts Detect and eavesdrop on surface thoughts of nearby [mind-affecting] (D)(x) creatures Clairaudience/ (x) Hear or see as if you were at a specified location Location must be known, but line of effect is not needed. Clairvoyance Divination Provides advice for specific proposed actions
Base chance for receiving a meaningful reply is 70% + 1%/lvl (max. 90%).
V,S
1 action
Conc., up to 1 min/lvl (D) Conc., up to Will negs 1 min/lvl (D) () 1 min/lvl (D) Instant 1 min/lvl Will negs Yes
(h) (h)
10 min 1 action
True Seeing
Subject sees all things within 120 ft. as they really are V,S,M
Subject can see through normal or magical darkness, notice secret doors hidden by magic, ignore blur and displacement effects, see invisible objects or creatures, see through illusions, see the true form of polymorphed, changed, or transmuted things, and see into the Ethereal Plane. Subject can also determine the alignments of creatures at a glance. (250)
div. div.
6 7
Reveals the most direct route to a specified location Bring to mind legends about an important person, place or thing Find exact location of a known creature or object
Only mind blank successfully blocks this spell.
V,S,F
3 rounds Touch
1 creature
10 min/lvl Instant
230 246
div. div.
8 9
Personal You
Any Touch
1 creature/object 1 creature
222 233
27
LAW
Cast all [lawful] spells at +1 caster level.
abjur.
Magical barrier surrounds and moves with the subject: V,S,DF 1 action
Against attacks from chaotic creatures, the subject gains +2 deflection bonus to AC and +2 resistance bonus on saving throws. Attempts to possess or exercise mental control over the subject are blocked. Summoned or conjured non-lawful creatures cannot touch the subject (subject to SR); this effect ends if the subject attacks or tries to force the barrier against a blocked creature.
Touch
1 creature
1 min/lvl
(D)
Will negs
(h)
Yes (h)
266
ench.
V,S,DF 1 action
Medium
20-ft. spread
207
abjur.
As protection from chaos, but encompasses a larger area and lasts longer.
Can be focused inward rather than outward to imprison a called creature not of the spells alignment. (x)
V,S,DF 1 action
Touch
10-ft. emanation
(from touched creature)
Will negs
(h)
Yes (h)
249
evoc.
Orders Wrath
[lawful]
V,S
1 action
Medium
Instant
Will half
(and negates daze effect)
Yes
258
abjur.
Dispel Chaos
[lawful]
Personal You
1 rnd/lvl
222
ench. evoc.
(x)
As hold person, but can affect any living creature Kills/paralyses/slows/deafens non-lawful creatures ()
If on your home plane, non-lawful extraplanar creatures are banished for at least 24 hours (Will negates, with a 4 penalty on the save).
1 living creature
1 rnd/lvl
(D)
Dictum
[sonic, lawful]
1 action 1 action
Spread centered on Instant caster Up to 1 creature/lvl 1 rnd/lvl in a 20-ft. radius burst, centered on the caster Summoned creature(s)
(max. 30 ft. apart) (D) (h)
abjur.
Shield of Law
[lawful]
conj.
9 (summoning)
Summon Monster Summon extraplanar creatures(s) to act as directed Can summon 1 level-9 creature, or 1d3 level-8 creatures, or 1d4+1 IX
[cast as lawful spell only] lower-level creatures. Summoned creatures act as described for summon monster I .
V,S,DF 1 round
Close
1 rnd/lvl
(D)
288
28
LUCK
Good Fortune (Ex) : 1/day: May reroll any one roll just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if its worse than the original roll.
2 (compulsion) 3
Entropic Shield Aid [mind-affecting] Protection from Energy Freedom of Movement Break Enchantment
Ranged attacks at caster have 20% miss chance Subject gains +1 morale bonus to attacks and saves vs. fear, plus 1d8+1/lvl (max. +10) temporary hp Subject gains temporary immunity to specified energy type (acid, cold, electricity, fire, sonic) Subject ignores magical impediments to movement
Can move and attack normally while underwater. Automatically succeeds at resisting grapples and escaping pins.
