Spells


Miniatures Handbook

ASSASSIN SPELLS

1st Level

Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift).

2nd Level

Invisibility, Swift: Invisibility lasts 1 round (swift).

Veil of Shadow: Darkness grants you concealment.

BLACKGUARD SPELLS

2nd Level

Veil of Shadow: Darkness grants you concealment.

3rd Level

Demonhide: Evil creature gains DR 10/cold iron and good.

BARD SPELLS

1st Level

Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round (swift).

Incite: Subject can’t ready actions or delay.

Inhibit: Subject delays until next round.

2nd Level

Curse of Impending Blades: Subject takes –2 penalty to AC.

Fly, Swift: You fly for 1 round (swift).

Invisibility, Swift: Invisibility lasts 1 round (swift).

Undeniable Gravity: Flying creature loses flying ability.

3rd Level

Curse of Impending Blades, Legion’s: Subjects take –2 penalty to AC.

4th Level

Undeniable Gravity, Legion’s: Flying creatures lose flying ability.

CLERIC SPELLS

1st Level

Conviction: Subject gains +2 or higher save bonus.

Favorable Sacrifice: Subject gains better protection the more gems you sacrifice.

Guiding Light: +1 on ranged attacks against creatures in illuminated area.

Incite: Subject can’t ready actions or delay.

Inhibit: Subject delays until next round.

Sign: Your initiative check result improves, and you know enemies’ initiative check results.

2nd Level

Divine Protection: Allies gain +1 to AC, saves.

Living Undeath: Subject becomes immune to critical hits and sneak attacks.

Quick March: Allies’ speed increases by 30 ft. for 1 round.

Veil of Shadow: Darkness grants you concealment.

3rd Level

Close Wounds: Cure 2d4 damage, even on another’s turn (swift).

Conviction, Legion’s: Allies gain +2 or higher save bonus.

Curse of Petty Failing: Subject takes –2 penalty on attack rolls and saves.

Delay Death: Losing hit points doesn’t kill subject.

Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).

Slashing Darkness: Ray deals 1d8/two levels damage and heals undead the same amount.

4th Level

Aid, Legion’s: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +20).

Align Weapon, Legion’s: Allies’ weapons become good, evil, lawful, or chaotic.

Panacea: Removes most afflictions.

Shield of Faith, Legion’s: Allies gain +3 or higher AC bonus.

5th Level

Curse of Petty Failing, Legion’s: Enemies take –2 penalty on attack rolls and saves.

Revivify: Restore recently dead to life with no level loss.

DRUID SPELLS

1st Level

Snake’s Swiftness: Subject immediately makes one attack.

2nd Level

Snake’s Swiftness, Legion’s: Allies each immediately make one attack.

Tiger’s Tooth: One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift).

3rd Level

Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.

Fly, Swift: You fly for 1 round (swift).

Lion’s Charge: You can make a full attack on a charge for 1 round (swift).

4th Level

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

5th Level

Align Fang, Legion’s: Allies’ natural weapons become good, evil, lawful, or chaotic

Panacea: Removes most afflictions.

HEALER SPELLS

3rd Level

Close Wounds: Cure 2d4 damage, even on another’s turn (swift).

4th Level

Panacea: Removes most afflictions.

5th Level

Revivify: Restore recently dead to life with no level loss.

PALADIN SPELLS

1st Level

Bless Weapon, Swift:Weapon strikes true against evil foes for 1 round (swift).

Lionheart: Subject gains immunity to fear.

2nd Level

Holy Spurs: Special mount’s speed increases by 40 ft. for 1 round (swift).

Divine Protection: Allies gain +1 to AC, saves.

Quick March: Allies’ speed increases by 30 ft. for 1 round.

Righteous Fury: Subject deals double damage on charges.

3rd Level

Angelskin: Lawful good creature gains DR 10/silver and evil.

4th Level

Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).

RANGER SPELLS

1st Level

Guided Arrow: Ranged attack targets don’t get cover for 1 round (swift).

Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift).

2nd Level

Blades of fire: Your melee weapons deal +1d6 fire damage for 1 round (swift).

Curse of Impending Blades: Subject takes –2 penalty to AC.

Haste, Swift: You are hasted for 1 round (swift).

3rd Level

Curse of Impending Blades, Legion’s: Enemies take –2 penalty to AC.

4th Level

Lion’s Charge: You can make a full attack on a charge for 1 round (swift).

