Spells


Fiendish Codex I

BARD SPELLS

2nd level

Beckoning Call: Lures target creature closer to you.

Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.

4th level

Inner Beauty: Target’s physical appearance changes to match its personality; creatures nearby might be nauseated or stunned, target’s Charisma and Dexterity scores are adjusted.

5th level

Morality Undone: Subject becomes evil.

6th level

Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.

BLACKGUARD SPELLS

1st level

Demonflesh: Grants +1 natural armor/5 caster levels.

2nd level

Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.

3rd level

Demon Wings: You can fly at your land speed.

CLERIC SPELLS

1st level

Exorcism: Drive a fiend out of the body of a creature or object it possesses.

5th level

Extract Gift: Extracts essence from a willing or trapped demon to grant subject a lasting enhancement.

Morality Undone: Subject becomes evil.

7th level

Fiendish Clarity: Grants you darkvision 60 ft., allows you to see in magical darkness, see invisibility out to 60 ft., and detect good.

Slime Wave: Creates a 15-ft.-radius spread of green slime.

8th level

Abyssal Frenzy: Regresses target to brutish, demonic version of itself.

Befoul: Turns large amount of water poisonous.

Embrace the Dark Chaos: Exchanges one of target’s feats for an Abyssal heritor feat.

Shun the Dark Chaos: Exchanges one of target’s Abyssal heritor feats for another kind of feat.

9th level

Despoil: Kills plants and damages objects in 100-ft./level radius.

DRUID SPELLS

6th level

Pox: Deals 1d4 Con drain to one creature/level.

7th level

Slime Wave: Creates a 15-ft. spread of green slime.

PALADIN SPELLS

1st level

Exorcism: Drive a fiend out of the body of a creature or object it possesses.

SORCERER/WIZARD SPELLS

2nd level
Illus

Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.

5th level
Necro

Extract Gift: Extracts essence from a willing or trapped demon to grant subject a lasting enhancement.

6th level
Trans

Oozepuppet: You can telekinetically control target ooze.

7th level
Div

Fiendish Clarity: Grants you darkvision 60 ft., allows you to see in magical darkness, see invisibility out to 60 feet, and detect good.

Necro

Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.

8th level
Abjur

Shun the Dark Chaos: Exchanges one of target’s Abyssal heritor feats for another kind of feat.

Trans

Embrace the Dark Chaos: Exchanges one of target’s feats for an Abyssal heritor feat.

9th level
Conj

Abyssal Rift: Opens a rift in the ground, damaging creatures and structures.

DOMAINS

CORRUPTION DOMAIN

Granted Powers: Once per day, you can attack an object and ignore its hardness.

Domain Spells
  1. Doom: One subject takes a –2 penalty on attack rolls, damage rolls, saves, and checks.
  2. Blindness/Deafness: Makes subject blinded or deafened.
  3. Contagion: Infects subject with chosen disease.
  4. Morality Undone: Subject becomes evil.
  5. Feeblemind: Subject’s Int and Cha drop to 1.
  6. Pox: Deals 1d4 Con drain to one creature/level.
  7. Insanity: Subject affected by continuous confusion.
  8. Befoul: Turns large amount of water poisonous.
  9. Despoil: Kills plants and damages objects in 100-ft./level radius.
DEMONIC DOMAIN

Granted Powers: You gain a +1 profane bonus on attack and damage rolls for unarmed strikes and attacks with natural weapons.

Domain Spells
  1. Demonflesh: Grants +1 natural armor/5 caster levels.
  2. Demoncall: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.
  3. Demon Wings: You can fly at your land speed.
  4. Dimensional Anchor: Bars extradimensional movement.
  5. Planar Binding, Lesser: Traps extraplanar creature of 6 or fewer HD until it performs a task.
  6. Planar Binding: As lesser planar binding, but traps extraplanar creature with up to 12 HD.
  7. Fiendish Clarity: Grants you darkvision 60 ft., allows you to see in magical darkness, see invisibility out to 60 ft., and detect good.
  8. Planar Binding, Greater: As lesser planar binding, but traps extraplanar creatures with up to 18 HD.
  9. Gate: Connects two planes for travel or summoning.
ENTROPY DOMAIN

Granted Powers: Once per day as a standard action, you can channel a bolt of Abyssal entropy as a ranged touch attack, dealing 1d8 points of damage per cleric level you possess. Half the damage is sonic damage, and half is unholy damage that cannot be reduced by sonic resistance or immunity.

