Domain Spell Rewrite
Air
Cannot use Earth descriptor spells
1 Constant Breath (you always breath air, no matter where)
2 Wind Wall
3 Purify Air (air in area always pure and clean. No poisons or gases)
4 Air Walk
5 Control Winds
6 Air Cushion (circular air zone which can lift and move)
7 Air Immunity (immune to all wind effects. Air subtype creatures cannot approach or touch you.)
8 Whirlwind
9 Air Elemental Swarm
10 Tornado
Animal
1 Calm Animals
2 Hold Animal
3 Dominate Animal
4 Animal Form
5 Enhanced Animal (gains +6 Str, Dex, Wis &/or Con total. Ability to hit magic DR)
6 Animal "shield" (no animal will attack the caster, if even magically compelled)
7 Animal Shapes
8 Call Animals (animals from a certain range come to the caster and does his bidding)
9 Power Animal (gains +12 Str, Dex Wis &/or Con in total. Ability to hit <alignment>, Adamantite and magic DR.)
10 Paragon Animal (gains weakened version of the Paragon template)
Chaos
Cannot use Law descriptor spells
1 Protection from Law
2
3 Magic Circle against Law
4 Chaos Hammer
5 Dispel Law
6 Chaotic Actions (more powerful version of confusion)
7 Word of Chaos
8 Cloak of Chaos
9 Field of Chaos (large area has complete loss of order)
10 Chaos alignment (force an alignment change on a target or object)
Death
Cannot cast raise dead/resurrection type spells.
1
2 Death Knell
3 Animate Dead
4 Death Ward
5 Slay Living
6 Death Reversal (if the caster dies from a means that Raise Dead can reverse, the caster is instantly bought back to life within a specified time)
7 Destruction
8 Field of Death
9 Soul Destruction
10 Take Lifeforce (drains a target of it's life force and grants temporary power to the caster)
Destruction
Cannot use Creation spells
1
2 Shatter
3
4
5 Destroy Object
6 Destroy Limb (target loses a limb in some way)
7 Disintegrate
8 Wave of Destruction (objects within a radius take X damage)
9 Earthquake
10 Chasm (creates a very large rift or hole for something to fall into. It then closes)
Earth
Cannot use Air descriptor spells
1 Create Earth Object (create an object made from nearby earth)
2 Soften Earth & Stone
3 Stone Shape
4 Tunnel
5 Earth Movement (treat Earth as if it didn't exist. Allows breathing. No vision. Tremorsense 120ft).
6
7
8 Stone Body
9 Earth Elemental Swarm
10 Shape Earth (reshape a very large area of earth & stone)
Evil
Cannot use good descriptor spells
1 Protection from Good
2 Desecrate
3 Magic Circle against Good
4 Unholy Blight
5 Dispel Good
6
7 Blasphemy
8 Unholy Aura
9 Field of Evil
10 Manifestation of Evil
Fire
Cannot use cold descriptor or water creation spells
1 Burning Hands
2 Produce Flame
3 Fire Bolt (ray attack that inflicts damage)
4 Wall of Fire
5 Fire Form (whole body and equipment becomes fire)
6 Fire Tentacles (tentacles of fire that can grapple and inflict fire damage)
7 Fire Storm
8 Incendiary Cloud
9 Fire Elemental Swarm
10 Field of Fire (every object within the radius starts to emit flames. Beings are unharmed. Carried objects are affected. Magical objects unaffected. Everything else starts to burn)
Good
Cannot use Evil descriptor spells
1 Protection from Evil
2 Know Moral (5 steps : Pure Good, Good, Neutral, Evil, Pure Evil)
3 Magic Circle against Evil
4 Holy Smite
5 Dispel Evil
6 Holy Warrior (similar to Righteous might. Gain Evil DR. Every hit inflicts d6 holy damage)
7 Holy Word
8 Holy Aura
9 Infusion of Light
10 Purity (become a manifestation of good and holiness. Gain major immunities and powers)
Healing
Cannot use Inflict spells or Harm
As standard except the spells are maximised OR empowered at caster's option.
1 CLW
2 CMdW
3 CSW
4 CCW
5 Mass CLW
6 Mass CMdW or Heal
7 Mass CSW or Regenerate
8 Mass CCW
9 Mass Heal
10 Instant Recovery (removes either all HP damage at the end of every second round OR all ability damage/drain every round. Also grants instant regeneration of lost limbs/parts).
Knowledge
Cannot use any deception or knowledge altering spells.
1 Find Item of Knowledge
2 Detect Thoughts
3 Know Fiction (automatically aware of lie or falsehood concerning a specific topic that exists in some form of recorded knowledge. It is NOT a Detect Lie spell)
4 Divination
5 Reveal Knowledge (gain knowledge about an object, person or event)
6 Find the Path
7 Legend Lore
8 Discern Location
9 Foresight
10 Knowledge of All (gains ranks & bonuses for skills and other abilities for a limited time)
Law
Cannot use Chaotic descriptor spells
1 Protection from Chaos
2 Know Ethos
3 Magic Circle against Chaos
4 Order's Wrath
5 Dispel Chaos
6 Harmony of Actions (group of individuals gain bonuses due to "perfect" co-operation and co-ordination.)
7 Dictum
8 Shield of Law
9 Call Modron
10 City of Law (a village/town/city has a large effect which flags when a being breaks the law)
Luck
1 Lucky Insight (+X bonus to Wisdom based skill checks)
2 Lucky Shot (luck bonus to one ranged attack)
3 Better Luck Next Time (one action that fails against a specific being or object will have a better chance of success next time)
4 Blind Luck (criticals are negated)
5 Lucky Defenses (gain luck bonses to AC and reflex saves)
6
7 Reality adjustment (add ±X to rolls in your favour after the roll has been made, but before the result or effect has be stated).
8
9 One in a Million (if the player can come up with a unique, plausible reason, a devastating effect on them can be negated)
10
Magic
1 (Nystul's) Magic Aura
2
3 Dispel Magic
4 Greater Arcane Sight
5 SR
6 Grant Spell (more powerful version of Imbue with Spell)
7 Absorb Magic (caster absorbs magic and can re-channel it as arcane fire)
8 Control Spell (allows caster to gain control of a "visible" spell)
9 Mord's Disjunction
10 School Immunity (gain immunity to all spells 9th level or lower from one school)
Plant
1 Entangle
2
3 Plant Growth
4 Command Plants
5 Wall of Thorns
6 Plant Form (polymorph into a plant of any type)
7 Animate Plants
8 Control Plants
9 Shambler
10 Zone of Plant Life (create a large area where plants are always in full bloom and fruit are ever present)
Protection
1 Sanctuary
2 Shield Other; Environmental Protection (immune to adverse environmental conditions)
3 Lesser Protection (gain DR 5/magic, all energy resist 5, 1st level spell immunity)
4 Spell Immunity
5 Protection (gain DR 10/magic or alignment, all energy resist 10, 2nd level SI)
6 Type Shield (protects area from one creature type/sub-type)
7 Greater Spelll Immunity
8 Greater Protection (gain DR 15/magic and alignment, energy resist 20, 4th level SI)
9
10 Supreme Protection (gain DR X/epic and alignment, energy resist 40, 7th level SI)
Strength
Cannot cast any spell or use any spell effect that results in reduction of Strength in anyway (including Polymorphing to something smaller).
1 Enlarge
2 Bull's Strength (+4 to Strength)
3 Power Strike (gain +X damage for one attack)
4 Crushing Field (grapple force attack the deals X damage per round)
5 Righteous Might
6 Giant's Strength (+8 to Strength)
7 Holding Field (a telekinetic/force field holds an object or being in it's centre. Requires strength &/or mass to break out)
8 Telekinetic Throw (able to throw an object as if your strength were 20pts higher)
9 Titan's Strength (+12 to Strength)
10 Righteous Servant of the Gods (More powerful form of Righteous Might. Size increases to Colossal. +25 Str, +12 Con, -6 Dex, DR 15/epic and <alignment>. Side effect : lose one Con pt permanently OR XP cost)
Sun
Cannot cast any spells with cold or darkness descriptor.
1 Sun Warmth (area is as warm as the sun at noon for the local climate)
2 Sun Stroke (target is affected as if they had severe sun stroke)
3 Extend daylight (extends daylight by X minutes in an area)
4 Zone of Light (area is always lit. No shadows exist)
5 Dawn (creates a dawn effect) ???
6
7 Sunbeam
8 Sunburst
9 Sun (creates a area of light which is as bright as daylight except the effects are as a true sun)
10 Create Sun (creates a large ball in the sky/a large cave which is a small sun)
Travel
1 Longstrider
2 Travel Mount (summons a mount with incredible endurance)
3 Fly
4 Travel Platform (creates a force based platform for travelling)
5 Teleport
6 Find the Path
7 Greater Teleport
8 Travel Portal (local plane gate type spell)
9 Astral Projection
10 Divine Travel (deity moves caster and companions to a destination. Through any barrier the deity can penetrate. Use wisely).
Trickery
Cannot cast any spells the reveal the truth or pierce illusions (such as True Seeing or See Invisibility)
1 Disguise Self
2 Always Lie (target incapable of telling the truth)
3
4 False Wounds (attacks on you seem worse than they are)
5 False Vision
6 Mislead
7 Screen
8 Multiple Self (more advanced version of Mirror Image. Allows you to create X illusory copies of yourself and have them do different tasks. Limited to LOS )
9 True Sight Protection
10 Duplicate Self (create X real copies of yourself. They are weaker versions and must reside on the same plane as the caster.)
War
Most of the spells require a holy (battle) standard. Without the standard, the spells will fail/end. Deities will only grant them if a battle is pending or combat is "daily".
1
2 Battle Command (allows caster to telepathically give orders)
3 Prayer
4 Battle Standard (allies/army gains morale bonuses as long as standard is visible)
5 Weapons of War (mass version of Magic Weapon & Magic armour)
6 Strength of the Divine (allies/army gains sacred/profane bonuses to Str, Con & AC)
7 Dogs of War (theme orientated creatures appear and fight for the caster)
8 Unrelenting Courage (army is immune to fear, fatigue. Do not go unconscious from negative HP; Morale bonuses)
9 Holy Strike (target army units with a divine strike - theme varies : Kossuth will be a pillar of flame; Shar may be a wave of cold darkness; ...)
10 Warriors of the Deity (divine warriors come and join the battle)
Water
Cannot cast any fire descriptor spells.
1 Never Thirst (target never requires water)
2
3 Water Breathing
4 Control Water
5 Water Form (liquid version of gaseous form)
6 Downpour (very heavy rainfall)
7 Liquify (transform a target in a liquid)
8 Dehydrate (Water is "drawn out" of the target. Temporary Con damage)
9 Water Elemental Swarm
10 Solidify Water (solidifies water in a volume. Including water inside living beings. Note : the water is NOT frozen)
1
2
3
4
5
6
7
8
9
10
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Note concerning 10th level spells
Assuming your DM allows them, they are not always granted. 10th level spells are very powerful and can be unbalancing.
As a general rule, a deity who grants a 10th level spell will probably expect a "counterspell" being granted to an enemy of the faith.
AMF will only affect 10th level spells if the caster (of the 10th level spell) fails a DC 30 caster level check.
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Air
Constant Breath
Conjuration (Creation) [Air]
Level : Air 1
Components : V, S
Casting Time : std act
Range : touch
Target : one willing creature every 2 levels
Duration : 10min/lvl(D)
Saving Throw : None (harmless)
Spell Resistance : No
The target always has fresh air for breathing purposes, no matter where they are.
They could be under water, in lava or a vacuum.
The spell does not allow Verbal component casting in an environment the disallows it.
