Spells


Fiendish Codex II

BLACKGUARD SPELLS

1ST LEVEL

Investiture of the Spined Devil: Target can launch up to three spikes at once.

2ND LEVEL

Devil’s Eye: See through magical darkness up to 30 ft.

Investiture of the Bearded Devil: Target deals extra melee damage each round that it hits a foe.

Investiture of the Chain Devil: Target gains +5-ft. reach and extra attack of opportunity.

3RD LEVEL

Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.

Investiture of the Erinyes: Target can force foes to move closer and take no action.

Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.

Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.

4TH LEVEL

Investiture of the Barbed Devil: Target can deal extra damage when grappling.

Investiture of the Malebranche: Target gains powerful charge ability.

Investiture of the Narzugon: Target gains a paralyzing gaze attack.

Investiture of the Orthon: Target disrupts extradimensional movement within 20 feet and automatically deals sonic damage to attackers.

CLERIC SPELLS

2ND LEVEL

Denounce: Target outsider takes –4 on attacks, saves, and checks.

Investiture of the Spined Devil: Target can launch up to three spikes at once.

3RD LEVEL

Devil’s Eye: See through magical darkness up to 30 ft.

Investiture of the Bearded Devil: Target deals extra melee damage each round that it hits a foe.

Investiture of the Chain Devil: Target gains +5-ft. reach and extra attack of opportunity.

4TH LEVEL

Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.

Investiture of the Erinyes: Target can force foes to move closer and take no action.

Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.

Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.

5TH LEVEL

Investiture of the Narzugon: Target gains a paralyzing gaze attack.

Investiture of the Orthon: Target disrupts extradimensional movement within 20 feet and automatically deals sonic damage to attackers.

6TH LEVEL

Investiture of the Barbed Devil: Target can deal extra damage when grappling.

Investiture of the Malebranche: Target gains powerful charge ability.

7TH LEVEL

Investiture of the Ice Devil: Target deals +1d6 cold damage and slows foes with successful melee attacks.

8TH LEVEL

Investiture of the Horned Devil: Target stuns foes with successful melee attack.

9TH LEVEL

Investiture of the Hellfire Engine: Target gains iron body and 8d10 breath weapon of hellfire.

Investiture of the Pit fiend: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.

Righteous Exile: Deal damage to evil creatures and banish evil outsiders.

DOMAINS

DIABOLIC DOMAIN

Granted Powers: Once per day, as an immediate action, add your class level as a bonus on a single Bluff, Diplomacy, Intimidate, or Sense Motive check.

Domain Spells
  1. Protection from Good: +2 to AC and saves, counter mind control, hedge out good elementals and outsiders.
  2. Devil’s Eye: See through magical darkness up to 30 ft.
  3. Devil’s Ego: Gain +4 to Cha and change type to outsider for 1 min./level
  4. Hellfire: Explosion of infernal fire deals 1d8 damage/2 levels in 10-ft. radius.
  5. Planar Binding, Lesser: Traps extraplanar creature of 6HD or less until it performs a task.
  6. Planar Binding: As lesser planar binding, but up to 12 HD.
  7. Hellfire Storm: Explosion of infernal fire deals 1d8 damage/level in 20-ft. radius
  8. Demand: As sending, plus you can send suggestion.
  9. Investiture of the Pit Fiend: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.

PALADIN SPELLS

2ND LEVEL

Denounce: Target outsider takes –4 on attacks, saves, and checks.

SORCERER/WIZARD SPELLS

2ND LEVEL
Trans

Investiture of the Spined Devil: Target can launch up to 3 spikes at once.

3RD LEVEL
Trans

Devil’s Eye: See through magical darkness up to 30 ft.

Investiture of the Bearded Devil: Target deals extra melee damage each round that it hits a foe.

Investiture of the Chain Devil: Target gains +5-ft. reach and extra attack of opportunity.

4TH LEVEL
Trans

Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.

Investiture of the Erinyes: Target can force foes to move closer and take no action.

Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.

Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.

5TH LEVEL
Trans

Investiture of the Narzugon: Target gains a paralyzing gaze attack.

