Spells


Book of Exalted Deeds

SANCTIFIED SPELLS

1st Level
Abjuration

Twilight Luck: Target gains +1 luck bonus on all saving throws.

Divination

Divine Inspiration: Target gains +3 sacred bonus on attack rolls against evil creatures.

2nd Level
Abjuration

Luminous Armor: Shimmering light around target grants +5 armor bonus, dispels magical darkness, and imposes a –4 penalty on opponents’ melee attacks.

Evocation

Ayailla’s Radiant Burst: Evil creatures are blinded for 1 round and take 1d6 damage/2 levels.

3rd Level
Abjuration

Phieran’s Resolve: +4 sacred bonus on saves against spells with the evil descriptor.

Divination

Path of the Exalted: Caster receives divine guidance from a higher power.

Telepathy Tap:Overhear creatures’ telepathic communications.

Evocation

Brilliant Emanation: Reflective surfaces shed brilliant light that blinds evil creatures.

Hammer of Righteousness: Deals 1d6 points of damage per caster level, or 1d8 points of damage per caster level if the target is evil.

Transmutation

Celestial Aspect: Target gains one of four celestial properties: sword archon’s armblade, firre eyes, cervidal horns, or deva wings.

4th Level
Abjuration

Luminous Armor, Greater: Shimmering light around target grants +8 armor bonus, dispels magical darkness, and imposes a –4 penalty on opponents’ melee attacks.

Sunmantle: Illuminates as a daylight spell; target gains damage reduction 5/–; lashes foe for 5 points of damage each time target takes damage in melee.

Evocation

Diamond Spray: Dazzles evil creatures for 2d6 rounds and deals 1d6 damage per level (maximum 10d6) to evil creatures.

5th Level
Enchantment

Inquisition: Compels target to divulge information truthfully.

Evocation

Curtain of Light: Curtain of light deals 2d4 damage to evil creatures out to 10 ft. and 1d4 damage out to 20 ft. Passing through curtain deals 2d6 +1/level damage to evil creatures.

Necromancy

Sicken Evil: Evil creatures are sickened by your presence.

6th Level
Abjuration

Exalted Raiment:Wearer gains +1 sacred bonus to AC per five caster levels, damage reduction 10/evil, SR 5 + caster level, and immunity to Con damage and Con drain.

Conjuration

Valiant Steed: Calls a pegasus or unicorn, which serves caster for up to 1 year.

Evocation

Storm of Shards: Evil creatures are blinded for 1 round; evil outsiders and undead also take 1d6 damage/level.

7th Level
Conjuration

Cry of Ysgard: Calls 2d4 bariaur defenders of Ysgard.

Evocation

Constricting Chains: Creature is entangled, unable to move, and takes 3d6 nonlethal damage per round.

Rain of Embers: Rain of divine fire deals 10d6 damage per round to evil creatures.

Necromancy

Phoenix fire: Evil creatures take 2d6 damage/caster level as you immolate yourself.

Transmutation

Channel Celestial: You invite a celestial (up to 12 HD) to occupy your body.

8th Level
Conjuration

Dragon Cloud: Calls forth an elemental spirit that assumes a cloudy, dragonlike form.

Transmutation

Restore Soul’s Treasure: Restores a magic item destroyed by soul’s treasure lost spell.

9th Level
Conjuration

Armageddon: Calls powerful good outsiders to fight at your side.

Evocation

Exalted Fury: All creatures within 40 ft. take damage equal to 50 + your current hp, and you die.

Necromancy

Sanctify the Wicked: Traps evil creature in a diamond for one year, then releases it as a sanctified creature.

Transmutation

Channel Greater Celestial: As channel celestial, but up to 24 HD.

BARD SPELLS

1st Level

Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.

2nd Level

Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.

Faerinaal’s Hymn: Up to one creature/level cannot take attacks of opportunity.

3rd Level

Refreshment: Cures all nonlethal damage on one creature.

Warcry: Creatures within a 30-foot cone cower for 1d4 rounds.

4th Level

Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.

Dolorous Motes: Creates clouds of flickering light (1 10-ft. cube/level) that dazes creatures.

Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.

5th Level

Telepathy Block: Blocks all telepathic communication within 80-ft. radius.

6th Level

Empyreal Ecstasy: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks; –4 to skill checks.

Heaven’s Trumpet: Blast of music paralyzes foes.

CLERIC SPELLS

1st Level

Eyes of the Avoral: Subject gets +8 on Spot checks.

Lantern Light: Ranged touch attacks deal 1d6 points of damage.

Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.

Vision of Heaven: Evil creature is dazed for 1 round.

2nd Level

Ease Pain: Remove lingering effects of pain.

Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.

Estanna’s Stew: Conjures stew that heals 1d6+1 per serving.

Lastai’s Caress: Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.

Remove Addiction: Cures target of drug addictions.

3rd Level

Affliction: Infects evil subject with chosen affliction.

Blessed Sight: Evil auras become visible to you.

Energize Potion:Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.

Heart’s Ease: Removes fear, despair, confusion, insanity and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.

Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.

Refreshment: Cures creatures of all nonlethal damage.

Remove Nausea: Cure a nauseated or sickened character.

4th Level

Blood of the Martyr: You heal a target at range and take a like amount of damage.

Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.

Greater Status: As status, but cast some spells through bond.

Remove Fatigue: Removes effects of fatigue as 8 hours of rest.

Sustain: Recipients need no food or drink for 6 hours/level.

Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 damage (all lethal) to evil creatures.

Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.

5th Level

Chaav’s Laugh: Good creatures gain +2 on attack rolls and saves against fear, plus 1d8 temporary hp +1/level (max. +20). Evil creatures take –2 on attack rolls and saves against fear.

Convert Wand: Transforms a magic wand into a healing wand (lasts 1 minute/level).

Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.

Dancing Web: Energy strands deal 1d6 nonlethal damage per level plus entangles evil creatures for 1d6 rounds.

Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.

Sacred Guardian: You know status of subject and can teleport or scry without error.

Telepathy Block: Blocks all telepathic communication within 80-ft. radius.

Warding Gems : Creates gems that store healing energy, encircle the target, and release their healing power on command.

6th Level

Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.

Celestial Blood: Grant energy resistance, +4 on saves against poison, and damage reduction 10/evil.

Crown of Brilliance:Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.

Quickshift: Caster can use teleport or greater teleport spell -like ability as a free action for 1 round/level.

Secure Corpse: Traps corpse inside holy symbol.

Touch of Adamantine:Weapon gains the properties of an adamantine weapon.

Vengeance Halo: Any creature that slays the spell ’s recipient takes 1d6/level damage.

7th Level

Bastion of Good: Acts as minor globe of invulnerability and double-strength magic circle against evil.

Heaven’s Trumpet: Blast of music paralyzes foes.

Righteous Glare: Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.

Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes for 1d4 rounds.

Shield of the Archons: Protective shield dissipates targeted magical attacks and grants +4 bonus on saving throws against magical areas and effects.

Tomb of Light: Entraps and harms evil extraplanar creatures.

8th Level

Axiomatic Creature: Transforms creature into an axiomatic creature.

Last Judgment: Evil creatures are struck dead and sent to Lower Planes.

Spread of Contentment : Calms hostile creatures within 10-ft./level radius.

9th Level

End to Strife: Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max. 20d6).

Sublime Revelry: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.

DOMAINS
CELESTIAL DOMAIN

Granted Power: You gain the supernatural ability to smite evil once per day. Add a +4 bonus to your melee attack roll and your cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is not evil.

Celestial Domain Spells
  1. Vision of Heaven: Evil creature is dazed for 1 round.
  2. Consecrate: Fills area with positive energy, making undead weaker.
  3. Blessed Sight: Evil auras become visible to you.
  4. Lesser Planar Ally: Exchange services with a 6 HD extraplanar creature.
  5. Heavenly Lightning: Arcs of radiant lightning deal 3d6 damage to one target per two caster levels.
  6. Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
  7. Heavenly Lightning Storm: Arcs of radiant lightning deal 5d6 damage to one target per level.
  8. Holy Aura: +4 AC, +4 resistance, and SR 25 against evil spells.
  9. Gate: Connects two planes for travel or summoning.
COMMUNITY DOMAIN

Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Community Domain Spells
  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. Status: Monitors condition, position of allies.
  3. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
  4. Tongues: Speak any language.
  5. Telepathic Bond: Link lets allies communicate.
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Refuge: Alters item to transport its possessor to you.
  8. Mordenkainen’s Magnificent Mansion: Door leads to extradimensional mansion.
  9. Mass Heal: As heal, but with several subjects.
ENDURANCE DOMAIN

Granted Power: You can perform a feat of endurance, which is the supernatural ability to gain an enhancement bonus to Constitution equal to one-half your level. Activating the power is a free action, the power lasts 1 minute, and it is usable once per day.

Endurance Domain Spells
  1. Endure Elements: Exist comfortably in hot or cold environments.
  2. Bear's Endurance: Subject gains +4 Con for 1 minute/level.
  3. Refreshment: Cures creatures of all nonlethal damage.
  4. Sustain: Recipients need no food or drink for 6 hours/level.
  5. Stoneskin: Stops blows, cuts, stabs, and slashes.
  6. Mass Bear's Endurance: As bear's endurance, affects one subject/level.
  7. Globe of Invulnerability: As minor globe, plus 4th level.
  8. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  9. Iron Body: Your body becomes living iron.
FEY DOMAIN

Granted Power: Gain a +4 bonus on saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).

Fey Domain Spells
  1. Faerie Fire: Outlines subject with light, canceling blur, concealment, etc.
  2. Charm Person: Makes one person your friend.
  3. Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
  4. Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
  5. Tree Stride: Step from one tree to another far away.
  6. Heroes' Feast: Food for one creature/level cures and blesses.
  7. Liveoak: Oak becomes treant guardian.
  8. Unearthly Beauty: As blinding beauty, but creatures must save or die.
  9. Summon Nature's Ally IX: Calls creature to fight.
GLORY DOMAIN (BoED)

Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Glory Domain Spells
  1. Disrupt Undead: Deals 1d6 damage to one undead.
  2. Glorious Raiment: Wearer gains +1 sacred bonus to AC per five caster levels and damage reduction 5/evil.
  3. Searing Light: Ray deals 1d8/two levels, more against undead.
  4. Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
  5. Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
  6. Bolt of Glory: Ray deals 5d8 damage (varies against other creature types).
  7. Sunbeam: Beam blinds and deals 4d6 damage.
  8. Crown of Glory: Aura inspires awe.
  9. Blinding Glory: 100-ft./level radius of light that blinds evil creatures.
HERALD DOMAIN

Granted Power: Intimidate is a class skill. You gain a +4 sacred bonus on Diplomacy and Intimidate checks.

Herald Domain Spells
  1. Comprehend Languages: Understand all spoken and written languages.
  2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3. Tongues: Speak any language.
  4. Sending: Delivers short message anywhere, instantly.
  5. Greater Command: As command, but affects one subject/level.
  6. Dream: Sends message to anyone sleeping.
  7. Aspect of the Deity: As lesser aspect, but you get celestial qualities.
  8. Crown of Glory: Aura inspires awe.
  9. Greater Aspect of the Deity: As lesser aspect, but gain wings, enhanced ability scores, and various resistances and immunities.
JOY DOMAIN

Granted Power: You gain a +4 sacred bonus on Diplomacy checks.

Joy Domain Spells
  1. Vision of Heaven: Evil creature is helpless for 1 round.
  2. Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
  3. Distilled Joy: Create ambrosia.
  4. Good Hope: Subjects gain +2 on attacks, damage, saves, and checks.
  5. Chaav's Laugh: Good creatures gain +2 on attack rolls and saves against fear, plus 1d8 temporary hp +1/level (max. +20). Evil creatures take –2 on attack rolls and saves against fear.
  6. Greater Heroism: Gives +4 bonus on attacks, damage, saves; immunity to fear; temporary hp.
  7. Starmantle: Cloak of stars destroys nonmagical weapons on contact and allows wearer a DC 15 Reflex save to reduce damage from magic weapons by half.
  8. Sympathy: Object or location attracts certain creatures.
  9. Otto's Irresistible Dance: Forces subject to dance.
PLEASURE DOMAIN

Granted Power: You are immune to any effect that damages or drains your Charisma.