It does not make the target immune to gases (though holding ones breath will work).
The air appears in the target mouth (or breathing apparatus).
Purify Air
Transmutation [Air]
Level : Air 3
Components : V, S
Casting Time : std act
Range : close
Area : 5ft radius sphere/2 levels
Duration : one min/level
Saving Throw : n/a
Spell Resistance : n/a
The air inside the area is always pure and fresh. No noxious gases of any sort exist or work.
It will counter magical gas effects such as cloud kill. An opposed caster check is required with the Purify Air caster gaining a +4 bonus.
The spell does not create air, it must already exist.
Air Cushion
??? [Air]
Level : Air 6
Components : V, S, M
Casting Time : std act
Range : medium
Area : 20ft radius air cushion
Duration : 10 mins/level
Creates an air cushion that can be used to carry and move objects and beings.
Maximum weight for the cushion is 10lb per CL per 5 sq ft.
Anything heavier will simply fall through.
The cushion pushes air up, so any attempt to drop or attack through the cushion will fail.
Attacks from below will work as per normal, though there is a -2 penalty due to semi-random air movement.
Material component is a ... .
Air Immunity
Abjuration [Air]
Level : Air 7
Components : V, S, DF
Casting Time : std act
Range : self only
Effect : 10ft radius emanation, see below
Duration : one min/level
Saving Throw : see below
Spell Resistance : see below
Any creature with Air subtype cannot approach the caster, even if attacked by the caster. An SR check is allowed (only once). A will save is allowed only if the emanation is forced against a creature.
The other effect is the wind speed is always zero, even in a tornado or hurricane.
At the caster's option, it can be used to exclude all air, leaving noxious gases or a vacuum.
Tornado
Conjuration (Creation) [Air]
Level : Air 10
Components : V, S, M, DF
Casting Time : 10 minutes
Range : long
Area : 500ft high tornado, diameter 5ft per caster level
Duration : one rd/level
ST : see below
SR : see below
Creates a tornado at a specified spot which moves in a direction decided at casting time. Once the tornado is formed, it is not under the control of the caster.
The speed of the tornado is a maximum of 2mph per CL. If moving against the wind, the speed will reduce one mph for every 5mph of wind.
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Animal
Animal Form
Transmutation
Level : Animal 4
Components : V, M
Casting Time : std act
Range : self
Duration : 10 min/lvl (D)
This spell polymorphs the caster into a selected animal with the following ...
• retain Int, Wis & Cha
• Con will only change if the animal size is different from the caster's (±4 per size step)
• Gain Natural Spell feat
• Retain all spell-like abilities and supernatural powers provided the new form doesn't interfere with any of the powers
• Can swap between original and animal form at will (std act)
Material : small vial of blood of the target animal which is drunk during casting
Enhance Animal
Transmutation
Level : Animal 5
Components : V, S, F/DF
Casting Time : std act
Range : touch
Target : one animal
Duration : one min/level (D)
Saving Throw : will negates
Spell Resistance : Yes
Targeted animal increases one size category and gains the following:
• +6 total to Str, Dex, Con and/or Wis (+2 every 5 levels above 9th). No ability score may have more than one-half the total.
• DR 5/magic (+1/magic every 2 levels above 9th. Magic may become Epic at 21st level if the numeric part is reduced by half)
• ability to penetrate magic DR (Becomes Epic penetration at 21st CL)
• +3 Nat AC (+1 every 3 levels thereafter).
Maximum size of animal at 9th is medium. For every 3 levels thereafter, the size category is increased by one step.
By default, the animal gets a will save. To get it to forfeit the will save and SR check, it's attitude must be friendly.
Focus : piece of the animal's fur
Call Animal
Conjuration (Calling) [Mind-Affecting]
Level : Animal 8
Components : V, S, M, F/DF
Casting Time : one minute
Range : long x4
Effect : animals of desired type come to the caster to do his bidding
Duration : one hour/level
Saving Throw : see below
Spell Resistance : Yes
This spells calls up to 5HD worth of animals per caster level (max HD for a single animal is the caster level) to the caster to do his bidding.
Specific animal types may be selected, though a specific animal can only be called if the caster has seen it.
Animals whose HD is <= to the caster level do not get a saving throw.
The animals will not attack any other animal except in self-defense.
The animals can do anything the caster instructs, as long as it is within their nature.
The caster has an empathic link to all of them and can see and hear through any one animal (std act to change animal).
The animals will not willingly go beyond the spell's range unless specifically instructed by the caster.
The caster cannot control any animal beyond the spell's range and will revert to type immediately.
Animal companions (such as a Ranger or Druid's) are allowed a will save, regardless of it's HD, using their or their masters save, whichever is higher. The master will usually notice something is wrong.
The spell will not override Charm or Compulsion magic.
Power Animal
Transmutation
Level : Animal 9
Casting Time : std act
Components : V, S, M, DF
Range : touch
Target : one animal
Duration : one rd/level (D)
Saving Throw : see below
Spell Resistance : see below
This spell is a more powerful version of Enhance Animal.
Targeted animal increases one size category and gains the following:
• +12 total to Str, Dex, Con, Int and/or Wis (+2 every 5 levels above 17th). No ability score may have more than one-half the total. Intelligence may not increase beyond 6.
• DR 10/magic (+2/magic every 2 levels above 17th. Magic may become Epic at 21st level if the numeric part is reduced by half)
• Fast Healing CL/3
• ability to penetrate magic, alignment (opposite to casters) and adamantite DR (Becomes Epic penetration at 21st CL)
• +5 Nat AC (+1 every 3 levels thereafter)
• +3 Insight bonus (+1 every 3 levels thereafter)
No size limit.
Paragon Animal
Transmutation
Level : Animal 10
Casting Time : one day
Components : V, S, F/DF, XP
Range : touch
Target : one animal
Duration : see below
Saving Throw : No
Spell Resistance : Yes
This changes the targeted animal into the perfect specimen.
The animal gains the following:
• change type to Magical Beast
• increase size by one step
• Hit Dice increased by 10. Maximum HP for each die. Add +4 for each HD.
• +12 to all ability scores
• +10 Natural AC
• Supernatural field which gives a bonus to AC equal to it's Cha modifier
• SQ : Darkvision 120, DR 10/epic, Low-light vision (doubled if already present)
• Gains 5 special abilities appropriate to it's nature (such as Evasion, Uncanny Dodge or some DM/Player created ability)
• Gains 3 spell-like abilities usuable at will. Select spells appropriate to it's nature. Maximum spell level is 6. CL usually equals HD or 12, whichever is higher.
• alignment changes to one step within the casters. Initially anyway (power corrupts).
• personality traits are random, but within the animal's nature.
• normal animals of the paragon's type will generally defer to the paragon.
The animal is NOT under the caster's control, he is totally free willed.
Focus : a carved replica of the animal being changed. It must be very accurate (single DC 35 craft check). It may be carved out of wood, stone, ivory or similar. Minimum value of the carving is 25000gp.
To create a permanent paragon requires 500xp per (new) HD of the paragon and blood of the animal must be put into a cavity in the replica.
If the replica is destroyed, the paragon dies.
Important : there can only be one paragon of a specific animal type in the current plane. If an attempt to create another paragon lion (for example), the spell will fail.
This only applies to this spell specifically.
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Chaos
Chaotic Actions
Enchantment (Compulsion) [Mind-Affecting, Chaos]
Level : Chaos 6
Components : v, S, DF
Casting Time : std act
Range : medium
Duration : one min/level
ST: will negates
SR : yes
More powerful version of Confusion spell.
Every time a decision needs to be made on anything (such as how to attack, attack with what, which direction to move, trap testing, etc), roll d%:
01-15 Does action
16-30 Action delayed (next round or appropriate time)
31-50 Action forgotten
51-65 Action redirected
66-80 Acts incoherently
81-100 Does completely opposite to intent
Subtract wisdom modifier.
If the result is inappropriate for the action, the target acts incoherently.
Pragmatism : rolling for every conceivable action is very time consuming. For simplicity, roll for movement & standard action or full round action and any important skill check or decision.
Field of Chaos
Transmutation [Chaotic]
Level : Chaos 9
Components : V, S, DF
Casting Time : std act
Range : close
Area : 5ft/level radius spehere centred on a point.
Duration : one rd/level
ST: see below
SR : see below
Complete loss of order in specified volume.
The following is randomised :
• Gravity : each round, gravity assumes a different direction. Two d8 rolls, one for vertical and one for horizontal. ...
• Magic : wild magic effects. Caster level roll is reduced by the caster level of the spell.
• Environment : wind speed (d% mph) & direction (d8), temperature (+2d20-11 on previous round's temperature), humidity (d%) and precipitation(d%) all vary. Use common sense : the plane of fire or a desert will not have any precipitation.
• Beings : SR and will save applies. SR only applied once. Will save must be made each round if SR fails. Failure results in a random alignment (10%) OR Confusion (90%) for one round.
The caster is not immune to the spell.
Chaos Alignment
Enchantment (Compulsion) [Mind-Affecting, Chaotic]
Level : Chaos 10
Components : V, S, M, DF
Casting Time : 10 minutes
Duration : permanent; see below
Range : touch
Target : one sentient being of non-chaotic alignment
ST : will negates
SR : Yes
This spell forces an alignment change on a specified target.
If they fail their save, their alignment shifts to Chaotic.
A target has a +4 bonus to their save if the alignment change would affect them badly (such as a Paladin or Monk).
A target has a +8 bonus to their save if they are "manifestations of law" (read Lawful Outsiders).
The change is permanent and... . They "realise" that being lawful was "wrong" and are reluctant to do so again.
Note : deities will take exception to powerful or important servants or if some/many of their followers being forcibly converted and may remedy the situation (usually indirectly).
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Death
Death Reversal
Abjuration
Level : Death 6
Components : V, S, M, DF, XP
Casting Time : 10 minutes
Duration : see below
Range : touch
Effect : one willing target
ST : No
SR : No
This spell is a auto-raise spell which activates a certain amount of time after the target's death.
The contingency effect lasts for one week per caster level.
The activation delay is preset and has a maximum of 5 mins per caster level.
The spell will only function if the body is in reasonable condition (as per Raise Dead spell) and the target's soul is "nearby" and available and has NOT reached the afterlife.
This spell is intended as a "delay of death", not resurrection.
Anyone immune to Constitution drain cannot use this spell.
The spell will not work on those whose body and soul are the same thing (most Outsiders).
XP cost : 100xp per HD/level of target (NOT caster).
Material : one pint of blood which must be sealed in a vial and looked after.
Field of Death
Necromancy [Death, Evil]
Level : Death 8
Components : V, S, DF
Casting Time : std act
Duration : one rd per level
Range : 0
Area : 5ft radius per caster level centred on caster
ST: Fort negates, see below
SR : Yes
This spell creates a life force draining sphere centred on the caster (or more specifically, his unholy symbol).
Each round a being is in the field, they gain one negative level if they fail a Fort save.
The maximum level drain is one-half the caster's level.
Deathward will absorb one negative level per caster level before the spell collapses.
Anyone who makes the SR check is unaffected.
The caster is not immune to the spell.
If the caster no longer has physical contact with his unholy symbol, or it is destroyed, the spell ends.
Anyone who reaches zero life force becomes a free willed wraith.
The negative levels remain for one hour per caster level (no save for level loss is required unless the duration is 24hrs or more).
Soul Destruction
Necromancy [Death]
Level : Death 9
Components : V, S, DF
Casting Time : std act
Range : 10ft
Duration : instantaneous
Effect : one soul (whether or not with a body)
ST: will negates (see below)
SR: Yes
Soul destruction totally exterminates the target soul. It is shredded and disincorporated permanently.