Investiture of the Orthon: Target disrupts extradimensional movement within 20 feet and automatically deals sonic damage to attackers.

6TH LEVEL
Trans

Investiture of the Barbed Devil: Target can deal extra damage when grappling.

Investiture of the Malebranche: Target gains powerful charge ability.

7TH LEVEL
Trans

Investiture of the Ice Devil: Target deals +1d6 cold damage and slows foes with successful melee attacks.

8TH LEVEL
Trans

Investiture of the Horned Devil: Target stuns foes with successful melee attack.

9TH LEVEL
Trans

Investiture of the Hellfire Engine: Target gains iron body and 8d10 breath weapon of hellfire.

Investiture of the Pit fiend: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.

RIGHTEOUS EXILE

Abjuration [Good]

Level: Cleric 9 Components: V Casting Time: 1 full-round action Range: 20 ft. Area: 20-ft.-radius burst, centered on you Duration: Instantaneous Saving Throw:Will partial Spell Resistance: Yes

With a word, your body gives off an explosion of divine energy, scorching the flesh of those creatures despised by good beings.

All evil creatures in the area take 20d6 points of damage. In addition, evil outsiders that fail a Will saving throw (DC equal to spell’s save DC – creature’s HD + your caster level) are instantly transported back to their home planes.

BIND TO HELL

Conjuration (Teleportation) [Evil]

Level: Cleric 5 Components: V, S Casting Time: 1 hour Range: Touch Target: One weapon Duration: 1 day/level Saving Throw: None Spell Resistance: No

The targeted weapon shudders and momentarily emits a moaning chorus, like that of damned souls.

This spell places an infernal blessing on the touched weapon for the specified duration. Upon casting the spell, you must name or describe a specific creature. If that creature is subsequently reduced to -–10 or fewer hit points by a blow from the target weapon before the spell’s duration expires, its soul is whisked immediately to the Hall of the Vanquished in Stygia, where it remains forever, or until rescued. A weapon can gain the effect of only one bind to Hell spell at a time.

The soul manifests as a frozen version of its mortal self. With the utterance of a trigger word chosen by you upon casting, it can be temporarily imbued with motion and the use of its faculties. A subsequent utterance of the trigger word freezes the soul again. While the soul is in the Hall of the Vanquished, life- restoring spells and effects, such as raise dead, reincarnation, and resurrection, cannot be used to revive the creature. If the soul form of a nonoutsider is removed from the hall, it transmigrates immediately to its proper afterlife, after which life-restoring effects again become possible.

Special:Only divine casters who worship Levistus can cast this spell. It has no effect for any other caster.

DENOUNCE

Enchantment [Mind-Affecting]

Level: Cleric 2, paladin 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One outsider Duration: 1 min./level (D); see text Saving Throw:Will negates; see text Spell Resistance: Yes

You point your finger and pronounce judgment.

You instill feelings of shame and guilt in a target outsider, imposing a –4 insight penalty on its attack rolls, saves, and checks. Each round on its turn, the subject can attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity). Outsiders with the good subtype are immune to denounce.

HELLFIRE STORM

Evocation [Evil]

Level: Diabolic 7 Range:Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread This spell functions like hellfire,

except it deals 1d8 points of damage per caster level (maximum 10d8) to creatures in the affected area.

HELLFIRE

Evocation [Evil]

Level: Diabolic 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft.-radius spread Duration: Instantaneous Saving Throw: None Spell Resistance: No

Calling upon the raw energies of Baator, you cause hellish fires to fill an area you designate.

You create a small explosion of brimstone and fire. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures in the affected area. The damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.

WRACK

Necromancy [Evil]

Level: Cleric 4, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid Duration: 1 round/level + 3d10 minutes; see text Saving Throw: Fortitude negates Spell Resistance: Yes

With the final word of the spell, your chosen foe is wracked with such pain that it doubles over and collapses.

Its face and hands blister and drip fluid, and its eyes cloud with blood, rendering it blind. Your touch causes your target to experience excruciating pain. For the duration of the spell, the subject falls prone and is blinded and helpless. Even when the spell ends, the subject is still shaken for 3d10 minutes.