Domain Spells
  1. Cause Fear: Causes one creature with 5 or fewer HD to flee for 1d4 rounds.
  2. Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
  3. Ray of Exhaustion: Creates a ray that renders subject exhausted.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Waves of Fatigue: Causes several targets to become fatigued.
  6. Disintegrate: Causes one creature or object to vanish.
  7. Insanity: Afflicts subject with continuous confusion effect.
  8. Scintillating Pattern: Creates twisting colors that confuse, stun, or render subjects unconscious.
  9. Abyssal Rift: Opens a rift in the ground, damaging creatures and structures.
FURY DOMAIN

Granted Powers: Once per day as a free action, you can designate a single creature or object as the target of your fury. You gain a +2 profane bonus on attack rolls against the designated creature or object and deal an extra 2 points of damage with each successful strike upon it. These bonuses persist until you select a new target for your attacks.

Domain Spells
  1. True Strike: Grants you a +20 bonus on your next attack roll.
  2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  3. Rage: Grants +2 to Str and Con, +1 on Will saves, –2 to AC.
  4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Shout: Deafens all within cone and deals 5d6 sonic damage.
  6. Song of Discord: Forces targets to attack each other.
  7. Abyssal Frenzy: Regresses target to brutish, demonic version of itself.
  8. Shout, Greater: Lets subject produce a devastating yell that deals 10d6 sonic damage, stuns creatures, and damages objects.
  9. Abyssal Frenzy, Mass: As abyssal frenzy, but 1 creature/level.
OOZE DOMAIN

Granted Powers: You can rebuke or command oozes as an evil cleric rebukes or commands undead. This ability is usable a number of times per day equal to 3 + your Charisma modifier.

Domain Spells
  1. Grease: Makes a 10-ft. square or one object slippery.
  2. Web: Fills a 20-ft.-radius spread with sticky spider webs.
  3. Poison: Your touch deals 1d10 Con damage, repeats in 1 min.
  4. Rusting Grasp: Your touch corrodes iron and alloys.
  5. Oozepuppet: You can telekinetically control target ooze.
  6. Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
  7. Slime Wave: Creates a 15-ft. spread of green slime.
  8. Befoul: Turns large amount of water poisonous.
  9. Implosion: Kills one creature/round.
TEMPTATION DOMAIN

Granted Powers: Select a gender. As long as you wear no armor, you gain a +2 competence bonus on Charisma-based checks opposed by creatures of this gender. Furthermore, each save DC for any mind-affecting spells or abilities you use against this gender increases by 1.

Domain Spells
  1. Charm Person: Makes one person your friend.
  2. Beckoning Call: Lures target creature closer to you.
  3. Suggestion: Compels subject to follow stated course of action.
  4. Charm Monster: Makes monster believe it is your ally.
  5. Dominate Person: Controls humanoid telepathically.
  6. Mass Suggestion: As suggestion, plus one subject/level.
  7. Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
  8. Sympathy: Causes object or location to attract certain creatures.
  9. Dominate Monster: As dominate person, but any creature
EXORCISM

Abjuration

Level: Cleric 1, paladin 1 Components: V, S, M, DF Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round Saving Throw:Will negates; see text

You force your will against that of the possessing fiend, trying with all the strength of your faith to drive it from the body of the unfortunate creature before you.

After casting this spell, you can spend a use of your turn or rebuke undead ability (as a standard action) in an attempt to drive a possessing fiend from its host. The host creature or object must be within range of your turn or rebuke attempt. However, you do not make a turning check when you cast the spell. The possessing fiend must instead succeed on a Will save or be driven from the host and shunted into the nearest available open space in its incorporeal form. (See the rules for possession on page 21). This use of turn or rebuke undead has no effect on undead within range of the ability. A fiend driven from its host cannot attempt to possess that same host for 24 hours.

Material Component: A vial of holy or unholy water.

SHUN THE DARK CHAOS

Abjuration

Level: Cleric 8, sorcerer/wizard 8 Components: V, S, XP Casting Time: 1 standard action Range: Touch Target:Willing creature touched Duration: Instantaneous Saving Throw:Will negates Spell Resistance: Yes

You remove a vestige of the creature’s Abyssal heritage, making it seem less fiendish.