1 min/lvl 1 min/lvl
(D)
Yes
(h)
10 min/lvl
(or until discharged)
(prot. from elements) Spell is discharged after absorbing 12/lvl (max. 120) hp damage. Takes precedence over resist energy.
abjur. abjur.
Touch Close
1 creature 1 creature/lvl
(max. 30 ft. apart)
10 min/lvl Instant
233 207
illusion
(glamer)
6 7 8
(x) (x)
abjur. div.
As greater invisibility with caster as subject, and also creates illusory double of caster Reflects 1d4+6 spell levels back at their caster
Only non-touch spells that have you as a target are turned.
1 action
Close
Disbelief
(x)
Gain +1/lvl (max. +25) insight bonus on a single attack roll, opposed ability/skill check, or saving throw
Can also be applied to AC against a single attack. Cant have more than one moment of prescience active at same time.
evoc.
V,S, X ()
1 action
()
()
()
()
()
254
29
MAGIC
Use scrolls, wands, and other items with spell completion or spell trigger activation as a wizard of half your cleric level (minimum 1). For the purpose of using a scroll or other magic device, actual wizard levels and these effective wizard levels stack. 1
illusion
(glamer)
Nystuls Undetectable Aura Nystuls Magic (x) Item registers to detect spells etc. as if nonmagical, or a Aura specified kind of magic item or subject to a specified spell
An examiner casting identify (or similar) must make a Will save to recognize that the aura is false and detect the items actual qualities.
V,S,F
1 action
Touch
1 object
(up to 5 lb./lvl)
1 day/lvl
(D)
257
div. abjur.
2 3
(x)
Touch Medium
Instant Instant
243 223
These spells cannot be dispelled by dispel magic: any Instantaneousduration spell antimagic field curses from bestow curse forbiddance (unless dispellers lvl is at least as high as casters) forcecage geas (or lesser geas) globe (or lesser globe) of invulnerability* mark of justice Otilukes resilient sphere* Otilukes telekinetic sphere* prismatic sphere/wall wall of force * unless a targeted dispel is used
evoc.
Until discharged
(D)
243
abjur. abjur.
5 6
Spell Resistance Antimagic Field Spell Turning Protection from Spells Mordenkainens Disjunction
(+)
Subject gains SR of 12 + caster level Suppresses (but does not dispel) all magic, and prevents the functioning of magical items
Wall of force, prismatic sphere, prismatic wall, or another antimagic field are unaffected.
Touch 10 ft.
1 min/lvl 10 min/lvl
(D)
282 200
()
abjur. abjur.
7 8
(x) (x)
10 min/lvl
Subjects gain +8 resistance bonus on saving throws against spells and spell-like abilities Dispels magic and disenchants magic items
1%/lvl chance to destroy an antimagic field; if the field survives, no items within it are disjoined. 1%/lvl chance to destroy an artifact, in which case the caster must make a Will save (DC 25) or permanently lose all spellcasting abilities.
10 min/lvl
266
abjur.
(x)
Close
Instant
Will negs
(obj)
255
30
PLANT
Rebuke Plant Creatures (Su) : 3+CHA/day: Rebuke/command plant creatures, in the same manner as an evil cleric rebukes/commands undead. Knowledge (nature) is a class skill.
trans.
Entangle
(x)
V,S,DF 1 action
Long
1 min/lvl
(D)
227
trans. trans.
2 3
(x) (x)
Touch Long
1 living creature
10 min/lvl
203 262
trans. conj.
(creation)
Enrichment: Raise productivity of normal plants over the next year to one-third above normal Target(s) will not attack; may be given spoken orders
You must win an opposed Charisma check to convince an affected creature to do anything it wouldnt normally do.
Circle (100 ft. radius), Instant or semicircle (150 ft.) or -circle (200 ft.) All normal plants in range Plant creature(s) 1 day/lvl
(up to 2 HD/lvl) (max. 30 ft. apart)
211 300
10 min/lvl
abjur.
Repel Wood
(x)
V,S
1 action
60 ft.