SORCERER/WIZARD SPELLS

0 Level
Transmutation

Repair Minor Damage: “Cures” 1 point of damage to a construct.

1st Level
Conjuration

Acid Orb, Lesser: Ranged touch, 1d8 or more acid damage.

Benign Transposition:Two willing subjects switch places.

Cold Orb, Lesser: Ranged touch, 1d8 or more cold damage.

Electric Orb, Lesser: Ranged touch, 1d8 or more electricity damage.

Fire Orb, Lesser: Ranged touch, 1d8 or more fire damage.

Sonic Orb, Lesser: Ranged touch, 1d6 or more sonic damage.

Enchantment

Incite: Subject can’t ready actions or delay.

Inhibit: Subject delays until next round.

Evocation

Guiding Light: +1 on ranged attacks against creatures in illuminated area.

Mordenkainen’s Buzzing Bee: Bee gives subject –10 penalty on Move Silently and Concentration checks.

Transmutation

Repair Light Damage: “Cures” 1d8+1/level (max +5) points of damage to a construct.

Slide:Move subject 5 feet.

2nd Level
Conjuration

Baleful Transposition: Two subjects switch places.

Blades of fire: Your melee weapons deal +1d6 fire damage for 1 round (swift).

Evocation

Bigby’s Slapping Hand: Hand makes creature provoke attacks of opportunity.

Fireburst: Adjacent subjects take 1d8/level fire damage.

Veil of Shadow: Darkness grants you concealment.

Necromancy

Curse of Impending Blades: Subject takes –2 penalty to AC.

Transmutation

Repair Moderate Damage: “Cures” 2d8+1/level (max +10) points of damage to a construct.

Slide, Greater:Move subject 20 feet.

Snake’s Swiftness: Subject immediately makes one attack.

Undeniable Gravity: Flying creature loses flying ability.

3rd Level
Necromancy

Curse of Impending Blades, Legion’s: Enemies take –2 penalty to AC.

Transmutation

Repair Serious Damage: “Cures” 3d8+1/level (max +15) points of damage to a construct.

Snake’s Swiftness, Legion’s: Allies each immediately make one attack.

4th Level
Conjuration

Blast of Flame: 60-ft. cone of fire (1d6/level damage).

Transmutation

Repair Critical Damage: “Cures” 4d8+1/level (max +20) points of damage to a construct.

Undeniable Gravity, Legion’s: Flying creatures lose flying ability.

5th Level
Conjuration

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

Evocation

Fire Shield, Legion’s: Creatures attacking allies take damage; allies are protected from fire or cold.

Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage.

WARMAGE SPELLS

1st Level

Acid Orb, Lesser: Ranged touch, 1d8 or more acid damage.

Cold Orb, Lesser: Ranged touch, 1d8 or more cold damage.

Electric Orb, Lesser: Ranged touch, 1d8 or more electricity damage.

Fire Orb, Lesser: Ranged touch, 1d8 or more fire damage.

Sonic Orb, Lesser: Ranged touch, 1d6 or more sonic damage.

2nd Level

Blades of fire: Your melee weapons deal +1d6 fire damage for 1 round (swift).

Fireburst: Adjacent subjects take 1d8/level fire damage.

3rd Level

Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).

4th Level

Blast of Flame: 60-ft. cone of fire (1d6/level damage).

5th Level

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

Fire Shield, Legion’s: Creatures attacking allies take damage; allies are protected from fire or cold.

Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage.

ANGELSKIN

Abjuration [Good]

Level: Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Lawful good creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The subject gains damage reduction 10/evil and silver.

CONVICTION

Abjuration

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

This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on all saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).

Material Component: A small parchment with a bit of holy text written upon it.

CONVICTION, LEGION’S

Abjuration

Level: Clr 3 Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst

This spell functions like conviction, except that it affects multiple allies at a distance.

DEMONHIDE

Abjuration [Evil]

Level: Blk 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Evil creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The subject gains damage reduction 10/cold iron and good.

FAVORABLE SACRIFICE

Abjuration

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

The subject receives the protection of a divine power commensurate with the value of the expended material component. Only one of the benefits listed below applies per casting of this spell; they do not stack.

Sacrifice    Benefit
1,000gp Damage reduction 10/magic; resistance to acid 10, cold 10, electricity 10, fire 10, sonic 10; spell resistance 10
5,000gp Damage reduction 15/magic; resistance to acid 15, cold 15, electricity 15, fire 15, sonic 15; spell resistance 15
25,000gp Damage reduction 20/magic; resistance to acid 20, cold 20, electricity 20, fire 20, sonic 20; spell resistance 20

Material Component: Gems worth a total of 1,000 gp, 5,000 gp, or 25,000 gp.

