Cause Fear | 1 | School: Necromancy | Components: Verbal, Somatic | Casting Time: 1 action | Range: Close | Target: One living creature with 5 or fewer HD | Duration: 1d4 rounds or 1 round; see text | Save: DC 15 Will partial | Resistance: Yes | The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear. |
Align Weapon | 2 | School: Transmutation | Components: Verbal, Somatic, Divine Focus | Casting Time: 1 action | Range: Touch | Target: Weapon touched or 50 projectiles (all of which must be together at the time of casting) | Duration: 1 min./level | Save: DC 16 Will negates (harmless, object) | Resistance: Yes (harmless, object) | 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. |
Death Knell, Extend | 3 | School: Necromancy | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Living creature touched | Duration: Instantaneous/10 minutes per HD of subject; see text | Save: DC 16 Will negates | Resistance: Yes | Add this spell to customize a normal spell with metamagic feats. |
Bleed | Cleric 0 | School: Necromancy | Components: Verbal, Somatic | Casting Time: 1 action | Range: Close | Target: One living creature | Duration: Instantaneous | Save: DC 14 Will negates | Resistance: Yes | You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage. |
Create Water | Cleric 0 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Close | Effect: Up to 2 gallons of water/level | Duration: Instantaneous | Save: None | Resistance: No | This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
Detect Magic | Cleric 0 | School: Divination | Components: Verbal, Somatic | Casting Time: 1 action | Range: 60 ft. | Area: Cone-shaped emanation | Duration: Concentration, up to 1 min./level (D) | Save: None | Resistance: No | You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell. |
Comprehend Languages | Cleric 1 | School: Divination | Components: Verbal, Somatic, Material or Divine Focus | Casting Time: 1 action | Range: Personal | Target: You | Duration: 10 min./level | Save: DC 15 | You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell. |
Cure Light Wounds | Cleric 1 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: Instantaneous | Save: DC 16 Will half (harmless); see text | Resistance: Yes (harmless); see text | 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. |
Cure Light Wounds | Cleric 1 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: Instantaneous | Save: DC 16 Will half (harmless); see text | Resistance: Yes (harmless); see text | 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. |
Calm Emotions | Cleric 2 | School: Enchantment | Components: Verbal, Somatic, Divine Focus | Casting Time: 1 action | Range: Medium | Area: Creatures in a 20-ft.-radius spread | Duration: Concentration, up to 1 round/level (D) | Save: DC 16 Will negates | Resistance: Yes | 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 | Cleric 2 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: Instantaneous | Save: DC 17 Will half (harmless); see text | Resistance: Yes (harmless); see text | This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). |
Cure Serious Wounds | Cleric 3 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: Instantaneous | Save: DC 18 Will half (harmless); see text | Resistance: Yes (harmless); see text | This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15). |
Dispel Magic | Cleric 3 | School: Abjuration, Void Elemental | Components: Verbal, Somatic | Casting Time: 1 action | Range: Medium | Target: One spellcaster, creature, or object | Duration: Instantaneous | Save: None | Resistance: No | You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell. |
Air Walk | Cleric 4 | School: Transmutation | Components: Verbal, Somatic, Divine Focus | Casting Time: 1 action | Range: Touch | Target: Creature (Gargantuan or smaller) touched | Duration: 10 min./level | Save: None | Resistance: Yes (harmless) | 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. |
| Order's Wrath | 4 | School: Evocation | Components: Verbal, Somatic | Casting Time: 1 action | Range: Medium | Area: Nonlawful creatures within a burst that fills a 30-ft. cube | Duration: Instantaneous (1 round); see text | Save: DC 18 Will partial; see text | Resistance: Yes | 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. |
Slay Living | 5 | School: Necromancy | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Living creature touched | Duration: Instantaneous | Save: DC 19 Fortitude partial | Resistance: Yes | 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. |