Pleasure Domain Spells
  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  2. Lastai's Caress: Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.
  3. Heart's Ease: Removes fear, despair, confusion, insanity and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
  4. Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
  5. Mass Eagle's Splendor: One subject/level gains +4 bonus to Charisma for 1 minute/level.
  6. Celestial Blood: Grant energy resistance, +4 on saves against poison, and damage reduction 10/evil.
  7. Empyreal Ecstasy: Targets immune to pain and mindinfluencing effects, and take half damage from melee and ranged attacks; –4 to skill checks.
  8. Spread of Contentment: Calms hostile creatures within 10-ft./level radius.
  9. Sublime Revelry: Targets are immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.
WRATH DOMAIN

Granted Power: Once per day, you may make a free attack of opportunity against any opponent that damages you with a melee attack. This ability does not allow you to make more than one attack of opportunity in a round.

Wrath Domain Spells
  1. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
  2. Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.
  3. Affliction: Infects evil subject with chosen affliction.
  4. Radiant Shield: Creatures attacking you take electricity damage; you're protected from electricity.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Vengeance Halo: Any creature that slays the spell's recipient takes 1d6/level damage.
  7. Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes.
  8. Last Judgment: Evil creatures are struck dead and sent to Lower Planes.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.

DRUID SPELLS

1st Level

Eyes of the Avoral: Subject gets +8 on Spot checks.

Silvered Claws:One creature’s natural attacks are treated as silvered weapons.

2nd Level

Estanna’s Stew: Conjures stew that heals 1d6+1 per serving (one serving/two caster levels).

Remove Addiction: Cures target of drug addictions.

3rd Level

Affliction: Infects evil subject with chosen affliction.

Energize Potion:Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.

4th Level

Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.

Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 damage (all lethal) to evil creatures.

5th Level

Dancing Web: Energy strands deal 1d6 nonlethal damage per level plus entangles evil creatures for 1d6 rounds.

Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.

Spear of Valarian: Transforms a nonmagical weapon into a +1 silvered spear (+3 against magical beasts, which take +2d6 points of damage).

6th Level

Touch of Adamantine:Weapon gains the properties of an adamantine weapon.

7th Level

Rain of Roses: Roses fall from the sky; evil creatures take 1d4 Wis damage per round and are sickened.

8th Level

Leonal’s Roar: Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage.

Unearthly Beauty: As blinding beauty, but creatures must save or die.

9th Level

Rain of Black Tulips: Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated.

PALADIN SPELLS

1st Level

Divine Sacrifice: Sacrifice hit points for a damage bonus.

Lantern Light:Ranged touch attacks deal 1d6 points of damage.

Second Wind: Target gains the equivalent of the Endurance feat for 1 hour/level.

Silvered Weapon: Transforms one weapon into a silvered weapon.

2nd Level

Call Mount: Call your special mount, even if you have already called it today.

Estanna’s Stew: Conjures stew that heals 1d6+1 per serving.

Moment of Clarity: Target immediately makes a new saving throw to resist a mind-affecting spell or effect.

3rd Level

Blessed Sight: Evil auras become visible to you.

Mind Bond: You and your mount gain +4 flanking bonus when flanking the same opponent; mount gains bonus on attack rolls.

Smite Heretic: You gain a +2 sacred bonus on attack roll and deal extra damage with your smite evil ability when used against an evil creature that can cast divine spells.

4th Level

Blood of the Martyr: You heal a target at range and take a like amount of damage.

Glory of the Martyr: As shield other, but with multiple targets.

Lesser Aspect of the Deity: Your form becomes more like your deity’s.

Sacred Haven: Target gains +2 sacred bonus to AC and retains Dex bonus to AC when flat-footed; you can heal target using lay on hands at range.

Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.

Winged Mount: Your mount sprouts wings and gains a fly speed of 60 ft. (good).

RANGER SPELLS

1st Level

Eyes of the Avoral: Subject gets +8 bonus on Spot checks.

Silvered Claws:One creature’s natural attacks are treated as silvered weapons.

2nd Level

Silvered Weapon: Transforms one weapon into a silvered weapon.

3rd Level

Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.

4th Level

Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.

Spear of Valarian: Transforms normal weapon into a +1 silvered spear (+3 against magical beasts, which take +2d6 points of damage).

Stars of Arvandor: Tiny starbursts (one/level) deal 1d4 points of damage (2d4 against evil creatures).

SORCERER/WIZARD SPELLS

1st Level
Evocation

Lantern Light: Ranged touch attacks deal 1d6 points of damage.

Transmutation

Eyes of the Avoral: Subject gets +8 on Spot checks.

2nd Level
Enchantment

Yoke of Mercy: Target deals nonlethal damage.

Transmutation

Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.

3rd Level
Enchantment

Dolorous Motes: Creates clouds of flickering light (110-ft. cube/level) that dazes creatures.

Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.

Warcry: Creatures within 30-foot cone cower for 1d4 rounds.

Evocation

Stars of Arvandor:Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 lethal damage to evil creatures.

Necromancy

Healing Touch: You take up to 1d6 points of damage/2 levels and heal target that amount.

Transmutation

Distilled Joy: Creates ambrosia.

4th Level
Conjuration

Radiant Fog: As solid fog, but dazzles or blinds creatures within.

Evocation

Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.

Dancing Web : Energy strands deal 1d6/level nonlethal damage plus entangles evil creatures for 1d6 rounds.

Radiant Shield: Creatures attacking you take electricity damage; you’re protected from electricity.

NecroAffliction: Infects evil subject with chosen affliction.

Transmutation

Perfect Summons: Creates area where only good creatures can be summoned.

5th Level
Abjuration

Telepathy Block: Blocks all telepathic communication within 80-ft. radius.

Vanishing Weapon:Weapons’ touch dispels summoned or quasi-real creatures.

Conjuration

Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.

Evocation

Emerald Burst: 20-ft.-radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.

Transmutation

Touch of Adamantine:Weapon gains the properties of an adamantine weapon.

6th Level
Abjuration

Starmantle: Cloak of stars destroys nonmagical weapons on contact and allows wearer a DC 15 Reflex save to reduce damage from magic weapons by half.

Enchantment

Wages of Sin: Evil creatures attack other evil creatures.

Transmutation

Quickshift: Caster can use teleport or greater teleport spell-like ability as a free action for 1 round/level.

7th Level
Evocation

Amber Sarcophagus: Target is trapped in stasis inside amber.

Necromancy

Righteous Glare: Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.

Transmutation

Eladrin Form: You become an incorporeal globe.

Tomb of Light: Entraps and harms evil extraplanar creatures.

8th Level
Necromancy

Last Judgment: Evil creatures are struck dead and sent to Lower Planes.

Transmutation

Axiomatic Creature: Transforms creature into an axiomatic creature.

9th Level
Conjuration

Blinding Glory: 100-ft./level radius of light that blinds evil creatures.

BASTION OF GOOD

Abjuration [Good]

Level: Apostle of peace 7, cleric 7 Components: V, S, Abstinence Casting Time: 1 standard action Range: 20 ft. Area: 20-ft.-radius spherical emanation centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: No

A nimbus of light surrounds you, protecting you and those around you from spell effects and the attacks of evil creatures. The aura excludes all spell effects of up to 3rd level, exactly as a minor globe of invulnerability does. In addition, the nimbus protects creatures within it as a magic circle against evil at double strength.

Warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves against attacks from evil creatures, and they are protected from possession, mental control, and bodily contact by summoned or conjured creatures.

Abstinence Component: You must fast for 24 hours before casting this spell.

CELESTIAL BLOOD

Abjuration [Good]

Level: Apostle of peace 6, cleric 6, Pleasure 6 Components: V, S, M Casting Time: 1 round Range: Touch Target: Nonevil creature touched Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless)

You channel holy power to grant the subject some of the protection enjoyed by celestial creatures. The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10/evil.

Material Component: A vial of holy water, with which you anoint the subject’s head.

EMPYREAL ECSTASY

Abjuration

Level: Bard 6, Pleasure 7 Components: V, S, DF Casting Time: 1 round Range: 30 ft. Target: One creature/level Duration: 1 minute/level (D) Saving Throw:Will negates Spell Resistance: Yes

Like the ease pain spell, empyreal ecstasy immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It neither prevents damage nor blocks other effects not directly related to pain (such as the recall agony or recall pain psionic power).

The spell also induces a pleasurable fuguelike state that yields a number of additional effects:

First, empyreal ecstasy renders its targets immune to mind- affecting spells and effects for the spell’s duration, but does not negate mind-influencing effects already in place.

Second, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.

Third, the fuguelike state induced by the spell makes it difficult for targets to concentrate on certain tasks.

Creatures in ecstasy take a –4 penalty on all skill checks, and casting a spell while under the influence of empyreal ecstasy requires a DC 15 Concentration check.

EXALTED RAIMENT

Abjuration

Level: Sanctified 6 Components: V, DF, Sacrifice Casting Time: 1 standard action Range: Touch Target: Robe, garment, or outfit touched Duration: 1 minute/level Saving Throw:Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

You imbue a robe, priestly garment, or outfit of regular clothing with divine power. The spell bestows the following effects for its duration:

  • +1 sacred bonus to AC per five caster levels (maximum +4 at 20th level)
  • Damage reduction 10/evil
  • Spell resistance 5 + 1 per caster level (maximum SR 25 at 20th level)
  • Reduces ability damage due to spellcasting by 1, to a minimum of 1 point (but does not reduce the sacrifice cost for casting this spell)
  • Only a good-aligned creature gains the benefits of this spell; creatures of nongood alignment can wear the exalted raiment but gain no spell benefits from doing so.

Sacrifice: 1d4 points of Strength damage.

GLORIOUS RAIMENT

Abjuration [Good]

Level: Apostle of peace 2, Glory 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Robe, garment, or outfit touched Duration: 1 minute/level Saving Throw:Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

You imbue a robe, priestly garment, or outfit of regular clothing with divine power. The spell bestows the following effects for its duration:

  • +1 sacred bonus to AC per five caster levels (maximum +4 at 20th level)
  • Damage reduction 5/evil.
Only a good-aligned creature gains the benefits of this spell. Creatures of nongood alignment can wear the glorious raiment, but gain no spell benefits from doing so.
GLORY OF THE MARTYR

Abjuration [Good]

Level: Champion of Gwynharwyf 4, paladin 4 Components: V, S, F, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level Duration: 1 hour/level (D) Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Like shield other, this spell wards the subjects, creating a mystic connection between them and you so that some of their wounds are transferred to you.

The subjects each gain a +1 deflection bonus to AC and a +1 resistance bonus on saves. All the subjects take only half damage from all wounds and attacks that deal them hit point damage. The amount of damage not taken by all the warded creatures is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected.

If a subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between you and the subjects, but damage already split is not reassigned to the subjects.

If you die while this spell is in effect, the spell ends in a burst of positive energy that restores 1d8 hit points to each subject. If a subject moves out of range of the spell, that subject’s connection to you is severed but the spell continues as long as there is at least one subject remaining and you remain alive.

Focus: A platinum ring (worth at least 50 gp) worn by you and each subject of the spell. This spell first appeared in Magic of Faerûn.

LUMINOUS ARMOR

Abjuration

Level: Sanctified 2 Components: Sacrifice Casting Time: 1 standard action Range: Touch Target: One good creature touched Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: Yes (harmless)

This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, shimmering aura of light. The luminous armor resembles a suit of dazzling full plate, but it is weightless and does not restrict the target’s movement or mobility in any way. In addition to imparting the benefits of a breastplate (+5 armor bonus to AC), the luminous armor has no maximum Dexterity restriction, no armor check penalty, and no chance for arcane spell failure. Luminous armor sheds light equivalent to a daylight spell and counters darkness spells of 2nd level or lower with which it comes into contact.