LIONHEART

Abjuration [Mind-Affecting]

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

The subject gains immunity to fear effects.

RIGHTEOUS AURA

Abjuration [Good, Light]

Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level

You are bathed in an unearthly glow for the duration of the spell (as if a daylight spell had been cast on you). You get a +4 sacred bonus to your Charisma score. If you die, your body is converted into an explosive blast of energy in a 20-footradius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all nongood creatures in the burst’s area. Good creatures in the area are healed by the same amount, and undead take double this damage.

Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.

SHIELD OF FAITH, LEGION’S

Abjuration

Level: Clr 4 Range:Medium (100 ft. + 10 ft./level) Targets: Allied creatures in a 20-ft.-radius burst

This spell functions like shield of faith (see page 278 of the Player’s Handbook), except that it affects multiple allies at a distance.

ACID ORB, LESSER

Conjuration (Creation) [Acid]

Level: Sor/Wiz 1, Wmg 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No

An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

ARC OF LIGHTNING

Conjuration (Creation) [Electricity]

Level: Drd 4, Sor/Wiz 5, Wmg 5 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: A line between two creatures Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No

You create natural conductivity between two creatures, and a bolt of electricity arcs between them. This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them. Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space.

Arcane Material Component: Two small iron rods.

BALEFUL TRANSPOSITION

Conjuration (Teleportation)

Level: Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Two creatures of up to Large size Duration: Instantaneous Saving Throw:Will negates Spell Resistance: Yes

Two target creatures, of which you may be one, instantly swap positions. The creatures must be connected by a solid object, such as the ground, a bridge, or a rope. Both targets must be within range. Objects carried by the subject creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. If either creature succeeds on its Will save, the spell is negated.

BENIGN TRANSPOSITION

Conjuration (Teleportation)

Level: Sor/Wiz 1 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Two willing creatures of up to Large size Duration: Instantaneous Saving Throw: None Spell Resistance: No

Two target creatures, of which you may be one, instantly swap positions. Both targets must be within range. Objects carried by the target creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

BLADES OF FIRE

Conjuration [Fire]

Level: Rgr 2, Sor/Wiz 2, Wmg 2 Components: V Casting Time: 1 swift action Range: Touch Targets: Up to two melee weapons you are wielding Duration: 1 round Saving Throw: None Spell Resistance: No

Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents. Your melee weapons each deal 1d6 points of extra fire damage. This damage stacks with any energy damage your weapon already deals.

BLAST OF FLAME

Conjuration (Creation) [Fire]

Level: Sor/Wiz 4, Wmg 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: No

Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.

Material Component: A bit of wick soaked in oil.

CLOSE WOUNDS

Conjuration (Healing)

Level: Clr 3, Hlr 3 Components: V Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw:Will half (harmless); see text Spell Resistance: Yes (harmless)

This spell cures 2d4 points of damage. You can cast this spell with an instant utterance. You may even cast this spell when it isn’t your turn. If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable. Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).

COLD ORB, LESSER

Conjuration (Creation) [Cold]

Level: Sor/Wiz 1, Wmg 1 Effect: One orb of cold

This spell functions like lesser acid orb, except that it deals cold damage.

ELECTRIC ORB, LESSER

Conjuration (Creation) [Electricity]

Level: Sor/Wiz 1, Wmg 1 Effect: One orb of electricity

This spell functions like lesser acid orb, except that it deals electricity damage.

FIRE ORB, LESSER

Conjuration (Creation) [Fire]

Level: Sor/Wiz 1, Wmg 1 Effect: One orb of fire

This spell functions like lesser acid orb, except that it deals fire damage.

MORDENKAINEN’S BUZZING BEE

Conjuration (Creation)

Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: A phantom bee Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No

This spell causes a small but extremely loud bee to appear. It buzzes around the head of a creature you designate. (The creature must be within range, and you must be touching or be able to see the creature. Once you designate a creature, the bee stays with it; you cannot designate another creature). The bee creates an unnerving noise that disrupts the subject’s concentration.

The subject takes a –10 penalty on all Move Silently and Concentration checks. (Creatures that can’t hear don’t take the penalty on Concentration checks). If the subject attempts to cast or maintain a spell, it must make a DC 10 Concentration check even if there are no other distractions.