Only a deity can possibly restore it.
A soul with a body makes the usual will save.
A soul without a body makes a special save : +(previous HD)/2+2+Cha or Wis modifier (whichever is higher). Of course, the soul has to be contained somewhere or the spell cast immediately after the death of a target.
If save is made, that soul is permanently immune to the spell if cast by that specific caster (or source, such as a Staff).
Note : Soul destruction by mortals is frowned upon. Excessive use will be "investigated".
The spell can, in theory, affect deities. It requires considerable research to affect a specific deity and the spell has to be Heighten to 10+divine rank of the deity (using Improved Heighten Spell feat). Of course, surviving long enough to use it is an issue and some form of retribution will occur, successful or not.
Take Lifeforce
Necromancy [Evil]
Level : Death 10
Components : V, S, DF
Casting Time : one minute
Range : medium
Duration : one round per caster level
Effect : target is drained of some or all of their lifeforce
ST : will negates; see below
SR : Yes
This really nasty spell drains a target of virtually all of their lifeforce (levels/HD).
The energy drain will not directly kill the target, but the result of it may.
Energy drain will never reach zero HD.
Casting the spell takes one minute. The intended target must be seen at the beginning and end of the casting (LOS) and within range for the entirety.
If they fail the SR and will save, they begin to lose one level/HD (class levels always first) per round as long as they stay within range of the caster (not necessarily LOS, but LOE is required). The loss is permanent.
AMF will suspend the draining.
Deathward requires an opposed caster check. If successful, the Take Lifeforce spell will fail.
Racial HD & energy level drain : for a lot of races, their HD simply represents their size and general toughness (or lack thereof). A Storm giant with one HD is hard to conceive.
My suggestion : reduction in HD below racial minimum results in reduction in size, down to some DM set minimum. Every 4HD lost results in a size category reduction.
And probable loss in some Su or Sp abilities.
Dragons are more problematic, their HD is due to their age. My suggestion is to "de-age" them, resulting loss in knowledge and powers.
Caster benefits : the drained life forced is stored in a specially prepared unholy symbol. It must have a gem built into it. Each 500gp value of gem will hold one energy level (see below).
Each stored energy level can be used for one of the following:
- +1 enhancement to one physical ability score
- +1 Nat AC
- 500xp for magic item creation XP costs
- 100xp for spell casting XP costs
- +1 profane bonus to Will or Fort saves (never Reflex)
- one spell level. Memorised spells are not lost. Does not apply to Quickened, Swift or Immediate action spells.
- +1 bonus for CL checks
- absorb one negative level/level loss
- anything else the DM approves of
- DR 1/good
The numeric bonuses last 10 minutes and are dispellable.
Using the energy requires a std act. This will increase std act casting time spells to a full action.
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Destruction
Destroy Limb
Necromancy
Level : Destruction 6
Components : V, S
Casting Time : std act
Range : touch
Duration : one round
Target : one non-vital body part
ST : Fort negates
SR : Yes
This spell will permanently destroy/wither/vaporise/remove a non-viltal body extremity/part/organ.
It takes one round to "fall off". During that time, a Heal spell (or better) must be used to counter it to save it.
The selected body part must be a non-vital and cannot cause the target's death.
Touching small parts such as the eye may require grappling.
Wave of Destruction
Transmutation ??
Level : Destruction 8
Casting Time : std act
Components : V, S, M
Range : medium
Duration : instantaneous
Effect : a 50ft wide x 10ft high wave
ST : None or Fort negates (object)
SR : No or Yes
The spell only affects objects, constructs and non-sentient plants. It cannot cause any harm to living or undead tissue.
A wave of blue sparkling energy moves in one direction from the caster and obliterates all objects in it's path. Each object takes d6 damage for every 2 caster level and hardness less than CL/2 is ignored.
Objects in possession of a being gets the usually saving throw.
Magic items are affected and each item requires a ST. SR applies only if the possessor has SR.
Artefacts are unaffected.
Material : an Adamantite hammer no less than 500gp
Chasm
Evocation [Earth]
Level : Destruction 10
Casting Time : 10 minutes
Components : V, S, M, DF
Range : medium
Duration : 10 rds
Effect : 10ft long x 2.5ft wide x 25ft deep chasm per CL
ST : None
SR : No
This spell opens up a large chasm which swallows up anything above it, then closes and squashes whatever falls into it.
The spell takes 10rds to complete.
The first 5 rds is the time it takes to open up to it's maximum dimensions.
The 5 remaining rounds is when the closing of chasm occurs. It will destroy, kill or suffocate whatever is caught inside.
It is important to note that the composition of the earth is not changed. Swallowing a castle in a desert will result in a sand-buried castle whose stone part will be mostly intact.
It has all the subtlety of an earthquake. This will give victims time to try and get out.
If Dispel Magic is successful, the chasm will stop at it's current partially open state.
The spell can only be cast on earth, mud, rock, sand or similar.
Material : 2 3ft high stone markers indicating the end points of the chasm.
---------------------------------------------------------------------------------------------------------------
Earth
Create Earth Object
Transmutation [Earth]
Level : Earth 1
Casting Time : one minute
Components : V, S, DF
Range : close
Duration : permanent
Effect : creates an earth based object from the local terrain
ST : no
SR : no
Creates a permanent, non-magical object made from the local terrain.
A craft skill check is required.
The maximum size is 1cu ft and 1lb per CL.
The spell will not work on stone, mineral or metal (though tiny pieces may be present).
It will work with clay and sand (good luck trying to get it to hold together).
Earth Movement
Transmutation
Level : Earth 5
Casting Time : std act
Components : V, S, M, F/DF
Range : close
Effect : one willing size M being or object every 2 caster levels
Duration : one minute/level (D)
ST : no
SR : no
This spells allows beings or objects to move through earth, sand, clay and similar as if it didn't exist.
Note : 2 size M = one L, etc. Sizes less than M are treated as M.
They "imagine" a floor and walk on it. Objects must be touched be a sentient being.
Animals or those with low intelligence may require convincing or help.
Each being or object must have a focus with them at all times. If they lose it, they immediately become trapped and start to suffocate and compress.
All beings gain 120ft tremorsense and automatically know the location of all focuses used by the spell.
The spell does not grant the ability to see through earth. Breathing is not an issue.
When only one minute of the spell remains, everyone will get a mental warning of two types : safe (a liquid or air pocket is within range) or danger (no safe pocket within range).
Dispel Magic must be applied to each Focus specifically.
AMF works as per normal.
Verbal spells work fine, though LOS/LOE spells will fail (or blow-up in the caster's face).
Any object leaving the possession of a being or targeted object immediately becomes trapped in the earth.
Focus : a sphere made of the terrain intended to pass through. The sphere must be 4 sizes smaller than the target object.
Shape Earth
Transmutation
Level : Earth 10
Casting Time : variable, minimum of one minute
Duration: permanent
Components : V, S, (F)/DF
Range : long
Area : one 20x20x20 cube per CL
Duration : Permanent
ST : no
SR : no
This spell allows the caster to reshape a large section of earth and stone into a anything they can imagine or create.
Stone, earth, clay, mud and similar are all reshaped. It can be a castle, a catacomb or a very large jelly bean.
The focus is required for detail creations and/or if the casting wants reduction in casting time. It is an accurate model of what the caster wants to be created.
Using a focus only has a casting time of 3rds per 10cu ft (min. one minute).
Without a focus, the casting time can be from one minute to 24 hrs, depending on complexity.
The more detailed wanted, the longer it will take.
Detail can be down to stone hinges for a wooden door.
It is important to note that the spell does not create or destroy. It can only used what is available in the area. The density of the stone and earth will be changed to suit the creation (up to a point).
Metal and mineral content will be expunged into open spaces or nearby, unaffected stone and earth.
If the earth and stone has any magical enchantment in any part of their volume, the spell will fail.
Focus : optional. A detail model of what is to be created. A craft check may be required.
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Evil
Field of Evil
Enchantment (Compulsion) [Mind-Affecting, Evil]
Level : Evil 9
Casting Time: one full round
Components: V, S, M, DF
Duration: one min/lvl
Range: 0
Area: 100ft radius sphere
ST: will negates
SR: Yes
This spell forces beings to use or act evil (or at least do nothing good).
No matter what they try, they cannot stop themselves doing some sinful act.
It could be as simple as stealing or as heinous as slow death by torture. It depends heavily on circumstances.
The changes aren't abrupt, they happen as circumstances dictate.
The field will make "pure" good beings feel uneasy and sticks out like a colossal dragon when Detect Evil is used,
The cleric's unholy symbol must be placed in the centre of the circle and cannot be moved.
Moving or destroying it will end the spell.
Manifestation of Evil
Evocation [Evil]
Level: Evil 10
Casting Time: one minute
Components: V, S, M, DF, XP
Duration: one min/level
Range: close
Effect: create an entity of evil
This spell creates a entity made of pure evil.
It will obey the cleric, provided it's instructed to do evil.
It cannot conceive good. It has absolutely no idea of what it is to be good.
Entity of Evil
Incorporeal Size M or L manifestation
Numbers in blue are for 21st level cleric (Wis 20, Int 10, Cha 18) & size M.
Hit Dice: (CL-5)d8 16d8 (72hp)
Initiative: +5
Speed: Fly 50ft(perfect)
Armour Class: (+HD deflection, +5 Dex). Possible size adjustment
31 (+16 Deflection, +5 Dex), Flat 26, Tch 26
Base/Grapple: = caster's BAB/-- +16/--
Attack: Corruptive Touch (see below)
Full Attack: X Corruptive Touch
Space/Reach: 5/5
SA: Corruptive Touch
SQ: Darkvision 180; Immunities; Incorporeal Traits;
Saves: Fort +HD/2+2 Ref +HD/2+7 Will +HD/2+Wis Mod
Fort +10 Ref +17 Will +15
Abilities: Str -- Dex 20 Con -- Int =casters-3 Wis =casters-3 Cha =casters-3
Str -- Dex 20 Con -- Int 7 Wis 17 Cha 15
Skills HD+3 ranks in Hide, Listen, Sense Motive
Hide 19/+21, Listen 19/+22, Sense Motive 19/+22
Feats: Selected from caster's list provided it has the necessary prerequisites. Plus Blindsight.
Alignment LE, NE or CE (Ethos same as caster's)
Immunities
• DR infinite/magic & good (ie only good weapons can harm it. The magic part is from incorporeality trait)
• Immune to all spells or spell-like abilities unless it has the good descriptor or it is one of the following specific spells:
- AMF will cause it to wink out
- Dispel Magic targeting the spell
- Wall of Force (or similar force effect) will contain it
• Immune to all forms of energy and +ve/-ve energy (unless it is "good" or "holy")
• Immune to all Supernatural effects unless it is a Force effect or "Good" effect
In short, the only way to harm it is through goodness. Nothing else will harm it.
• It has most undead traits even though it is not undead
Corruptive Touch (Su)
This ability has two effects:
1) the touched target gains a (very) evil trait (such as Murder, Betrayal or similar) for 2d4 months. They must act upon this trait for the duration and will not willingly try to circumvent it. The target will become violently hostile if prevented.
A target can only "gain" one evil trait. subsequent effects do nothing.
2) the touched target must make a Will save or turn to move one-step towards evil. The effect is not immediate and the target it not initially aware of the fact. They may realise something is wrong with them after a few days or months (varies).
Both effects are Compulsion effects. Will save DC 10+HD/2+Cha modifier (22). A save is required for each one.
The first effect has precedence over the second and the second will not occur if the first does it's "job".