You strip the taint of the Abyss from the creature touched. If the subject possesses any Abyssal heritor feats, one of them is immediately removed and replaced by any other feat for which the subject qualifies (except an Abyssal heritor feat). The subject chooses both the feat lost and its replacement. If the lost Abyssal heritor feat was a prerequisite for other feats or prestige classes, the recipient loses access to those feats or prestige class abilities until it once again meets all the prerequisites. The subject can regain its original Abyssal heritor feat (and lose the replacement feat) by means of embrace the dark chaos,miracle, or wish.

XP Cost: 250 XP.

ABYSSAL RIFT

Conjuration (Calling) [Evil]

Level: Entropy 9, sorcerer/wizard 9 Components: V, S, M Casting Time: I standard action Range: Long (400 ft. + 40 ft./level) Effect: 10-ft.-wide, 60-ft.-deep rift, up to 5 ft. long per caster level Duration: 3 rounds Saving Throw: Reflex negates; see text Spell Resistance: Yes

The ground trembles as you cast this spell. Suddenly, a yawning rift filled with black fire splits the ground, threatening to devour all.

This spell creates a rectangular rift in the ground. You designate where the rift opens, but it must be in a straight line on relatively level ground. Throughout the spell’s duration, any conjuration spells with the evil descriptor that are cast within 60 feet of the rift function at caster level +2.

You cannot make the rift open beneath a fixed structure such as a tower, castle wall, or Daern’s instant fortress. However, you can make it open underneath a wagon, tent, or similarly mobile object or lightweight structure. Untended objects wholly or partly in squares occupied by the rift fall in, taking 6d6 points of damage from the fall. Any creature standing wholly or partly in the area where the rift opens must succeed on a Reflex saving throw or fall into it as well, taking a like amount of damage. A successful save indicates that the creature avoids falling in by moving to the nearest safe square(s). Anything that falls into the rift is scorched by black fire that deals 6d6 points of fire damage per round and 6d6 points of divine energy damage per round. Energy resistance or immunity does not protect against the divine energy damage.

On the second and third rounds of the spell’s duration, black fire continues to fill the rift. In addition, the rift sprouts black fiery tentacles that reach out to all creatures within 60 feet of the rift’s edge. Such creatures are entitled to a Reflex save each round to avoid the fiery tendrils; a creature that fails its save is lashed for 3d6 points of fire damage and 3d6 points of divine energy damage. At the end of the spell’s duration, the rift closes. Anything still trapped inside the rift when it closes plane shifts (as the spell) to a random layer of the Abyss. All that remains of the rift is a permanent scar on the ground where it formed.

Material Component: A miniature adamantine and gem- studded pickaxe worth at least 1,000 gp.

SLIME WAVE

Conjuration (Summoning)

Level: Cleric 7, druid 7, Ooze 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 15-ft.-radius spread Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No

You summon forth a column of green slime that quickly flattens out over a circular area 30 feet in diameter.

You create a wave of green slime that begins at the location you choose (within range) and violently spreads to the limit of the area. The wave splashes and splatters as it moves, clinging to the walls and ceilings of enclosed areas as well as the floor. In addition, one patch of green slime adheres to each creature in the area for every 5 feet of its face.

Green slime devours flesh and organic materials on contact and even dissolves metal. A patch of green slime deals 1d6 points of Constitution damage per round that it is in contact with flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metal but not that of wood. It does not harm stone.

On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away—processes that damage the victim as well as the slime. Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell evaporates at the end of the spell’s duration.

Material Component: A few drops of stagnant pond water.

DEMONCALL

Divination [Evil]

Level: Blackguard 2, Demonic 2 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: Instantaneous

Your eyes roll back into your head as you call to Dagon for his unique insight.

Suddenly you become aware of some fragment of forbidden lore previously lost to you. You tap into the forbidden knowledge of demons, gaining a +10 profane bonus on any one skill check involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion). The check must be made immediately, in the same turn as you cast the spell.

FIENDISH CLARITY

Divination [Evil]

Level: Cleric 7, Demonic 7, sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level

You manifest the acute senses of a powerful fiend.