The bee has a fly speed of 180 feet (perfect). It remains near the subject in spite of darkness, invisibility, polymorphing, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell’s duration expires or the subject moves out of range. The bee can’t be attacked, but it can be dispelled.

Material Component: A dab of honey.

PANACEA

Conjuration (Healing)

Level: Clr 4, Drd 5, Hlr 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw:Will half (harmless); see text Spell Resistance: Yes (harmless)

This spell channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (up to +20).

Panacea does not remove ability damage, negative levels, or permanently drained levels. It does not remove conditions caused by spells of 7th level or higher, or by spells or effects that cannot be dispelled. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.

REVIVIFY

Conjuration (Healing)

Level: Clr 5, Hlr 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None; see text Spell Resistance: Yes (harmless)

Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim’s death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to –1 hit points (but is stable).

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

RING OF BLADES

Conjuration

Level: Clr 3, Wmg 3 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level

This spell conjures a ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space. Each round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage + 1 point per caster level (up to a maximum of +10) to all creatures in the affected area. The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by cleric who is neither lawful nor chaotic are steel.

Material Component: A small dagger.

SONIC ORB, LESSER

Conjuration (Creation) [Fire]

Level: Sor/Wiz 1, Wmg 1 Effect: One orb of sonic energy

This spell functions like lesser acid orb, except that it deals from 1d6 to 5d6 points of sonic damage instead of 1d8 to 5d8 points of acid damage.

GUIDED ARROW

Divination

Level: Rgr 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round

Targets of your ranged attacks do not get bonuses to Armor Class because of cover. You still can’t hit creatures with total cover.

AID, LEGION’S

Enchantment (Compulsion) [Mind-Affecting]

Level: Clr 4 Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst

This spell functions like aid (see page 196 of the Player’s Handbook), except that it affects multiple allies at a distance and each ally gains temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).

DIVINE PROTECTION

Enchantment (Compulsion) [Mind-Affecting]

Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Allies gain a +1 morale bonus to their Armor Class and on saving throws.

INCITE

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw:Will negates Spell Resistance: Yes

This spell incites the subject into acting. The subject is not allowed to delay or to ready an action. If the subject is currently delaying, it acts as soon as the spell is cast. If the subject currently has an action readied, it may act as normal but can’t later ready another action while the spell remains in effect.

INHIBIT

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw:Will negates Spell Resistance: Yes

The caster inhibits his foe from acting. The subject is forced to delay until the following round, acting immediately before the caster on the caster’s initiative count.

SIGN

Enchantment (Compulsion) [Mind-Affecting]

Level: Clr 1 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level

You are granted a vision that shows you how your foes will act each round and allows you to respond quickly to them. When you cast this spell, you may set your initiative check result at 20 + your initiative modifier (but only if doing so increases the result). You know the initiative check results of all your foes while the spell is in effect, and you know which opponent will act first in case of ties. This spell applies to all foes in your line of sight.

Material Component: A small piece of dried goat intestine or some tea leaves.

BIGBY’S SLAPPING HAND

Evocation [Force]

Level: Sor/Wiz 2 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: One Tiny hand Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes

Bigby’s slapping hand causes a magical hand to appear, deliver a slap to one creature, then disappear. The slap distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its square. The spell allows no saving throw, but the slapped creature can negate the effect with a successful DC 20 Concentration check.

Focus: A leather glove.

FIRE SHIELD, LEGION’S

Evocation [Fire or Cold]

Level: Sor/Wiz 5, Wmg 5 Components: V, S, M Range:Medium (100 ft. + 10 ft./level) Targets: Allied creatures in a 20-ft.-radius burst

This spell functions like fire shield (see page 230 of the Player’s Handbook), except as noted above.

FIREBURST

Evocation [Fire]

Level: Sor/Wiz 2, Wmg 2 Components: V, S, M Casting Time: 1 standard action Range: 5 ft. Effect: Burst of fire extending 5 ft. from you Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you. All creatures within that area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8). The burst does not affect you or any creatures or objects in your space.

Material Component: A bit of sulfur.

FIREBURST, GREATER

Evocation [Fire]

Level: Sor/Wiz 5, Wmg 5 Effect: Burst of fire extending 10 ft. from you

This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one.