Other Details
The entity is blind. It has no visual senses. It can sense non-evil up to a range of 200ft. This ability is Supernatural. It will target the greatest "goodness" within range.
The caster does not have absolute control over the entity. Any orders from the caster are treated as suggestions (it can be conned). It will turn against the caster if the entity deems them anything less than 100% evil.
-------------------------------------------------------------------------------------------------------
Fire
Fire Beam
Evocation [Fire]
Level: Fire 3
Casting Time: std act
Components: V, S
Duration: 3 rds
Range: close
Effect: a 3in radius ray than can be moved around
Saving Throw: Ref half or Ref negate (see below)
Spell Resistance: Yes
A 3in diameter "bolt" emits from the caster's finger up to a predetermined range (maximum of close).
The bolt then can be moved around (like a laser), burning everything that it touches.
Intended targets make a reflex save for half damage.
Targets in it's path make a reflex save for no damage (if mobile or "small").
(Say the 50ft ray is pointing north and the cleric decides to change it to east. Anything in-between the north and east arc is potentially in it's path).
The ray does d6 fire damage every 2 CL, up to 5d6 max.
Fire Form
Transmutation [Fire]
Level: Fire 5
Casting Time : std act
Components: V, S, DF
Duration: one min/level (D)
Range: personal
The caster transforms themselves and their equipment* into fire.
(*magical equipment that has a cold component is not transformed. Liquids transform are retain their original properties except for explosive or burn-able stuff such as oil).
The caster does not become pure fire like an elemental. They still have vitals and still bleed.
The caster gains the following:
• gain fire subtype (incl. the 50% extra damage from cold). Beings with cold subtype cannot be changed.
• add d6 fire damage to all melee attacks. Add 2d6 fire damage for a successful grapple.
• DR 5/cold (10 at 16th level and 15 at 22nd level)
• anyone touching the caster will get burned
• any Ex, Su or Sp cold-based powers are suppressed for the duration.
The equipment the caster carries loses the fire effect as soon as it leaves the caster's person. Reacquiring is not allowed.
Fire Tentacles
Evocation [Fire]
Level: Fire 6
Casting Time: std act
Components: V, S, DF
Duration: one rd/level
Range: close
ST: None
SR: Yes
One fire tentacle is created every 5 BAB.
Each tentacle is attached to the caster's body somewhere.
The caster attacks targets or objects as directed. A full attack is required to attack with more than one.
Each tentacle has a Strength score equal to 10+half CL+Wisdom modifier. It is treated as if it had the Improved Grapple feat.
Each tentacle inflicts d6+1/2 CL fire damage if used as a simple attack.
A grappled tentacle inflicts d6+CL fire damage per round.
The tentacles are semi-solid and can be physically harmed (read: shortened). Slicing a tentacle will cause the lost part to disappear. It will only reduce the length of the tentacle. A section of the tentacle has 15HP and DR 5/cold.
Sonic, Acid & Electricity will not harm a tentacle.
Field of Fire
??? [Fire]
Level: Fire 10
Casting Time: one minute
Components: V, S, M, DF
Duration: one rd/level
Range: long
Area: 200ft sphere
ST: none (object, see below)
SR: No (see below)
This spell causes every non-magical, unattended object and plant to emit flames.
The objects themselves are unaffected by these flames (not a fireball or other fire source).
Everything else not immune to fire or cannot fly is going to be burnt. Water will heat up, final temp. will vary depending on volume.
The flames inflict d4, d6, 2d4 or 2d6 damage per round.
Attended objects gain a will save. If the save fails, the owner will have to drop them pronto.
Magic objects are never affected.
Cold or water magic can "douse" a section at DMs discretion for one rd per spell level.
The spell will not work underwater.
Material: 6in sphere of earth from the Fire Elemental plane.
-------------------------------------------------------------------------------------------------------------
Good
Know Morals
Divination
Level: Good 2
Casting Time: std act
Components: V, DF
Duration: one rd/level
Range: ???
Target: one object or being per round
ST: No
SR: Yes
This spell reveals the morals of a target with the following rating: Pure Good, Good, Neutral, Evil, Pure Evil or Unknown.
Standard alignment and divination counters work.
There is no save as the spell targets the aura surrounding the target and not the target itself. If the aura can be suppressed, the spell will not find it.
The spell cannot find any aura whose strength is weak (see Detect Evil).
Holy Warrior
Transmutation [Good]
Level: Good 6
Components: V, S, DF
Casting Time: std act
Range: personal
Target: You
Duration: one rd/level
As Righteous Might with the following modifications:
• DR is X/evil and magic. X increases to 12 at 18th and 15 at 21st.
• +4 Con OR +8 Str bonus
• all melee and ranged attacks are considered good for DR purposes and inflict d6 holy damage (non-stackable).
• all spells gain the Good descriptor unless intent or the spell effect is decidedly not (DMs decision).
Infusion of Light
Evocation [Good]
Level: Good 9
Components: V, S, M, DF
Casting Time: std act
Range: 0
Area: ???
Duration: ???
???
Purity
Evocation [Good]
Level: Good 10
Components: V, S, DF, XP (see below)
Casting Time: one minute
Range: personal
Duration: one min/level (see below)
This spell converts the cleric into a holy warrior/servant/healer/whatever of their deity and "actively executes" the dogma of their deity.
The powers gained are heavily dependent on the deity. As a guide, the cleric is roughly as powerful as a Solar of the same HD.
The cleric's other domains are also a good guide.
A very important point: there must be a task that is "good & righteous" from the deity's point of view. If it does not serve the "greater good", the spell will be wasted. The spell is a request for considerable power to do a holy task. The spell itself does not grant the power. The deity can "pull the plug" at anytime, so abusing the spell or wavering from the task is not a good idea.
Gaining this spell is a PRIVILEGE, not a right.
(A desirable side-effect is that the spell is very difficult to dispel. Dispel Magic and Greater Dispel Magic have a -DvRk penalty. ie +10-DvRk or +20-DvRk maximum. Epic Dispelling has the same penalty. AMF will not work).
The deity can extract a cost greater than just life force if they so desire. It will be permanent and can include their life (self-sacrifice).
The spell's duration can be exceeded if required (such as a major battle), but their will be additional costs.
XP: 5000 (or more)
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Healing
Instant Recovery
Conjuration (Healing)
Level: Healing 10
Components: V, S, DF
Casting Time: one minute
Range: touch
Target: one being
Duration: one rd/level
ST: will negates (harmless)
SR: Yes
This spell grants one of the following:
• instant HP recovery every 2 rounds
• instant negation of any energy drain, ability drain or negative energy effect at the end of every round (anything Deathward blocks)
And the target gains regeneration (as Regenerate spell). Lost limbs and parts are regenerated in two rounds.
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Knowledge
Find Item of Knowledge
Divination
Level: Knowledge 1
Components: V
Casting Time: one minute
Range: see below
Target: one object of knowledge
Duration: instantaenous
ST: will negates (object)
SR: yes or no
This spell allows the caster to get the location of a "source of knowledge". The most obvious object is a book.
The caster cannot locate any object they do not know exists, though a decent reference is allowable.
The range depends on the caster level:
|
1 |
50ft |
|
3 |
150ft |
|
5 |
500ft |
|
7 |
one mile |
|
9 |
ten miles |
|
11 |
100 miles |
|
13 |
1000 miles |
|
15 |
current planet |
|
17 |
current plane |
|
19 |
anywhere |
If the caster has never seen the object, their effective level is halved for purposes of determining range.
The spell, under perfect conditions, reveals Discern Location accuracy.
Perfect conditions is defined as touching and examining the object and knowing it's name or title (or whatever).
|
Perfect conditions |
nearest foot |
|
Touched object |
nearest 50ft |
|
Seen actual object (not a picture) |
nearest 500ft |
|
Seen picture (good quality) |
nearest mile |
|
Good Description |
nearest 10 miles |
|
Aware it exists |
nearest 100 miles |
This spell is not Discern Location. Standard protection magic works as per normal.
AMF will block the spell.
Know Fiction
Divination
Level: Knowledge 3
Components: V,S
Casting Time: std act
Range: hearing range
Target: Self
Duration: 1rd/level
This spells enables the caster to be aware of fiction concerning some area of knowledge (any Craft or Knowledge skill).
The caster gains a number of ranks equal to their CL.
When the caster hears possible fiction, they make a Knowledge or Craft check (with Int bonus). If successful, the caster is aware of it.
Listen checks may be necessary if the caster is attempting to eavesdrop or hears "on passing".
Reveal Knowledge
Divination
Level: Knowledge 5
Components: V, S, F
Casting Time: one minute (or more)
Range: 30ft
Duration: instantaneous
Target: one object, being or event
SR: yes
ST: Will or none (object, event)
This spell reveals various levels of knowledge about a "recent" event, an object or a being.
Revealing information about a being requires the caster to be within 30ft of the target for the entire casting. Doing this discreetly is difficult, but possible if the caster is hidden. The caster must have LOS for the entire casting.
The target is allowed a will save.
A caster level roll is made. Subtract target's wisdom modifier. -1 every 5ft away from target.:
No info < 5
Vague info 5
Common info 10
"Mate" info 25
"Friend" info 20
"Close" info 30
"Family" info 35
Revealing information about an object requires the object to be within 30ft and visible.
Non-magical objects get no save, magical objects do. The spell will not work on artefacts.
If the item has a wisdom score, subtract the wisdom modifier.
-1 every 5ft away from target.
No info <5
Vague info 5
General uses 10
Passwords 20
Requirements 25
Special Properties 30
Revealing information about an event requires the caster to be at the spot where the event is. The casting time is the time the caster desires to be an observer of the event.
The event must have happened within 6hrs per caster level.
The caster observes the past event as if they were at the chosen spot. They can see & hear as if they were there with one caveat : the events are not crystal clear, they are distorted and "smoky". It has a maximum range of 30ft. The caster cannot move from their chosen spot.
Caster level roll. -1 every 6 hours into the past.
No info <10
Vague info 10 Can only pick out object/being sizes, simple sounds. 10% understanding any speaking
Distorted info 15 Clear recognition not possible, language type possible. 35% understanding any speaking.
Type recognition 25 recognise what everything is (assuming caster knows what it is). 80% understanding any speaking.
Clear recognition 35 everything clearly identifiable. Faces seen and voices heard.
In all cases, no second casting can be made on the same target until the caster gains another level.
Standard divination shielding magic and effects still apply.
This spell is not Legend Lore.
Knowledge of All
Divination
Level: Knowledge 10
Components: V, S, DF, F
Casting Time: one minute or one hour; see below
Duration: one min/level or one day/level; see below
Target: Self or Focus; see below
ST: no and yes (object)
SR: no and yes (object)
The caster gains an incredible amount of knowledge through 3 different sources.
The caster gains ranks & bonuses in most Intelligence and Wisdom based skills for a limited amount of time.
The short casting version does not require a focus.
Depending on the knowledge source, the caster gains a insight bonus to skill checks up to their caster level. They gain no ranks, but may used training required skills with a -10 penalty if the do not possess ranks.
The long casting version allows the caster to hold knowledge for several days through a focus.
The focus has to be a object designed to hold knowledge. ie a Book.
The object must be at least size S. The final size is up to the DM.
The knowledge is stored in the focus, and when the caster needs it, they touch the focus, request the knowledge and it will appear in their mind.
The knowledge held in their head lasts for 10mins per CL.
Sources
Source 1 : deity (or other powerful entity)
The caster gains the knowledge from their deity (or agent thereof).
For the short version, the maximum insight bonus is the caster level or the number of ranks the deity possesses for a skill, whichever is lower.
What skills the effect applies to is up to the deity. Maximum number of skills is equal to one-half CL.