1 min/lvl
(D)
271
trans.
(x)
1 action
Close
1 Large (or smaller) plant per 3 lvls All plants in range Up to 2 HD/lvl of plant creatures
(max. 30 ft. apart)
199
(x) Command plant creatures via vocal communication (command plants) After the spell is over, subjects revert to normal behaviour. (x)
Close Medium
Will negs
Yes
213 277
1d4+2 shamblers
(11 HD each) (max. 30 ft. apart)
(D)
31
PROTECTION
Protective Ward (Su) [abjuration]: 1/day: Touch grants subject a resistance bonus equal to the casters cleric level on his next saving throw; duration 1 hour, or until used.
abjur. abjur.
1 2
V,S,DF 1 action
Touch Close
1 creature 1 creature
1 rnd/lvl 1 hr/lvl
(D)
274 278
abjur.
Protection from Energy Spell Immunity Spell Resistance Antimagic Field Repulsion Mind Blank Prismatic Sphere
(x) (x) (+)
Subject gains +1 deflection bonus to AC,+1 resistance V,S,F 1 action bonus to saves; half of any hit point damage suffered (100) by subject is transferred to caster Subject gains temporary immunity to specified energy V,S,DF 1 action type (acid, cold, electricity, fire, sonic) Subject gains unbeatable SR against one specified spell or spell-like effect per 4 lvls
Spell specified must be no higher than 4th level.
Touch
1 creature
10 min/lvl
(or until discharged)
266
(prot. from elements) Spell is discharged after absorbing 12/lvl (max. 120) hp damage. Takes precedence over resist energy.
5 6
Subject gains SR of 12 + caster level Suppresses (but does not dispel) all magic, and prevents the functioning of magical items
Wall of force, prismatic sphere, prismatic wall, or another antimagic field are unaffected.
()
7 8 9
Subject is protected from all mind-affecting spells and effects, as well as all divination spells and effects As prismatic wall, but surrounds caster on all sides
1 rnd/lvl 24 hr
(D)
(D)
()
()
32
STRENGTH
Feat of Strength (Su) : 1/day: Gain an enhancement bonus to STR equal to your cleric level; activated as a free action; duration 1 round. 1
trans.
(x) Targets size increases to next larger size category (enlarge) Height x 2, weight x 8; +2 size bonus to STR, 2 size penalty to DEX (min. 1), 1 size penalty to attacks and AC. Multiple magical effects that increase size do not stack. Counters and dispels reduce person.
V,S,M
1 round
Close
1 humanoid
1 min/lvl
(D)
226
2 3 4
Subject gains +4 enhancement bonus to Strength Armor/shield gains +1 enhancement per 4 lvls
(max. +5) Regular clothing can be enchanted (counts as having armor bonus 0).
Subject gains unbeatable SR against one specified spell or spell-like effect per 4 lvls
Spell specified must be no higher than 4th level.
Personal You
(D)
abjur. evoc.
(x)
V,S,M
(250)
1 action
Touch Medium
10 min/lvl
(or until discharged)
284 204
(x)
V,S,DF 1 action
1 rnd/lvl
(D)
Yes
evoc.
(x)
(60 ft.) and attack once per round BAB = caster level + spellcasting modifier + 11 (STR) 1 (size Large). Deals 1d8+11 damage; creature struck must make Fort save or be stunned for 1 round. Can bull rush (as Bigbys forceful hand ) with +15 on Strength check, or interpose itself (as Bigbys interposing hand ).
V,S,DF 1 action
Medium
10-ft hand
1 rnd/lvl
(D)
Yes
203
evoc.
(x)
V,S,M, 1 action DF
Medium
10-ft hand
1 rnd/lvl
(D)
Yes
203
33
SUN
Greater Turning (Su) : 1/day: As for normal turn/rebuke attempt, except undead that would be turned/rebuked are destroyed/commanded instead.
abjur. trans.