In addition, the armor’s brightness causes opponents to take a –4 to penalty on melee attacks made against the target. This penalty stacks with the attack penalty suffered by creatures sensitive to bright light (such as dark elves).

Sacrifice: 1d2 points of Strength damage.

LUMINOUS ARMOR, GREATER

Abjuration

Level: Sanctified 4

This spell functions like luminous armor, except that it imparts the benefits of full plate (+8 armor bonus to AC).

Sacrifice: 1d3 points of Strength damage.

MOMENT OF CLARITY

Abjuration

Level: Paladin 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No

When you cast this spell and touch a creature that is under the influence of a mind-affecting spell or effect, that creature immediately receives another saving throw against the effect’s original DC to break free of the effect. If the spell or effect did not originally permit a saving throw, this spell has no effect.

PHIERAN’S RESOLVE

Abjuration [Good]

Level: Sanctified 3 Components: V, S, DF Casting Time: 1 standard action Range: 20 ft. Targets: One good creature/level in a 20-ft.-radius burst centered on you Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Phieran’s resolve (named after the exalted god of suffering, endurance, and perseverance) was devised to comb a t wielders of vile magic. This spell grants targets a +4 sacred bonus on saving throws against spells with the evil descriptor.

Sacrifice: 1d3 points of Strength damage.

SACRED HAVEN

Abjuration

Level: Paladin 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You shield one creature in a nimbus of holy light. The creature gains a +2 sacred bonus to Armor Class. In addition, while protected by this spell, the creature does not lose its Dexterity bonus to AC when flat-footed. For the duration of the spell, you gain awareness of the target’s health as with the status spell, and you need not be able to touch the target to heal it with your lay on hands ability.

Use of the lay on hands ability still requires a standard action, but it can be done at any range provided the target is on the same plane of existence as you.

SHIELD OF THE ARCHONS

Abjuration [Good]

Level: Apostle of peace 7, cleric 7 Components: V, Archon Casting Time: 1 standard action Range: Personal Target: You Effect:Mobile shield Duration: 1 round/level

A mystic shield of beneficent energies interposes itself between you an incoming magical attack. The shield blocks harmful spells, spell-like abilities, and supernatural abilities. It can only block one such attack each round, intercepting the first but not any later attacks until your next turn. Any targeted magical attack that strikes the shield is dissipated, but it has a 5% chance per spell level to shatter the shield as well. Attacks with no spell level have a 5% chance per 2 caster levels to shatter the shield.

An attack that shatters the shield is dissipated without harming you. If you are within the area or effect of a harmful spell or effect that is not directly targeted on you, the shield of the archons grants you a +4 bonus on your saving throw against the effect.

STARMANTLE

Abjuration

Level: Joy 7, sorcerer/wizard 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One living creature touched Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes (harmless)

This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over the target’s existing apparel and sheds light as a torch, although this is not the mantle’s primary function. The starmantle renders the wearer impervious to nonmagical weapon attacks and transforms any nonmagical weapon or missile that strikes it into harmless light, destroying it forever.

Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle’s wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the weapon (rounded down).

Material Component: A pinch of dust from a pixie’s wing (20 gp).

SUBLIME REVELRY

Abjuration

Level: Cleric 9, Pleasure 9 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

Sublime revelry immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It does not prevent damage or block other effects not directly related to pain. The spell also induces a pleasurable fuguelike state that yields the following additional effects:

First, sublime revelry renders its targets immune to mind- affecting spells and effects for the spell’s duration, as well as suppresses (but not dispels) ones currently in effect.

Second, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.

SUNMANTLE

Abjuration

Level: Sanctified 4 Components: S, Sacrifice Casting Time: 1 standard action Range: Touch Target: One creature touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

This spell cloaks the target in a wavering cloak of light that illuminates an area around the target (and dispels darkness) as a daylight spell. However, its ability to generate bright light is not the spell’s primary function.

The sunmantle grants the target damage reduction 5/–. Furthermore, if the target is struck by a melee attack that deals hit point damage, a tendril of light lashes out at the attacker, striking unerringly and dealing 5 points of damage. Because of the brilliance of the sunmantle, creatures sensitive to bright light (such as dark elves) take the usual attack penalties when in the light radius of the sunmantle.

Sacrifice: 1d4 points of Strength damage.

TELEPATHY BLOCK

Abjuration

Level: Bard 5, cleric 5, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 80-ft.-radius emanation centered on a creature, object, or point in space Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

This spell blocks all telepathic communication within the affected area, making telepathic conversation impossible. The spell can be cast on a point in space, but the effect is stationary. The spell can be centered on a creature or mobile object, in which case the effect emanates from the creature or object and moves as it moves.

TWILIGHT LUCK

Abjuration [Good]

Level: Sanctified 1 Components: V, Abstinence Casting Time: 1 standard action Range: Touch Target: One nonevil creature touched Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless)

By means of this spell, the caster can impart the luck of the fey to one nonevil being. The target gains a +1 luck bonus on all saving throws for the duration of the spell.

Abstinence: The caster must refrain from imbibing alcohol for 3 days prior to casting this spell.

VANISHING WEAPON

Abjuration

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Touch Target:Weapon touched Duration: 1 minute/level Saving Throw: None; see text Spell Resistance: No

This spell encapsulates a weapon in a faint blue glow. In addition to dealing normal damage, the weapon dispels on contact any summoned creature or quasireal creature brought into being by a conjuration (summoning) or illusion (shadow) spell. This requires a successful dispel check (1d20 + caster’s level) against DC 11 + the level of the caster who summoned or created the creature.

If the vanishing weapon is a ranged weapon, the spell’s effect is imparted to the weapon’s ammunition. A summoned or quasi-real creature goaded into touching the vanishing weapon is also dispelled. This spell has no effect on called creatures.

VENGEANCE HALO

Abjuration [Good]

Level: Cleric 6, Wrath 6 Components: V, S, DF, Abstinence Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One good-aligned creature; see text Duration: 1 minute/level Saving Throw: None or Reflex half; see text Spell Resistance: No

A luminous ring of holy power appears above the head of a good creature and remains in place until the spell expires or the creature is slain (reduced to –10 hp). If the latter event occurs, the halo discharges an arc of divine energy that deals 1d6 points of damage per caster level (maximum 20d6) to the target’s slayer.

The creature subject to the attack can make a Reflex save to reduce the damage by half. Once the vengeance halo unleashes its energy, it disappears and the spell ends.

Abstinence Component: You must abstain from alcohol for 1 week prior to casting this spell.

ARMAGEDDON

Conjuration (Summoning) [Good]

Level: Sanctified 9 Components: V, S, Sacrifice Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: 2 or more summoned creatures, no two of which can be more than 30 ft. apart Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

The caster opens a portal to one of the good-aligned outer planes and calls forth celestials to aid in battle against the most fearsome forces of evil. The spell takes place over a period of time.

The first round, 2d4 avorals arrive. Two rounds later, a ghaele eladrin arrives to join the fight. Two rounds later, an astral deva arrives.

Once these creatures appear, they serve the caster for the duration of the spell. The spell’s duration begins the instant the first celestials appear. At the end of the spell’s duration, all summoned celestials disappear at once.

The celestials only heed the summons if the caster is of good alignment and there are evil foes to fight. After their arrival, the celestials obey the caster explicitly and never attack her, even if someone else manages to gain control over them. The caster does not need to concentrate to maintain control over the celestials. She can dismiss them singly or in groups at any time.

Sacrifice: 1 character level.

BLINDING GLORY

Conjuration (Creation) [Good]

Level: Glory 9, sorcerer/wizard 9 Components: V, S, M/DF Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Area: 100-ft./level radius spread, centered on you Duration: 1 hour/level Saving Throw: None Spell Resistance: No

A brilliant radiance spreads from you, brightly illuminating the area. The light is similar to that created by the daylight spell, but no magical darkness counters or dispels it. Furthermore, evil-aligned creatures are blinded within this light. Blinding glory brought into an area of magical darkness (or vice versa), including an utterdark spell, is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Arcane Material Component: A polished rod of pure silver.

CALL FAITHFUL SERVANTS

Conjuration (Calling) [Good]

Level: Celestial 6, cleric 6, sorcerer/wizard 5 Components: V, S, Abstinence, Celestial Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: 1d4 lantern archons, coure eladrins, or musteval guardinals Duration: Instantaneous Saving Throw: None Spell Resistance: No

You call 1d4 lawful good lantern archons from Celestia, 1d4 chaotic good coure eladrins from Arborea, or 1d4 neutral good musteval guardinals from Elysium to your location. They serve you for up to one year as guards, soldiers, spies, or whatever other holy purpose you have. No matter how many times you cast this spell, you can control no more than 2 HD worth of celestials per caster level. If you exceed this number, all the newly called creatures fall under your control, and any excess servants from previous castings return to their home plane.

Abstinence Component: The character must abstain from

casting

Conjuration

spells for 3 days prior to casting this spell.
CALL MOUNT

Conjuration (Calling) [Good]

Level: Paladin 2 Components: V Casting Time: 1 round Range: 10 ft. Effect: Your special mount Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No

You summon your special mount from the celestial planes where it resides. This works exactly as your normal, spell-like class ability to summon the creature, except that the duration is shorter and you are not limited in how many times you can call the mount in a day (except by how many times you can cast call mount). You can cast this spell even if you have already called your mount using your class ability on the same day.

CRY OF YSGARD

Conjuration (Calling) [Good]

Level: Sanctified 7 Components: V, Sacrifice Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: Calls 2d4 bariaur defenders of Ysgard Duration: Instantaneous; see text Saving Throw: None Spell Resistance: No

You call 2d4 bariaur defenders of Ysgard (see Chapter 8: Monsters) from the plains of Ysgard to your location. They serve you for up to a year, and you may dismiss them at any time. They are intelligent, so you can assign them different tasks.

They can refuse to complete a quest or otherwise take on complex burdens without your supervision. No matter how many times you cast this spell, you can control no more than four bariaur rangers; others are released from service and return to Ysgard immediately. You choose which creatures to release.

Sacrifice: 1d3 points of Strength drain.

DRAGON CLOUD

Conjuration (Calling) [Air]

Level: Sanctified 8 Components: V, S, Sacrifice Casting Time: 1 round Range: Special (see text) Effect: One conjured dragon cloud (see text) Duration: 1 min. + 1 minute/level Saving Throw: None Spell Resistance: No

You must cast this spell outdoors, in a place where clouds are visible. It calls forth a spirit of elemental air, binds it to a nearby cloud (either a normal cloud or storm cloud), and gives it a dragonlike form. Upon forming, the dragon-shaped cloud swoops toward you, arriving in 1 minute regardless of the actual distance from you. (The time it takes to reach you counts toward the spell’s duration). Once it arrives, you can command the dragon cloud like a summoned creature (see the summon nature’s ally I spell in the Player’s Handbook for details).

The dragon cloud speaks Auran. At the end of the spell’s duration, the dragon cloud evaporates into nothingness as the bound elemental spirit returns to its home plane. The dragon cloud cannot pass through liquids or solid objects.

Sacrifice: 1d3 points of Constitution damage.

The dragon cloud has the following statistics:

Dragon Cloud: Huge elemental (air, extraplanar, good);

HD 21d8+84; hp 178;

Init +10;

Spd fly 150 ft. (average);

AC 26, touch 14, flat-footed 20;

Base Atk +15; Grp +30;

Atk +20 melee (2d6+10/19–20, bite); Full Atk +20 melee (2d6+7/19– 20, bite), +15 melee (2d4 +32, claws);

Space/Reach 15 ft. across/15 ft.;

SA breath weapon; SQ darkvision 60 ft., damage reduction 10/magic, elemental traits;

AL N;

SV Fort +11, Ref +18, Will +7; Str 25, Dex 23, Con 18, Int 6, Wis 11, Cha 11.