For the long version, the deity imbues the knowledge into the focus. They can determine the maximum amount of knowledge and can exclude specific details if they wish.
The focus gains ranks in any skill listed below. The maximum is whatever ranks the deity possesses.
The cleric can draw a rank total equal to their CLx2. This takes one minute.
They can add to already existing ranks or apply them to new ones.
The maximum rank for any one skill is the CL or focus's ranks, whichever is lower.
Downside : this requires the attention of the deity, who may resent spending so much time with one mortal (though, probably favoured). But, if the deity grants the spell in the first place, they will be waiting for it.
Also, the deity is allowed to plant false knowledge.
Skills allowed : all Int, all Wis, Escape Artist, Open Lock, Use Rope, Disguise, Gather Information, Perform, UMD.
Source 2 : Universal Knowledge
The caster draws knowledge from the "combined knowledge of all intelligent beings".
Reality check. The information drawn is not necessarily accurate or even correct.
For the short version, the caster gains an insight bonus equal to one-half their caster level to all skills listed below. There is a (30-CL)% chance the information used at the time is wrong and the bonus becomes a penalty.
For the long version, it is similar to Deity sourced version. The focus holds the information. Unlike the deity version, the information is going to contain a lot of errors and fiction. On the plus side, the caster has no real limit in what is stored.
The focus can hold 10 ranks of information for a Size S focus, plus 5 ranks for every size category above that.
The chance for false information being drawn and used incorrectly is 35%-CL. The caster not necessarily believe the information is wrong. Effects are up to the DM.
Skills allowed : all Int, Wis, Dex & Cha skills. Dex & Cha skills have a -5 penalty to the bonus (short version) or ranks (long version).
Source 3 : Plane Knowledge
The caster draws knowledge from the current plane itself.
The caster has to be in the desired plane.
This is the most restricted of all sources, but also the most reliable (usually). The nature of the plane may affect the knowledge (read : the abyss may lie).
False information chance is 25%-CL (min. of 1%).
The short version gives an insight bonus equal to the CL to skills listed below.
The long version functions similar to the deity version, except the information is restricted to the plane itself. The maximum number of ranks held is 15 ranks for Size S plus 5 for every size category larger.
The caster can draw a total number of ranks equal CLx3 with CL being the maximum for any one skill.
Skills allowed (bonus/ranks only apply to the plane unless specified otherwise) : Appraise, Climb, Craft, Decipher Script, Diplomacy, Disable Device (if created in plane by a native), Disguise (as a planar native), Forgery (planar "agencies"), Gather Information, Handle Animal, Heal, Knowledge, Profession (case by case), Ride (planar mounts), Sense Motive (planar natives), Speak Language (planar languages), Spellcraft (planar spell sources), Survival, UMD (planar created devices).
Granting this spell by deities is carefully considered. The short version is not much of an issue. The long version is.
The focus can be stolen and it's contents abused. The spell does not protect the information. Divination shielding cannot be enchanted on the focus itself, otherwise the caster cannot retrieve the knowledge.
Any being can retrieve the knowledge, though it is haphazard and dangerous.
A DC 21 wisdom check is required. Failure implies a side effect (varies from stunning to permanent Int & Wisdom loss).
Upon success, 4d10 ranks worth of information is copied to the being. The number of skills is 2d4. For every 2pts the check succeeds, one skill can be chosen. The remainder are randomly selected.
Any cleric with the Knowledge domain can retrieve the information safely. If they recognise what it is (DC 35 Knw(Religion or Arcana) check).
Diviners (specialist wizards) gain a +2 bonus on the wisdom check.
Detect Magic will reveal overwhelming divination magic on the focus.
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Law
Know Ethos
Harmony of Actions
Enchantment [Law, Mind-Affecting]
Level: Law 6
Components: V, S, F, DF
Casting Time: one round or more
Range: 100ft from central focus
Duration: one min/level
Target: one focus every 3 caster levels
ST: no (object)
SR: no (object)
The spells creates a special enchantment on a group of foci (usually a necklace) which allows the wearers to be part of a "collective".
Anyone possessing a focus, gains bonuses to various actions and skills and contributes there own abilities to the group.
When the spell is cast, the cleric's holy symbol becomes the focal point for the collective. If the symbol is lost or destroyed, the spell ends. The cleric then enchants the foci that others will possess.
The caster has to decide what type of action the collective will be geared towards. It can be combat, tracking, some sort of craft, search, etc.
• Combat :
- for a person to be caught flat-footed, everyone with a foci has to be flat-footed.
- +1 bonus to initiative for every being with Wisdom 12 or higher. If anyone has Improved Initiative, it applies to everyone. Does not apply if flat-footed.
- +1 insight bonus to AC for every being with Dex or Wis 12 or higher. Does not apply if flat-footed.
- +1 insight melee/hurled attack bonus per 5 BAB
- +1 melee/urled attack bonus for every being with a foci
- +1 morale bonus all Will saves for every being with Wis 12 or higher
- +1 circumstance bonus to spot for every being with 5 ranks spot
- +1 circumstance bonus to listen for every being with 5 ranks listen
• Tracking
- +1 insight bonus for every being with Wis 12 or higher
- everyone gains the ranks of the individual with the highest survival ranks. This applies to tracking only
- +1 insight bonus to search for every being with Wis 12 or 5 ranks in search
- tracking time is reduced 10% for every being. Use common sense.
• Craft
Used to help create a large object and/or decrease creation time
- being with highest Craft ranks gains a +1 insight bonus for every being with 5 ranks in said skill
- creation time is reduced 5% for every being with 3 ranks in said Craft skill
The spell partially controls a being. This is necessary to get everything to work properly. Anyone immune to Mind-Affecting magic cannot benefit from this spell.
Anyone can use the foci, but they must be willing. A being can removed themselves from the collective at any time.
Short telepathic messages are allowed.
In theory, an enemy can posses one and sow discord. If they make a successful Cha check against the caster, everyone gains a -2 penalty in the above categories and all bonuses are negated. The disruptor also gains the penalties.
...
Call Modron
Conjuration (Calling) [Law]
Level: Law 9
Components: V, S, F
Casting Time: 2 minutes
Range: 30ft
Duration: see below
Effect: one or more modron are called
This spell creates a gate to Nirvana and puts the caster in contact with a high ranking Modron. He then states WHY he wants modrons to serve him and for how long.
This requires negotiating and has to be done in the indicated casting time.
Using them to fight chaos usually works, though lying to the them is not a good idea.
Whatever the purpose, it MUST be lawful or creating order out of chaos.
The modrons are not mind-controlled and act within their nature.
They will never commit chaotic acts or create chaos under any circumstances.
If negotiating is going to take a while, a Negotiator will be sent through to go over the details. If successful, he will report to his senior and whatever the caster will get what he negotiated.
Advice : do not break the contract. The modrons will stop obeying your orders and probably "arrest" you.
Focus : the contract. If the contract is destroyed, the modrons will not vanish (it is not a summoning spell), but they will not necessarily obey you.
City of Law
Divination [Law]
Level: Law 10
Components: V, S, M, F, DF
Casting Time: see below
Range: special
Area of Effect: see below
Duration: permanent
ST: Will (see below)
SR: Yes (see below)
This spell is used to track crime in a zone defined by a series of foci.
Whenever a crime is committed, a watcher picks it up.
Before the spell is cast, a "law book" must be written.
Any crime that a watcher will sense must be written into the book.
The book can be stored anywhere in the zone, but cannot be stored in an AMF.
If the book is destroyed or significantly damaged, the spell ends.
Once the zone is created, crimes can only be added by the original caster.
Crimes can be removed by simply tearing them out of the book.
A border foci is an object of some form that defines the boundaries of the zone.
It can be anything immovable (or hard to move).
There must be a minimum of 3 foci (triangle). If a foci is destroyed, the boundary changes as the now destroyed neighbours link.
The maximum distance between two foci is 300yds. If two foci cannot reach each other due to the destruction of a foci, the remaining foci will attempt to link to the nearest foci they are not already linked to. This can create a hole or two smaller zones. They will continue to function provided the law book is in one of the zones. If it is not, the zones will cease to function until the book is in a zone.
The zone extends 30ft below ground and 100ft above.
It can be extended below of above by building a foci at the highest elevation/depth required.
The foci must have a minimum size of large. A foci can shift a few feet without ill effect. But any further and it unlinks from the zone.
Foci can be re-linked by the original caster or by anyone casting <spell> .
New foci can only be added using this spell or by the original caster.
A watcher is a lawfully aligned being who senses when a crime is committed.
They must "link" with the law book. This takes a few rounds.
Once linked, they cannot move more than 20ft from the law book and cannot do anything that requires significant brain power or effort. They can eat, talk, pee or whatever.
They must make a DC 15 wisdom check to locate precisely where the crime occurs. If they succeed, they can give then name of criminal, what crime was committed, name of street/house/whatever. If they fail, they can only give an approximate location and what the crime is.
Only one watcher will sense a specific crime. If crimes happens a lot or in great succession, the watchers can be overwhelmed.
The spell does not compel the watcher to say anything or even tell the truth.
A being with SR who commits a crime is allowed a check. A +10 bonus to penetrate the SR is allowed. If the SR check fails, the crime will not be sensed.
When a crime is committed, a will save is allowed. If successful, only the crime done will be sensed, not where. There is a -10 penalty to the will save.
Anyone who commits a crime and fails their will save will glow brightly as long as they are in the zone. The glowing effect can be dispelled (against original caster's level).
Dispel Magic : casting DM on a foci will unlink for 2d4 rds. Casting DM on the law book will dispel the spell and the zone. Casting DM on a watcher will unlink them from the book.
AMF : a foci in an AMF will unlink temporarily. The Law book in an AMF will suppress the zone for the duration if the CoL caster fails a DC 35 caster check. Any crime committed in an AMF requires a DC 35 caster check to be sensed.
Material component: 5000gp minimum for law book. 5000gp per foci.
Casting Time : 30mins for law book; 5mins per foci (excluding travel time). All of this must be done within 24hrs since the enchanting of the law book.
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Luck
Lucky Insight
Divination
Level: Luck 1
Components: V, M, DF
Casting Time: std act
Duration: 1rd/level
Target: one willing being
ST: none
SR: no
Target gains +1 luck bonus to all Wisdom based checks and skill checks. This increases by 1 for every 3 levels.
Material : small glass lens
Lucky Shot
Divination
Level: Luck 2
Components: S, M
Casting Time: swift action
Duration: one rd/level
Target: one being
ST: yes
SR: yes
A being gains a +1 luck bonus to all ranged attacks.
The bonus goes up 1 every 5 levels thereafter.
Material: minature missile or hurled weapon
Better Luck Next Time
Divination
Level: Luck 3
Components: V, S, DF
Casting Time: std act
Duration: one rd/level until expended
Target: self
If the cleric fails on some action that affects a being or object, they can try again with a luck bonus equal to one-half their caster level.
The bonus can be a penalty applied to some property of the target (such as a save or AC). The DM may not allow the penalty if it is too sever.
Blind Luck
Abjuration
Level: Luck 4
Components: V, S, F/DF
Casting Time: std act
Duration: one rd/level until expended; see below
Target: one willing being
ST: none
SR: no
The target may negate one successful critical hit for every 3 levels of caster. (This includes the Vorpal effect).
This occurs even if they are helpless, though some plausible reason is needed.
Focus : small silver shield (5gp). Target must carry this.
Lucky Defences
Abjuration
Level: Luck 5
Components: V, S, F/DF
Casting Time: std act
Duration: one rd/level
Target: one willing being
ST: none
SR: no
Target gains +1 luck bonus per 3 caster levels to AC and reflex saves.