You gain darkvision out to 60 feet and can see in magical darkness as if it were normal darkness. In addition, you can see invisible creatures and objects as if affected by a see invisibility spell, and you can use detect good at will.

BECKONING CALL

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 2, Temptation 2 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: Concentration plus 3 rounds Saving Throw:Will negates Spell Resistance: Yes

With a word and a gesture, you draw the targeted creature toward you. The subject becomes overwhelmed with the desire to be near you.

It remains aware of its surroundings and breathes normally, but it must take any actions it can to reach a square adjacent to you if it is not already by your side. The subject must take at least one move action each round and can activate spells or use abilities only if doing so brings it physically closer to your position. It avoids obvious danger where it can, but if given no other choice, it takes the least dangerous route to reach your side. If prevented from reaching you, the subject can do nothing but stand motionless and watch you in despair.

Each round at the end of its turn, regardless of whether it reaches you or not, the subject can attempt a new saving throw to end the effect. Once the subject reaches a square adjacent to your space, it stands motionless and can take no actions. If you move, it moves to follow you. The subject is considered flat-footed against you, but if you take any obvious hostile actions against it, the spell ends at the start of its next turn. Thus, you could use this spell to lure a creature to your side and gain a round’s worth of sneak attacks against it before it came to its senses.

MORALITY UNDONE

Enchantment [Evil, Mind-Affecting]

Level: Bard 5, cleric 5, Corruption 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One non-evil living creature Duration: 10 minutes/level Saving Throw:Will negates Spell Resistance: Yes

With a cruel utterance and a complex set of hand signs, you cause great evil to swell within the targeted creature, overwhelming and confusing its sense of morality like a magnet touching a compass.

You temporarily turn one creature evil. The chaotic/neutral/lawful component of the subject’s alignment remains unchanged. The subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with its new alignment. Otherwise, it acts with its new selfish, bloodthirsty, and cruel outlook in all matters.

For example, a wizard affected by this spell might not immediately turn on her fighter companion, particularly in the middle of a combat when they’re fighting on the same side. But she might allow her friend to be hurt or killed if he is carrying a valuable item that she could recover later, or she might use spells to control or deceive him in order to get what she wants. She might even decide to betray or attack her friend at a later time if significant potential gain is involved. An atonement spell restores the subject’s original alignment, but a remove curse spell has no effect.

Arcane Material Component: A powdered or splintered holy symbol.

VISION OF ENTROPY

Illusion (Phantasm) [Fear, Mind-Affecting]

Level: Bard 2, Entropy 2, sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw:Will negates; see text Spell Resistance: Yes

With a whisper and wave of your hand, you invite the targeted creature to behold the seething chaos of the infinite void surrounding the Abyss.

Each round, the subject must make a successful Will save or be overwhelmed with madness and awe at the sight of the images of the Abyss forming in its mind. The subject becomes shaken on the first failure, frightened on the second, panicked on the third, and unconscious on the fourth. A creature that faints from the effect of this spell remains unconscious for 1 hour or until revived. Any successful saving throw merely spares the subject the effect of the next failure for that round; any already existing condition persists until the next failure changes it or until the spell ends.

EXTRACT GIFT

Necromancy [Chaotic]

Level: Cleric 5, sorcerer/wizard 5 Components: V, S, M, XP Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One demon and one willing creature Duration: Permanent Saving Throw:Will negates; see text Spell Resistance: Yes

You painstakingly create two magic circles. In one stands a demon, and in the other stands your willing subject.

After an hour-long ritual incantation, you pull a roiling black cloud of demonic essence out of the demon and channel it into the willing recipient. You transfer a portion of a demon’s essence into a willing creature, enhancing one of its ability scores or skills. The demon must be either allied and willing or captured and constrained (as if by a planar binding spell). An unwilling demon can make a Will save to negate the effects of the spell. Both the recipient and the donor demon must remain within specially prepared circles inscribed on the floor for the entire casting time. These circles are similar to summoning circles and can be integrated into a summoning circle without impacting the function of either spell, but neither the demon nor the recipient need be summoned specifically into the circle for this spell’s circle—each needs only to stand within it during the casting.