GUIDING LIGHT

Evocation [Light]

Level: Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Targets: Creatures in a 5-ft.-radius burst Duration: 1 min./level (D) Saving Throw: None Spell Resistance: Yes

Light shines over the affected area, illuminating all targets within it. The light grants a +1 circumstance bonus on ranged attack rolls against any target in the area. Spellcasters in battle sometimes use this spell to designate targets for archers.

RIGHTEOUS FURY

Evocation [Good]

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

The subject’s charge attacks deal double damage. (The subject does not have to be mounted or wielding a lance). If the subject makes more than one attack on a charge, the double damage applies only to the first attack.

SLASHING DARKNESS

Evocation

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

A hissing, hurtling ribbon of pure darkness flies from your hand. A creature struck by this ray of darkness takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).

VEIL OF SHADOW

Evocation [Darkness]

Level: Asn 2, Blk 2, Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level

Swirling wisps of darkness obscure your form, granting you concealment. The 20% miss chance is active even if the attacker has darkvision. This spell effect is suppressed in daylight or in the area of a light spell of 3rd level or higher. See invisibility does not counter the veil of shadow’s concealment effect, but a true seeing spell does.

INVISIBILITY, SWIFT

Illusion (Glamer)

Level: Asn 2, Brd 2 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round

This spell functions like invisibility (see page 245 of the Player’s Handbook), except as noted above.

CURSE OF IMPENDING BLADES

Necromancy

Level: Brd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 min./level Saving Throw: None Spell Resistance: Yes

The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm’s way. The subject takes a –2 penalty to AC. The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Arcane Material Component: A nail through a piece of leather.

CURSE OF IMPENDING BLADES, LEGION’S

Necromancy

Level: Brd 3, Rgr 3, Sor/Wiz 3 Range:Medium (100 ft. + 10 ft./level) Targets: Enemies in a 20-ft.-radius burst

This spell functions like curse of impending blades, except that it affects multiple enemies.

CURSE OF PETTY FAILING

Necromancy

Level: Clr 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw: None Spell Resistance: Yes

The subject takes a –2 penalty on attack rolls and saving throws. The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

CURSE OF PETTY FAILING, LEGION’S

Necromancy

Level: Clr 5 Range:Medium (100 ft. + 10 ft./level) Targets: Enemy creatures in a 20-ft.-radius burst

This spell functions like curse of petty failing, except that it affects multiple enemies out to medium range.

DELAY DEATH

Necromancy

Level: Clr 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of –9 hit points before a character dies is extended without limit. A condition or spell that destroys enough of the subject’s body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect.

The spell does not prevent the subject from entering the dying state by dropping to –1 hit points. It merely prevents death as a result of hit point loss. If the subject has fewer than –9 hit points when the spell’s duration expires, he or she dies instantly.

LIVING UNDEATH

Necromancy

Level: Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect. The subject becomes not subject to sneak attacks and critical hits, just as undead are. While the spell is in effect, the subject takes a –4 penalty to its Charisma score (to a minimum of 1).

ALIGN FANG

Transmutation

Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Align fang makes a creature’s natural weapons good-, evil-, lawful-, or chaotic-aligned, as you choose. A natural weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a natural weapon that is already treated as being aligned, such as the claw or bite attack of most demons. You can’t cast this spell on a manufactured weapon, such as a sword. When you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align weapon is a good, evil, lawful, or chaotic spell, respectively.

ALIGN FANG, LEGION’S

Transmutation

Level: Drd 5 Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst

This spell functions like align fang, except that it affects multiple allies at a distance.

ALIGN WEAPON, LEGION’S

Transmutation [see text for align weapon]

Level: Clr 4 Range:Medium (100 ft. + 10 ft./level) Targets: Allies’ weapons in a 20-ft.-radius burst

This spell functions like align weapon (see page 197 of the Player’s Handbook), except that it affects multiple weapons or projectiles at a distance.

BLESS WEAPON, SWIFT

Transmutation

Level: Pal 1 Components: V Casting Time: 1 swift action Duration: 1 round

This spell functions like bless weapon (see page 205 of the Player’s Handbook) except as noted above.

EXPEDITIOUS RETREAT, SWIFT

Transmutation

Level: Brd 1 Components: V Casting Time: 1 swift action Duration: 1 round

This spell functions like expeditious retreat (see page 228 of the Player’s Handbook), except as noted above.

FLY, SWIFT

Transmutation

Level: Brd 2, Drd 3 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round

This spell functions like fly (see page 232 of the Player’s Handbook), except as noted above.