They also gain the benefit of Blind Luck except only one critical is negated per round.
Focus: small gold shield (25gp)
Reality Adjustment
???
Level: Luck 7
Components: V, S, DF
Casting Time: std act
Duration: one min/level until expended
Target: self
The caster can alter reality to allow an effect that has a chance (translation: die roll) to fail. They may add ±CL/2 to a single roll after seeing the roll, but before knowing the result. This effect can optionally be used to negate a natural "20" or "1". They are simply numbers where standard modifiers are added. They are not auto hit or fail.
One in a Million
???
Level: Luck 9
Components: V, S, F/DF
Casting Time: one minute
Duration: one day/level until expended
Target: one willing being
ST: none
SR: no
This spell allows a target to negate one "devastating" effect if they can come up with some plausible (by D&D standards) reason.
The source of the nastiness can be anything or any form of magic (except SDAs).
It can be used to prevent death.
Focus: miniature platinum shield with a small ruby (500gp). Must be carried.
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Magic
Grant Spell
Evocation
Level: Magic 6
Components: V, S, F (see below)
Casting Time: 10 minutes
Duration: one day/level (D)
Target: one will being
ST: none
SR: no
This is a more powerful version of Imbue with Spell Ability.
Unlike IwSA, the cleric actually transfers a spell slot to another being.
The cleric loses the spell slot until the duration expires or Grant Spell is dismissed.
Whenever the cleric prays for spells, the being gains the spell. The cleric can choose what spell fills the slot.
The target must have a minimum Wis of 10+spell level and Int of 8+spell level to cast the spell.
Divine casters cannot receive this spell.
When the spell is cast, the recipient must make a DC 5+spell level Int check or it fails.
Anyone with spellcasting ability does not need to make this check.
The being still requires the necessary spell components to cast the spell.
Spells with a casting time greater than a std act cannot be granted.
The cleric also loses the 6th level spell slot of Grant Spell itself until it has expired or dismissed.
The maximum spell level granted is the spell level of Grant Spell less two. (Up to 4th level normally. Heighten spell will work wonders).
Any school can be selected.
Focus: a holy symbol of the cleric. It must be carried and presented by the recipient when the spell is cast.
Absorb Magic
Evocation??
Level: Magic 7
Components: V, S, M
Casting Time: std act
Range: 30ft
Duration: one rd/level
Target: Self
This spell allows the caster to absorb spells or spell-like abilities and rechannel them as Arcane Fire.
To absorb a spell, the caster must take a ready action and be aware of the spell.
Any spell that passes within 20ft of the caster may be absorbed.
Once the spell has been absorbed, it can be discharged immediately (with a -6 to hit) or held for until next round.
While held, the caster cannot absorb any spells.
The maximum spell level the caster can absorb is the spell level of Absorb Magic or lower (Heighten spell works wonders).
The arcane fire differs from the Archmage version. This is a spell effect, not a Su effect, so SR applies.
Range is 150ft. Damage is 3d6+d6 per spell level absorbed.
Material Component: small silver wand.
Control Spell
???
Level: Magic 8
Components: V, S, DF
Casting Time: std act
Range: close
Duration: instantaneous
Target: one "visible" spell effect
The caster is required to make a readied action.
The caster can attempt to take control of any spell they can "see".
An opposed caster check is made. If successful, the caster gains control of the spell and can redirect to another target or place.
The spell cannot exceed the range from the original caster.
"Invisible" spells such as Charm Person or Bull's Strength cannot usually be seen. But if the caster had Arcane Sight (or similar), they could gain control of the spell.
If the spell level is higher than the caster can cast, they are required to make a spell caster check as if they were casting from a scroll.
If the spell is not in their spell list, add +5 to both DCs.
If the spell is arcane and the caster does not have any arcane spell casting ability, add +10 to both DCs.
School Immunity
Abjuration
Level: Magic 10
Components: V, S, M, F/DF
Casting Time: one minute
Duration: 10mins/level
Range: touch
Target: one being or object
ST: Will and none (object)
SR: Yes and no (object)
This spell makes one being or object immune all spells 9th level and under belonging to one specific school.
The maximum object size is size M for (21st level). For every 4 levels thereafter, the size increases by one.
The protection is indiscriminate, it applies to beneficial spells as well.
Any spell effect already in progress is suppressed.
This also applies to spell-like abilities.
Any spell with more than one school has a 50% chance of working.
Note : the spell is subject to targeted or area Dispel Magic.
AMF : this spell prevents AMF affecting any magic on their person, but not any magic that leaves their person (ie a wand of fireball is still magic, but a discharged fireball is immediately suppressed by the AMF).
The Universal "school" cannot be selected.
This spell can be cast multiple times on one subject.
Material component: a 25000gp gem. A different type for each school : Abj - Sapphire, Cnj - Ruby, Divination - Pearl, Enc - Emerald, Evo - , Ill - Diamond, Nec - Trans - .
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Plant
Plant Form
Transmutation
Level: Plant 6
Components: V, S, M, DF
Casting Time: std act
Range: Self
Duration: one min/level or one hour/level; see below
The caster transforms themselves into either a plant or a creature with the plant type.
The plant version lasts for hours. The caster cannot see, but they can hear and feel (tremorsense) everything within 100ft.
They cannot be sensed as anything but a plant. Although detect magic will detect transmutation magic.
Maximum size is size L at 11th level. For every 3 levels thereafter, the size increases one step.
The creature version lasts a few minutes. The spell follows std polymorph rules. The maximum HD is the CL.
Material Component: small piece of plant type to transform into.
Zone of Plant Life
???
Level: Plant 10
Components: V, S, M, DF, XP
Casting Time: one hour
Area of Effect: 300ft diameter circle or 250ft x 250ft area (anything adding up to 71000sq ft)
Duration: one year
...
XP cost: 1000xp
Material: 10000gp worth of plant growing material
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Protection
Environmental Protection
Abjuration
Level: Protection 2
Components: V, S, F/DF
Casting Time: one full round
Duration: one hr/level
Area of Effect: 50ft radius sphere
This spell suppresses extreme environmental conditions for the local climate.
Hurricanes & blizzards cannot blow. Light winds. Average temperatures. etc.
It also grants one or two energy resistance types depending on the local climate. The amount is one-half Energy Resistance spell.
Note, the spell does not negate average conditions. The Arctic is still very cold.
Focus: holy symbol or a small sphere representing the centre of the effect. If moved or destroyed, the spell ends.
Lesser Protection
Abjuration
Level: Protection 3
Components: V, S, DF
Casting Time: std act
Duration: one min/level(D)
Target: one willing being of same or allied faith.
ST: none
SR: no
Gain DR 5/magic, Energy Resist(All) 5, 1st level spell immunity, +3 sacred bonus on all saves.
Limitation: spell casters cannot cast any offensive spell from the Enchantment, Evocation, Illusion, Necromantic & Transmutation schools or the spell will end. Full attack actions are prohibited.
All Protection spells will not stack or work with Spell Immunity, Spell Protection, Spell Resistance or any spell that duplicates these effects.
Protection
Abjuration
Level: Protection 5
Casting Time: std act
Duration: one min/level(D)
Target: one willing being of same or allied faith.
ST: none
SR: no
Gain DR 10/magic or <align>, Energy Resist(All) 15, 1st-3rd level spell immunity, +5 sacred bonus on all saves.
Limitation: spell casters cannot cast any offensive spell from the Evocation & Necromantic schools or the spell will end. Full attack actions are prohibited.
Type Shield
Abjuration
Level: Protection 6
Components: V, S, DF
Casting Time: std act
Duration: one min/level(D)
Area of Effect: 30ft radius sphere
ST: no
SR: yes
This spell prevents beings or creatures of a specific type and/or subtype from entering the field. It can prevent any spells, spell-like and Su effect from such creatures.
Spells & spell-like abilities make an opposed caster check.
Su effects are blocked if the creature's HD is less than or equal to the casters.
Extraordinary abilities & objects thrown by the creature are unaffected.
The creature can try an enter the field by making one SR check (with a +6 bonus to the caster). Even if successful, magical abilities still require caster checks.
The field perimeter is coloured light grey and gives off light like a torch.
The spell is centred on the caster's holy symbol.
The field can move, but forcing it upon an affected creature will cause the field to collapse.
The spell ends early if the caster casts any offensive spells against the selected (sub)type.
Greater Protection
Abjuration
Level: Protection 8
Casting Time: std act
Duration: one min/level(D)
Target: one willing being of same or allied faith.
ST: none
SR: no
Gain DR 15/magic and <align>, DR 5/--, Energy Resist(All) 20, 1st-5th level spell immunity & +7 sacred bonus on all saves.
Limitation: spell casters cannot cast any offensive spell from the Evocation & Necromantic schools or the spell will end. Full attack actions are prohibited.
Supreme Protection
Abjuration
Level: Protection 10
Casting Time: std act
Duration: one min/level(D)
Target: one willing being of same or allied faith.
ST: none
SR: no
Gain DR 20/epic and <align>, DR 10/--, Energy Resist(All) 30, 1st-7th level spell immunity & +10 sacred bonus on all saves.
Limitation: spell casters cannot cast any offensive spell from the Evocation & Necromantic schools or the spell will end. Full attack actions are prohibited.
----------------------------------------------------------------------------------------------------------------
Strength
Power Strike
Transmutation
Level: Strength 3
Components: V, S, DF
Casting Time: std act
Duration: one rd/level
Target: Self
Gain +1 damage per caster level to any attack that benefits from the Power Attack feat.
The caster has one-half the bonus subtracted from all attack rolls.
Crushing Field
Evocation [Force]
Level: Strength 4
Components: V, S, DF
Casting Time: std act
Duration: one rd/level
Range: close
Target: one being size S to L
ST: None
SR: yes
This spell creates a weak force effect that crushes one target.
The target suffers d6/3 levels per round.
The force effect is not a full-strength wall of force. A DC 15+CL+Wisdom modifier break check will end the spell.
An Grapple or EA check is also allowed. DC 20+CL+wisdom modifier.
For every 5 levels above 7th, the field can encompass a creature one size larger.
Giant's Strength
Transmutation
Level: Strength 6
Components: V, S, M, DF
Casting Time: std act
Duration: one rd/level
Target: one willing being
ST: none
SR: no
Target gains +8 enhancement bonus to strength.
Material: piece of muscle from a Giant with Strength 25 or higher.
Holding Field
...
Telekinetic Throw
Transmutation
Level: Strength 8
Components: V, S, DF
Casting Time: std act
Range: medium (see below)
Duration: instantaneous (see below)
ST: Will or none (object)
SR: Yes or no (object)
A considerably more powerful version of Telekinesis.
The caster can throw objects or beings a considerable distance.
The caster has effective strength of 2xCL for weight measurement purposes (size M figures only, regardless of caster's actual size).
Light load objects are thrown up to 200 yds per CL.
Medium load objects are thrown up to 200ft per CL.
Heavy load objects are thrown up to 50ft per CL.
Heavier objects cannot be affected.
The object's speed is 400yds/400ft/100ft per round.
The normal throw has an arc one-quarter the distant at it's highest point.
Vertical throw distances are halved.
Throwing in water quarters the distance and speed.
The target will probably suffer "failling" damage when if lands or runs into something hard.
Titan's Strength
Transmutation
Level: Strength 9
Components: V, S, M, DF
Casting Time: std act
Duration: one rd/level
Target: one willing being
ST: none
SR: no
Target gains +12 enhancement bonus to strength. If the material component actually comes from a Titan, the bonus is +16.
Material: piece of muscle from a Giant with Strength 35 or higher.
