Spells


Races of Destiny

ASSASSIN SPELLS

1st LEVEL

Rooftop Strider: Move across uneven surfaces with ease.

BARD SPELLS

1st LEVEL

Discern Bloodline: Know the race of one creature/level.

Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.

Locate City: Find nearest city.

Scholar’s Touch: Read books in seconds.

2nd LEVEL

Insignia of Alarm: Alert bearers of special insignia.

Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.

3rd LEVEL

Insignia of Healing: Bearers of special insignia healed 1d8 damage +1 point/level (max +10)

Winding Alleys: Trap foe in phantasmal maze.

4th LEVEL

Charm Person, Mass: As charm person, but all within 30 feet.

6th LEVEL

Bestow Curse, Greater: As bestow curse, but more severe penalties.

City Stride: Teleport between two cities.

CLERIC SPELLS

1st LEVEL

Omen of Peril: You know how dangerous the future will be.

Scholar’s Touch: Read books in seconds.

2nd LEVEL

Insignia of Alarm: Alert bearers of special insignia.

3rd LEVEL

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

Insignia of Blessing: Bearers of special insignia gain +1 bonus on attacks and saves against fear.

Insignia of Healing: Bearers of special insignia healed of 1d8 damage +1 point/level (max. +10).

Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.

5th LEVEL

Stalwart Pact: Target gains combat bonuses automatically when reduced to half hit points or lower.

7th LEVEL

Bestow Curse, Greater: As bestow curse, but more severe penalties.

DOMAINS

CITY DOMAIN

Granted Powers: Add Gather Information and Knowledge (local) to your list of cleric class skills.

Domain Spells
  1. Rooftop Strider: Move across uneven surfaces with ease.
  2. City Lights: Absorb nearby light to release as blinding flare.
  3. Winding Alleys: Trap foe in phantasmal maze.
  4. Commune with City: Learn about city.
  5. Skyline Runner: You can walk normally on any city surface.
  6. City Stride: Teleport between two cities.
  7. Urban Shield: City grants cover to you, not to enemies.
  8. City’s Might: Gain enhancement to Str and Con, damage reduction, while in city.
  9. Animate City: City structures attack, slow down enemies.
DESTINY DOMAIN

Granted Powers: Once per day as an immediate action, you can grant a willing creature within 30 feet the ability to reroll an attack, save, ability check, or skill check. You must be able to see the creature to be affected. You cannot use this power on yourself. This is a supernatural ability.

Domain Spells
  1. Omen of Peril: You know how dangerous the future will be.
  2. Augury: Learns whether an action will be good or bad.
  3. Delay Death: Losing hit points doesn’t kill subject.
  4. Bestow Curse: –6 to an ability score; –4 to attack rolls, saves, and checks; or 50% chance of losing each action.
  5. Stalwart Pact: Target gains combat bonuses automatically when reduced to half hit points or lower.
  6. Warp Destiny: Reverse failed save or hit in combat.
  7. Bestow Curse, Greater: As bestow curse, but more severe penalties.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Choose Destiny: Gain two chances for success on every action.

DRUID SPELLS

1st LEVEL

Omen of Peril: You know how dangerous the future will be.

PALADIN SPELLS

2nd LEVEL

Insignia of Alarm: Alert bearers of special insignia.

3rd LEVEL

Insignia of Blessing: Bearers of special insignia gain +1 bonus on attack rolls and saves against fear.

Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.

RANGER SPELLS

1st LEVEL

Locate City: Find nearest city.

SORCERER/WIZARD SPELLS

1st LEVEL
Div

Discern Bloodline: Know the race of one creature/level.

Locate City: Find nearest city.

Scholar’s Touch: Read books in seconds.

Illus

Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.

2nd LEVEL
Ench

Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.

Evoc

City Lights: Absorb nearby light to release as blinding flare.

3rd LEVEL
Illus

Phantom Guardians: Create illusion of group of guards.

4th LEVEL
Conj

Unseen Servant, Mass: As unseen servant except creates one servant/level.

5th LEVEL
Ench

Charm Person, Mass: As charm person, but all within 30 feet.

Illus

Shadow Guardians: Create group of shadowy warriors.

8th LEVEL
Trans

Bestow Curse, Greater: As bestow curse, but more severe penalties.

INSIGNIA OF ALARM

Abjuration

Level: Bard 2, cleric 2, paladin 2 Components: V, S, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 400 ft. + 40 ft./level spread, centered on you Target: All wearers of special insignia within range Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless)

This spell alerts all wearers of a specific insignia (see below) within range. Such creatures hear a single mental “ping” (as the alarm spell, page 197 of the Player’s Handbook) when this spell is cast. This spell requires significant preparation. Before using this spell you must forge specially crafted insignias. These can be crafted in the form of amulets, badges, rings, or any similar object, but each one must bear the same logo, crest, or symbol. Each insignia costs 10 gp. Militias, guilds, or churches within a city use this spell to call all its members together.

Focus: A specially prepared insignia (see above).

INSIGNIA OF WARDING

Abjuration

Level: Cleric 3, paladin 3 Components: V, S, F Casting Time: 1 standard action Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell works just like insignia of alarm except the insignia wearers also gain a +1 divine bonus to AC and on Fortitude saves.

URBAN SHIELD

Abjuration

Level: City 7 Components: V, S, M, DF Casting Time: 1 immediate action Range: Personal Target: You Duration: 1 round/level

The city itself shields you from harm, leaning in to protect you with its walls, lampposts, and other structures. You gain cover (+4 bonus to AC, +2 bonus on Reflex saves) against all attacks and spells. At the same time, the city reshapes itself to accommodate your attacks. Against your attacks and spells, enemies within the city never benefit from cover that would be gained from the walls, objects, or other parts of the city and its structures. You must be within a community no smaller than a small city to cast this spell.

Material Component: A chip of stone or brick.

CITY STRIDE

Conjuration (Teleportation)

Level: Bard 6, City 6 Components: V, S, M Casting Time: 1 round Range: Touch Target: You and touched objects or touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object)

This spell instantly transports you from one community to a second designated community. Each community must be at least as large as a small city (see page 137 of the Dungeon Master’s Guide). The destination city may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring along one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.

All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have visited the destination city at some point in the past. You do not have precise control over your arrival point; you appear at a randomly determined safe location within the borders of the city (not within a building).

Material Component: A chip of city stone or brick from the selected destination.

INSIGNIA OF HEALING

Conjuration (Healing)

Level: Bard 3, cleric 3 Components: V, S, F Casting Time: 1 standard action Duration: Instantaneous Saving Throw:Will half (harmless); see text Spell Resistance: Yes (harmless); see text

This spell works just like insignia of alarm except the insignia wearers are instead healed by positive energy. The spell cures 1d8 points of damage +1 point per caster level (maximum+10) to all wearers of the insignia. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. Any undead creature can apply spell resistance and attempt a Will save to take half damage.

UNSEEN SERVANT, MASS

Conjuration (Creation)

Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One invisible, mindless, shapeless servant/level Duration: 1 hour/level Saving Throw: None Spell Resistance: No

This spell functions as unseen servant, except that it creates multiple servants. It is most often used by arcane spellcasters to entertain large numbers of guests, or by adventuring spellcasters to gather up large treasure hoards in a short period of time.

Material Component: A ball of twine and wooden splinters.

CHOOSE DESTINY

Divination

Level: Destiny 9 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level

You gain a limited ability to discern a successful path for your actions. For the duration of the spell, any time you make an attack roll, skill check, ability check, or saving throw, you may roll twice and select which die roll to use.

COMMUNE WITH CITY

Divination

Level: City 4 Components: V, S Casting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous

You become one with a community that you are in, attaining knowledge of the surrounding community. You instantly gain knowledge of as many as three facts from among the following subjects: the population of the community, the dominant race within the community and the percentage of the population it encompasses, any given race’s percentage of the total population, the level of the highest-level character in a given class, the type and alignment of one of the community’s power centers (if the community has more than one, roll randomly), a significant economic factor affecting trade within the city, or a major news item within the city (see Gather Information, page 74 of the Player’s Handbook).

DISCERN BLOODLINE

Divination

Level: Bard 1, sorcerer/wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature per round Duration: Concentration, up to 1 round/level Saving Throw:Will negates Spell Resistance: Yes

The caster can instantly tell the race of the targeted individual, plus any inherited templates possessed by the target (such as celestial or half-dragon). Each round that the caster remains concentrating he can determine the race and inherited templates of another target.

Material Component: A drop of blood.

LOCATE CITY

Divination

Level: Bard 1, ranger 1, sorcerer/wizard 1 Components: V Casting Time: 1 round Range: 10 miles/level Area: 10 miles/level radius circle, centered on you Duration: Instantaneous

You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting. For instance, you could choose to find the nearest community at least as large as a village, or you could choose to locate only the nearest metropolis. This spell measures the distance to the “nearest” community as the minimum distance one would have to travel to reach the city without moving through solid objects. Thus, a caster on the surface isn’t likely to locate a subterranean city half a mile beneath his feet, even if the next closest community is 5 miles away overland.

OMEN OF PERIL

Divination

Level: Cleric 1, Destiny 1, druid 1 Components: V, F Casting Time: 1 round Range: Personal Target: You Duration: Instantaneous

A brief supplication grants you a vision that hints at how dangerous the immediate future is likely to be. Based on an assessment of the caster’s immediate surroundings and likely path of travel, the caster receives one of three visions: safety, peril, or great danger. The base chance for receiving an accurate reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly. If the omen of peril is successful, you receive one of three fleeting visions:

  • Safety: The caster isn’t in any immediate danger. If he continues on his present course (or remains where he is if he’s been stationary for some time before casting the spell), he’ll face no significant monsters, traps, or challenges for the next hour or so.

  • Peril: The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.

  • Great danger: The caster’s very life is at grave risk. He will likely face powerful NPCs or deadly traps in the next hour.

If the roll fails, you receive one of the other two results, determined randomly by the DM, and you don’t necessarily know you failed because the DM rolls secretly. Choosing which vision is “correct” takes some educated guesswork on the part of the DM, who should assess the party’s likely courses of action and what dangers they’re likely to face. The form that an omen of peril takes depends on whether the caster worships a specific deity, venerates nature as a druid, or simply upholds abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might see a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger. Unlike the more powerful augury, an omen of peril doesn’t respond to a specific question. It only indicates the level of danger likely for the next hour, not what form the danger will take.

Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.

SCHOLAR’S TOUCH

Divination

Level: Bard 1, cleric 1, sorcerer/wizard 1 Components: V, S, M, F Casting Time: 1 standard action Range: Personal Target: One book/round Duration: Concentration, up to 1 round/level

With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study— the character does not gain perfect recall of the information, just whatever he would have gotten from reading it completely once. If you can’t read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).

Material Component: A scrap of parchment and a pinch of tinder.

Focus: A thin crystal disc.

CHARM PERSON, MASS

Enchantment (Charm) [Mind-Affecting]

Level: Bard 4, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures, no two of which can be more than 30 ft. apart Duration: 1 hour/level Saving Throw:Will negates Spell Resistance: Yes

This spell functions like charm person, except that mass charm person affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

INSIGNIA OF BLESSING

Enchantment (Compulsion) [Mind-Affecting]

Level: Cleric 3, paladin 3 Components: V, S, F Casting Time: 1 standard action Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (harmless)

This spell functions just like insignia of alarm except that the insignia wearers are also filled with courage. Each insignia wearer gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

PROUD ARROGANCE

Enchantment (Charm)

Level: Bard 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell lets a group of creatures resist effects that convince them they should not be following their present course of action. The creatures affected gain a +4 resistance bonus on saves against charm, compulsion, and fear effects. The proud arrogance spell only functions for creatures of the same race as the caster. In other words, a human wizard casting the spell can target only humans with it.