DEVIL’S EGO

Transmutation [Evil]

Level: Diabolic 3 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 min./level

You intone profane words of prayer and run your fingers across your face. As they pass, your features soften, becoming attractive and appealing.

You feel a powerful confidence building inside you. You gain a +4 profane bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. If you have levels in a noncleric spellcasting class that relies on Charisma, this spell does not grant additional bonus spells, though it could increase the save DCs for spells you cast from that class. In addition, for the duration of this spell, your type changes to outsider, making you immune to spells and effects that specifically target humanoids, such as charm person and hold person.

DEVIL’S EYE

Transmutation

Level: Blackguard 2, cleric 3, Diabolic 2, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D)

With a few words and a gesture, the darkness melts away, and you can see with perfect clarity.

You gain the visual acuity of a devil. You can see in darkness and magical darkness out to 30 feet.

INVESTITURE OF THE AMNIZU

Transmutation [Evil, Investiture]

Level: Blackguard 3, cleric 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

With a flash of red light and a sound like the screams of a thousand suffering souls, you invest the target with infernal energy, drawing power from an amnizu to power the spell.

You infuse a target with the intellect-sapping power and slippery mind of an amnizu. While under the effect of this spell, the target can, each round as a standard action, make a single melee touch attack. A touched creature takes 1d4 points of Intelligence damage. The subject of this spell can use this touch attack once per two caster levels.

The subject of this spell also becomes immune to any effect that would damage, drain, or otherwise reduce its own Intelligence score. In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the amnizu). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE BARBED DEVIL

Transmutation [Evil, Investiture]

Level: Blackguard 4, cleric 6, sorcerer/wizard 6 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

With brisk arcane gestures that glow with a fiery red light, you imbue a target with the might of a barbed devil, causing long thorns to sprout all over its body.

You cause the target of this spell to grow a number of long barbs similar to those found on a barbed devil. While under the effect of the spell, the target does not provoke attacks of opportunity when initiating a grapple. If the subject already has improved grab or the Improved Grapple feat, it instead gains a +4 profane bonus on grapple checks. Whenever the subject successfully makes a grapple check to grab a foe, pin a foe, or deal damage, it impales its foe on its barbs, dealing extra damage based on its size.

The subject also gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the barbed devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE BEARDED DEVIL

Transmutation [Evil, Investiture]

Level: Blackguard 2, cleric 3, sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

With a rush of sinister green light, you invest the target with infernal energy, drawing power from a bearded devil to fuel the spell.

You cause the target to grow a long, ropy mass of callused tissue from its chin that vaguely resembles a beard. This beard flails about as though it were alive. If the subject successfully hits an adjacent opponent with at least one melee attack in a round, it also automatically hits with its beard, dealing an extra 2d8 points of damage.

The subject also gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the bearded devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the target of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE CHAIN DEVIL

Transmutation [Evil, Investiture]

Level: Blackguard 2, cleric 3, sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

With a rush of red light and the faint clanking of many chains, you invest the target with the power of a chain devil.

While under the effect of this spell, the target is infused with the magical energies and malignant will of a chain devil. While the spell is in effect, the subject’s reach increases by 5 feet, and the subject’s maximum number of attacks of opportunity made each round increases by one.

In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the chain devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE ERINYES

Transmutation [Evil, Investiture]

Level: Blackguard 3, cleric 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless); see text Spell Resistance: Yes (harmless)

With the sound of flapping wings, you grant the target the power of an erinyes.

The target gains the sinister allure of an erinyes. While the spell is in effect, the subject can beckon a creature it can see clearly, forcing it to approach unless the creature succeeds on a Will save against the spell’s save DC. On a failed save, the creature can do nothing on its next action except to attempt to move closer to the subject of investiture of the erinyes. The beckoned creature will not take obviously suicidal actions, such as walking off the edge of a cliff. However, it will move normally through squares threatened by other creatures. This is a mind-affecting compulsion effect. Once the beckoned creature enters an adjacent square, or if it was already in an adjacent square, it takes no further action that round. The subject of this spell can use this effect once per three caster levels.