Righteous Servant of the Gods
Transmutation, Evocation
Level: Strength 10
Components: V, S, DF, XP
Casting Time: 3 rounds
Duration: one rd/level
Target: self
A considerably more powerful version of Righteous Might.
This spell will not work on anyone whose Strength is 45 or higher.
Cleric gains : Str +25 ( max of 45), +12 Con, -6 Dex, DR 20/epic and <align>, DR 10/--.
Size increases to Colossus.
Immune to Death effects, Disintegration, Polymorph, Paralysis, Poison, Disease or any effect that reduces Strength or alters shape (unless sourced from a divine being or major artefact).
XP: 10,000 or loss one point of Con permanently.
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Sun
Sun Warmth
Evocation ??
Level: Sun 1
Components: V, DF
Casting Time: std act
Range: close
Duration: one min/level
Area of Effect: 30ft radius
ST: none
SR: no
A sphere of "warmth" is created, centred on a fixed point in space.
The spell cannot be cast on any object or being.
The area is considered to be warm for the local climate. It does not counter any other weather.
Sun Stroke
Transmutation [Fire]
Level: Sun 2
Components: V, S, DF
Casting Time: std act
Range: medium
Target: one being
Duration: instantaneous
ST: fort
SR: Yes
The target suffers from severe sun stroke.
The victim suffers the following effects:
• their skin is badly burned (-2 all "active" checks, physical checks, reflex saves & attack rolls due to pain. And they suffer d6 nonlethal damage each time)
• they are dehydrated and considered fatigued until they drink twice the normal water intake
The effects themselves are non-magical and only go away over time or through healing magic.
The standard cure spells will not cure sunburn, the spells are not designed for it.
Extend Daylight
Evocation ?? [Light]
Level: Sun 3
Components: V, S, DF
Casting Time: std act
Range: 0
Area of Effect: 100ft radius
ST: none
SR: no
This spell extends the daylight of the day by 5mins per CL in a specific area.
The spell must be cast one min per CL before sunset.
The available light remains as if the sun were just 50% visible. The sun itself does not stop setting.
When the spell ends, the light abruptly winks out.
Zone of Light
Evocation [Light]
Level: Sun 4
Components: V, S, DF
Casting Time: std act
Duration: one min/level
Range: close
Area of Effect: 50ft radius sphere
ST: none
SR: no
The spell eliminates all shadows in the indicated area. No matter how small, they do not exist.
The the local terrain does not have any natural light or is dimly lit, the area is considered to be under a Continual Flame spell.
Magical darkness is overridden if spell level is equal or lower.
Magical creatures such as Shadows must make a Fort save or "wink out" for the duration of the spell.
Shadow magic does not function in the area.
Dawn
Evocation, Illusion (Phantasm) [Light]
Level: Sun 6
Components: V, S, DF
Casting Time: std act
Duration: one min/level
Area of Effect: 20ft radius per CL
ST: Will (disbelief)
SR: no
An illusory dawn is created in the indicated area.
It looks and feels as if it were a real dawn, including thermal components.
A being gets a will save depending on timing. If too early, victims may suspect something.
Important Note : it is not a real dawn. And it is not real sunlight. It is considered a Daylight spell for being affected by sunlight, though they may not necessarily realise that. It cannot kill vampires. Clerics requiring dawn for spell learning cannot gain spells. Magical effects requiring a real dawn are unaffected.
The spell can (obviously) only be cast at night. It end's instantly when real dawn approaches.
Sun
Evocation or Conjuration(Creation) ?? [Light]
Level: Sun 9
Components: V, S, M, DF
Casting Time: 3 rds
Range: long
Duration: one min/level
Effect: a 10ft diameter ball of light
ST: none (see below)
SR: no (see below)
The spell creates a very bright ball of light at some point in space.
It is considered a true sun and lights up everything for 2-3 miles as if it were on the surface.
Creatures affected by true sunlight are affected by this spell, but are allowed a ST (fort ) and SR check to avoid adverse effects.
No darkness effect unless 9th level and larger can counter the ball of light.
The ball does not give off heat and is harmless.
Anyone entering the ball can go blind (DMs discretion).
Material: 3in diamond studded gold ball on a chain (1000gp)
True Sun
Conjuration (Creation) [Light, Fire]
Level: Sun 10
Components: V, S, M, DF, XP
Casting Time: 5 minutes
Range: long
Duration: permanent
Effect: a 30ft diameter sun
ST: none
SR: no
A real sun is created in a point in space.
It generates warmth and real sunlight.
The ball itself is extremely hot (20d6 fire) and very bright (if close or enter, Fort save or go blind permanently).
It can be created anywhere, including underwater (not advisable though).
It can generate daylight up to 5 miles. Every mile thereafter, light is reduced 5%.
It can be seen for 500miles away.
Note of caution: use wisely. Areas which are constantly dark or have many dark inhabiting residents will take a dim view of suns popping up everywhere. Casting it unexpectedly in a Lolth worshipping drow city will offend Lolth.
Dispel Magic: immune unless spell level is 11th or higher. Normal dispel magic suppresses it for d4 rds. Greater Dispel Magic for d4 minutes. Epic dispelling (or equivalent) has normal caster check.
AMF: unless heightened to 11th level, does not affect it.
MDJ: 1% chance per CL or DMs discretion.
XP: 7500
Material: 1ft diameter diamond studded golden sphere (50,000gp+)
------------------------------------------------------------------------------------------------------------
Travel
Travel Mount
Conjuration (Summoning)
Level: Travel 2
Components: V, S, DF
Casting Time: std act
Range: 20ft
Duration: one hr/level
Effect: summon a mount of some form
Summons a warhorse, pony, lizard (or whatever) that acts as a mount.
It is a normal creature of it's type with one important exception : it never tires when making a long trip. It automatically makes all endurance checks unless a 20 fails.
It that occurs, the spell ends prematurely.
Travel Platform
Evocation [Force]
Level: Travel 4
Components: V, S, DF
Casting Time: std act
Range: close
Duration: one hr/level
Effect: a circular, concave disk of force
A disk appears, floating 3ft in the air, up to 30ft from the caster.
It has a maximum radius of 5ft every 3 CL.
The disk flies at movement rate of 120ft per round.
If can only travel over relatively flat or water. It cannot climb any gradient greater than 30° or heavy seas. It always remains 1-5ft in the air.
It has the equivalent to 30 Strength carrying capacity. Medium and heavy loads will slow it down.
If the weight is exceeded, the caster will become aware of it and will "break" in d4 rds.
Only the caster can control it and he must be on it to do so.
Travel Portal
Conjuration(Teleportation) [Teleportation]
Level: Travel 8
Components: V, S, DF
Casting Time: one round
Range: close
Duration: concentration + one rd/level (D)
Effect: variable size portal
Essentially a plane-local gate spell (using the Astral Plane as a conduit).
Maximum size is 1ft diameter per CL.
The portal has a maximum range of 100 miles per CL.
The area must be known to the caster or at least, will pictured.
If the image is incorrect or the destination no longer exists, the spell fails.
Divine Travel
Conjuration(Teleporation) [Teleportation]
Level: Travel 10
Components: V, S, DF
Casting Time: 5 rds
Range: unlimited
Duration: instantaneous
This spell is a REQUEST to the cleric's deity to transport himself and possibly others to some place that he requests or desires.
The deity may do so if he wishes.
Because the deity is doing the transporting, normal teleportation blocks will not work.
The downside is that the deity will not transport the cleric into another's divine realm without a very good reason. Doing so will insult the other deity at minimum, and at worst, will probably destroy the cleric (and friends).
There is never any error or failure unless the destination is blocked by a deity of higher rank.
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Trickery
Always Lie
Enchantment (Compulsion) [Mind-Affecting]
Level: Trickery 2
Components: V, M, DF
Casting Time: std act
Range: close
Duration: 5 mins/level
Target: one sentient being
ST: Will
SR: Yes
If the target fails their save, they are compelled to always lie, no matter how minor.
They cannot even tell anyone their name.
For game purposes, players constantly trying to lie every-time they try to say something can be time consuming. It is probably best if they only lie during important situations.
Material: piece of flesh from a vocal cord
False Wounds
Illusion (Phantasm)
Level: Trickery 4
Components: V, S, DF
Casting Time: std acr
Duration: one min/level
Range: touch
Target: one being
ST: will
SR: yes
The target will seem to suffer more visible damage from any physical injury they receive. A small cut may look like a large cut. A knife wound may seem deeper that it really is. An axe hitting an arm may seem to be amputated.
The illusion is adaptive to the attack type. Invisibility will be used if necessary.
For combat purposes, the target will seem to suffer 10%-25% more damage from an attack. If "zero" HP is reached, the target may seem to be unconscious or dead.
The target may receive a +1 to +4 circumstance bonus for various skill checks or attack bonuses if an opponent is distracted or tricked. (Example, target seems to have lost their right arm. He gets a +3 circumstance bonus on a Feint check as the opponent will not expect an attack from the missing arm).
Multiple Self
Illusion (Shadow)
Level: Trickery 8
Casting Time: std act
Components: V, S, M, DF
Duration: one rd/level
Range: self
Area of Effect: 50ft radius
Effect: d4+4 copies of the caster are created
ST: will (disbelief)
SR: no
Several shadow-magic copies of the caster appear and act semi-independently.
The copies initially appear within 15ft of the caster.
They then act defensively for that round.
Thereafter, the caster can direct them to do things based on simple commands such as "fight", "defend", "hide", "run", "cast spell", etc.
Physical attacks from the copies follow standard shadow-magic rules.
Magical effects from the copies are always illusory and can never inflict real harm.
Element based spells & effects can inflict some damage as indicated in shadow-magic rules.
The copies can never move more than 50ft from the caster, if it happens, the copy immediately vanishes.
If the caster is rendered unconscious, the copies follow their last orders.
Material: 1in mirror sided cube
True Sight Protection
Abjuration ??
Level: Trickery 9
Casting Time: std act
Components: V, S, DF
Duration: one min/level
Range: close
Area of Effect: 60ft radius sphere
ST: none
SR: no
The spell prevents True Seeing, See Invisibility and similar effects from functioning properly. The effects simply do not work in the field, though the beings may notice something is not right (like being attacked by an invisible target).
Duplicate Self
Conjuration (Creation)
Level: Trickery 10
Casting Time: std act or one hour or one day (see below)
Components: V, S, M, DF, XP
Duration: one min/level or one hr/level or one day/level; (see below)
Range: 10ft
Effect: one duplicate
ST: none
SR: no
There are 3 versions of this spell:
• version 1 is used for short noticed situations
• version 2 is used when some time is available
• version 3 is used when some long range plan is implemented
Common things for all 3 versions:
• the duplicate has no soul. It can be possessed. It if is, there is no save, the possessing spirit immediately takes control. The copy immediately loses all mental ability scores and class levels.
• it is generally a "lesser" copy of the caster
• it is aware it is a copy and (usually) harbours no resentment
• once the duration has ended, the copy immediately crumbles to dust
• Dispel Magic can eliminate the copy if that is the intent of the spell. AMF will not harm the copy. MDJ works.
• the copy must be resident on the same plane as the caster. It it is not, it will crumble to dust in 2d4 rounds
• spells are shared with the original caster. They use the caster's spell pool & only the caster can re-memorise spells.
• if the copy's HP reach zero, it falls to pieces immediately
• the copies are NOT illusions
• all radiate powerful Conjuration magic
• there is no telepathic link to the caster. He has no idea what is happening unless watched or divination magic is used
Version 1:
This version is a very weak copy and only used in an emergency
• It's physical stats are 6 pts less
• it's HD remains the same, but HP are 50% normal
• BAB & Base saves are one-half normal
• it can only access spells up to 5th level. CL is one-half normal.