HASTE, SWIFT

Transmutation

Level: Rgr 2 Components: V Casting Time: 1 swift action Target: You Duration: 1 round

This spell functions as haste (see page 239 of the Player’s Handbook), except as noted above.

HOLY SPURS

Transmutation

Level: Pal 2 Components: V Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: Your special mount Duration: 1 round Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell increases your special mount’s base land speed by 40 feet. This adjustment is treated as an enhancement bonus.

LIGHTFOOT

Transmutation

Level: Asn 1, Rgr 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round

You move with unearthly agility. You provoke no attacks of opportunity when moving.

LION’S CHARGE

Transmutation

Level: Drd 3, Rgr 4 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round

This spell grants you the pounce special ability (see page 313 of the Monster Manual).

QUICK MARCH

Transmutation

Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst Duration: 1 round Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Quick march increases your allies’ base land speed by 30 feet. (This adjustment is considered an enhancement bonus). There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases a creature’s speed, this spell affects maximum jumping distance.

REPAIR CRITICAL DAMAGE

Transmutation

Level: Sor/Wiz 4

As repair light damage, except repair critical damage repairs 4d8 points of damage +1 point per caster level (up to +20).

REPAIR LIGHT DAMAGE

Transmutation

Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless)

When laying your hands upon a construct that has at least 1 hit point remaining, you transmute its structure to repair damage it has taken. The spell repairs 1d8 points of damage + 1 point per caster level (up to +5).

REPAIR MINOR DAMAGE

Transmutation

Level: Sor/Wiz 0

As repair light damage, except repair minor damage repairs only 1 point of damage.

REPAIR MODERATE DAMAGE

Transmutation

Level: Sor/Wiz 2

As repair light damage, except repair moderate damage repairs 2d8 points of damage + 1 point per caster level (up to +10).

REPAIR SERIOUS DAMAGE

Transmutation

Level: Sor/Wiz 3

As repair light damage, except repair serious damage repairs 3d8 points of damage + 1 point per caster level (up to +15).

SLIDE

Transmutation

Level: Sor/Wiz 1 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw:Will negates Spell Resistance: Yes

You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is flying or otherwise not on the ground, it moves parallel to the ground). You can’t slide the subject into a space that is occupied by an ally, an enemy, or a solid object. (If you attempt to slide the subject into such a space, the spell automatically ends). You can slide the subject fast enough to clear small gaps in the ground, such as narrow pits.

You cannot slide the subject up or down, but you can slide it over the edge of a cliff or the like. This movement does not provoke attacks of opportunity.

SLIDE, GREATER

Transmutation

Level: Sor/Wiz 2 Range:Medium (100 ft. + 10 ft./level)

This spell functions like slide, except that you can slide the subject creature 20 feet in a straight line.

SNAKE’S SWIFTNESS

Transmutation

Level: Drd 1, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The subject may immediately make one melee or ranged attack, even if it has already taken its action for the round. Taking this action doesn’t affect the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.

Arcane Material Component: A few scales from a snake.

SNAKE’S SWIFTNESS, LEGION’S

Transmutation

Level: Drd 2, Sor/Wiz 3 Range:Medium (100 ft. + 10 ft./level) Targets: Allied creatures in a 20-ft.-radius burst

This spell functions like snake’s swiftness, except that it affects multiple allies out to medium range.

TIGER’S TOOTH

Transmutation

Level: Drd 2 Components: V Casting Time: 1 swift action Range: Living creature touched Target: You Duration: 1 round

This spell functions like greater magic fang (see page 250 of the Player’s Handbook), except as noted above.

UNDENIABLE GRAVITY

Transmutation

Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One flying creature Duration: 1 min./level Saving Throw:Will negates Spell Resistance: Yes

A flying creature, which can be a creature that can fly by means of the fly spell or some similar magical effect, is grounded. If this spell is cast on a creature currently flying, that creature descends at a speed of 60 feet per round but does not fall (and thus is not subject to falling damage). The creature can still use its fly speed to move horizontally or down, but not up. Once it is on the ground, the subject can no longer use its fly speed. This spell does not affect incorporeal creatures.

Material Component: A wing torn from a fly.

UNDENIABLE GRAVITY, LEGION’S

Transmutation

Level: Brd 4, Sor/Wiz 4 Range: Long (400 ft. + 40 ft./level) Targets: Creatures in a 20-ft.-radius burst

This spell functions like undeniable gravity, except that it affects multiple creatures.