Skills and Feats: Listen +19, Spot +19; Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Mobility, Spring Attack.

Breath Weapon (Ex): 100-ft.-long line-shaped burst of lightning every 1d4 rounds; 10d6 points of electricity damage; DC 24 Reflex save for half damage.

EASE PAIN

Conjuration (Healing)

Level: Apostle of peace 2, beloved of Valarian 2, cleric 2 Components: S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Ease pain immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It does not heal any damage or other effects not directly related to pain. If the target creature is under some effect that causes continuing damage, the pain is eased only for a moment. Ease pain cannot bypass the need for a Concentration check to cast a spell under such circumstances, nor can it allow a creature subject to death by thorns to act normally (since the spell’s damage is ongoing).

ENERGETIC HEALING

Conjuration (Healing)

Level: Apostle of peace 5, cleric 5, druid 5 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: One living creature touched Duration: 10 minutes/level or until discharged Saving Throw: None Spell Resistance: Yes (harmless)

This spell converts magical energy damage into healing power. First, it renders the target immune to one energy type (acid, cold, electricity, fire, or sonic) specified when the spell is cast. Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to 10% of the damage dealt (rounded down).

For example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 3 points of damage instead. Once the spell heals a number of hit points equal to 2 per caster level (maximum 30), it is discharged. This spell does not convert nonmagical energy attacks (such as damage from alchemist’s fire) into healing.

ESTANNA’S STEW

Conjuration (Healing)

Level: Cleric 2, druid 2, paladin 2 Components: V, S, F Casting Time: 1 round Range: 0 ft. Effect: Fills pot with healing stew (1 serving/2 levels) Duration: Instantaneous (see text) Saving Throw:Will half (harmless); see text Spell Resistance: Yes (harmless)

This spell calls upon Estanna, goddess of hearth and home (described in Chapter 2: Variant Rules), to fill a specially crafted stewpot with a potent healing stew. The caster must be hold the pot in hand when Estanna’s stew is cast; otherwise, the spell fails and is wasted. The spell creates one serving per two caster levels (maximum 5). A single serving heals 1d6+1 points of damage and requires a standard action to consume. Any portion of the stew that is not consumed disappears after 1 hour.

The stew can be splashed onto a single undead creature within 10 feet. If a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it. The undead creature can apply spell resistance and can attempt a Will save to take half damage.

Focus: An engraved stewpot worth at least 50 gp.

RADIANT FOG

Conjuration (Creation, Good)

Level: Sorcerer/wizard 4 Components: V, S, Abstinence Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Fog that spreads in a 20-ft. radius, 20 ft. high Duration: 1 minute/level Saving Throw: Fortitude partial (see text) Spell Resistance: Yes (see text)

As solid fog, but the cloud of fog shimmers with brilliant celestial radiance. Creatures within the cloud must make successful Fortitude saves or be dazzled, taking a –1 penalty on attack rolls for as long as they remain in the cloud and for 1 minute afterward.

Creatures with light sensitivity or otherwise susceptible to bright light are blinded if they fail their saves. Sightless creatures are not affected by the radiance. Spell resistance applies to the reduced movement, melee attack and damage penalties, and dazzling or blinding effects, but not to the concealment provided or the prevention of ranged weapon attacks.

Abstinence Component: You must not have cast a darkness or necromancy spell within the past 24 hours before casting this spell.

REFRESHMENT

Conjuration (Healing) [Good]

Level: Apostle of peace 3, bard 3, cleric 3, Endurance 3, vassal of Bahamut 3 Components: V, S Casting Time: 1 standard action Range: 20 ft. Target: 20-ft.-radius burst centered on you Duration: Instantaneous Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Refreshment channels celestial energy to remove all nonlethal damage the targets have taken, including damage from environmental conditions, starvation and thirst, and related effects as well as damage dealt by nonlethal attacks.

REMOVE ADDICTION

Conjuration (Healing)

Level: Beloved of Valarian 2, cleric 2, druid 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: One creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

Remove addiction cures all addictions that the target suffers from (see Drugs in the Book of Vile Darkness for more information about addictions). Since the spell’s duration is instantaneous, it does not prevent new addiction to the same drug at a later date.

REMOVE NAUSEA

Conjuration (Healing)

Level: Apostle of peace 3, cleric 3 Components: V, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Remove nausea restores to health a creature who is nauseated or sickened. Remove nausea cures only the nausea or sickening effect, not disease, poison, or any other effects.

SMITE HERETIC

Conjuration

Level: Paladin 3 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level

For the duration of the spell, when using your smite evil class ability against an evil creature with the ability to cast divine spells, you gain a +2 sacred bonus on the attack roll. Furthermore, the attack deals 2 extra points of damage (instead of 1) per paladin level.

VALIANT STEED

Conjuration (Calling) [Good]

Level: Sanctified 6 Components: V, S, Sacrifice Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Effect: Calls 1 pegasus or unicorn Duration: Instantaneous; see text Saving Throw: None Spell Resistance: No

The caster calls a special servant of the exalted god Valarian—either a pegasus or unicorn—to her location. The creature serves the caster for up to a year, during which time the caster may dismiss it at any time. It is intelligent, so the caster can assign it complex tasks. Although useful as a mount, it will not undertake a quest or otherwise take on complex burdens beyond the supervision of the caster.

If the caster attempts to conjure another creature using this spell, the one called previously returns to its home.

Sacrifice: 1d3 points of Strength drain.

WARDING GEMS

Conjuration (Healing)

Level: Cleric 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 gem/3 caster levels Duration: 1 hour/level Saving Throw: None Spell Resistance: No

You cast this spell upon one or more gems, imbuing them with healing energy. The gems leap from your hand, fly to the target, and begin orbiting the target’s head like ioun stones. Each warding gem is a receptacle that holds 10 hp. The target can, as a free action, access the healing energy inside a warding gem; the energy is released as a purple- white arc of divine power that unerringly strikes the target, healing 10 points of damage. The target cannot choose to absorb only a portion of a warding gem’s healing power.

A warding gem depleted of its healing energy instantly turns to dust. At the end of the spell’s duration, any unspent warding gems lose their healing power and fall to the ground; these can be reused for a later spell.

A single creature can have no more than five warding gems encircling it at one time.

A warding gem has AC 24, hardness 10, and 10 hp; if it’s destroyed, any healing power contained within is lost.

Material Components:One 500-gp gem for each warding gem created.

BLESSED SIGHT

Divination

Level: Apostle of peace 3, champion of Gwynharwyf 3, cleric 3, paladin 3, Celestial 3, slayer of Domiel 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D)

This spell makes your eyes glow with white light and allows you to see evil auras within 120 feet of you. The effect is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly. You know the location and strength of all evil auras within your sight. An aura’s strength depends on the type and Hit Dice of any evil creature, as noted in the description of the detect evil spell in the Player’s Handbook.

DIVINE INSPIRATION

Divination

Level: Sanctified 1 Components: Sacrifice Casting Time: 1 standard action Range: Touch Target: One creature touched Duration: 1d4 rounds Saving Throw: None Spell Resistance: Yes (harmless)

This spell helps to tip the momentum of combat in the favor of good, granting limited precognitive ability that enables the spell’s recipient to circumvent the defenses of evil opponents. The target of the spell gains a +3 sacred bonus on all attack rolls made against evil creatures. This bonus does not apply to attacks made against nonevil creatures.

Sacrifice: 1d2 points of Strength damage.

GREATER STATUS

Divination

Level: Apostle of peace 4, cleric 4, Community 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Targets: One creature touched/3 levels Duration: 1 hour/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

As status (described in the Player’s Handbook), but you can also cast a limited selection of spells through the link, as if you were touching the target. You can cast any spell that meets the following conditions:

  • Level: 0, 1st, or 2nd
  • Range: Touch
  • Target: Creature touched
  • Saving Throw: Harmless

For example, if you become aware (through the greater status spell) that one of your linked companions is dying, you can cast cure moderate wounds to try to revive her.

MIND BOND

Divination

Level: Paladin 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Special mount Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

You temporarily strengthen the mental bond with your special mount, allowing you and your special mount to predict each other’s movements and gain a significant edge in combat. You and your mount gain a +4 flanking bonus on attack rolls (instead of +2) when the two of you are flanking the same opponent. Furthermore, your mount gains a +1 competence bonus on attack rolls for every three paladin levels you possess (maximum +5) for the duration of the spell as long as it remains within the spell’s range.

PATH OF THE EXALTED

Divination

Level: Sanctified 3 Components: V, Abstinence Casting Time: 1 standard action Range: Personal Duration: 1 decision; see text

Path of the exalted allows the caster to consult her deity (or an agent of her deity) to help make a difficult decision. This decision is usually more complex than a simple morality question. It may involve strategizing, choosing a particular lead to follow in an investigation, deciding who to help, or other difficult choices. The deity or agent simply helps the character examine a known situation from a number of different angles and makes a recommendation about the correct path to take. This spell does not reveal unknown factors, but merely helps the caster analyze known elements.

The spell ends when the deity or agent has provided sufficient guidance for the caster to arrive at a decision. If the caster is out of favor with her deity, this spell may not work until the caster atones.

Abstinence Component: The caster must abstain from casting divination spells for 24 hours prior to the casting of this spell.

SACRED GUARDIAN

Divination

Level: Apostle of peace 5, cleric 5 Components: V, S, Celestial Casting Time: 1 standard action Range: Touch Target: Object or willing creature touched Duration: 1 day/level Saving Throw: None (see text) Spell Resistance: Yes (harmless)

Celestials use sacred guardian to monitor the location and condition of a creature or object that has been placed in their care. Similar to status, this spell makes the caster constantly aware of the target creature or object’s precise location and status: whether a creature is unharmed, wounded, disabled, staggered, unconscious, dying, dead, and so on, or whether an object is unharmed, damaged, or destroyed. Once the spell is cast, the distance between the caster and the subject does not affect the spell, and the spell continues to function even if the subject and caster are on different planes of existence.

If the caster wishes to teleport to the subject’s presence, he can do so even if he is not familiar with the location (assuming he has access to teleportation magic). If the caster casts scrying or greater scrying on the subject, the subject does not receive a saving throw; unless the subject is warded by a spell or in a location that blocks scrying magic, the spell automatically succeeds.

This spell has no effect on unwilling creatures. If the target is an attended object, the attending creature must be willing for the object to receive the spell.

TELEPATHY TAP

Divination

Level: Sanctified 3 Components: Sacrifice Casting Time: 1 standard action Range: Personal Area: 10-ft./level-radius emanation Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

You can overhear the telepathic conversations of other creatures within the spell’s area. Telepathy tap does not allow you to detect the uncommunicated thoughts of creatures or understand conversations spoken in languages you do not comprehend. In an area where numerous telepathic conversations are occurring at the same time, you must specify the creatures you wish to overhear during a given round.

You can separate and decipher the telepathic messages of a number of creatures equal to 1 + your Intelligence bonus. Telepathy tap does not allow you to overhear the telepathic conversations of creatures protected by a mind blank spell, nor does it grant the ability to telepathically communicate with other creatures.

Sacrifice: 1d3 points of Strength damage.

CHAAV’S LAUGH

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Cleric 5, Joy 5 Components: V Casting Time: 1 standard action Range: 40 ft. Area: 40-ft.-radius spread centered on you Duration: 1 minute/level Saving Throw:Will negates (see text) Spell Resistance: Yes

You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.

Good creatures within the spell’s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 at caster level 20th). Evil creatures within the spell’s area that fail a Will save take a –2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.

Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav’s laugh.

DOLOROUS MOTES

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 4, sorcerer/wizard 3 Components: V, S, Sacrifice Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: 1 10-ft. cube/level Duration: 1 round/level (D) Saving Throw:Will negates; see text Spell Resistance: Yes

This spell creates flickering motes of light that cause intense mental anguish. Creatures inside or passing through a cloud of dolorous motes must succeed on a Will save or be dazed for 1 round. A new save may be made each round. Leaving and then re-entering a cloud of motes forces a new save.