• skills with ranks are halved (round down) or reduced by 5, whichever results in a lower value
• caster suffers 2 pts Con damage (returned when spell ends). If the caster cannot lose Con, the spell fails
• Material : equal body weight and volume of all 4 elements
Version 2:
• physical stats are 4pts less
• HP 75% normal
• BAB & Base saves are 75% normal
• access spells up to 7th level. CL is 75% normal.
• skills with ranks are 75% normal or reduced by 3, whichever results in a lower value
• caster loses 2 pts Con & Str for duration of spell. They must pay 1000xp.
• Material : equal body weight and volume of all 4 elements. 10% blood volume of caster.
Version 3:
• physical stats are 2pts less
• HP 90% normal
• BAB & Base saves are 2 less
• access spells up to 9th level. CL is 2 levels lower, up to 20th max.
• skills with ranks are one less than normal. Speak language is exempt.
• caster loses 4pts Con & Str for duration of spell. They must pay 2500xp.
• under rare circumstances, the copy may decide it does not want to perish. It may attempt to contact some entity and try to live forever. Details are up to the DM, but a soul must be used. If the copy remains alive, the original caster's Str & Con remain lost until the copy is destroyed. All class levels are halved, or lost if prereq are not met. ...
• Material: cadaver of same race and type. 20% blood volume of caster.
Multiple castings are possible, though the Con loss generally limit this.
This
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War
All war domain spells require a battle standard or flag as a focus if it is to affect multiple targets. If the standard is destroyed, the spell ends.
The standard may only hold one or two spells at a time. Only one (War) buffing spell is allowed. A second spell is only allowed at deity's (DMs) discretion).
Only those who swear allegiance to the standard can gain the effects. Lying and insincere swearing will gain nothing.
Unless stated otherwise, the standard is not protected by the spells.
Battle Command
Divination??
Level: War 2
Components: V, S, DF or F
Casting Time: one min
Duration: one min/level or one hr/level
Range: long or longx4
Effect: see below
ST: none
SR: no
Normal version : up to one being per 3 CL gain receive orders from the caster. They can reply with "yes", "no" acknowledged", "sure" and other one word responses. The caster can give up to one order per Cha point modifier (within reason).
Battle version : the standard acts as a focus for the spell. Anyone who touches the standard and wills it can receive orders from the caster or designated commander.
The commander is the one who constantly touches or holds the standard.
The commander can give orders as a broadcast or to specific individuals (who have LOE or LOS to commander).
In either case, the receiver is not compelled to follow the orders.
Battle Standard
Enchantment (Charm) [Mind-Affecting]
Level: War 4
Components: V, S, F
Casting Time: one minute
Duration: one hr/level
Range: long x 4 (see below)
ST: none
SR: no
There is no "normal" version for this spell.
Those who have allegiance to the standard gain a +1 (every 3 levels) morale bonus to all attacks and all will saves. They also gain +1 morale bonus to Str every 5 CL. As long as they can sight it at least once every minute.
Weapons of War
Transmutation
Level: War 5
Components: V, S, M, F
Casting Time: one minute
Duration: 10min/level
Range: long
ST: none
SR: no
There is no "normal" version of this spell.
Those who have sworn allegiance to the standard have one weapon, one piece of armour & one shield magically enchanted.
They items gain a +1 enhancement bonus every 6 levels (as long as they are within range).
If the cleric is 12th or higher, they can forego one plus (all equipment) for alignment based DR penetration (for weapons).
If the cleric is 18th or higher, they may select silver or cold iron in place of one plus (for all equipment).
There must be a LOE to the standard.
Material: +1 weapon, +1 armour & +1 shield. They are destroyed with the casting.
Strength of the Divine
Transmutation
Level: War 6
Components: V, S, M, F
Casting Time: std act or one minute
Duration: one rd/level or one min/level
Range: touch or long
ST: will or none
SR: yes or no
Normal version: one being gains +1 sacred/profane bonus to Str, Con & AC every 4 CL.
Battle version: sworn soldiers gain +2 sacred/profane bonus to Str, Con & AC every 6 CL. LOS and LOE required.
Material: ...
Dogs of War
Conjuration(Summoning)
Level: War 7
Components: V, S, F/DF
Casting Time: std act or one minute
Duration: rd/leve or min/level
Range: 30ft or longx2
ST: none
SR: no
Normal version: summon d4 "animal" warriors of your deity.
Battle version: a unit of fighting animals will appear and obey the caster only.
They act as whole unit (within their nature). They can never go beyond long x2 range from the battle standard. If they die, they return as per usual.
In both cases: they will be buffed up with the following spells : Bear's Str, Cat's Grace, Bull's Str, Greater Magic Fang, Protection from <align>, Resist Energy(any 2) & Stoneskin. They will have either Celestial or Fiendish template. They have maximum HPs.
Caster level is 20+DvRk of deity.
Unrelenting Courage
Enchantment (Compulsion) [Mind-Affecting]
Level: War 8
Components: V, S, M, F
Casting Time: one min
Duration: 10min/level
Range: longx3
ST: none
SR: no
Battle version only.
Sworn soldiers gain the following benefits: Immune to Fear, Fatigue & Exhaustion. Never go unconscious from negative HP. +4 morale bonus on all Will & Fort saves. Compulsion & Charm magic is suppressed for the duration. +4 enhancement bonus to Con. +2 Morale bonus on attack.
If HP reach -10, they die as per usual.
If HP are below zero when the spell ends, they go unconscious.
If they go beyond the spell's range, the effects end immediately.
LOE is required from the Standard to the recipient.
Material: ...
Holy Strike
Evocation
Level: War 9
Components: V, S, M, F/DF
Casting Time: one minute
Duration: instantaneous or one rd/level (see below)
Range: long x 4 (from standard)
Area of Effect: 50ft diameter circle, 200ft high
ST: Reflex half
SR: Yes
This spell has two versions: an instantaneous version (save for half) or a continuous version.
Instantaneous version inflicts d8 sacred/profane & possibly energy damage to all targets in the radius. This includes objects. The visual effect depends on the deity. Energy part existence depends on deity. If it does, it is 25% energy.
Continuous version inflicts 2d6 damage per round in the area until the spell ends.
This is useful as a battle field hazard. Only the first SR checks applies. Save only applies to avoid initial round effects. Anyone remaining in there gets no save.
Sworn soldiers are immune to the spell.
The standard is not immune to the spell.
Material: ...
Warriors of the Deity
Conjuration (Summoning)
Level: War 10
Components: V, S, M, F/DF. XP
Casting Time: one minute
Duration: one rd/level
Range: long x 2 (from standard)
ST: none
SR: no
This spell is a request for divine warriors. They can be anything that serves the deity.
How many and what is sent is up to the deity. He is under no obligation to send the warriors.
In any cases, the maximum HD worth sent is 5 per CL (as a guideline).
Material: ...
XP: 0 to 5000xp
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Never Thirst
Transmutation (Conjuration(Creation)) [Water]
Level: Water 1
Components: V, S, M, DF
Casting Time: std act
Duration: 24hrs
Range: touch
Target: one being
ST: will negates
SR: yes
Target does not require water for duration of spell.
Drinking any makes no difference.
Material: small cup of water
Water Form
Transmutation [Water]
Level: Water 5
Components: V, S, M, DF
Casting Time: std act
Duration: one min/level
Range: touch
Target: one corporeal being or object
ST: fort negates (object)
SR: yes (object)
The target (& equipment if desired) is transformed into water. Any (magical) equipment with a fire component cannot be transformed.
They have complete control over shape and form, but volume never changes.
They can flow anywhere water can.
Their physical stats changes: Str -8, Dex +4. Their weight is ... .
They are immune to any effect that doesn't harm water. They have all the properties of pure water.
They are immune to all mundane physical harm (see body separation below). They have DR 20/magic and bludgeoning unless the attack has a fire component.
Heat and fire harm them normally. If they die due to fire, their body reforms as tiny, dust-like particles. Hot environments inflict double normal damage.
Electricity and force affect them normally. Acid & Sonic do nothing.
Cold attacks will slow them if they fail a fort save. If damage exceeds 50% of their HP, they are frozen. If they remain in below zero conditions for number of rounds equal to their Con score (less one every 3° below zero), they will freeze. They are slowed otherwise.
They are immune to critical hits, polymorphing, paralysation (except Cold), ... ,
They gain FH up to 5 in a large body of water. (Rain grants FH 1 or 2).
All physical attacks made by the being are treated as bludgeoning and all damage is halved. Ranged attacks are impossible.
Grapple attacks may result in drowning of victim.
No somatic or fire descriptor spells are possible.
AMF causes them to lose control of their form and they abruptly splash about.
Objects are destroyed by this spell unless already "frozen". When the spell ends, pieces of them will be everywhere.
Material: globe of water
Downpour
Conjuration(Creation) [Water]
Level: Water 6
Components: V, S, DF
Casting Time: std act
Duration: one hr /level
Range: long
Area of Effect: 50ft radius (from 200ft up)
ST: see below
SR: no
Indicated area gets extremely heavy downpour of rain (even in a clear, sunny day).
Flooding will start within a few rounds, and anything not tied down will float away.
If the water has nowhere to go, it will fill up at the rate of 27 cubic feet per round.
The spell can ruin crops, uproot plants and small trees and generally drown anything Size T or smaller.
Weak structures may be swept away, depending on terrain.
Non-magical fires will immediately go out. Magical fires maybe suppressed or dispelled at DMs discretion.
Fire subtype beings will suffer d8 damage per round in the rain. (Modify for circumstances).
There is no guarantee anyone will notice the magic was magically generated (a moderate conjuration field will be sensed at the rain source). Of course, on a clear, sunny day, something will be amiss.
This spell can be cast in the Fire elemental plane, just don't expect the water to remain liquid for very long.
Liquify
Transmutation
Level: Water 7
Components: V, S, DF
Casting Time: std act
Duration: permanent
Range: close
Target: one being (see below)
ST: fort negates
SR: no
Transform the target into a blob of water (or similar liquid).
Their mental stats are reduced to 1.
They will remain whole unless forcibly separated (water tight containers for example).
The spell will not work on anyone with Fire or Water subtype.
...
Dehydrate
??? [Water]
Level: Water 8
Components: V, S, M, DF
Casting Time: std act
Duration: instantaneous
Range: medium
Target: one being
ST: Fort negates
SR: yes
The target has their bodily water drawn from them and deposited next to them.
The target suffers 3d4 Con, Dex & Str damage and is automatically fatigued.
Anything with the water subtype also suffer d6 damage per CL.
Those with fire subtype or no Con score are immune.
Material: ...
Solidify Water
Transmutation [Water]
Level: Water 10
Components: V, S, M, DF
Casting Time: std act
Duration: one min/level
Range: medium
Area of Effect: one 10 cube per CL
ST: fort negates or none
SR: yes or no
This spell solidifies water. It does NOT freeze it.
When affecting a being, their body's water content solidifies. Usually killing them instantly. Until the spell duration ends, they cannot be raised or resurrected. Death form is not obvious unless they an attempt to cut them open occurs (see below).
In beings with minimal water content, it may cause 3d6 Con damage, slowness and fatigue.
Against targets with the water subtype, they are paralysed instead.
Undead may be affected, but it will not kill them. Only "paralyse" them.
All water or heavy water content objects are solidified. It will affect potions (no save).
Anything in the area is trapped and may suffocate.
The solid water has hardness equal to the CL and 60HP per inch.
While solid, the water is immune to fire and heat.
Otherwise, it is treated like "warm" ice.