In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the erinyes). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE HARVESTER DEVIL

Transmutation [Evil, Investiture]

Level: Blackguard 3, cleric 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

A deep chuckle sounds as you complete the incantation, and motes of violet light surround the target, imbuing it with infernal energy drawn from a harvester devil.

The target of this spell deals horrific, lingering wounds with its melee attacks. If it successfully strikes an opponent with a melee attack, it causes an infernal wound that deals an extra 1d6 points of damage each round until the creature dies, or until the struck creature is the recipient of a DC 20 Heal check, a cure spell, or a heal spell. A creature can be affected by the lingering damage of only one such infernal wound at a time.

In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the harvester devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE HELLFIRE ENGINE

Transmutation [Evil, Investiture]

Level: Cleric 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless); see text Spell Resistance: Yes (harmless)

Upon the casting of this spell, the target’s flesh transforms, assuming a dull metallic hue.

Its eyes erupt with unholy flame, and when it opens its mouth, you see the fires of Hell roiling within. A creature affected by investiture of the hellfire engine gains all the benefits described under the iron body spell (PH 245), except that its flesh transforms into living cold iron. Its unarmed natural attacks count as cold iron for the purpose of overcoming damage reduction. In addition, the subject can breathe a 30-foot cone of hellfire that deals 8d10 points damage. This damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic. All creatures in the area are entitled to a Reflex save against the spell’s DC for half damage. The subject must wait 1d4 rounds between each use of this breath weapon.

The subject also gains resistance to fire 20. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the chain devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE HORNED DEVIL

Transmutation [Evil, Investiture]

Level: Cleric 8, sorcerer/wizard 8 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless); see text Spell Resistance: Yes (harmless)

With a flash of red light, you invest the target with infernal energy, drawing power from a horned devil to fuel the spell.

This spell infuses a creature with the terrible essence of a horned devil. Whenever the subject successfully strikes another living creature with the first melee attack that it makes in a round, the struck creature must succeed on a Will save against the spell’s DC or be stunned for 1 round.

In addition, the subject gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the horned devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE ICE DEVIL

Transmutation [Evil, Investiture]

Level: Cleric 7, sorcerer/wizard 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless); see text Spell Resistance: Yes (harmless)

Malevolent blue light suffuses the target as the temperature nearby drops ominously.

You infuse a creature with the savage brutality and cold cunning of an ice devil. While under the effect of this spell, whenever the subject hits a living creature with a melee attack, that creature must succeed on a Will save against the spell’s DC or be slowed for 3 rounds. The subject also deals an extra 1d6 points of cold damage with each successful melee attack that it makes with a weapon or natural weapon.

In addition, the subject gains resistance to cold and fire 10. The resistance to fire stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the ice devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE MALEBRANCHE

Transmutation [Evil, Investiture]

Level: Blackguard 4, cleric 6, sorcerer/wizard 6 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

A fearsome roar splits the air when you conclude the arcane words that invest the target with hellish power drawn from a malebranche.

You infuse a creature with the raw power of the mighty malebranche, causing it to grow twisted horns of blackened bone from of its brow. While under the effect of this spell, the subject deals extra damage whenever it successfully hits with a charge attack, depending on its size.

In addition, the subject gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the malebranche). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE NARZUGON

Transmutation [Evil, Investiture]

Level: Blackguard 4, cleric 5, sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless); see text Spell Resistance: Yes (harmless)

A moan precedes the transformation that results when you imbue the target with the baleful power of a narzugon.

You bind the dread essence of a narzugon to a target creature, filling it with the misery and horror that defines the devil’s existence. The subject of this spell can use a baleful gaze as a standard action. The gaze affects a single creature within 20 feet. That creature must succeed on a Will save against the spell’s save DC or be immobilized for 1 round as if affected by a hold monster spell. Baatezu are immune to this gaze attack. Once a creature has successfully resisted this effect, it cannot be affected by this gaze from the same creature for 24 hours.