The caster can create one large cloud of flickering motes or several smaller clouds. For example, a 5th-level caster could create five separate clouds, each filling a 10-foot cube anywhere within the spell’s range. Conversely, the caster can group one or more 10-foot-cubes together to form larger clouds or barriers. The affected cubes need not be adjacent to one another, but each cloud is stationary once placed.

Sacrifice: 1d3 points of Wisdom damage.

ELATION

Enchantment [Mind-Affecting]

Level: Bard 2, cleric 2, emissary of Barachiel 2, Joy 2, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: 80 ft. Targets: Allies in an 80-ft.-radius spread of you Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet. Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.

END TO STRIFE

Enchantment (Compulsion) [Mind-Affecting]

Level: Apostle of peace 9, cleric 9 Components: V, S, DF Casting Time: 1 standard action Range: 80 ft. Area: 80-ft.-radius emanation, centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

This spell creates an invisible aura of divine power around the caster. All intelligent creatures within the spell’s area suddenly become aware that any hostile actions they take will be met with dire consequences. Any creature in the spell’s area that makes an attack takes 20d6 points of damage.

The caster decides whether the spell deals lethal or nonlethal damage but cannot change her mind once the spell is cast. Creatures with multiple attacks take the damage after every attack they make. Targets outside the area of the spell may freely attack creatures in the area without taking damage from this spell.

FAERINAAL’S HYMN

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Bard 2 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one evil creature/level Duration: Concentration Saving Throw:Will negates Spell Resistance: Yes

This gentle hymn clouds the minds of evil creatures, causing targets of the spell to forgo attacks of opportunity for the spell’s duration. A target must be able to hear the hymn to be affected by the spell.

HEART’S EASE

Enchantment (Compulsion) [Mind-Affecting]

Level: Beloved of Valarian 3, cleric 3, Pleasure 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level Duration: Permanent Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Heart’s ease cures emotional wounds in the same way that heal wipes away physical ones. The subjects are cured of any fear effect, despair effect (such as the crushing despair spell), or similar mindaffecting condition, excluding charms and compulsions (such as charm person, dominate person, and similar spells).

It removes any lingering psychological effects of torture (including the increased effectiveness of torture devices, as described in the Book of Vile Darkness). It cures confusion and insanity, restores 2d4 points of Wisdom damage (but not permanent Wisdom drain), and leaves the targets feeling refreshed and at peace.

INQUISITION

Enchantment (Compulsion) [Mind-Affecting]

Level: Sanctified 5 Components: Sacrifice Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with an Intelligence of 6 or more Duration: See text Saving Throw:Will negates Spell Resistance: Yes

With this spell, the caster compels the target creature to divulge information it may be hiding. If the target fails its save, it is forced to reply to the caster’s questions (one question per three caster levels), speak truthfully, and not respond in such a way that the answers provided may be misleading.

The questions posed may be answered with a simple yes or no, or they may require a more detailed response. This spell cannot be used to force the target to divulge information it doesn’t know, and the target creature is unable to fabricate lies of any kind while under the spell’s hold.

Sacrifice: 1d4 points of Constitution damage.

INSPIRED AIM

Enchantment (Compulsion)

[Language-Dependent, Mind-Affecting] Level: Bard 4, cleric 3, Fey 3, ranger 3 Components: V Casting Time: 1 standard action Range: 40 ft. Targets: Allies with 40-ft.-radius emanation centered on you Duration: Concentration Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You inspire allies within the spell’s area to focus their minds on hitting their intended targets. All affected allies gain a +2 insight bonus on all ranged attacks.

LASTAI’S CARESS

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Cleric 2, Pleasure 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One known evil creature touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

Your gentle touch fills the target with tremendous feelings of love and compassion, and has the power to unnerve and debilitate evil creatures. You must succeed on a melee touch attack to affect an unwilling target. It has no effect on a creature that you do not know is evil. An evil creature touched by the spell must wrestle with the pleasant feelings invoked by the spell. Roll on the table below at the beginning of the creature’s turn each round to see what condition applies to the subject in that round.

d4 Condition
1 Cowering
2 Frightened
3 Nauseated
4 Shaken

Instead of rolling on the table above, the caster may elect to leave the creature shaken for the duration of the spell.

Material Component: A peach seed.

RAY OF HOPE

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Apostle of peace 1, bard 1, cleric 1, emissary of Barachiel 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks. Ray of hope counters and dispels sorrow (detailed in the Book of Vile Darkness).

SPREAD OF CONTENTMENT

Enchantment (Compulsion) [Mind-Affecting]

Level: Cleric 8, Pleasure 8 Components: V, S, M Casting Time: 1 hour Range: Long (400 ft. + 40 ft./level) Effect: 10 ft./level-radius spread Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: Yes

This spell has a calming effect on creatures within the spell’s area. Hostile and unfriendly creatures become indifferent, indifferent creatures turn friendly, and friendly creatures become helpful for the spell’s duration. This spell directly counters the effects of the spread of savagery spell (described in the Book of Vile Darkness).

This spell also calms creatures that have been otherwise magically enraged and forced to attack. This spell does not calm or otherwise alter the dispositions of summoned creatures.

Material Component: Lammasu’s feather.

SWORD OF CONSCIENCE

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Champion of Gwynharwyf 4, cleric 4, exalted arcanist 4, paladin 4, slayer of Domiel 4 Components: V, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One evil creature Duration: Instantaneous; see text Saving Throw:Will negates Spell Resistance: Yes

The target creature, which must be evil, is struck by pangs of conscience and remorse. The creature instantaneously takes Wisdom and Charisma damage according to the magnitude of its evil. The creature regains lost abilities normally; they do not automatically return when the spell’s duration expires. This effect is not language-dependent.

Consequences of Sword of Conscience
—-Wisdom and Charisma Damage—-
Creature/Object 1d6 1d8 2d6 2d8
Evil creature1 (HD) 10 or lower 11–25 26–50 51+
Evil elemental 2 or lower or undead (HD) 3–8 9–20 21+
Evil outsider (HD) 1 or lower 2–4 5–10 11+
Cleric of an evil deity2 1 (class levels) 2–4 5–10 11+
1 Except for evil elementals, undead, and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
VISION OF HEAVEN

Enchantment [Mind-Affecting]

Level: Apostle of peace 1, cleric 1, Celestial 1, exalted arcanist 1, Joy 1, slayer of Domiel 1 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One evil creature Duration: 1 round Saving Throw:Will negates Spell Resistance: Yes

Your words allow the target creature the merest glimpse of the blessed joy of the Seven Heavens, spurring the target to a moment of regret for its evil deeds. For 1 round, the target is dazed. In addition, the creature is more susceptible to future redemption. For the next 24 hours, the creature takes a –1 penalty on all Will saves related to redemption (see Chapter 2).

WAGES OF SIN

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Sorcerer/wizard 6 Components: V, Abstinence Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One evil creature/level Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

The affected creatures’ own evil thoughts and impulses blossom in their minds into intense suspicion and distrust. Each subject becomes convinced that its own allies are plotting to kill it at any moment, and attacks the nearest evil creature using whatever attack form (melee or ranged attack, spell, supernatural or spell-like ability) is most effective against that foe, to the best of its knowledge. Affected creatures do not completely ignore other threats, but attack evil creatures in preference to any other foes.

Abstinence Component: You must refrain from intoxicants and stimulants for one week before casting this spell.

WARCRY

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 3, champion of Gwynharwyf 2, sorcerer/wizard 3 Components: V Casting Time: 1 standard action Range: 30 ft. Effect: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

You unleash a tremendous battle cry that causes creatures within a 30-foot cone to cower in fear for 1d4 rounds. Any creature that fails its Fortitude save loses its Dexterity bonus to AC and can take no actions. Foes gain a +2 bonus to hit cowering creatures.

YOKE OF MERCY

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Apostle of peace 2, sorcerer/wizard 2 Components: V, Abstinence Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw:Will negates Spell Resistance: No

This spell compels a creature up to 4 HD more than the caster’s level to fight in a merciful manner. Specifically, the creature deals nonlethal damage with its attacks, avoids using damaging spells or spell-like abilities, and does not deliver a coup de grace to a helpless foe.

Abstinence Component: You must not have dealt damage, by spell or any other means, to another living creature within the last 8 hours before casting this spell.

AMBER SARCOPHAGUS

Evocation

Level: Sorcerer/wizard 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 day/level Saving Throw: None Spell Resistance: Yes

You infuse an amber sphere with magical power and hurl it toward the target. If you succeed on a ranged touch attack, the amber strikes the target and envelops it in coruscating energy that hardens immediately, trapping the target within a translucent, immobile amber shell. The target is perfectly preserved and held in stasis, unharmed yet unable to take any actions. Within the amber sarcophagus, the target is protected against all attacks, including purely mental ones.

The amber sarcophagus has hardness 5 and 10 hp per caster level (maximum 200 hp). If it is reduced to 0 hp, it shatters and crumbles to worthless amber dust, at which point the target is released from stasis (although it is flat-footed until its next turn). Left alone, the amber sarcophagus traps the target for the duration of the spell, then disappears before releasing the target from captive stasis.

Material Component: An amber sphere worth at least 500 gp.

AYAILLA’S RADIANT BURST

Evocation [Good]

Level: Sanctified 2 Components: V, S, Sacrifice Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude negates (blindness) and Reflex half (shards) Spell Resistance: Yes

Shards of heavenly light spray from your fingertips, blinding evil creatures in their path for 1 round. A successful Fortitude save negates the blindness. The luminous shards also sear the flesh of evil creatures, dealing 1d6 points of damage per two caster levels (maximum 5d6). A successful Reflex save halves the damage, which is of divine origin.

Sacrifice: 1d2 points of Strength damage.

BOLT OF GLORY

Evocation [Good]

Level: Exalted arcanist 6, Glory 6 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature. You must succeed on a ranged touch attack to strike your target. A creature struck takes varying damage, depending on its nature and home plane of existence:

Creature’s Origin Damage
Material Plane 5d8
Elemental, neutral outsider 5d6
Positive Energy Plane, good outsider none
Evil outsider, undead creature 10d8
Negative Energy Plane 15d8
BRILLIANT EMANATION

Evocation [Good]

Level: Sanctified 3 Components: Sacrifice Casting Time: 1 standard action Range: 100 ft. + 10 ft./level Area: 100-ft.-radius emanation + 10-ft. radius per level Duration: 1d4 rounds Saving Throw: Fortitude partial Spell Resistance: Yes

This spell causes a divine glow to radiate from any reflective objects worn or carried by the caster, including metal armor. Evil creatures within the spell’s area are blinded unless they succeed on a Fortitude saving throw. Nonevil characters perceive the brilliant light emanating from the caster, but are not blinded by it and do not suffer any negative effects from it.

Evil characters that make their saving throw are not blinded, but are distracted, taking a –1 penalty on any attacks made within the spell’s area for the duration of the spell. Creatures must be able to see visible light to be affected by this spell.

Sacrifice: 1d3 points of Strength damage.

CELESTIAL BRILLIANCE

Evocation [Good, Light]

Level: Cleric 4, Glory 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No

The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet. Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures take 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.

CONSTRICTING CHAINS

Evocation [Good]

Level: Sanctified 7 Components: V, S, F, Sacrifice Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/level Saving Throw: None Spell Resistance: No

You call upon the heavenly powers to bind a creature in writhing chains of scintillating light. The creature is entangled, taking a –2 penalty on attack rolls and a –4 penalty to effective Dexterity.

Moreover, the chains are anchored to the nearest immobile object (usually the floor), preventing the bound creature from moving. An entangled creature attempting to cast a spell must succeed on a Concentration check (DC 15 + spell level) or lose the spell. The chains automatically constrict the bound creature for 3d6 points of nonlethal damage per round unless the caster (as a free action) commands the chains not to deal damage during any given round.