The benefit granted by this spell can be applied to one of the recipient’s ability scores (as an enhancement bonus) or to one of his skills (as a competence bonus), as you designate. Once this decision is made, it cannot be changed, and the effect cannot be dispelled except by a caster of higher level than you were when you cast the spell. If you wish, you can increase the save DC for this spell by allowing the demon power over the target. The specific concessions you can make to the demon and the corresponding increases to the save DC are given below.

+1 Increase: The donor demon can track the recipient’s location and condition, effectively gaining the effect of a constant status spell on it.

+3 Increase: The demon can see through the recipient’s eyes and hear through its ears.

+5 Increase: The demon can telepathically communicate with the recipient as if by Rary’s telepathic bond.

+7 Increase: The demon can use demand on the recipient once per day as a spell-like ability (caster level equals your caster level at the time you cast extract gift).

The effects of the concessions are cumulative, but the save DC increases do not stack. Thus, allowing the demon to track the recipient, use its senses, and communicate with it telepathically would increase the save DC by 5. Increasing the save DC in this manner is an evil act, since it grants the demon more than the usual opportunity to work its evil. Thus, using this option adds the evil descriptor to the spell. Ability Bonus: The recipient gains an enhancement bonus to one ability score of your choice. The value of this bonus depends on your caster level and the abilities of the donor demon, as given below. The maximum value of the bonus you can grant is one- fourth of your caster level (rounded down). Thus, you could grant the recipient up to a +2 enhancement bonus at 9th level, or up to a +5 bonus at 20th level. You can always choose to grant a bonus lower than your maximum.

The donor demon’s ability modifier for the corresponding score must be at least twice that of the granted bonus. Thus, to grant a +2 bonus to Dexterity, you must extract essence from a demon with a Dexterity score of at least 18 (such as a marilith). To grant a +5 bonus to Charisma, you need a demon with a Charisma score of at least 30 (such as a lilitu). Skill Bonus: The recipient gains a competence bonus on checks made with one skill of your choice. The value of this bonus depends on your caster level and the abilities of the donor demon, as given below. The maximum value of the bonus you can grant is one-half your caster level (rounded down). Thus, you could grant the recipient up to a +4 enhancement bonus at 9th level, or up to a +10 bonus at 20th level. You can always choose to grant a bonus lower than your maximum.

The donor demon’s ranks in the selected skill must be at least twice the granted bonus. Thus, to grant a +5 bonus on Disable Device checks, you must extract essence from a demon with at least 10 ranks in Disable Device (such as a babau). To grant a +10 bonus on Bluff checks, you need a demon with at least 20 ranks in Bluff (such as a balor).

Material Component: The circles in which the donor and recipient stand during the casting must be inscribed with expensive paints made from powdered diamonds, cold iron, blood, and various rare and exotic pigments. Each circle must also be decorated with five flawless sapphires, which serve as conduits between the donor demon and the recipient. The total cost of these pigments and gems depends on the nature and magnitude of the bonus to be imparted.

For an ability bonus, the cost equals the bonus squared times 1,000 gp (1,000 gp for +1, 4,000 gp for +2, 9,000 gp for +3, 16,000 gp for +4, and 25,000 gp for +5).

For a skill bonus, the cost equals the bonus squared times 100 gp (100 gp for +1, 400 gp for +2, 900 gp for +3, 1,600 gp for +4, 2,500 gp for +5, 3,600 gp for +6, 4,900 gp for +7, 6,400 gp for +8, 8,100 gp for +9, and 10,000 gp for +10).

XP Cost: You must spend XP equal to 1/25 the required cost of the material components when you cast this spell.

POX

Necromancy [Evil]

Level: Corruption 6, druid 6 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one living creature/level, no two of which can be more than 10 ft. apart. Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

You shout, “A pox on you!”With a mere gesture, lesions erupt on the flesh of your enemies, and their pallor turns a sickly yellow.

Each affected creature takes 1d4 points of Constitution drain.

SOUL LINK

Necromancy [Mind-Affecting]

Level: Bard 6, sorcerer/wizard 7, Temptation 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw:Will negates Spell Resistance: Yes

You draw forth a scrap of parchment and speak the name written on it in blood. The parchment turns to dust as you touch the targeted creature with you other hand, creating a potent link between the two of you.