1 2
V,S
1 action
Touch Close
1 creature
24 hours
226 239
V,S,DF 1 action
Metal equipment of 7 rounds Will negs Yes (see table at left (obj) (obj) 1 creature per 2 round-by(unattended lvls (max. 30 ft. apart); for round nonmagical or 25 lb/lvl of metal description of metal gets effects) no saving within 30-ft. circle
throw)
evoc.
Searing Light
Ranged touch attack deals 1d8 per 2 lvls (max. 5d8) dmg V,S
Undead take 1d6/lvl damage (max. 10d6); undead vulnerable to sunlight (e.g. vampires) take 1d8/lvl damage (max. 10d8). Constructs/inanimate objects take 1d6 per 2 lvls damage (max. 5d6).
1 action
Medium
Ray
Instant
Yes
275
evoc.
Fire Shield
[fire / cold]
(x)
(casters choice) Caster takes half damage from attacks of the specified type; if the attack allows a Reflex save, the caster takes no damage on a successful save. Melee attackers receive 1d6+1/lvl (max. +15) damage of the specified energy type (SR applies).
V,S,DF 1 action
Personal You
1 rnd/lvl
(D)
230
evoc. conj.
(creation)
5 6
[fire] (x)
(max. 15d6)
Medium Touch
Cylinder
(10-ft. radius, 40 ft. high)
Instant 10 min/lvl
(or until used)
Yes Yes
231 230
[fire]
(max. 20d6) (divide damage dice among up to four grenades as desired) Ranged touch attack (max. range 100 ft.); each acorn deals 1 hp of splash damage per die and ignites combustible material within 10 ft.
Up to 4 acorns
evoc.
Sunbeam
[light]
(x)
Yes
289
evoc.
Sunburst
[light]
(x)
V,S,DF 1 action
Long
Instant
Ref half
(and negates blinding)
Yes
289
abjur.
Prismatic Sphere
(x)
1 action
10 ft.
(D)
()
()
264
34
TRAVEL
Free Movement (Su) : Ignore all magical effects that impede movement (as for freedom of movement); activated automatically as needed; lasts a total of 1 round/lvl per day (not necessarily consecutive rounds). Survival is a class skill. 1
1 2
Expeditious Retreat Longstrider (x) Caster gains +10 enhancement bonus to base land speed V,S,M
Other modes of movement (climb, fly, swim, etc.) are not affected.
1 action
1 hr/lvl
(D)
(+)
1 min/lvl 1 min/lvl
(x)
232
conj.
(teleport.)
(x)
1 action
Long
1 willing Medium (or Instant smaller) object/ creature per 3 lvls Instant
221
conj.
(teleport.)
(x)
1 action
100 You + 1 willing miles/lvl creature (Medium or smaller) per 3 lvls 1 creature
292
div. conj.
(teleport.)
6 7
Reveals the most direct route to a specified location As teleport, but no range limit and no chance of offtarget arrival Create ethereal passage through wood/plaster/stone
Only accessible to caster unless a triggering condition is set.
V,S,F V
10 min/lvl
230 293
(teleport without error ) Must have at least a reliable description of the destination.
conj.
(creation)
(x)
V V,S,M
(1000+)
1 action 30 min
0 ft. Touch
You + 1 willing Instant creature (Medium or smaller) per 3 lvls 5-ft x 8-ft opening, 1 usage per 10 ft. deep (+ 5 ft. two levels
deep per 3 additional lvls)
necro.
Astral Projection
()
35
TRICKERY
Bluff, Disguise, and Hide are class skills.
illusion
(glamer)
1 2 3
(x) Change casters appearance (+10 bonus to Disguise) (change self) An interacting creature can make a Will save to recognise the illusion. (x) (x)
V,S
1 action
(D) (D)
illusion
(glamer)
Subject remains invisible until it attacks Hides subject from divination and scrying
To overcome, divination user must succeed at a caster level check (1d20 + caster level) against DC of 11 + your caster level (or 15 + your caster level if this spell was cast on yourself or an item currently in your possession).
245 257
abjur.
Nondetection
1 action
1 object or creature
ench.
