Spells


Heroes of Battle

BARD SPELLS

2nd LEVEL

Resounding Voice: Your voice carries 100 ft./level.

3rd LEVEL

Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks.

4th LEVEL

Drums of War: Enemies take –2 penalty on attacks and saves.

5th LEVEL

Leomund’s Billet: Creates sturdy barracks.

CLERIC SPELLS

2nd LEVEL

Resounding Voice: Your voice carries 100 ft./level.

3rd LEVEL

Battlemagic Perception: Sense and counter spellcasting within 100 feet.

Spiritual Charger: Horseman of force attacks enemy.

4th LEVEL

Animate Legion: Creates skeletons or zombies.

Battlefield Illumination: Improve light in 80-ft.-radius cylinder.

Early Twilight: Reduce light in 80-ft.-radius cylinder.

5th LEVEL

Spiritual Cavalry: Horsemen of force attack enemies.

Status, Greater: Monitors condition, position of many allies.

6th LEVEL

Consecrate Battlefield: Fills large area with positive energy, making undead weaker.

Desecrate Battlefield: Fills large area with negative energy, making undead stronger.

7th LEVEL

Animate Siege Weapon: Siege weapon attacks your foes.

DRUID SPELLS

2nd LEVEL

Blaze of Light: 60-ft. cone of light dazzles creatures.

Trip Vine: Plants trip creatures entering area.

4th LEVEL

Battlefield Illumination: Improve light in 80-ft.-radius cylinder.

Hurtling Stone: Stone deals 6d6 damage, knocks targets prone.

HEALER SPELLS

6th LEVEL

Status, Greater: Monitors condition, position of many allies.

HEXBLADE SPELLS

2nd LEVEL

Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks.

4th LEVEL

Early Twilight: Reduce light in 80-ft.-radius cylinder

PALADIN SPELLS

1st LEVEL

Blaze of Light: 60-ft. cone of light dazzles creatures.

4th LEVEL

Battlefield Illumination: Improve light in 80-ft.-radius cylinder.

RANGER SPELLS

2nd LEVEL

Aerial Alarm: Wards an area for 2 hours/level

Trip Vine: Plants trip creatures entering area.

SORCERER/WIZARD SPELLS

2nd LEVEL
Abjur

Aerial Alarm: Wards an area for 2 hours/level

Evoc

Molten Strike: 5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets.

3rd LEVEL
Div

Battlemagic Perception: Sense and counter spellcasting within 100 feet.

4th LEVEL
Conj

Boiling Oil: 10-ft. cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels.

Evoc

Early Twilight: Reduce light in 80-ft.-radius cylinder.

Trans

Battlefield Fortification: Create trench or berm.

5th LEVEL
Conj

Acid Rain: 20-ft.-radius cylinder deals 7d6 acid damage

Leomund’s Billet: Creates sturdy barracks.

Evoc

Shrieking Blast: 40-ft. radius burst deafens and deals 8d6 sonic damage.

Necro

Animate Legion: Creates skeletons or zombies.

AERIAL ALARM

Abjuration

Level: Ranger 2, sorcerer/wizard 2 Components: V, S, F/DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 100-ft.-radius cylinder, 500 ft. high Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No

As alarm (see Player’s Handbook page 197), except the area is a cylinder that extends 500 feet into the air and the alarm only sounds when a flying creature of Medium or larger size enters or touches the warded area.

Arcane Focus: A silver bell and an eagle’s feather.

ACID RAIN

Conjuration (Creation) [Acid]

Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft. radius cylinder, 40 ft. high Duration: 1 full round and 1 round/level; see text Saving Throw: None Spell Resistance: No

You create a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damage to every creature in the area. The ground within the area becomes muddy and/or slick from the downpour, and remains in that condition for a number of rounds equal to the caster’s class level. Movement in the area is halved, though a creature can move at normal speed by making a DC 10 Balance check. Failure on the check means it cannot move in that round, and failure by 5 or more results in the creature falling prone.

Material Component: A flask of acid (cost 10 gp).

BOILING OIL

Conjuration (Creation) [Fire]

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 10-ft.-radius cylinder, 40 ft. high Duration: 1 round and 1 round/three levels; see text Saving Throw: Reflex half Spell Resistance: No

A torrent of boiling oil rains down in the area you specify. Creatures in the area take 4d6 points of scalding (fire) damage from the oil. Creatures that fail their initial saving throw take an additional 2d6 points of damage in each subsequent round of the spell’s duration (up to a maximum of 6 rounds at 18th level). The oil created by this spell is not itself flammable.

HURTLING STONE

Conjuration [Creation]

Level: Druid 4 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. line Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No

This spell creates a 50-pound stone that speeds away from the caster in a straight line, dealing 6d6 points of damage to each creature in its path. In addition, any Medium or smaller creatures in its path are knocked prone.