The subject also gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the narzugon). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE ORTHON

Transmutation [Evil, Investiture]

Level: Blackguard 4, cleric 5, sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

A dull humming noise sounds briefly, and the air crackles with the terrible power of an orthon. While under the effect of this spell, a creature is infused with the disruptive power of an orthon. As an immediate action, the subject of this spell can erect a 20-foot-radius field that disrupts teleportation spells or effects. All creatures in the area are prevented from using any spell, spell-like ability, or supernatural ability that provides such movement, as if they were in the area of a dimensional lock spell. Each use of this field lasts 1 round. In addition, the subject of the spell gains the benefit of a sonic shield for as long as the spell remains in effect. This shield functions like the fire shield spell, except that it deals sonic damage instead of cold or fire, and the subject takes half damage from acid-based attacks. If exposed to an acid attack that allows a Reflex save for half damage, the subject takes no damage on a successful save.

The subject gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the orthon). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE PIT FIEND

Transmutation [Evil, Investiture]

Level: Cleric 9, sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless); see text Spell Resistance: Yes (harmless)

The air shatters with a shriek of sorrow, and a flash of flame briefly limns the target of this spell as she receives a portion of the might of a pit fiend.

You infuse a creature with the terrifying power of a pit fiend. The spell causes the subject’s mouth to expand to accommodate new dripping fangs. To add to this devilish effect, a pair of red leathery wings tears free from the flesh of the subject’s back, granting it a fly speed of 60 feet with average maneuverability. The subject of the spell gains these benefits regardless of his aspect choice (see below). The power granted to the subject by investiture of the pit fiend can manifest in one of three ways.

At the beginning of each round, the invested creature chooses which aspect of the spell will be in place.

Aspect of Tyranny: The invested creature’s hands lengthen to horrific claws, and the creature gains powerful melee attacks. While the aspect of tyranny is in effect, the invested creature can attack with both its claws and wings. Each attack deals base damage of 2d6 points. The claws are treated as primary melee attacks with a natural weapon, and the wing attacks are treated as secondary attacks with a natural weapon. When making attacks with these claws and wings, the invested creature has a base attack bonus equal to its character level (or Hit Dice, if the invested creature has a level adjustment). When taking a full attack action and using only the natural weapons granted by the aspect of tyranny, the secondary attacks are made with only a –2 penalty rather than the normal –5. Because these are natural attacks, the invested creature cannot make multiple attacks because of a high base attack bonus.

Aspect of Pestilence:When the invested creature chooses to manifest the aspect of pestilence, it can, as a standard action, release a cloud of disease-ridden air. Creatures within 10 feet of the subject when it generates this effect must succeed on a Fortitude saving throw against the spell’s DC or take 2 points of Strength damage.

Aspect of Terror: When the invested creature chooses to manifest the aspect of terror, it can, as a standard action, release a powerful wave of fear. Creatures within 10 feet of the subject when it generates this effect must succeed on a Will saving throw against the spell’s DC or become frightened for 2 rounds. This wave of fear is a mind-affecting fear effect. The subject gains immunity to poison and resistance to fire 20. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the pit fiend). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE SPINED DEVIL

Transmutation [Evil, Investiture]

Level: Blackguard 1, cleric 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The air stinks of sulfur and brimstone as you use the essence of a spinagon to imbue a creature with the power of Baator.

You cause a creature to suddenly bristle with spines. The subject can snap its body forward to unleash a volley of up to three spines as a standard action (make a separate attack roll for each spine). The spines each deal 1d6 points of damage plus the subject’s Strength modifier. This attack has a range of 60 feet with no range increment. The spines can be directed against different targets if desired, but all targets must be within 30 feet of one another. The subject can launch up to fifteen spines per casting of this spell.

In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the spined devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

INVESTITURE OF THE STEEL DEVIL

Transmutation [Evil, Investiture]

Level: Blackguard 3, cleric 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

With the sound of low chanting, you invest the target with the power of a steel devil.

While under the effect of this spell, the target is infused with the magical energy and deadly skill of a steel devil. While the spell is in effect, the target gains a +3 profane bonus on attack rolls and to Armor Class. This bonus increases by 1 for every adjacent creature that is also under the effect of an investiture of the steel devil spell.

In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the steel devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell’s duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone