Spells


Planar Handbook

BARD SPELLS

1st Level

Beastland Ferocity: Subject fights without penalty while disabled or dying.

Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.

2nd Level

Cloak Pool: Hide a color pool on the Astral Plane from view.

Discolor Pool: Change the color of a color pool on the Astral Plane.

Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.

3rd Level

Analyze Portal: find a nearby portal and discover its properties.

Analyze Touchstone: find a nearby planar touchstone and discover its properties.

4th Level

Lay of the Land: You gain an overview of the geography around you.

BLACKGUARD SPELLS

3rd Level

Mantle of Evil: You gain SR 12 + caster level against spells with the good descriptor.

4th Level

Unholy Storm: Evil-aligned rain falls in 20-ft. radius.

CLERIC SPELLS

1st Level

Anarchic Water: Makes chaotic-aligned anarchic water.

Axiomatic Water: Makes lawful-aligned anarchic water.

Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

2nd Level

Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.

Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.

Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.

Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.

3rd Level

Anarchic Storm: Chaotic-aligned rain falls in 20-ft. radius.

Analyze Touchstone: find a nearby planar touchstone and discover its properties.

Attune Form: Grant target creature temporary protection against overtly damaging planar traits.

Axiomatic Storm: Lawful-aligned rain falls in 20-ft. radius.

Devil Blight: Damage and confuse baatezu; damage other lawful and evil creatures.

Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.

Holy Storm: Good-aligned rain falls in 20-ft. Radius.

Light of Venya: You radiate silvery light, which you can expend as 2 bolts that either deal 3d6 against evil outsiders and undead or heal 3d6 points of damage.

Mantle of Chaos/Evil/Good/Law: You gain SR 12 + caster level against spells with opposite alignment descriptor.

Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.

Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.

Unholy Storm: Evil-aligned rain falls in 20-ft. radius.

4th Level

Astral Hospice: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.

Balor Nimbus: Subject’s flaming body damages foes in grapple.

Demon Dirge: Demons are stunned and take 3d6 damage/ round for 1d4 rounds.

Evil Glare: Paralyze creature with your glare.

Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.

Infernal Wound: Weapon inflicts persistent, bleeding wounds.

Negative Energy Aura: 10-ft. radius surrounding you deals 2 points of damage/round.

Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice).

Planar Tolerance: Provides long-term protection against overtly damaging planar traits.

Positive Energy Aura: 10-ft. radius surrounding you heals 2 points of damage/round.

Spell Vulnerability: Reduce target creature’s spell resistance by 1 per caster level (max reduction 15).

Summon Bearded Devil: Summon a bearded devil to follow your commands.

Summon Hound Archon: Summon a hound archon to follow your commands.

5th Level

Call Zelekhut: A zelekhut aids you in hunting a fugitive.

Death Throes: Your body explodes when you die.

Opalescent Glare: Kill evil creatures with a look, or make them very afraid.

Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.

Unholy Storm: Evil-aligned rain falls in 20-ft. radius.

6th Level

Barghest’s Feast: Destroy target corpse, potentially preventing its return to life.

Planar Exchange: Trade places with one of three planar creatures (your choice).

Summon Babau Demon: Summon a babau demon to follow your commands.

7th Level

Call Kolyarut: A kolyarut aids you in punishing an oathbreaker.

Planar Bubble: Create bubble around target creature that emulates target’s native planar environment.

Plane Shift, Greater: Plane shift accurately to your desired destination.

8th Level

Bodak’s Glare: You slay a creature, which turns into a bodak 24 hours later.

Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.

Planar Exchange, Greater: Trade places with one of three greater planar creatures (your choice).

9th Level

Abyssal Army: Summons demons to fight for you.

Call Marut: A marut aids you in pursuing one seeking to cheat time.

Heavenly Host: Summons archons to fight for you.

Hellish Horde: Summons devils to fight for you.

Hunters of Hades: Summons a pair of pack fiends to follow your commands.

DRUID SPELLS

1st Level

Beastland Ferocity: Subject fights without penalty while disabled or dying.

Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

2nd Level

Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.

3rd Level

Attune Form: Grant target creature temporary protection against overtly damaging planar traits.

Babau Slime: Secrete a body-covering acid that damages foes’ weapons.

4th Level

Lay of the Land: You gain an overview of the geography around you.

Perinarch: Gain greater control over Limbo’s morphic essence.

Planar Tolerance: Provides long-term protection against overtly damaging planar traits.

Summon Elementite Swarm: Summon an elementite swarm to follow your commands.

ouchstone Lightning: Use your Planar Touchstonegranted higher-order abilities to fuel damaging rays.

5th Level

Astral Hospice: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.

Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.

6th Level

Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.

Summon Greater Elemental: Summon a greater elemental to follow your commands.

9th Level

Perinarch, Planar: Gain control over a small area of any divinely morphic plane.

PALADIN SPELLS

1st Level

Axiomatic Water: Makes lawful-aligned anarchic water.

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

3rd Level

Holy Storm: Good-aligned rain falls in 20-ft. radius.

Mantle of Good/Law: You gain SR 12 + caster level against spells with opposite alignment descriptor.

4th Level

Axiomatic Storm: Lawful-aligned rain falls in 20-ft. radius.

RANGER SPELLS

1st Level

Lay of the Land: You gain an overview of the geography around you.

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

4th Level

Planar Tolerance: Provides long-term protection against overtly damaging planar traits.

SORCERER/WIZARD SPELLS

1st Level
Abjuration

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

Divination

Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.

Evocation

Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.

2nd Level
Enchantment

Mechanus Mind: Reformat subject’s mind to be coldly calculating.

Evocation

Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.

Illusion

Cloak Pool: Hide a color pool on the Astral Plane from view.

Discolor Pool: Change the color of a color pool on the Astral Plane.

Transmutation

Belker Claws: One touch/level deals 3d4 damage and lingers +1 round/3 levels.

3rd Level
Abjuration

Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.

Divination

Analyze Portal: find a nearby portal and discover its properties.

Analyze Touchstone: find a nearby planar touchstone and discover its properties.

Evocation

Light of Venya: You radiate silvery light, which you can expend as 2 bolts that either deal 3d6 against evil outsiders and undead or heal 3d6 points of damage.

Transmutation

Babau Slime: Secrete a body-covering acid that damages foes’ weapons.

Devil Blight: Damage and confuse baatezu; damage other lawful and evil creatures.

Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.

Spell Vulnerability: Target takes penalty on spell resistance equal to caster level.

4th Level
Necromancy

Evil Glare: Paralyze creature with your glare.

Transmutation

Attune Form: Grant target creature temporary protection against overtly damaging planar traits.

Balor Nimbus: Your ? aming body damages foes in grapple.

Corporeal Instability: Transform a target creature into an amorphous mass.

Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.

False Gravity: Travel on a solid surface as if that surface had its own gravity.

Infernal Wound: Weapon inflicts persistent, bleeding wounds.

Perinarch: Gain greater control over Limbo’s morphic essence.

Touchstone Lightning: Use your planar touchstone-granted higher-order abilities to fuel damaging rays.

5th Level
Abjuration

Planar Tolerance: Provides long-term protection against overtly damaging planar traits.

Conjuration

Call Zelekhut: A zelekhut aids you in hunting a fugitive.

Precipitate Breach: You can force planar boundaries to rip, creating a planar breach.

Necromancy

Death Throes: Your body explodes when you die.

Opalescent Glare: Kill evil creatures with a look, or make them very afraid.

6th Level
Abjuration

Seal Portal: Seal an interplanar portal or gate.

Conjuration

Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.

Divination

Rary’s Interplanar Telepathic Bond: Link lets allies communicate across planes.

7th Level
Abjuration

Planar Bubble: Create bubble around target creature that emulates target’s native planar environment.

Conjuration

Call Kolyarut: A kolyarut aids you in punishing an oath-breaker.

Necromancy

Barghest’s Feast: Destroy target corpse, potentially preventing its return to life.

Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.

8th Level
Conjuration

Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.

Plane Shift, Greater: Plane shift accurately to your desired destination.

9th Level
Conjuration

Abyssal Army: Summons demons to fight for you.

Call Marut: A marut aids you in pursuing one seeking to cheat time.

Heavenly Host: Summons archons to fight for you.

Hellish Horde: Summons devils to fight for you.

Precipitate Complete Breach: You rip wide the boundary between two planes.

Transmutation

Perinarch, Planar: Gain control over a small area of any divinely morphic plane.

AVOID PLANAR EFFECTS

Abjuration

Level: Cleric 2, druid 2, sorcerer/wizard 3 Components: V Casting Time: 1 standard action Range: 20 ft. Targets: One creature/level in a 20-ft.-radius burst centered on you Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless)

You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.

Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a water-dominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid planar effects can't be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character's full normal hit point total. Negative-dominant planes don't deal damage or bestow negative levels to characters protected by avoid planar effects.

In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane.

The effects of gravity traits, alignment traits, and magic traits aren't negated by avoid planar effects, nor is the special entrapping trait that some planes (such as Elysium and Hades) have.

The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, but it won't protect you if you walk into a pool of magma on that same plane.

MANTLE OF CHAOS

Abjuration [Chaos]

Level: Cleric 3 Components: V, S, M/DF Casting Time: 1 standard action Target: You Duration: 10 min./level (D) Saving Throw: None Spell Resistance: Yes

Flickering yellow chaotic energy surrounds you. This power grants you spell resistance 12 + caster level against spells with the lawful descriptor.

MANTLE OF EVIL

Abjuration [Evil]

Level: Blackguard 3, cleric 3

This spell functions like mantle of chaos, except that you are surrounded by dark wavering unholy energy, and mantle of evil grants spell resistance against spells with the good descriptor.

MANTLE OF GOOD

Abjuration [Good]

Level: Cleric 3, paladin 3

This spell functions like mantle of chaos, except that you are surrounded by shimmering white holy energy, and mantle of good grants spell resistance against spells with the evil descriptor.

MANTLE OF LAW

Abjuration [Law]

Level: Cleric 3, paladin 3

This spell functions like mantle of chaos, except that you are surrounded by constant blue lawful energy, and mantle of law grants spell resistance against spells with the chaotic descriptor.

PLANAR BUBBLE

Abjuration

Level: Cleric 7, sorcerer/wizard 7 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Area: 10-ft.-radius emanation from touched creature Duration: 10 min./level Saving Throw:Will negates (harmless) Spell Resistance: No; see text

This spell creates an area around the target creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on. This spell cast on a native of the Plane of Shadow would make the area around her have normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light spells.

Material Components: A sprinkling of silver dust.

PLANAR TOLERANCE

Abjuration

Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3 Duration: 1 hour/level

As avoid planar effects, except the effects last longer (as noted above, 1 hour per level instead of 1 minute per level).

PROTECTION FROM NEGATIVE ENERGY

Abjuration

Level: Cleric 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The warded creature gains partial protection against negative energy effects. Subtract 10 from the hit point damage dealt by any negative energy effect (such as an inflict spell) that affects the warded creature.

Negative energy effects that don't directly deal hit point damage (such as energy drain) affect the target normally.

PROTECTION FROM POSITIVE ENERGY

Abjuration

Level: Cleric 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Undead creature touched Duration: 10 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The warded creature gains partial protection against positive energy effects. Subtract 10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that affects the warded creature.

Positive energy effects that don't deal hit point damage to the target (such as turning) affect the target normally.

RESIST PLANAR ALIGNMENT

Abjuration

Level: Cleric 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

This abjuration grants a creature limited protection from a plane's alignment traits. When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma check that mildly aligned planes impose on visitors of opposed alignments. The Charisma, Wisdom and Intelligence check penalties associated with strongly aligned planes are halved while this spell's duration lasts.

SEAL PORTAL

Abjuration

Level: Sorcerer/wizard 6 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One interplanar gate or portal Duration: Permanent (D) Saving Throw: None Spell Resistance: No

You can permanently seal an interplanar portal or gate. If cast on a portal, the spell prevents any activation of it, although seal portal may be dispelled by a dispel magic spell. A knock spell does not function on the sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level. In addition, the ability of the gatecrasher prestige class (see Manual of the Planes) to open portals may be able to break through a sealed portal, but if the first attempt fails, the gatecrasher can't try again.

Once the portal is opened, seal portal does not remain in effect and must be cast again.

Material Component: A silver bar worth 50 gp.

ABYSSAL ARMY

Conjuration (Summoning) [Chaotic, Evil]

Level: Cleric 9, sorcerer/wizard 9 Components: V, S Casting Time: 10 minutes Range:Medium (100 ft. + 10 ft./level) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No

This spell summons a pack of demons from the Infinite Layers of the Abyss to serve you.

When the spell is complete, 2d4 dretches appear. Ten minutes later, 1d4 babau demons appear. Ten minutes after that, one vrock demon appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell.

The demons obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the demons. You can dismiss them singly or in groups at any time.

ANARCHIC STORM

Conjuration (Creation) [Chaotic, Water]

Level: Cleric 3 Components: V, S, M/DF Casting Time: 1 standard action Area: 20-ft. radius, centered on you Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).

The rain damages lawful creatures, dealing 2d6 points of damage per round (lawful outsiders take double damage). In addition, each round, a bolt of lightning strikes a randomly selected lawful outsider within the spell's area, dealing 5d6 points of electricity damage. After the spell's duration expires, the water disappears.

Material Component: A flask of anarchic water.

ASTRAL HOSPICE

Conjuration (Teleportation)

Level: Cleric 4, druid 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: See text Duration: 1 day/level Saving Throw: None Spell Resistance: No

This spell opens up a small planar portal from the Astral Plane to a demiplane where natural healing can occur (unlike on the Astral Plane itself). The firm surface of the demiplane is roughly 50 feet square, and the demiplane extends 50 feet above the surface. The demiplane's traits (including time, gravity, and magic) match those of the Material Plane, and the demiplane is self-contained; walking to one end returns a character to the point from which he began. The demiplane has no unusual planar traits.

The only way in or out of the demiplane is through the entrance created by the caster, and only those named or described by the caster upon the casting of the spell may enter. The portal continues to exist on the Astral Plane only while the hospice demiplane exists. When the caster leaves the demiplane, the portal seals shut and vanishes. Anyone still in the hospice demiplane at that time appears on the Astral Plane at the location of the hospice's entrance.

Material Component: A single flawless gemstone of at least 250 gp value.

AXIOMATIC STORM

Conjuration (Creation) [Lawful, Water]

Level: Cleric 3, paladin 4 Components: V, S, M/DF Casting Time: 1 standard action Area: 20-ft. radius, centered on you Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).

The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage). In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage. After the spell's duration expires, the water disappears.

Material Component: A flask of axiomatic water.

CALL KOLYARUT

Conjuration (Calling) [Lawful]

Level: Cleric 7, sorcerer/wizard 7 Components: V, S, DF, XP Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: One called kolyarut Duration: Instantaneous Saving Throw: None Spell Resistance: No

By casting this spell, you request the aid of a kolyarut inevitable. If you know an individual kolyarut's name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).

You may ask the kolyarut to perform one duty for you. The task must be in harmony with its lawful objective, and must take no more than seven days to complete. Kolyaruts mete out punishment to those who break bargains and oaths. The inevitable does not ask for any payment for the task. After seven days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the kolyarut will leave.

XP cost: 250 XP.

CALL MARUT

Conjuration (Calling) [Lawful]

Level: Cleric 9, sorcerer/wizard 9 Components: V, S, DF, XP Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: One called marut Duration: Instantaneous Saving Throw: None Spell Resistance: No

By casting this spell, you request the aid of a marut inevitable. If you know an individual marut's name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).

You may ask the marut to perform one duty for you. The task must be in harmony with its lawful objective, and must take no more than nine days to complete. Maruts confront those, like liches, who would try to deny the grave. The inevitable does not ask for any payment for the task. After nine days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the marut will leave.

XP cost: 500 XP.

CALL ZELEKHUT

Conjuration (Calling) [Lawful]

Level: Cleric 5, sorcerer/wizard 5 Components: V, S, DF, XP Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: One called zelekhut Duration: Instantaneous Saving Throw: None Spell Resistance: No

By casting this spell, you request the aid of a zelekhut inevitable. If you know an individual zelekhut's name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).

You may ask the zelekhut to perform one duty for you. The task must be in harmony with its lawful objective, and must take no more than five days to complete. Zelekhuts hunt down those who would deny justice or seek to flee to escape punishment. The inevitable does not ask for any payment for the task. After five days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the zelekhut will leave.

XP cost: 100 XP.

FIERCE PRIDE OF THE BEASTLANDS

Conjuration (Summoning) [Chaotic, Good]

Level: Cleric 8, sorcerer/wizard 8 Components: V, S Casting Time: 10 minutes Range:Medium (100 ft. + 10 ft./level) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No

This spell summons a pride of celestial lions from the Wilderness of the Beastlands.

When the spell is complete, 2d4 celestial lions appear. Ten minutes later, 1d4 celestial dire lions appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell.

The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time.

HEAVENLY HOST

Conjuration (Summoning) [Good, Lawful]

Level: Cleric 9, sorcerer/wizard 9 Components: V, S Casting Time: 10 minutes Range:Medium (100 ft. + 10 ft./level) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No

This spell summons a host of archons from the Seven Mounting Heavens of Celestia.

When the spell is complete, 2d4 lantern archons appear. Ten minutes later, 1d4 hound archons appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell.

The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time.

HELLISH HORDE

Conjuration (Summoning) [Evil, Lawful]

Level: Cleric 9, sorcerer/wizard 9 Components: V, S Casting Time: 10 minutes Range:Medium (100 ft. + 10 ft./level) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No

This spell summons a horde of devils from the Nine Hells of Baator to serve you.

When the spell is complete, 2d4 bearded devils appear. Ten minutes later, 1d4 chain devils appear. Ten minutes after that, one bone devil appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell.

The devils obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the devils. You can dismiss them singly or in groups at any time.

HOLY STORM

Conjuration (Creation) [Good, Water]

Level: Cleric 3, paladin 3 Components: V, S, M/DF Casting Time: 1 standard action Area: 20-ft. radius, centered on you Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).

The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage). In addition, each round, a blast of frost strikes a randomly selected evil outsider within the spell's area, dealing 5d6 points of cold damage. After the spell's duration expires, the water disappears.

Material Component: A flask of holy water.

HUNTERS OF HADES

Conjuration (Summoning) [Evil]

Level: Cleric 9 Components: V, S Casting Time: 1 minute Range:Medium (100 ft. + 10 ft./level) Effect: Two summoned pack fiends, which can be no more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No

This spell summons a pair of pack fiends from the Gray Waste of Hades to serve you. The pack fiends magically understand your spoken commands (regardless of your language). The pack fiends are treated as trained hunting beasts, so you can command them to track if you so choose.

PLANAR EXCHANGE

Conjuration (Calling) [see text]

Level: Cleric 6 Components: V, S, DF Casting Time: 1 round Range: 0 ft. Effect: One called creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

When you cast this spell, you call an extraplanar creature (specifically, an avoral guardinal, bone devil, or babau demon, at your option) to your precise location. At the same instant, you are transported to that creature's home plane, where you exist in stasis for the duration of the spell. To a casual observer, it appears that you have transformed into the called creature (though an onlooker who makes a DC 25 Spot check notices the slight gap between your disappearance and the creature's appearance). If the called creature would not fit in the place you occupied when you cast the spell, the spell fails.

You have full control over the creature's actions and can perceive the environment around the called creature as if you were seeing through its eyes, hearing through its ears, and so on. The creature has full access to all of its abilities, with one exception: It can't summon other creatures. If the called creature is slain, you take 3d6 points of damage and the spell ends.

While in stasis, you can't take any actions other than to control the called creature or to dismiss the spell, nor can anything on the creature's home plane affect you in any way. You also can't perceive anything around your body's location. When you dismiss the spell, or when the creature is slain, you appear in the creature's location, and it is returned to its home plane.

When you use a calling spell that calls a chaotic, evil, good, or lawful creature, it is a spell of that type.

PLANAR EXCHANGE, GREATER

Conjuration (Calling)

Level: Cleric 8

As planar exchange, except you trade places with a leonal guardinal, barbed devil, or hezrou demon, at your option. If the called creature is slain, you take 4d6 points of damage and the spell ends.

PLANAR EXCHANGE, LESSER

Conjuration (Calling)

Level: Cleric 4

As planar exchange, except that you trade places with a celestial brown bear, celestial griffon, fiendish dire ape, or fiendish tiger, at your option. If the called creature is slain, you take 2d6 points of damage and the spell ends.

PLANE SHIFT, GREATER

Conjuration (Teleportation)

Level: Cleric 7, sorcerer/wizard 8

This spell functions like plane shift, except that if you have visited the desired location, the spell takes you to the precise location (rather than 5 to 500 miles distant).

POSITIVE ENERGY AURA

Conjuration (Healing)

Level: Cleric 4 Components: V, S Casting Time: 1 standard action Range: Personal Area: 10-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: No

An aura of white positive energy surrounds you. Each round on your turn, every living creature within 10 feet of you gains 2 hit points (creatures can't exceed their full normal hit points from this effect). Undead creatures instead take 2 points of damage per round. Characters with immunity to positive energy effects are not affected by this aura. The positive energy aura does not affect you.

PRECIPITATE BREACH

Conjuration (Teleportation)

Level: Sorcerer/wizard 5 Components: V, M Casting Time: 10 minutes Range: 0 ft. Effect: Planar breach; see text Duration: See text Saving Throw: None Spell Resistance: Yes

You meddle with the boundaries between planes, creating instability and, finally, a minor planar breach. See Planar Breaching for details concerning this phenomenon.

You have no control over the breach created. However, as opposed to a truly random breach, when this spell is first cast in any area that doesn't already contain a breach, a minor breach forms automatically. The breach has the size (10d10-foot radius) and onset time following casting (1d4 rounds) described for a random breach. Roll on Table: Random Planar Breaching to determine the trait that leaks through from the breaching plane. The effect is as for a minor breach. The breach has a standard duration for a minor breach (1d6 days minus 12 hours, minimum 12 hours), after which time it fades away.

If you cast precipitate breach into an area that currently hosts a minor breach, you precipitate a severe breach. Reroll the size, the onset time, and the trait that leaks through from the breaching plane (which could mean that the identity of the breaching plane changes). The effect is as for a severe breach. The breach has a standard duration for a severe breach (1d6 days minus 48 hours, minimum 1 hour), after which time it fades away.

This spell has no effect if cast into an area currently hosting a severe or complete breach.

Material Component: Jade dust worth 250 gp sprinkled in the center of the effect.

PRECIPITATE COMPLETE BREACH

Conjuration (Teleportation)

Level: Sorcerer/wizard 9 Components: V, M, XP Casting Time: 10 minutes Range: 0 ft. Effect: Complete planar breach; see text Duration: See text Saving Throw: None Spell Resistance: Yes

As precipitate breach, except casting this spell creates a complete breach.

Material Component: Jade dust worth 1,000 gp sprinkled in the center of the effect.

XP cost: 1,000 XP.

SUMMON BABAU DEMON

Conjuration (Summoning) [Chaotic, Evil]

Level: Cleric 6 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned babau demon Duration: Concentration (maximum of 1 round/level) plus 1 round Saving Throw: None Spell Resistance: No

This spell summons a babau demon from the Infinite Layers of the Abyss. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate on the spell's effect, but commanding the creature is a free action.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

SUMMON BEARDED DEVIL

Conjuration (Summoning) [Evil, Lawful]

Level: Cleric 4 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned bearded devil Duration: Concentration (maximum of 1 round/level) plus 1 round Saving Throw: None Spell Resistance: No

This spell summons a bearded devil from the Nine Hells of Baator. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate on the spell's effect, but commanding the creature is a free action.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

SUMMON BRALANI ELADRIN

Conjuration (Summoning) [Chaotic, Good]

Level: Cleric 5 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned bralani eladrin Duration: Concentration (maximum of 1 round/level) plus 1 round Saving Throw: None Spell Resistance: No

This spell summons a bralani eladrin from the Olympian Glades of Arborea. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate on the spell's effect, but commanding the creature is a free action.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

SUMMON ELEMENTITE SWARM

Conjuration (Summoning) [see text]

Level: Druid 4 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned elementite swarm Duration: Concentration (maximum of 1 round/level) plus 1 round Saving Throw: None Spell Resistance: No

This spell summons an elementite swarm (air, earth, fire, or water, at the caster's option) from the appropriate Elemental Plane. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate on the spell's effect, but commanding the creature is a free action.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

SUMMON ELYSIAN THRUSH

Conjuration (Summoning) [Good]

Level: Bard 2, cleric 2 Components: V, S, DF Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: One called Elysian thrush Duration: 8 hours Saving Throw: None Spell Resistance: No

This spell summons an Elysian thrush, a birdlike creature native to the Blessed Fields of Elysium. The creature has no significant combat utility, but its song accelerates the natural healing rate of living creatures. Those within 30 feet who listen to the thrush's song while resting recover at twice the normal natural healing rate.

SUMMON GREATER ELEMENTAL

Conjuration (Summoning) [see text]

Level: Druid 6 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned elemental Duration: Concentration (maximum of 1 round/level) plus 1 round Saving Throw: None Spell Resistance: No

This spell summons a greater elemental of your choice (air, earth, fire, or water) from the appropriate Elemental Plane. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate on the spell's effect, but commanding the creature is a free action.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

SUMMON HOUND ARCHON

Conjuration (Summoning) [Good, Lawful]

Level: Cleric 4 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned hound archon Duration: Concentration (maximum of 1 round/level) plus 1 round Saving Throw: None Spell Resistance: No

This spell summons a hound archon from the Seven Mounting Heavens of Celestia. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate on the spell's effect, but commanding the creature is a free action.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

UNHOLY STORM

Conjuration (Creation) [Evil, Water]

Level: Blackguard 4, cleric 3 Components: V, S, M/DF Casting Time: 1 standard action Area: 20-ft. radius centered on you Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).

The rain damages good creatures, dealing 2d6 points of damage per round (good outsiders take double damage). In addition, each round, a blast of fire strikes a randomly selected good outsider within the spell's area, dealing 5d6 points of fire damage. After the spell's duration expires, the water disappears.

Material Component: A flask of unholy water.

WALL OF GEARS

Conjuration (Creation)

Level: Sorcerer/wizard 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Wall of moving gears whose area fills one 5-ft. square/2 levels; see text Duration: 1 min./level Saving Throw: See text Spell Resistance: No

This spell taps into the planar energy of Mechanus to create a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts. Each 5-foot square of the wall's surface has hardness 10 and 180 hit points.

Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of bludgeoning damage per two caster levels (maximum 15d6) to all creatures within 10 feet. A successful Reflex save halves this damage.

Material Component: A small gear.

ANALYZE PORTAL

Divination

Level: Bard 3, sorcerer/wizard 3 Components: V, S, M Casting Time: 1 minute Range: 60 ft. Area: Cone-shaped emanation from you to the extreme of the range Duration: Concentration, up to 1 round/level (D) Saving Throw: See text Spell Resistance: No

You can tell whether an area contains a portal. If you study an area for 1 round, you know the sizes and locations of any portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time).

Each round you study a portal, you can discover one property of the portal, in this order:

* Any key or command word needed to activate the portal.

* Any special circumstances governing the portal's use (such as specific times when it can be activated).

* Whether the portal is one-way or two-way.

* A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of the caster's vision is the spell's range. Analyze portal does not allow other divination spells or spell- like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.

For each property, you make a caster level check (1d20 + caster level) against DC 17. If fail, you can try again in the next round.

Analyze portal has only a limited ability to reveal unusual properties, as follows:

* Random Portals: The spell reveals only that the portal is random and whether it can be activated now. It does not reveal when the portal starts or stops functioning.

* Variable Portals: The spell reveals only that the portal is variable. If the caster studies the portal's destination, the spell reveals only the destination to which the portal is currently set.

* Creature-Only Portals: The spell reveals this property. If the caster studies the portal's destination, the spell reveals where the portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes.

* Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.

Material Components: A crystal lens and a small mirror.

ANALYZE TOUCHSTONE

Divination

Level: Bard 3, cleric 3, sorcerer/wizard 3 Components: V, S, M Casting Time: 1 minute Range: 60 ft. Area: A quarter circle emanating from you to the extreme of the range Duration: Concentration, up to 1 round/level (D) Saving Throw: See text Spell Resistance: No

You can tell whether an area contains a planar touchstone. If you study an area for 1 round, you know the location of any touchstone in the area. Once you find a touchstone, you can study it. (If you find more than one touchstone - an extremely rare occurrence - you can study only one at a time).

Each round you study a touchstone, you can discover one property of the touchstone, in this order:

* The base ability gained by someone who takes the Planar Touchstone feat related to the site.

* Any conditions that must be met in order to recharge the higher-order ability granted by the site.

* The higher-order ability gained by someone who visits the touchstone and fulfills the recharge condition.

* The number of uses of the higher-order ability that the character gains from visiting the site and fulfilling the recharge condition.

For each of these properties, you make a caster level check (1d20 + caster level) against DC 15. If you fail, you can try again in the next round.

Material Components: A crystal lens, a drop of ink, and a piece of paper or parchment.

LAY OF THE LAND

Divination

Level: Bard 4, druid 4, ranger 1 Components: V, S, F Casting Time: 3 rounds Range: Personal Target: You Duration: Instantaneous Saving Throw: None Spell Resistance: No

You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks and well-known places. It indicates the direction and distance to each from the current location. The geographic details are inversely proportionate to the distance you're trying to study from your location. You have a good understanding of the terrain up to 100 miles away, you know general details of large or notable locations or land features up to 500 miles away, and you know only the direction and distance to major features farther away.

Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.

LOCATE TOUCHSTONE

Divination

Level: Bard 1, cleric 2, druid 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No

You sense the direction of the nearest planar touchstone and gain a vague sense of its power. If you have visited the nearest planar touchstone and wish to exclude it from this divination, you instead gain knowledge of the next closest planar touchstone. This spell allows you to locate planar touchstones located only on the plane on which it is cast.

Special: You must have the Planar Touchstone feat in order to cast this spell.

RARY'S INTERPLANAR TELEPATHIC BOND

Divination

Level: Sorcerer/wizard 6

This spell functions like Rary's telepathic bond, except that the communication functions both on the same plane and across planes.

BEASTLAND FEROCITY

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 1, druid 1 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)

You unleash the savage will to survive inherent in every creature. The subject becomes such a tenacious combatant that it continues to fight without penalty even while disabled or dying. If the creature is reduced to -10 hit points, it dies normally.

MECHANUS MIND

Enchantment (Compulsion) [Lawful, Mind-Affecting]

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

Like entities that inhabit the plane of Mechanus, the subject of Mechanus mind temporarily becomes a being of focused order. The subject gains a +4 bonus on Will saving throws to resist mind-affecting spells.

While in the grip of Mechanus mind, the subject also becomes more analytical and less emotional. The subject gains a +2 bonus on all Intelligence-based checks, but takes a -2 penalty on Charisma-based checks.

LIGHT OF LUNIA

Evocation [Good, Light]

Level: Cleric 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: You and creature(s) touched with ray (up to 2); see text Duration: 10 min./level (D) or until used up; see text Saving Throw: None Spell Resistance: Yes

You begin to glow with the light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia. Silvery radiance emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet.

Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You can make a single ranged touch attack that deals 1d6 points of damage with a range of 30 feet. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round (if you can make multiple attacks in a round) or on a subsequent round. Firing the second ray quenches your radiance, and the spell ends.

LIGHT OF MERCURIA

Evocation [Good, Light]

Level: Cleric 2, sorcerer/wizard 2 Components: V, S

As light of Lunia, except that you glow with the golden light of Mercuria, the second layer of the Seven Mounting Heavens of Celestia. Your light rays deal 1d6 points of damage, or 2d6 points of damage against undead and evil outsiders.

LIGHT OF VENYA

Evocation [Good, Light]

Level: Cleric 3, sorcerer/wizard 3 Components: V, S

As light of Lunia, except that you glow with the pearly light of Venya, the third layer of the Seven Mounting Heavens of Celestia. Your light rays deal 1d6 points of damage, or 3d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 3d6 points of damage to a living, nonevil creature.

CLOAK POOL

Illusion (Glamer)

Level: Bard 2, sorcerer/wizard 2 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One color pool Duration: One hour/level (D) Saving Throw:Will negates (harmless, object) Spell Resistance: No

This spell causes a color pool on the Astral Plane - an irregular patch of color containing a portal to another plane - to seemingly cease to exist. In truth, it is only hidden from view. The use of this spell does not hide the area around the pool; it masks only the fact that a pool is present. See invisibility or true seeing reveals the presence of the pool, as does analyze portal.

DISCOLOR POOL

Illusion (Glamer)

Level: Bard 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One color pool Duration: One hour/level (D) Saving Throw:Will disbelief (if interacted with) Spell Resistance: No (harmless)

This spell causes a color pool on the Astral Plane - an irregular patch of color containing a portal to another plane - to appear to be a different color, and thus, to lead to another plane. True seeing or analyze portal reveals the true nature of the pool.

Material Component: Four drops of colored ink.

BARGHEST'S FEAST

Necromancy [Evil]

Level: Cleric 6, sorcerer/wizard 7 Components: V, S, M Casting Time: 1 round Range: Touch Target: Corpse touched Duration: Instantaneous Saving Throw:Will negates (object) Spell Resistance: Yes (object)

Black flames flicker over a corpse, utterly consuming it. You destroy the remains of a dead person or creature, preventing any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish,miracle, or true resurrection spell cannot restore to life a victim consumed by a barghest's feast spell. Check once for each destroyed creature. If the d% roll fails, the creature cannot be brought back to life by mortal magic.

Material Component: A diamond worth 5,000 gp.

BODAK'S GLARE

Necromancy [Death, Evil]

Level: Cleric 8 Components: V, S, DF Casting Time: 1 round Range: 30 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

This spell allows you to channel the deadly gaze of the bodak. Upon completion of the spell, you may target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze.

If you slay a humanoid creature with this attack, it transforms into a bodak 24 hours later unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check.

DEATH THROES

Necromancy [Force]

Level: Cleric 5, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level or until you are killed Saving Throw: None Spell Resistance: No

Some extraplanar creatures, such as a balor or an energon, expend the last of their life energy in a burst of power. You likewise attune your body's life force so that if you are killed, your body is instantaneously destroyed in an explosion of energy that deals 1d8 points of force damage per caster level to everyone in a 30-foot-radius burst.

This explosion entirely destroys your body, preventing any form of raising or resurrection that requires part of the corpse. A wish,miracle, or true resurrection spell can restore life.

EVIL GLARE

Necromancy [Evil, Fear, Mind-Affecting]

Level: Cleric 4, sorcerer/wizard 4 Components: V, S, DF Casting Time: 1 standard action Range: 30 feet Target: Living creature Duration: 1 round/level and 1d8 rounds; see text Saving Throw:Will negates Spell Resistance: Yes

This spell, inspired by the malevolent gaze of the shadowy nightwalkers, causes your eyes to glow with dark energy. Immediately upon completion of the spell, you may target a living creature within range with your glare; that creature becomes paralyzed with fear for 1d8 rounds. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze).

Once per round after that for the duration of the spell, you can target another creature with your glare as a move action. You can't target the same creature twice with a single casting of the spell, regardless of the success of its saves.

MIASMA OF ENTROPY

Necromancy

Level: Druid 6, sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst, one solid object, or one organic construct Duration: Instantaneous Saving Throw:Will negates (object) or Fortitude half; see text Spell Resistance: Yes (object)

Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell's area. It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter. All such objects within the area rot into slimy, pulpy masses. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined.

Alternatively, you can target miasma of entropy against a single solid object of nonliving organic matter that weighs up to 10 pounds per caster level.

When targeted against an animated object made of an organic material, miasma of entropy deals 1d6 points of damage per caster level (maximum 20d6), with a Fortitude save for half damage.

NEGATIVE ENERGY AURA

Necromancy

Level: Cleric 4 Components: V, S Casting Time: 1 standard action Range: Personal Area: 10-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: None Spell Resistance: No

An aura of black, crackling negative energy surrounds you. Each round on your turn, every living creature within 10 feet of you loses 2 hit points. Undead creatures instead gain 2 hit points per round (though they can't exceed their full normal hit points from this effect). Characters with immunity to negative energy effects are not affected by this aura. The negative energy aura does not affect you.

OPALESCENT GLARE

Necromancy [Death, Good]

Level: Cleric 5, sorcerer/wizard 5 Components: V, S, DF Casting Time: 1 standard action Range: 60 feet Target: 1 living creature Duration: Instantaneous Saving Throw:Will partial; see text Spell Resistance: Yes

Inspired by the deadly gaze of the noble ghaele eladrin, this spell causes your eyes to glow with a pearly light. If the target is evil and has 5 or fewer Hit Dice, it dies unless it succeeds on a Will save. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds.

Nonevil creatures and evil creatures with more than 5 Hit Dice are not slain by opalescent glare, and they suffer the fear effect only if they fail the Will save.

ANARCHIC WATER

Transmutation [Chaotic]

Level: Cleric 1 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Flask of water touched Duration: Instantaneous Saving Throw:Will negates (object) Spell Resistance: Yes (object)

This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water.

Material Component: 5 pounds of powdered iron and silver (worth 25 gp).

ATTUNE FORM

Transmutation

Level: Cleric 3, druid 3, sorcerer/wizard 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: One ormore living creatures touched Duration: 2 hours/level (see text) Saving Throw: None Spell Resistance: No

This spell allows you to attune the affected creatures to the plane you are currently on, negating harmful and negative natural effects of that plane. Affected creatures gain the protections described in the avoid planar effects spell (see below).

Material Component: A bit of stone or earth from your home plane.

AXIOMATIC WATER

Transmutation [Lawful]

Level: Cleric 1, paladin 1 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Flask of water touched Duration: Instantaneous Saving Throw:Will negates (object) Spell Resistance: Yes (object)

This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water.

Material Component: 5 pounds of powdered iron and silver (worth 25 gp).

BABAU SLIME

Transmutation

Level: Druid 3, sorcerer/wizard 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Fortitude negates (harmless) and Reflex negates; see text Spell Resistance: Yes (harmless)

This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats her skin, armor, and equipment. While the slime does not harm the subject or her equipment, any other weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a Reflex save to avoid taking this damage. A creature who strikes a slime-protected subject with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save.

Material Component: A drop of babau slime.

BALOR NIMBUS

Transmutation

Level: Cleric 4, sorcerer/wizard 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Spell Resistance: No

Like the legendary balor, your body bursts into lurid flames. The flames do not harm you or any equipment you carry or wear. However, each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.

Material Component: A pinch of soot.

BELKER CLAWS

Transmutation [Air]

Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature or creatures touched (up to one/level) Duration: 1 round per three levels Saving Throw: Fortitude half Spell Resistance: Yes

This spell transforms one of your hands into a smoky claw like that of a belker. With a successful touch attack, you fill a living target's lungs with smoke. The smoke inside the victim solidifies into miniature claws and begins to rip at the surrounding organs, dealing 3d4 points of damage. A successful Fortitude save halves the damage dealt. For every three caster levels, the smoke lasts for another round (to a maximum of 4 rounds at 12th level), dealing another 3d4 points of damage.

You can use this melee touch attack once per round for every three caster levels, up to a maximum of four times at 12th level.

Material Component: A small vial of smoke.

CORPOREAL INSTABILITY

Transmutation

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 action Range: Touch Target: Living creature touched Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried - armor, backpacks, and even shirts - hamper more than help, reducing the victim's Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. The victim becomes blind and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature.

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score is reduced to 0, it falls unconscious. A conscious victim can regain its own shape by taking a standard action to attempt a new Fortitude save. Success ends the spell effect.

DEMON DIRGE

Transmutation

Level: Cleric 4, sorcerer/wizard 4 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Living creature Duration: Instantaneous or 1d4 rounds; see text Saving Throw: Fortitude negates or Fortitude partial; see text Spell Resistance: Yes and no; see text

The baatezu's answer to Blood War-related demonic magic targeting their race, demon dirge deals 3d6 points of damage to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). A successful Fortitude save negates this damage. If the target creature also possesses the tanar'ri subtype, the spell has a much more powerful effect.

The target's blood seethes and churns, stunning it for 1d4 rounds and dealing 3d6 points of damage in each of those rounds. A successful Fortitude save negates the stun effect and reduces the duration to 1 round. Such creatures' spell resistance does not apply against this effect.

DEVIL BLIGHT

Transmutation

Level: Cleric 3, sorcerer/wizard 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Living creature Duration: Instantaneous or 1d6 rounds; see text Saving Throw: None or Will partial; see text Spell Resistance: Yes and no; see text

This spell was developed by demonic spellcasters ages ago for use against their ancient foes, the devils of Baator. It deals 2d6 points of damage to creatures that have both the lawful and evil subtypes (such as a barghest or a devil). No saving throw is allowed against this damage.

If the target creature also possesses the baatezu subtype, the spell has a much more powerful effect. The target's mind reels, confusing it for 1d6 rounds and dealing 2d6 points of damage in each of those rounds. A successful Will save negates the confusion effect and reduces the duration to 1 round. Such creatures' spell resistance does not apply against this effect.

FALSE GRAVITY

Transmutation

Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The subject of this spell can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch "down" as often as he likes during the spell's duration, though only once per round, as a free action. Unattended objects fall, as normal.

The subject of false gravity can fly by choosing a solid surface and letting himself fall through the air toward it. A character "flying" in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining his personal gravity. A character falling in this fashion loses all "downward" momentum when he changes his gravity.

Material Component: A pair of magnets.

FOCUS TOUCHSTONE ENERGY

Transmutation

Level: Cleric 4, druid 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (harmless)

You can convert an unused usage of your higher-order planar touchstone ability into temporary hit points (see the Planar Touchstone feat). By touching a living creature and expending one of your higher-order ability uses, you grant the target 3d6 temporary hit points.

HAMATULA BARBS

Transmutation

Level: Cleric 3, sorcerer/wizard 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

This barbed-devil-inspired transmutation causes the subject to grow a covering of sharp barbs from its skin, equipment, or clothing, whichever is appropriate when the spell is cast.

Any creature striking the subject with a handheld weapon or a natural weapon takes 1d8 points of slashing and piercing damage from the subject's barbs. This damage does not apply to attackers using reach weapons, such as longspears. The subject itself is not harmed by its own barbs.

Material Component: A thorn.

INFERNAL WOUND

Transmutation [Evil]

Level: Cleric 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Touch Target:Weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: No

The infernal wound spell makes a weapon inflict persistent wounds similar to those made by bearded devils and horned devils. A creature injured by a weapon with infernal wound cast upon it loses 2 additional hit points each round for the remaining duration of the spell. The continuing hit point loss can be stopped by a Heal check (DC 10 + spell level + caster's ability modifier), a cure spell, or a heal spell.

PERINARCH

Transmutation

Level: Druid 4, sorcerer/wizard 4 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 round/level; see text Saving Throw: None (object) and Reflex negates; see text Spell Resistance: No

Unless controlled, the Ever-Changing Chaos of Limbo is just what the plane's name implies: a roiling soup of energy and elements. Natives learn to control it or to inhabit areas that have enjoyed some measure of control for a long period, but visitors to areas of "raw" limbo must make a DC 16 Wisdom check to gain control over the dangerous roil. The perinarch spell gives the caster automatic control of a radius of raw Limbo (an area not already stabilized or within some other creature's control) in close range. Control allows the perinarch (the name sometimes given to those who can cast the perinarch spell) to reshape the raw limbo as she desires, adding or subtracting one of the four basic elements once per round as a standard action. A favorite among travelers from the Material Plane is a chunk of earth surrounded by a small atmosphere of air.

Casting this spell overlaps with the control already (potentially) established by the perinarch with a Wisdom check. Allies of the caster may give their control over to the perinarch caster contiguous with the spell being cast, if they so choose. Control cannot be wrested away from the caster while the spell is in effect (which is one of the best reasons to cast this spell, even if you have a high Wisdom score). If the perinarch moves more than 100 feet away from the area that she controlled, the order she imposed fades away.

A perinarch is unable to achieve any works of complexity within an area she controls. But she can mix two or three elements in a crude fashion; a few examples are provided below. The perinarch may attempt to seize control of a new area that already contains foes; however, foes can make a Reflex save to get out of the area.

Thick Barrier: A perinarch can "thicken" empty air with dust and rock, creating a zone around herself and her allies that outside creatures must hack or force a way through. Their speed drops to 5 feet, or 10 feet for Large or larger creatures.

Fiery Barrier: A perinarch can create a thick field of flame that deals 3d10 points of fire damage to any creature attempting to pass through it. The field also deals 3d10 points of fire damage for each round a creature lingers within it.

Complete Barrier: A perinarch can create a complete barrier of solid stone encircling herself and her allies, preventing access by any other than the most accomplished tunnelers. On the other hand, a perinarch can attempt to trap foes within their own bubble of solid stone.

PERINARCH, PLANAR

Transmutation

Level: Druid 9, sorcerer/wizard 9

As perinarch, except that the caster can cast this spell on any highly morphic or divinely morphic plane (most of the Outer Planes are divinely morphic). However, mortals who change the fabric of a god's domain should think twice, depending on the DM's interpretation of a given god's territorial nature.

SPELL VULNERABILITY

Transmutation

Level: Cleric 4, sorcerer/wizard 3 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw: Fortitude negates; see text Spell Resistance: No

This spell reduces the subject's spell resistance by 1 per caster level (maximum reduction 15). This reduction can't lower a subject's spell resistance below 0.

The target of the spell takes a penalty on its saving throw equal to your caster level.

TOUCHSTONE LIGHTNING

Transmutation [Electricity]

Level: Druid 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: One or more rays of electricity Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You can convert an unused usage of your higher-order planar touchstone ability into a ray of electricity (see the Planar Touchstone feat). This ray exhausts one use of your higher-order ability and deals 5d6 points of electricity damage to the target with a successful ranged touch attack.

For every five levels gained above 7th, you may fire one additional ray of electricity (to a maximum of three rays at 17th level). Each ray exhausts one of your higher-order ability uses.