Mending | Cleric 0 | School: Transmutation, Metal Elemental | Components: Verbal, Somatic | Casting Time: 10 minutes | Range: 10 ft. | Target: One object of up to 1 lb./level | Duration: Instantaneous | Save: DC 14 Will negates (harmless, object) | Resistance: Yes (harmless, object) | This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. |
Divine Favor | Cleric 1 | School: Evocation | Components: Verbal, Somatic, Divine Focus | Casting Time: 1 action | Range: Personal | Target: You | Duration: 1 minute | Save: DC 15 | 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. |
Endure Elements | Cleric 1 | School: Abjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: 24 hours | Save: DC 15 Will negates (harmless) | Resistance: Yes (harmless) | A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. |
Resist Energy | Cleric 2 | School: Abjuration, All Elements | Components: Verbal, Somatic, Divine Focus | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: 10 min./level | Save: DC 16 Fortitude negates (harmless) | Resistance: Yes (harmless) | 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. |
Restoration, Lesser | Cleric 2 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 3 rounds | Range: Touch | Target: Creature touched | Duration: Instantaneous | Save: DC 17 Will negates (harmless) | Resistance: Yes (harmless) | Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. |
Silence | Cleric 2 | School: Illusion | Components: Verbal, Somatic | Casting Time: 1 round | Range: Long | Area: 20-ft.-radius emanation centered on a creature, object, or point in space | Duration: 1 round/level (D) | Save: DC 16 Will negates; see text or none (object) | Resistance: Yes; see text or no (object) | 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. |
Hold Person, Extend | Cleric 3 | School: Enchantment | Components: Verbal, Somatic, Focus or Divine Focus | Casting Time: 1 action | Range: Medium | Target: One humanoid creature | Duration: 1 round/level (D); see text | Save: DC 16 Will negates; see text | Resistance: Yes | Add this spell to customize a normal spell with metamagic feats. |
Summon Monster III | Cleric 3 | School: Conjuration | Components: Verbal, Somatic, Focus or Divine Focus | Casting Time: 1 round | Range: Close | Effect: One summoned creature | Duration: 1 round/level (D) | Save: None | Resistance: No | This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list. |
Magic Vestment, Extend | Cleric 4 | School: Transmutation | Components: Verbal, Somatic, Divine Focus | Casting Time: 1 action | Range: Touch | Target: Armor or shield touched | Duration: 1 hour/level | Save: DC 17 Will negates (harmless, object) | Resistance: Yes (harmless, object) | Add this spell to customize a normal spell with metamagic feats. |
Spell Immunity | Cleric 4 | School: Abjuration | Components: Verbal, Somatic, Divine Focus | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: 10 min./level | Save: DC 18 Will negates (harmless) | Resistance: Yes (harmless) | The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time. |
Summon Monster IV | Cleric 4 | School: Conjuration, All Elements | Components: Verbal, Somatic, Focus or Divine Focus | Casting Time: 1 round | Range: Close | Effect: One summoned creature | Duration: 1 round/level (D) | Save: None | Resistance: No | This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. |
Magic Weapon, Greater, Extend | Cleric 5 | School: Transmutation, Metal Elemental | Components: Verbal, Somatic, Material or Divine Focus | Casting Time: 1 action | Range: Close | Target: One weapon or 50 projectiles (all of which must be together at the time of casting) | Duration: 1 hour/level | Save: DC 18 Will negates (harmless, object) | Resistance: Yes (harmless, object) | Add this spell to customize a normal spell with metamagic feats. |
Scrying | Cleric 5 | School: Divination | Components: Verbal, Somatic, Focus, Material or Divine Focus | Casting Time: 1 hour | Range: See text | Effect: Magical sensor | Duration: 1 min./level | Save: DC 19 Will negates | Resistance: Yes | You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge - Will Save Modifier
None* - +10
Secondhand (you have heard of the subject) - +5
Firsthand (you have met the subject) - +0
Familiar (you know the subject well) - -5
*You must have some sort of connection (see below) to a creature of which you have no knowledge.
Connection - Will Save Modifier
Likeness or picture - -2
Possession or garment - -4
Body part, lock of hair, bit of nail, etc. - -10
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message. If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours. |
|