Material Component: A piece of polished brass.

CITY LIGHTS

Evocation [Light]

Level: City 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: 60 ft. Area: 60-ft.-radius burst Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

You temporarily absorb all nearby artificial light and release it as a flare. Any artificial light (including magical and mundane sources) flickers out momentarily, then a burst of light flares from you. All creatures within the area (except you) are blinded for 1 round if they fail a Fortitude save; regardless of the saving throws success, all creatures in the area are dazzled for 1 minute. Afterward, the lights return to normal.

Sightless creatures are unaffected. The spell only functions if at least four active artificial light sources (torches, lanterns, light spells, and so forth) are within 60 feet of the caster. The spell’s name refers to its most common use (in well-lit city streets), but it can function in any area with sufficient lighting. City lights counters or dispels any darkness spell of equal or lower level, such as darkness.

Material Component: A pinch of tinder.

STALWART PACT

Evocation

Level: Cleric 5, Destiny 5 Components; V, S, DF, XP Casting Time: 10 minutes Range: Touch Target:Willing living creature touched Duration: Permanent until triggered, then 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell allows the target to enter a binding agreement with a deity, who provides a measure of protection when the need is dire. Once this spell is cast, the pact remains dormant until the target is reduced to fewer than half of her full normal hit points. The target immediately gains 5 temporary hit points per caster level, damage reduction 5/magic, and a +4 luck bonus on saving throws. The hit points, damage reduction, and saving throw bonus disappear when the spell ends.

XP Cost: 250 XP.

FRIENDLY FACE

Illusion (Glamer)

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

You subtly change your appearance so that it seems particularly friendly to the viewer. You gain a +5 circumstance bonus on Diplomacy and Gather Information checks made to influence or gain information from creatures with Intelligence scores of 3 or higher, as long as those creatures aren’t already hostile toward you. This spell does not alter your appearance in any significant way, and thus provides no bonus on Disguise checks.

PHANTOM GUARDIANS

Illusion (Figment)

Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: One illusory figure/level Duration: 1 hour/level Saving Throw:Will disbelief (if interacted with) Spell Resistance: No

This spell creates the illusion of one or more Small or Medium figures of a chosen humanoid race. Each figure is effectively a minor image, and can appear dressed in any way the caster chooses. When the spell is cast, each figure is given a brief set of orders to follow for the spell’s duration, such as “walk back and forth along that wall” or “stand by this gate”.

The orders can be different for each figure. These instructions can’t be changed later. The illusory figures can’t speak or react to their surroundings—they are typically used to scare off would-be intruders (as the spell’s name suggests).

Material Component: A piece of charcoal.

SHADOW GUARDIANS

Illusion (Shadow)

Level: Sorcerer/wizard 5 Saving Throw:Will disbelief (if interacted with)

As phantom guardians, except that the figures are partially real. Each guardian has the statistics noted below (regardless of its actual size or appearance). In addition to the brief orders given to each new shadow guardian, the caster can give each guardian a simple trigger that causes it to attack, such as “attack anyone approaching within 30 feet” or “attack anyone not wearing these colors”. The shadow guardians have no special visual acuity— invisibility, disguises, and the like can easily fool them. The shadow guardians deal normal damage. Against a creature that recognizes a shadow guardian as an illusion, it deals only 50% normal damage.

Shadow Guardian: Medium construct; HD 4d8; hp 18; Init +1; Spd 30 ft.; AC 17, touch 17, f lat-footed 15; Base Atk +2; Grp +4; Atk +4 melee (1d8+2, weapon); AL N; SV Fort +2, Ref +4, Will +4; Str 14, Dex 14, Con —, Int —, Wis 14, Cha 1.