(x)
Medium Touch
15-ft radius burst 40-ft radius emanation You + 1 illusory double 1 30-ft. cube/lvl
1 rnd/lvl 1 hr/lvl
(D)
212 229
illusion
(glamer)
False Vision
(x)
Divination (scrying) into affected area receives false image (as major image) defined at time of casting
The image can be changed as desired by concentration. While you are not concentrating, the image remains static.
1 action
illusion
(glamer)
6 7
(x) (x)
illusion
(glamer)
As greater invisibility with caster as subject, and also creates illusory double of caster Illusion hides area from direct observation and scrying
Scrying attempts automatically detect the specified image, with no save. Direct observation may allow a save (as per a normal illusion).
S V,S
1 action 10 min
(S)
trans. trans.
8 9
(x) (x)
As polymorph, but changes any object or creature into V,S,DF 1 action another () Time seems to stop for all but caster V 1 action
Cannot target others with attacks or spells while time stop is in effect. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field, or by a protection from chaos/evil/ good/law spell, or by a magic circle, while under the effect of time stop.
1 creature/object
(up to 100 cu.ft./lvl)
Personal You
36
WAR
Free Martial Weapon Proficiency (if needed) and Weapon Focus feats with deitys favoured weapon.
trans. evoc.
Touch Medium
1 min/lvl 1 rnd/lvl
(D)
251 283
Yes
3 4 5 6
(max. +5) Regular clothing can be enchanted (counts as having armor bonus 0).
Touch
1 armor or shield
251 224
Caster gains a fighters base attack bonus, +6 enhancement bonus to STR, and 1 temporary hp/lvl Divine fire deals 1d6/lvl damage (max. 15d6)
Damage is half fire, half divine power.
Yes Yes
231 205
Vertical curtain of blades deals 1d6/lvl (max. 15d6) damage to any creature passing through
If the barrier is evoked where creatures are, each must make a Reflex save to avoid the wall (ending up on the side of its choice). Barrier provides cover against attacks made through it.
ench.
7 (compulsion) 8
Power Word, Stun 8 Power Word, (x) Target becomes blinded Blind [mind-affecting] Duration of blindness depends on targets current hp: Power Word, Blind 7 Power Word, (x) Target becomes stunned Duration of stunning depends on targets current hp: Stun [mind-affecting] Power Word, Kill
(x)
1 action
Close
1 creature
(must have no more than 200 current hp)
Yes
263
ench. ench.
8 (compulsion) 9 (compulsion)
V V
1 action 1 action
Close Close
1 creature
(must have no more than 150 current hp)
Yes Yes
263 263
50 or less: 4d4 rnds; 51 to 100: 2d4 rnds; 101 to 150: 1d4 rnds.
1 creature
(must have no more than 100 current hp)
Instant
[death, mind-affecting]
37
WATER
Turn/Rebuke Fire/Water Creatures (Su) : 3+CHA/day: Rebuke/command water creatures, or turn/destroy fire creatures, in the same manner as a cleric turns/rebukes undead.
conj.
(creation)
1 2 3 4 5 6 7 8
V,S V,S
1 action 1 action
1 min/lvl
conj.
(creation)
V,S,DF 1 action V,S,DF 1 action V,S,DF 1 action V,S,DF 1 action V,S,DF 1 action V,S,DF 1 action V,S 10 min
20-ft radius spread, 10 min/lvl 20 ft. high 1 or more living 2 hr/lvl Will negs Yes (h) (h) creatures Water (up to 10 ft./lvl x 10 min/lvl (D)
10 ft./lvl x 2 ft./lvl) (S)
Ice Storm
[cold]
Cylinder
(20-ft radius, 40-ft high)
Cone of Cold [cold] Acid Fog [acid] Horrid Wilting Elemental Swarm
(max. 15d6)
As solid fog, but also deals 2d6 hp/rnd acid damage Deals 1d6/lvl
(max. 20d6) damage to living creatures Water elementals and plant creatures take 1d8/lvl (max. 20d8) dmg.
necro. conj.
Fort half
Yes
9 (summoning)
Summoned creatures
(max. 30 ft. apart)
38