LEOMUND’S BILLET

Conjuration (Creation)

Level: Bard 5, sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Effect: 20-ft.-by-80-ft. structure Duration: 2 hours/level Saving Throw: None Spell Resistance: No

This spell creates a simple building similar to a Leomund’s secure shelter (see Player’s Handbook page 247) that can be used to house up to forty troops. The billet has a latched door at each end and two shuttered windows on each long side. These doors and windows can be barred from the inside, but the billet does not provide any magical protection. The billet contains forty bunks (stacked two high), two trestle tables with ten stools each, and two fireplaces with raging fires already burning and enough wood to last for one night. Twenty loaves of bread are stacked on each table, and a pot of hot gruel hangs on a hook over each fire.

Material Components: A rectangular chip of stone, crushed lime, iron filings, several splinters of wood, a pinch of flour, a sprinkling of water, and a sliver of dried beef.

BATTLEMAGIC PERCEPTION

Divination

Level: Cleric 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D)

You gain a perceptionof the forces of magic and can sense when magic is being manipulated by a spellcaster. You gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being cast. If you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like ability within 100 feet, so long as you have line of effect to the caster. With a Spellcraft check (DC 15 + spell level) you can even ascertain the spell being cast. This determination happens quickly enough that you can attempt to counter the spell as a free action. Counterspell attempts are otherwise handled normally, and you can counter the spell even if you do not have line of sight to the spellcaster. If you counter a spell in this manner, the battlemagic perception spell ends immediately.

STATUS, GREATER

Divination

Level: Cleric 5, healer 6 Components: V, S Casting Time: 1 minute Range:Medium (100 ft. + 10 ft./level) Targets: Ten living creatures per caster level Duration: 1 hour/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell is identical to status (see Player’s Handbook page 284), except as noted above.

CRISIS OF CONFIDENCE

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 3, hexblade 2 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 minute/level Saving Throw:Will negates Spell Resistance: Yes

You strip away the target’s leadership qualities, leaving the creature virtually incapable of commanding troops. The target may not add its Charisma bonus (if any) to rally checks. The target’s commander rating (if any) is reduced to 0, and it loses any commander aura(s) it possesses. The target can add its commander rating (if any) as a bonus on its Will save. See Chapter 4 for more details on rally checks, commander ratings, and commander auras.

DRUMS OF WAR

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 4 Components: V, S, F/DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Duration: Concentration plus 1 round/level (D) Saving Throw: None Spell Resistance: Yes

When a bard casts drums of war and plays her instrument, the spell transforms that music into an ominous cadence of drumbeats that fills enemies with doubt. All enemies within range of the spell take a –2 penalty on their attack rolls and saving throws as long as the drums of war continue and for an additional 1 round per level afterward. Deaf enemies and enemies under the effect of a silence spell are unaffected by this spell.

Focus: A masterwork musical instrument, which must be played.

BATTLEFIELD ILLUMINATION

Evocation [Light]

Level: Cleric 4, druid 4, paladin 4 Components: V, S Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Area: 80-ft.-radius cylinder, 40 ft. high Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

When you cast battlefield illumination, a soft light illuminates the area. This effect improves the illumination in the area by one category (from darkness to shadowy, or from shadowy to bright light). It does not stack with other magical light effects. Unlike other spells with the light descriptor, battlefield illumination counters and dispels early twilight (see page 126) but does not affect other darkness spells.

BLAZE OF LIGHT

Evocation [Light]

Level: Druid 2, paladin 1 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

A cone of bright light shines forth from just above the caster’s head. All creatures within the cone that fail a Fortitude saving throw are dazzled for 1 minute. Sightless creatures are not affected by blaze of light. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

CONSECRATE BATTLEFIELD

Evocation [Good]

Level: Cleric 6 Components: V, S, M, DF Casting Time: 10 minutes Range:Medium (100 ft. + 10 ft./level) Area: 100-ft.-radius emanation Duration: 1 day/level

This spell blesses a large area with positive energy. This effect functions as the consecrate spell (see Player’s Handbook page 212), except as noted here. Any creature slain within the area of this spell cannot be turned into an undead creature for the duration of the spell, even if it is removed from the area. Consecrate battlefield counters and dispels desecrate and desecrate battlefield.

Material Components: A vial of holy water and 1 pound of platinum dust (500 gp).

DESECRATE BATTLEFIELD

Evocation [Evil]

Level: Cleric 6 Components: V, S, M, DF Casting Time: 10 minutes Range:Medium (100 ft. + 10 ft./level) Area: 100-ft.-radius emanation Duration: 1 day/level

This spell imbues a large area with negative energy. This functions as the desecrate spell (see Player’s Handbook page 218), except as noted here. Desecrate battlefield counters and dispels consecrate and consecrate battlefield.

Material Components: A vial of unholy water and 1 pound of platinum dust (500 gp).

EARLY TWILIGHT

Evocation [Darkness]

Level: Cleric 4, hexblade 4, sorcerer/wizard 4 Components: V, M/DF Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Area: 80-ft.-radius cylinder, 40 ft. high Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

Early twilight suppresses light in its area, even casting a shadow over daylight. This effect reduces the illumination in the area by one category (from bright light to shadowy, or from shadowy to darkness). It does not stack with other magical darkness effects. Unlike other spells with the darkness descriptor, early twilight counters and dispels battlefield illumination (see page 125) but not other light spells.