The constricting chains have AC 20, 5 hp per caster level (maximum 100 hp), and damage reduction 10/magic. They are immune to energy-based attacks, nonlethal damage, and all spells except dispel magic and similar effects. They are not subject to critical hits. Half of all damage dealt to the chains (rounded down) is transferred to the target. A successful DC 32 Strength check breaks the chains and ends the spell. An entangled creature can also attempt to escape (requiring 1 minute) with a DC 40 Escape Artist check.

Focus: A small silver chain (10 gp).

Sacrifice: 1d2 points of Strength drain.

CROWN OF BRILLIANCE

Evocation [Good, Light]

Level: Cleric 6 Components: V, S, M, Archon Casting Time: 1 round Range: 20 ft. Area: 20-ft.-radius emanation, centered on you Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: Yes

A blazing crown of golden light surrounds your head. Creatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds. Creatures that successfully save, and creatures that have recovered from blindness, are still dazzled for as long as they remain in melee with you.

Creatures with light sensitivity and creatures that are harmed by sunlight (such as vampires) must make a Will save if they are within the area of the spell. Creatures that fail their saving throws must move outside the area. Undead within the area take 1d6 points of damage each round they remain in the area.

Material Component: An opal worth at least 100 gp, carried on your person through the duration of the spell. The opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.

CROWN OF FLAME

Evocation [Good]

Level: Cleric 5, exalted arcanist 5, Glory 5 Components: V, Archon Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes

You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and evil fey within 10 feet of you. Affected creatures take 2d6 points of damage per round.

CROWN OF GLORY

Evocation [Good]

Level: Glory 8, Herald 8 Components: V, S, M/DF Casting Time: 1 round Range: 10 ft./level Area: 10-ft.-radius/level emanation centered on you Duration: 1 minute/level Saving Throw:Will negates Spell Resistance: Yes

This spell temporarily bestows the aura of celestial authority on you, inspiring awe in all lesser creatures who behold your terrible perfection and righteousness. Creatures with fewer than 8 levels or Hit Dice cease whatever they are doing and turn to face you. When you speak, your words are treated as a suggestion spell, and the listeners telepathically understand you, even if they do not understand your language.

Creatures who make successful saving throws are not awed by you and can continue their actions normally. Creatures with more than 8 HD are immune to the effect of the spell.

Material Component: An opal worth at least 200 gp, carried on your person. The opal shatters upon the completion of the spell. (If it is shattered prematurely, the spell ends). This spell first appeared in Defenders of the Faith.

CURTAIN OF LIGHT

Evocation [Light]

Level: Sanctified 5 Components: V, S, Sacrifice Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Curtain of light whose area is up to one 5-ft. square/level Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No

An immobile, vertical curtain of brilliant light energy springs into existence. This barrier cannot pass through spaces occupied by creatures and objects, but it can bend around them. One side of the curtain, selected by you, sends forth flashes of light, dealing 2d4 points of damage to evil creatures within 10 feet and 1d4 points of damage to evil creatures past 10 feet but within 20 feet. The curtain deals this damage when it appears and at the start of the caster’s turn each round.

In addition, the curtain deals 2d6 points of damage +1 point of damage per caster level (maximum +20) to any evil creature passing through it. Contact with the curtain deals double damage to undead creatures. A curtain of light can be made permanent with a permanency spell. A permanent curtain of light that is destroyed becomes inactive for 10 minutes, and then reforms.

Curtain of light counters any magical darkness spell of 5th level or lower with which it comes into contact. Any magical darkness spell of 5th level or higher counters curtain of light. The curtain of light is impervious to all physical attacks and spells except antimagic field, dispel magic, greater dispel magic, and Mordenkainen’s disjunction.

Sacrifice: 1d4 points of Strength damage.

DANCING WEB

Evocation [Good]

Level: Cleric 5, druid 5, sorcerer/wizard 4 Components: V, S, M/DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: Yes

This spell creates a burst of magical energy that deals 1d6 points per level of nonlethal damage (maximum 10d6). Further, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds.

An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to effective Dexterity; the entangled target can move at half speed but can’t run or charge. An entangled creature that attempts to cast a spell must succeed on a DC 15 Concentration check or lose the spell. This spell affects only creatures—objects are unharmed.

Arcane Material Component: A bit of spider’s web.

DIAMOND SPRAY

Evocation [Good]

Level: Sanctified 4 Components: V, S, M Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

A blast of diamondlike shards springs from your hand and extends outward in a glittering cone. The cone dazzles evil creatures in the area for 2d6 rounds. The spell also deals 1d6 points of damage per caster level (maximum 10d6).

The damage affects only evil creatures. A successful Reflex save reduces the damage by half but does not negate the dazzling effect.

Material Component: Diamond dust worth at least 100 gp.

EMERALD BURST

Evocation [Good]

Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

You infuse an emerald with magical power and it flies toward your enemies. The gemstone explodes on impact, releasing a coruscating pulse of green light. Neutral creatures within the burst are dazed for 1 round. Evil creatures within the burst are stunned for 1d4 rounds. Good creatures within the burst are unaffected.

Material Component: Emerald worth at least 1,000 gp.

EXALTED FURY

Evocation [Good]

Level: Sanctified 9 Components: V, Sacrifice Casting Time: 1 standard action Range: 40 ft. Area: 40-ft. radius burst, centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Uttering a single, awesomely powerful syllable of the Words of Creation, your body erupts in the same holy power that shaped the universe at its birth. All evil creatures within the area take damage equal to your current hit points +50.

Sacrifice: You die. You can be raised or resurrected normally.

HAMMER OF RIGHTEOUSNESS

Evocation [Force, Good]

Level: Sanctified 3 Components: V, S, Sacrifice Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect:Magic warhammer of force Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

A great warhammer of positive energy springs into existence, launches toward a target that you can see within the range of the spell, and strikes unerringly. The hammer of righteousness deals 1d6 points of damage per caster level to the target, or 1d8 points of damage per caster level if the target is evil. The caster can decide to deal nonlethal damage instead of lethal damage with the hammer, or can split the damage evenly between the two types.

How the damage is split must be decided before damage is rolled. The hammer is considered a force effect and has no miss chance when striking an incorporeal target. A successful Fortitude save halves the damage.

Sacrifice: 1d3 points of Strength damage.

HEAVEN’S TRUMPET

Evocation [Good, Sonic]

Level: Bard 6, cleric 7, emissary of Barachiel 4 Components: S, F, Archon Casting Time: 1 standard action Range: 120 ft. Targets: Foes in a 120-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

You produce a blast of music of utter clarity, piercing beauty, and paralyzing awe. All foes within 120 feet of you must succeed on a Fortitude save or be paralyzed for 1d4 rounds.

Focus: A masterwork trumpet, which you must blow.

HEAVENLY LIGHTNING STORM

Evocation [Good]

Level: Celestial 7, exalted arcanist 7 Range:Medium (100 ft. + 10 ft./level) Area: 10-ft. wide to close range (25 ft. + 5 ft./2 levels) Targets: Up to one creature per caster level

As heavenly lightning, except it has a greater range, can strike more targets, and deals 5d6 points of special celestial electricity damage.

HEAVENLY LIGHTNING

Evocation [Good]

Level: Celestial 5, exalted arcanist 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one creature per 2 caster levels Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You create a leaping bolt of radiant lightning that arcs from one target to the next, avoiding other creatures in its path. Each target struck by an arc takes 3d6 points of special celestial electricity damage. Creatures normally immune to electricity take full damage from this spell, and the celestial lightning is not subject to being reduced by protection from energy (electricity) or similar magic.

LANTERN LIGHT

Evocation [Good, Light]

Level: Cleric 1, paladin 1, sorcerer/wizard 1, vassal of Bahamut 1 Components: S, Abstinence Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

Rays of holy light flash from your eyes. You can fire 1 ray per 2 caster levels, but no more than 1 ray per round. You must succeed on a ranged touch attack to hit a target. The target takes 1d6 points of damage from each ray.

Abstinence Component: You must abstain from sexual intercourse for 24 hours before casting this spell.

LEONAL’S ROAR

Evocation [Good, Sonic]

Level: Druid 8 Components: V Casting Time: 1 standard action Range: 40 ft. Targets: Nongood creatures in a 40-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area. A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.

RADIANT SHIELD

Evocation [Electricity, Good]

Level: Sorcerer/wizard 4, Wrath 4 Components: V, S, Abstinence Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)

A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks you in melee. The radiance also protects you fromelectricity attacks. Any creature striking you with a natural or handheld weapons deals normal damage but also takes 1d6 points of electricity damage + 1 point per caster level (the creature’s spell resistance applies).

You take only half damage from electricity-based attacks. If an electricity-based attack allows a Reflex save for half damage, you take no damage on a successful save. The radiance is as bright as a light spell, casting bright light in a 10-foot radius and shadowy illumination to 20 feet.

Abstinence Component: You must not have cast a darkness or necromancy spell within the last 24 hours before casting this spell.

RAIN OF BLACK TULIPS

Evocation [Good]

Level: Druid 9 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (80-ft. radius, 80 ft. high) Duration: 1 round/level (D) Saving Throw: None (damage) and Fortitude negates (nausea) Spell Resistance: Yes

Tulips as black as midnight fall from the sky. The tulips explode with divine energy upon striking evil creatures, each of which takes 5d6 points of damage. In addition, evil creatures that fail a Fortitude save are nauseated (unable to attack, cast spells, concentrate on spells, perform any task requiring concentration, or take anything other than a single move action per turn) until they leave the spell’s area.

A successful Fortitude save renders a creature immune to the nauseating effect of the tulips, but not the damage.

Material Component: A black tulip.

RAIN OF EMBERS

Evocation [Fire, Good]

Level: Sanctified 7 Components: V, S, Sacrifice Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: Cylinder (40-ft. radius, 120 ft. high) Duration: 1 round/level (D) Saving Throw: Reflex half; see text Spell Resistance: Yes

This spell causes orange, starlike embers to rain steadily from above. Each round, the falling embers deal 10d6 points of damage to evil creatures within the spell’s area. Half of the damage is fire damage, but the other half results directly from divine power and is therefore 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. Creatures may leave the area to avoid taking additional damage, but a new saving throw is required each round a creature is caught in the fiery downpour.

A shield provides a cover bonus on the Reflex save, depending on its size: small +2, large +4, tower +7. A shield spell oriented upward provides a +4 cover bonus on the Reflex save. A creature using its shield (or shield spell) to block the rain of embers cannot use it for defense in combat.

Sacrifice: 1d2 points of Strength drain.

RAIN OF ROSES

Evocation [Good]

Level: Druid 7 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (80-ft. radius, 80 ft. high) Duration: 1 round/level (D) Saving Throw: None (ability damage) and Fortitude negates (sickening) Spell Resistance: Yes

Red roses fall from the sky. Their sharp thorns graze the flesh of evil creatures, dealing 1d4 points of temporary Wisdom damage per round. A creature reduced to 0 Wisdom falls unconscious as its mind succumbs to horrible nightmares. In addition, the beautiful rose petals sicken evil creatures touched by them; those that fail a Fortitude save are sickened (–2 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks) until they leave the spell’s area.

A successful Fortitude save renders a creature immune to the sickening effect of the roses, but not the ability damage caused by their thorns.

Material Component: A red rose.

RIGHTEOUS SMITE

Evocation [Good]

Level: Cleric 7, exalted arcanist 7, Wrath 7 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 20-ft. radius spread Duration: Instantaneous Saving Throw:Will partial; see text Spell Resistance: Yes

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected. The spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinding effect.

The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

STARS OF ARVANDOR

Evocation [Force, Good]

Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one creature or object per round Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes

You create one tiny, twinkling star per level (maximum 10 stars). These minute starbursts orbit your head like ioun stones. As a free action, you can launch one star per round at a target your designate within range. Alternatively, as a standard action, you may launch up to three stars per round at one or more targets within range. Each star requires its own ranged touch attack roll.

A nonevil target takes 1d8 points of damage, half of which is nonlethal (round down). Evil targets take 1d8 points of lethal damage instead. The stars are magical force, so they ignore incorporeality.