You can use a soul link to monitor the subject’s condition and location, as though it were affected by a status spell. You and the subject can also communicate telepathically as long as you are both on the same plane. By concentrating, you can also use scrying upon the subject, which is permitted no saving throw to resist. In addition, the subject takes a –4 penalty on any saving throw made to resist a mind-affecting spell or ability you use against it.

At the time the spell is cast, you can choose to take a –2 penalty to one of your ability scores in order to grant the subject a +2 enhancement bonus to that same ability score. If you use this option, the subject chooses the ability score affected for both of you and takes a –4 penalty on its saving throw to resist the effects of this spell. You can have only one soul link in effect at a time. If you cast this spell a second time, the soul link already active ends immediately, regardless of the outcome of the second casting.

Material Component: A piece of parchment with the target’s name (or detailed physical description) written upon it in your own blood.

ABYSSAL FRENZY

Transmutation [Evil]

Level: Cleric 8, Fury 7 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One animal, humanoid, magical beast, or monstrous humanoid Duration: 1 round/level (D) Saving Throw:Will negates Spell Resistance: Yes

You speak a dark epithet while brandishing your holy symbol. Suddenly, the creature you targeted transforms into a demonic version of its true self.

You cause the subject creature to deform. The transformation is shocking to behold—the creature’s skin sprouts thick fur or jagged scales, horns grow from its head and body, its hands twist into talons, and so forth. This transformation bestows the following advantages and disadvantages on the subject for the duration of the spell:

  • Base land speed increases by 30 feet.

  • +3 enhancement bonus to natural armor.

  • The subject gains two claw attacks if it did not already have them.

If it did not previously have claws, the base damage for its new claw attacks depends on its size, as given on the following table. If it already had claw attacks, the base damage increases by one die type, as if the creature had become one size category larger.

  • Rend (Ex): If the subject hits a target with both claw attacks in a single round, it can rend the flesh, dealing damage equal to the twice its claw damage, modified by double its Strength modifier.

  • The subject gains darkvision out to 60 feet, or its existing darkvision extends by 60 feet.

  • +2 profane bonus to Strength and Constitution.

  • –2 penalty to Dexterity.

The subject cannot communicate, cast spells, use spell-like abilities, activate magic items, or use weapons other than its natural ones while under the effects of this spell.

ABYSSAL FRENZY, MASS

Transmutation [Evil]

Level: Fury 9 Targets: One animal, humanoid, magical beast, or monstrous humanoid/level, all of which must be within 30 ft. of each other

This spell has the same effects as abyssal frenzy, except as indicated above.

BEFOUL

Transmutation [Evil]

Level: Cleric 8, Corruption 8, Ooze 8 Components: V, S, M Casting Time: 1 minute Range: Touch Area:Water in a volume of 100 ft./level by 100 ft./level by 10 ft./level (S) Duration: Permanent; see text Saving Throw: None; see text Spell Resistance: No

You wave a hand over a body of water, and it instantly takes on the color, odor, and consistency of a filth-ridden cesspool.

The caster makes water (or other liquid) foul and mildly poisonous. A creature that drinks the affected water must succeed on a Fortitude saving throw or take 1d4 points of Constitution damage. Any creature with 2 or more Hit Dice that swims or immerses itself halfway or more in the water must attempt a saving throw as if drinking it; a creature with fewer than 2 HD dies immediately if immersed to such a degree. If the spell can affect only part of a larger body of water, the befouled water mixes with the pure water.

If the entire body of water is no more than four times the size of the affected area, all the water is befouled 24 hours later, but the damage from drinking or swimming in it is only 1d2 points of Constitution damage. If the body of water is more than four times but less than twenty times the affected area, all the water tastes foul after 24 hours but has no damaging effect. If the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours.

Material Component: A dead fish and a drop of poison.

DEMON WINGS

Transmutation [Evil]

Level: Blackguard 3, Demonic 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D)

You raise your arms dramatically, whisper the name “Pazuzu” twice, and watch as demonic wings sprout from your back.

Wings sprout from your back, allowing you to fly at your normal land speed with average maneuverability. You can carry weight while flying according to your normal carrying capacity, and greater burdens affect your fly speed as they would your land speed.

DEMONFLESH

Transmutation [Evil]

Level: Blackguard 1, Demonic 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level

Your flesh becomes thick and leathery like a demon’s.

This spell grants you a +1 enhancement bonus to your natural armor for every five caster levels you possess (minimum +1, maximum +4). A creature without natural armor has an effective natural armor bonus of +0.