Arcane Material Component: A black veil.

MOLTEN STRIKE

Evocation [Fire]

Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 5-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes

You launch a ball of molten rock that detonates, showering nearby creatures with red-hot stone and flames. The explosion deals 2d6 points of fire damage to every creature within the area. In addition, any creature that fails its Reflex save catches fire (see page 304 of the Dungeon Master’s Guide) and takes an additional 1d6 points of fire damage each round until it douses the fire by succeeding on a DC 15 Reflex save.

Material Component: A stone marble.

SHRIEKING BLAST

Evocation [Sonic]

Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 40-ft.-radius burst Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: Yes

A shrieking blast is a deafening explosion of sonic power. Any creature in the area is permanently deafened and takes 8d6 points of sonic damage. A successful save reduces the deafness to 1 round and reduces the damage by half.

Material Component: A small steel ball.

SPIRITUAL CAVALRY

Evocation [Force]

Level: Cleric 5 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Two or more magical horsemen of force Duration: Instantaneous Saving Throw: None and Fortitude negates; see text Spell Resistance: Yes

As spiritual charger (see below), except that you create one horseman for every four caster levels, up to a maximum of five horsemen at 20th level. No more than one horseman can attack any single target. In addition to taking damage, any Large or smaller creature struck by one of your spiritual cavalry must succeed on a Fortitude save or be knocked prone and trampled by the rider, taking an additional 1d8 points of force damage.

SPIRITUAL CHARGER

Evocation [Force]

Level: Cleric 3 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect:Magic horseman of force Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

A lance-wielding rider of pure force, bearing the symbol of your deity, springs into being and immediately makes one attack against a target you designate within range. The rider’s attack bonus is equal to your base attack bonus plus your Wisdom modifier. If the rider appears in a location at least 10 feet distant from its target, the spiritual charger gains an additional +2 bonus on the attack roll because it is able to make a charge before attacking. A spiritual charger deals 2d8 points of force damage, +1 point per three caster levels (up to a maximum of 2d8+5 at 15th level). A spiritual charger threatens a critical hit on a natural 20 and deals triple damage on a successful critical hit.

ANIMATE LEGION

Necromancy [Evil]

Level: Cleric 4, sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more corpses, no two of which can be

more than 30 ft. apart Duration: 1 round/level Saving Throw: None Spell Resistance: No

You use negative energy to temporarily animate one or more corpses. You can create undead skeletons or zombies with this spell, but you can’t create more Hit Dice of undead than twice your caster level. The Monster Manual has game statistics for skeletons (page 226) and zombies (page 266). The undead created are mindless and are not initially under your command. Unless otherwise influenced (by way of a rebuke attempt or the control undead spell from the Player’s Handbook, for instance), the undead created will attack the nearest living creatures. See animate dead, page 199 of the Player’s Handbook, for information on what is required to create a skeleton or zombie from a corpse.

Material Component: A black onyx gem worth at least 100 gp.

ANIMATE SIEGE WEAPON

Transmutation

Level: Cleric 7 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One siege weapon of up to Gargantuan size Duration: 1 round/level Saving Throw: None Spell Resistance: No

You imbue a siege weapon, such as a ballista or a battering ram, with mobility and the semblance of life. (See the Size column on Table 4–1, page 67, to determine which siege weapons can be affected by this spell). The siege weapon attacks whomever or whatever you initially designate, continuing to do so as long as the spell lasts. You can give it a new command as a free action as long as you are within range, and you can even command it to allow itself to be operated normally (in which case it gains none of the benefits of this spell). The siege weapon can operate itself as if it were crewed by a normal complement of operators. It automatically succeeds on any checks required to operate it. It uses your caster level as its attack bonus when acting as a siege weapon.

BATTLEFIELD FORTIFICATION

Transmutation [Earth]

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No

You shift earth to create a shallow trench or a berm, as described on page 35. The trench or berm created is a straight line up to 5 feet long per two caster levels. A berm created by this spell is 2 squares wide. This spell has no effect when cast in an area of stone such as an unworked cavern floor, a flagstone floor, or a cobblestone street.

RESOUNDING VOICE

Transmutation [Sonic]

Level: Bard 2, cleric 2 Components: S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (D) Saving Throw:Will negates (harmless) Spell Resistance: Yes

The subject becomes supernaturally loud, and his voice carries over long distances. A creature speaking or singing with the aid of resounding voice can be heard clearly up to 100 feet away per caster level. Creatures within an area of magical silence cannot hear the subject, and a subject within a silence effect cannot be heard at all. Resounding voice counters and dispels silence and is also countered and dispelled by silence.

TRIP VINE

Transmutation

Level: Druid 2, ranger 2 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: One 10-ft. square/level (S) Duration: 1 hour/level Saving Throw: Reflex negates; see text Spell Resistance: No

Trip vine causes plants within the area to grow together to form a tangle. Any creature entering an affected square must succeed on a Reflex save or fall prone. Any creature charging into an affected square takes a –2 penalty on its saving throw. If this spell is cast on an area of undergrowth (see page 87 of the Dungeon Master’s Guide), saves against the spell take a –2 penalty.