STORM OF SHARDS

Evocation [Good]

Level: Sanctified 6 Components: V, S, Sacrifice Casting Time: 1 standard action Range: 0 ft. Area: 80-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude negates (blinding) and Reflex half (shards) Spell Resistance: Yes

Shards of heavenly light rain down from above. Evil creatures within the spell’s area that fail a Fortitude save are blinded permanently. The light shards also slice the flesh of evil creatures, dealing 1d6 points of damage per caster level (maximum 20d6). A successful Reflex save halves the damage, which is of divine origin.

Sacrifice: 1d3 points of Strength drain.

AFFLICTION

Necromancy [Good]

Level: Cleric 3, druid 3, sorcerer/wizard 4, Wrath 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Evil creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

The subject contracts an affliction selected from the list below, which strikes immediately (no incubation period). Afflictions deal damage only to evil creatures. Any evil creature takes damage equal to that listed plus its Charisma bonus.

An evil elemental or evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points. The DC listed is for the subsequent saves (use affliction’s normal save DC for the initial saving throw).

BLOOD OF THE MARTYR

Necromancy (Healing) [Good]

Level: Apostle of peace 4, champion of Gwynharwyf 4, cleric 4, paladin 4 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target:Willing creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You may transfer your own hit points directly to a target creature within range. You must transfer at least 20 points. Transferred hit points are damage to you. The creature takes your transferred hit points as if receiving a cure wounds spell and cannot gain more hit points than its maximum allows; any excess points are lost. This spell transfers only actual hit points, not temporary hit points. An unconscious target is considered a “willing creature” for purposes of this spell.

DIVINE SACRIFICE

Necromancy

Level: Champion of Gwynharwyf 1, paladin 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until discharged

You can sacrifice life force to increase the damage you deal. When you cast the spell, you can sacrifice up to 10 of your hit points. For every 2 hp you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack. Your ability to deal this extra damage ends when you successfully attack or when the spell duration ends. Sacrificed hit points count as normal lethal damage, even if you have the regeneration ability.

HEALING TOUCH

Necromancy [Good]

Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You transfer some of your life essence to another creature, healing it. You may heal up to 1d6 hit points per two caster levels (maximum 10d6), and must decide how many dice to roll when you cast the spell. You take damage equal to the amount the target is healed. This spell cannot restore more hit points to a target than your current hit points +10, which is enough to kill you.

LAST JUDGMENT

Necromancy [Death, Good]

Level: Cleric 8, sorcerer/wizard 8, Wrath 8 Components: V, Celestial Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One evil humanoid, monstrous humanoid, or giant/2 levels Duration: Instantaneous Saving Throw:Will partial Spell Resistance: Yes

Reciting a list of the targets’ evil deeds, you call down the judgment of the heavens upon their heads. Creatures that fail their saving throw are struck dead and bodily transported to the appropriate Lower Plane to suffer their eternal punishment. Creatures that succeed nevertheless take 3d6 points of temporary Wisdom damage as guilt for their misdeeds overwhelms their minds.

This spell affects only humanoids, monstrous humanoids, and giants of evil alignment. A true resurrection or miracle spell can restore life to a creature slain by this spell normally. A resurrection spell works only if the creature’s body can be recovered from the Lower Planes before the resurrection is cast.

PHOENIX FIRE

Necromancy [Fire, Good]

Level: Sanctified 7 Components: V, S, F, Sacrifice Casting Time: 1 standard action Range: 15 ft. Area: 15-ft.-radius spread, centered on you Duration: Instantaneous (see text) Saving Throw: Reflex half (see text) Spell Resistance: Yes (see text)

You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter. You die (no saving throw, and spell resistance does not apply). Every evil creature within the cloud takes 2d6 points of damage per caster level (maximum 40d6). Neutral characters take half damage (and a successful Reflex save reduces that further in half ), while good characters take no damage at all.

Half of the damage dealt by the spell against any creature is fire; the rest results directly from divine power and is therefore 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. After 10 minutes, you rise from the ashes as if restored to life by a resurrection spell.

Focus: A tail feather from a phoenix, worth 40 gp.

Sacrifice: Your death and the level you lose when you return to life are the sacrifice cost for this spell.

RIGHTEOUS GLARE

Necromancy [Death, Good]

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

You gain a supernatural gaze attack like that of a ghaele eladrin. Evil creatures with 5 HD or fewer within 60 feet of you must make a successful Will save or die. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Neutral (neither good nor evil) creatures, and evil creatures with more than 5 HD, must succeed on a Will save or suffer the fear effect.

SANCTIFY THE WICKED

Necromancy [Good]

Level: Sanctified 9 Components: V, S, F, Sacrifice Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One evil creature Duration: See text Saving Throw:Will negates Spell Resistance: Yes

This spell tears the foul, corrupted soul from the body of an evil creature and traps it in a diamond receptacle (the spell’s focus). The creature’s soulless body instantly withers or molders into dust. Trapped in the gem, the evil soul undergoes a gradual transformation. The soul reflects on past evils and slowly finds within itself a spark of goodness. Over time, this spark grows into a burning fire.

After one year, the trapped creature’s soul adopts the alignment of the spell’s caster (lawful good, chaotic good, or neutral good). Once the soul’s penitence is complete, shattering the diamond reforms the creature’s original body, returns the creature’s soul to it, and transforms the whole into a sanctified creature (see Chapter 8: Monsters).

If the diamond is shattered before the soul has found penitence, the evil creature’s body and soul are fully restored; the creature’s state is just as it was before the spell was cast. The creature retains the memory of having been trapped in the gem, and it regards the spell’s caster as a hated enemy who must be destroyed at all costs.

The diamond receptacle has a hardness of 20 and 1 hit point.

Focus: A flawless diamond worth no less than 10,000 gp.

Sacrifice: 1 character level.

SECURE CORPSE

Necromancy

Level: Cleric 6 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Stores one creature’s corpse in your holy symbol Duration: 1 day/level (D) Saving Throw: None Spell Resistance: No

This spell turns your holy symbol into a magical receptacle capable of holding one creature’s corpse. The corpse must be within range of the spell, in which case it is transformed into divine energy. The energy is then drawn into the holy symbol, and the corpse is placed in stasis (as the gentle repose spell) for the duration of the spell.

The caster can release the corpse from the holy symbol by dismissing the spell. If the spell ends or is dismissed, or if the holy symbol is destroyed, the contained corpse materializes in a square adjacent to the holy symbol’s present or last location.

SICKEN EVIL

Necromancy [Good]

Level: Sanctified 5 Components: V, S, Sacrifice Casting Time: 1 standard action Range: Personal Area: 20-ft.-radius emanation Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes

You emanate a powerful aura that sickens evil creatures within the specified area.

Sacrifice: 1d4 points of Strength damage.

ASPECT OF THE DEITY

Transmutation [Good]

Level: Apostle of peace 6, exalted arcanist 6, Herald

As lesser aspect of the deity, but you take on all the qualities of a celestial creature (see the Monster Manual for complete details):

  • You take on a shining, metallic appearance.
  • You gain the ability to smite evil once a day. Add your Charisma bonus to your attack roll and your character level to your damage roll against an evil foe.
  • You gain darkvision out to 60 ft.
  • You gain resistance 20 to acid, cold, and electricity.
  • You gain damage reduction 10/magic.
  • You gain spell resistance 25.
Your creature type does not change (you do not become an outsider).
ASPECT OF THE DEITY, GREATER

Transmutation [Good]

Level: Apostle of peace 9, exalted arcanist 9, Herald 9

As lesser aspect of the deity, except that you take on the qualities of a half-celestial (see the Monster Manual for complete details). You do not gain the spell-like abilities of these creatures. Your creature type changes to outsider for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form. You undergo the following transformations:

  • You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
  • You gain +1 natural armor, or your existing natural armor bonus increases by +1.
  • You gain low-light vision.
  • You gain immunity to acid, cold, disease, and electricity.
  • You gain a +4 racial bonus on your saving throws against poison.
  • You gain the following enhancement bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.
ASPECT OF THE DEITY, LESSER

Transmutation [Good]

Level: Apostle of peace 4, exalted arcanist 4, paladin 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

When you cast this spell, your body changes into a form that is more like your deity (in a very limited fashion, of course). You gain a +4 enhancement bonus to your Charisma score. You also gain acid, cold, and electricity resistance 10.

AXIOMATIC CREATURE

Transmutation

Level: Cleric 8, sorcerer/wizard 8 Components: V, S, M, XP, Archon Casting Time: 1 round Range: Touch Target: One corporeal creature of lawful or neutral alignment that is native to the Material Plane Duration: Permanent Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

This spell transforms the target into an axiomatic creature—a perfect version of itself. The spell rids the creature of noticeable flaws, makes its fur or scales appear shinier, and so forth. Animals touched by this spell become magical beasts, but otherwise the creature’s type is unchanged. If the target has an Intelligence of 2 or less, the spell imbues the target with an Intelligence of 3.

As an axiomatic creature, the target gains the following special attack:

Smite Chaos (Su): Once per day, the target can make a normal attack to deal extra damage equal to its HD total (maximum +20) against a chaotic opponent.

The target gains the following special quality:

Linked Minds (Ex): The target can communicate telepathically with other axiomatic creatures of its type within 300 feet.

If one in the group is not flat-footed, none of them are, and no axiomatic creature in the group is considered flanked unless they all are.

The target also gains darkvision with a range of 60 feet, spell resistance equal to double its HD (maximum 25), and resistance to cold, electricity, fire, and sonic attacks based on its HD, as shown below:

Target’s HD Cold, Electricity, Fire, and Sonic Resistance
1–3 5
4–7 10
8–11 15
12+ 20

Material Component: A diamond wand worth at least 10,000 gp.

XP cost: 1,000 XP.

BLINDING BEAUTY

Transmutation [Good]

Level: Beloved of Valarian 4, bard 4, druid 4, Fey 4, ranger 4 Components: V, S, Abstinence Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

You gain the physical beauty of a nymph, with some of the supernatural accompaniment. All humanoids within 60 feet of you who look directly at you must succeed on a Fortitude save or be blinded permanently as though by the blindness spell. During the duration of the spell, you can suppress or resume this effect as a free action, while remaining stunningly attractive.

Abstinence Component: You must abstain from sexual intercourse for one week before casting this spell.

CELESTIAL ASPECT

Transmutation [Good]

Level: Sanctified Components: V, Sacrifice Casting Time: 1 standard action Range: Touch Target: One creature touched Duration: 1 minute/level Saving Throw: Fortitude negates (harmless); see text Spell Resistance: Yes (harmless)

The target can assume one of several celestial traits, chosen from selection below. As a free action, the target can choose a different celestial trait, but the target cannot change traits more than once during a given round.

Armblade of the Sword Archon: One of the target’s arms reshapes into a blade that functions as a +1 flaming longsword or +1 holy longsword (caster’s choice). The caster may also choose to create a short sword version instead of the normal longsword-sized blade. The target cannot be holding anything in the affected arm, and the armblade cannot be disarmed or sundered.

Eyes of the Firre: Red flames fill the target’s eyes. Once per round, as a standard action, the target can deal 2d6 points of fire damage to any single creature or object within 60 feet, simply by gazing at it (no attack roll required).

Horns of the Cervidal: Ramlike horns sprout from the target’s head. The target can charge an opponent with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the creature to make a single gore attack that deals 1d8 points of damage plus 1-1/2 times the target’s Strength modifier. Any summoned or called creature struck by the horns is dismissed instantly.

Wings of the Astral Deva: Angelic wings sprout from the target’s back, allowing the target to fly at a speed of 100 feet (good). Although these attributes change the target’s appearance, other celestials do not recognize the target as a celestial being (unless the target happens to be one). If the creature tries to disguise itself as a celestial, consult the Player’s Handbook for the appropriate Disguise check DC.

Sacrifice: 1d3 points of Strength damage.