DESPOIL

Transmutation [Evil]

Level: Cleric 9, Corruption 9 Components: V, S, M Casting Time: 1 minute Range: Touch Area: 100 ft./level-radius spread Duration: Instantaneous Saving Throw: Fortitude partial (plants) or Fortitude negates (other living creatures)

Spell Resistance: Yes

The rotting plant matter melts away in your hand as a wave of sickly green energy washes over the ground, withering plants and weakening all creatures and objects in its wake.

You blight and corrupt a vast area of land. Any plant creature in the area that has more than 1 Hit Die must succeed on a Fortitude saving throw or die. Even with a successful save, it takes 5d6 points of damage. Less hardy plants simply shrivel and die, and the ground cannot support such plant life ever again. Every other living creature in the area (other than you) must succeed on a Fortitude saving throw or take 1d4 points of Strength damage.

Every unattended object in the area, including structural features such as walls and doors, grows brittle and loses half its hardness (rounded down, to a minimum of 1), then takes 1d6 points of damage, which automatically bypass any remaining hardness. Only a wish or miracle spell will enable normal plants to grow in the area ravaged by a despoil spell. Damaged objects can be repaired with mending spells.

Material Component: The fresh or preserved corpse of a living creature.

EMBRACE THE DARK CHAOS

Transmutation [Chaotic]

Level: Cleric 8, sorcerer/wizard 8 Components: V, S, XP Casting Time: 1 standard action Range: Touch Target:Willing living creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No

You infuse the creature touched with raw chaos channeled from the Abyss. Somehow it looks more fiendish than before.

The subject immediately gains one Abyssal heritor feat for which it qualifies, chosen by you at the time of casting. If the subject does not qualify for the designated feat, the spell fails. This Abyssal heritor feat replaces one feat of the subject’s choice that it already possesses. The replaced feat need not have been an Abyssal heritor feat. If the lost feat was a prerequisite for other feats or prestige classes, the subject loses access to those feats or prestige class abilities until it once again meets all the prerequisites. Once the subject has the Abyssal heritor feat, only a miracle, shun the dark chaos, or wish spell can reverse the change.

XP Cost: 250 XP.

INNER BEAUTY

Transmutation

Level: Bard 4 Components: V, S, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One creature Duration: 10 minutes/level Saving Throw:Will negates; see below Spell Resistance: Yes

You change the subject’s physical appearance to reflect its personality and morality, revealing its true beauty or exposing its revolting ugliness.

Although this spell is particularly effective for rooting out demons that have used magic to assume pleasing forms, it also works well for augmenting good-aligned creatures.

If the subject is evil, its body and visage twist and deform, taking on a hideous, bestial appearance. In addition, the subject takes a –4 penalty to Dexterity and Charisma (minimum 0) for the duration of the spell. Furthermore, on the round that this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or become nauseated for 1d4 rounds by this sudden revelation of wickedness.

If the subject is good, its body and visage grow lovelier and more elegant, taking on an appearance of rapturous beauty and grace. In addition, the subject gains a +4 sacred bonus to Dexterity and Charisma for the duration of the spell. Furthermore, in the round when this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or be stunned for 1 round by this sudden revelation of virtue.

If the targeted creature is neither good nor evil, the spell has no effect.

Focus: A handheld mirror worth at least 500 gp.

OOZEPUPPET

Transmutation

Level: Ooze 5, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One ooze Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes

You point a crooked finger at the ooze, and it shivers with what could easily he mistaken for anticipation.

You telekinetically take control of the targeted ooze if it fails its saving throw. Once control is established, youmust have line of sight to the ooze to manipulate it, but distance is not otherwise a factor unless you and the ooze are on different planes (at which point the spell ends). Thus, you can manipulate the ooze while scrying upon it, for example. You can force the ooze to move, attack, and otherwise perform as you desire, within the limits of its abilities. Controlling an ooze’s actions for an entire round is a move action for you. When not directed to move, attack, or undertake any actions by you, the ooze is held immobile by telekinetic forces. Although most oozes have no minds, they still instinctively resist this telekinetic control. Thus, if forced to take a self-destructive action, the ooze gains a new Fortitude saving throw to negate the effect of the spell.