CHANNEL CELESTIAL

Transmutation [Good]

Level: Sanctified 7 Components: V, DF, Abstinence, Sacrifice Casting Time: 1 standard action Range: Touch Target: You and 1 willing celestial Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

You invite a celestial creature to occupy your body, as described in the section on Celestial Channeling in Chapter 2. The celestial must be present when you cast the spell, it must be willing, and it cannot have more than 12 HD. It need not have the innate spell-like ability to channel its power through mortals; this spell bestows that ability upon the celestial. If you channel a celestial that was summoned to the Material Plane by means of a summon monster or similar spell, the channeling ends when the duration of the summoning spell ends, regardless of any remaining duration on the channel celestial spell.

Abstinence Component: You must abstain from intoxicants and stimulants for 24 hours before casting this spell. You must not be the subject of any other spell at the time you cast this spell.

You must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.

Sacrifice: 1d3 points of Strength and Dexterity damage.

CHANNEL GREATER CELESTIAL

Transmutation [Good]

Level: Sanctified 9

As channel celestial, but the celestial you channel may have up to 24 HD.

Abstinence Component: You must abstain from intoxicants and stimulants for one week before casting this spell. You must not be the subject of any other spell at the time you cast this spell. You must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.

Sacrifice: 1d6 points of Strength and Dexterity damage.

CONVERT WAND

Transmutation

Level: Cleric 5 Components: V, S Casting Time: 1 standard action Range: Touch Target:Wand touched Duration: 1 minute/level Saving Throw: None Spell Resistance: No

This spell temporarily transforms a magic wand of any type into a healing wand with the same number of charges remaining. At the end of the spell’s duration, the wand’s original effect is restored, and any charges that were depleted remain so. The spell level of the wand determines how powerful a healing instrument the wand becomes: For example, a 10th-level cleric can transform a wand of lightning bolt (3rd-level spell) into a wand of cure serious wounds for 10 minutes.

Spell Level New Wand Type
1st Wand of cure light wounds
2nd Wand of cure moderate wounds
3rd Wand of cure serious wounds
4th Wand of cure critical wounds
DISTILLED JOY

Transmutation

Level: Joy 3, sorcerer/wizard 3 Components: V, S, F Casting Time: 1 day Range: Touch Target: One living creature Duration: Permanent Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

You draw forth the material essence of joy from a creature experiencing great bliss. This physical manifestation of joy, called ambrosia, can be used in the creation of good magic items, as a special spell component, or as a druglike substance (with no addictive qualities). The Celestial Hebdomad, the rulers of the Seven Heavens, subsist entirely on ambrosia.

The caster draws ambrosia from the target and contains it within a tiny receptacle, such as a vial. Ambrosia can only be drawn from a blissful creature; how the creature achieves this state of bliss can vary from one individual to the next. For example, distilled joy can be cast on a deliriously lovestruck character, a dryad dreaming near her tree, an artist crafting his life’s masterpiece, or a character experiencing a moment of rapture or undiluted sexual pleasure.

Good spellcasters can use ambrosia in magic item creation. Each dose provides the equivalent of 2 experience points needed to create the item. A dose of ambrosia can also be used as an optional spell component (see Chapter 3). A living creature that drinks a dose of ambrosia experiences a soothing sensation that wipes away minor aches and pains, takes the edge off grief and sadness, and cures 1 point of damage. These positive sensations and emotions persist for 1d4+1 hours.

Focus: A vial or similar container in which to contain the ambrosia.

ELADRIN FORM

Transmutation [Good]

Level: Sorcerer/wizard 7 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)

You assume the form of an incorporeal globe of eldritch colors, 5 feet in diameter. In this form, you can fly at a speed of 150 feet with perfect maneuverability and can pass through walls and other solid objects. You can use any spell-like or psionic abilities you possess, but you cannot cast spells or make physical attacks. The globe form is incorporeal, and you have no Strength score while in that form.

While incorporeal, you can be harmed only by other incorporeal creatures, +1 or better magic weapons, psionics, spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).

ENERGIZE POTION

Transmutation

Level: Cleric 3, druid 3, sorcerer/wizard 2, Wrath 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: 10-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact. The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast. The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage.

An energized potion set to deal fire damage ignites combustibles within the spell’s burst radius.

Material Component: A magic potion.

EYES OF THE AVORAL

Transmutation

Level: Apostle of peace 1, beloved of Valarian 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1 Components: S Casting Time: 1 standard action Range: Touch Target: One creature Duration: 10 minutes/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The subject gains an avoral’s sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell.

PERFECT SUMMONS

Transmutation [Good]

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: 1 hour/level Saving Throw: None Spell Resistance: No

You create an area in which only good creatures can be magically summoned. No matter what a later caster attempts to summon, he actually summons a good version (a celestial beast rather than a fiendish one, for example) or a good equivalent (an archon rather than a formian). If the summoner was attempting to summon a neutral or evil creature, the good creature that appears is not bound to obey the commands of the summoner or attack his enemies. Instead, it deals with the summoner as it sees fit—possibly attacking an evil caster.

The summoning spell cannot be dismissed, though it can be dispelled. A perfect summons spell can also be dispelled normally. Perfect summons counters and dispels distort summons (which appears in Book of Vile Darkness), and vice versa.

QUICKSHIFT

Transmutation [Good]

Level: Cleric 6, sorcerer/wizard 6 Components: V, S, Celestial Casting Time: 1 round Range: Personal Target: You Duration: 1 round/level

For the duration of this spell, the caster’s teleport or greater teleport spell-like ability is quickened (as if enhanced with the Quicken Spell feat). This spell has no effect on other spells or spell-like abilities.

REMOVE FATIGUE

Transmutation

Level: Apostle of peace 4, cleric 4, Pleasure 4 Components: S Casting Time: 10 minutes Range: Touch Target: Up to one living creature touched per two levels Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

The creatures you touch gain the benefits of 8 hours of restful sleep. If a subject was fatigued, the fatigue and its penalties are removed. If a subject was exhausted, the exhaustion becomes fatigue, but the subject only needs to rest for 1 more hour to eliminate the fatigue. If a subject was already well rested, it does not need to rest or sleep during the next 24 hours. Arcane spellcasters must still rest their minds for 8 hours in order to prepare or ready their spells.

RESTORE SOUL’S TREASURE

Transmutation

Level: Sanctified 8 Components: Sacrifice Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: Disintegrated remains of one item Duration: Instantaneous Saving Throw: None Spell Resistance: No

If the target of this spell has lost a valuable item as the result of the spell soul’s treasure lost (described in the Book of Vile Darkness), this spell restores that item. This spell must be cast within 4 hours of the destruction of the item. Upon completion of the casting, the disintegrated item returns to the possession of the original owner in the condition it was in before being disintegrated.

Sacrifice: 1d4 points of Constitution drain.

SECOND WIND

Transmutation

Level: Paladin 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

For the duration of the spell, the target can perform long- term strenuous activity as though it had the Endurance feat.

SILVERED CLAWS

Transmutation

Level: Druid 1, ranger 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: One living creature touched Duration: 1 minute/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell allows the target to treat all of its natural attacks as silvered weapons. The spell affects slam attacks, fist or claw attacks, bite attacks, and any other natural weapons the target creature possesses. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage, however. Silvered claws can be made permanent with a permanency spell.

SILVERED WEAPON

Transmutation

Level: Paladin 1, ranger 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: One weapon or projectile touched Duration: 1 round/level Saving Throw: Fortitude negates (object, harmless) Spell Resistance: Yes (object, harmless)

This spell transforms a single weapon or projectile you are holding into a silvered weapon. The weapon may be magical, masterwork, or nonmagical, but it must be in hand when the spell is cast. You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see silvered claws). The spell cannot be cast on more than one weapon or on multiple projectiles.

If the weapon targeted by the spell is made of another special material (cold iron or adamantine, for example), it loses the benefits of its original special material for the spell’s duration. Silvered weapon can be made permanent with a permanency spell.

SPEAR OF VALARIAN

Transmutation

Level: Beloved of Valarian 4, druid 5, ranger 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: One nonmagical weapon touched Duration: 1 round/level (D) Saving Throw: Fortitude negates (object, harmless) Spell Resistance: Yes (object, harmless)

The spear of Valarian spell transforms one nonmagical weapon into a shimmering silver spear. You must be carrying the weapon and have it drawn for the spell to work. The shimmering spear functions as a +1 silvered spear. Against magical beasts, the weapon becomes a +3 silvered spear that deals +2d6 points of bonus damage (as the bane special property).

If the spear of Valarian is sundered, the original weapon breaks as the spell suddenly ends. If the wielder relinquishes the spear, willingly or not, it immediately reverts to its previous state and the spell ends.

SUSTAIN

Transmutation

Level: Apostle of peace 4, cleric 4, Endurance 4 Components: V, S, M Casting Time: 1 round Range: Touch Target: Up to one living creature touched/two levels Duration: 6 hours/level Saving Throw: None Spell Resistance: Yes (harmless)

This spell instantly relieves the negative effects of hunger and thirst and allows the targets to go without food or water for the duration of the spell, suffering no ill effects from the deprivation. An affected creature can eat or drink normally without difficulty. When the spell ends, the creatures must resume normal eating and drinking habits, but do not feel any adverse effects from the missed meals.

The size of the creature is not a factor; a Tiny lizard and a Colossal dragon are both fully nourished by the spell.

Material Component: A flask of warm wine and a loaf of bread.

TOMB OF LIGHT

Transmutation [Good]

Level: Cleric 7, sorcerer/wizard 7 Components: V, S, M Casting Time: 1 round Range: Touch Target: Evil extraplanar creature touched Duration: Concentration Saving Throw: Fortitude partial Spell Resistance: Yes

When you cast this spell, you attempt to draw out the impure substance of an evil extraplanar creature and replace it with your own pure substance. The spell is draining for you to cast, but it is deadly to evil outsiders and other extraplanar creatures with the taint of evil. When you touch the target creature, it must make a Fortitude saving throw. If it succeeds, it is unaffected by the spell.

If it fails, its skin becomes translucent and faintly radiant and the creature is immobilized, standing helpless. The subject is aware and breathes normally, but cannot take any physical actions, even speech. It can, however, execute purely mental actions (such as using a spell-like ability). The effect is similar to hold person.

Each round you maintain the spell, the creature must attempt another Fortitude save. If it fails the save, it takes 1d6 points of permanent Constitution drain. Each round you maintain the spell, however, you take 1d6 points of nonlethal damage. If you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends.

Material Component: A pure crystal or clear gemstone worth at least 50 gp.

TOUCH OF ADAMANTINE

Transmutation

Level: Cleric 6, druid 6, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Touch Target:Weapon touched Duration: 1 minute/level Saving Throw:Will negates (object, harmless) Spell Resistance: Yes (object, harmless)

This spell grants one weapon the properties of an adamantine weapon. The weapon gains a +1 enhancement bonus on attack rolls (as though it was a masterwork weapon) and bypasses hardness when striking objects or sundering weapons, ignoring hardness less than 20. The affected weapon also has one-third more hit points than normal for the duration of the spell. You can’t cast this spell on a natural weapon, such as an unarmed strike.

A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell. If the weapon is made of another special material (cold iron or silver, for example), it loses the benefits of its original special material for the spell’s duration. Touch of adamantine cannot be made permanent with a permanency spell.

UNEARTHLY BEAUTY

Transmutation [Good]

Level: Druid 8, Fey 8

As blinding beauty, but at any time during the duration of the spell, you can evoke an additional effect as a free action. When you choose, any creature within 30 feet of you that is looking directly at you must succeed on a Will save or die.

Abstinence Component: You must abstain from sexual intercourse for one month before casting this spell.

WINGED MOUNT

Transmutation

Level: Paladin 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Special mount touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: No

This spell causes your mount to sprout giant, feathery white wings. The wings grant the mount a fly speed of 60 feet, with good maneuverability. The mount is slowed as normal for weight carried, barding worn, and environmental factors.