WINDING ALLEYS

Illusion (Phantasm) [Mind-Affecting]

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

The subject suddenly feels as if the walls of the city are closing in around him. If the subject fails a Will save, he believes he is trapped in a maze of narrow city alleys that twist and turn in circles. The subject remains in his current location, but is effectively stunned as long as the spell lasts. Each round at the end of his turn, the subject may attempt a DC 15 Intelligence check to escape the maze and end the effect. If the subject takes any damage, the spell immediately ends. The spell must be cast in a community no smaller than a small town, otherwise it has no effect.

DELAY DEATH

Necromancy

Level: Cleric 3, Destiny 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 to prohibit raise dead (such as a disintegrate effect) still kills the creature, as does death brought about by ability score damage or drain, 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.

ANIMATE CITY

Transmutation

Level: City 9 Components: V, S, DF Casting Time: 1 round Range: 60 ft. Area: 60-ft.-radius emanation, centered on you Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No

The buildings and other structures of the city attack your enemies. Every round on your turn, every enemy within the spell’s area is subject to one melee attack as if from a Gargantuan animated object (slam +15 melee, 2d8+10 damage). The animated city’s attacks disregard cover and concealment (even invisibility is useless). In addition, all enemies within the area of the spell move at half normal speed (regardless of their mode of movement). Damage dealt to the animated city structures has no effect. You may cast this spell only when within a community at least as large as a small city (see page 137 of the Dungeon Master’s Guide).

BESTOW CURSE, GREATER

Transmutation

Level: Bard 6, cleric 7, Destiny 7, sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent Saving Throw:Will negates Spell Resistance: Yes

The spellcaster places a curse on the creature touched, choosing one of the three following effects:

  • One ability score is reduced to 1, or two ability scores take –6 penalties (minimum 1).

  • –8 penalty on attack rolls, saving throws, ability checks, and skill checks.

  • Each turn, the subject has a 25% chance to act normally; otherwise, he takes no action.

You may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse’s effect. A greater curse cannot be dispelled, nor can it can be removed with a break enchantment, limited wish, or remove curse spell. A miracle or wish spell removes the greater curse, but each greater curse also must have a single means of removing it with some deed that the spellcaster designates. The deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately). For example, the deed might be “slay the dragon under Castle Bluecraft”, or “climb the tallest mountain in the world”. The cursed victim can have help accomplishing the task.

CITY’S MIGHT

Transmutation

Level: City 8 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level; see text

You draw upon a city and its inhabitants for additional strength. You gain an enhancement bonus to Strength and Constitution, as well as damage reduction, based on the size of the community you are in (see page 137 of the Dungeon Master’s Guide). If you are not within 100 feet of a community when the spell is cast, the spell has no effect. If you move more than 100 feet from the community before the duration elapses, the spell’s effect ends immediately. For example, you could retain the effect while adventuring within the city’s sewers, but heading to a dungeon a mile away would end the effect.

Material Component: A chip of city stone or brick.

ROOFTOP STRIDER

Transmutation

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

You can run across rooftops or similar uneven surfaces much more easily than normal. You gain a +5 competence bonus on Balance and Jump checks. You automatically succeed on all Jump checks to clear a horizontal distance of 5 feet or less. You do not need to make Balance checks for running or charging across a sloped surface.

Material Component: A chip of roof tile.

SKYLINE RUNNER

Transmutation

Level: City 5 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level

You can walk normally on any city surface as if it were level ground. This includes perfectly vertical walls, glass windows, and even clothes-drying lines. Your movement speed remains unchanged, even when walking straight up a wall.

WARP DESTINY

Transmutation

Level: Destiny 6 Components: V, S Casting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous

You reshape your personal fate to potentially avoid some tragic action, but the ripples caused in your destiny have unpleasant side effects for a brief period. After learning the result of a saving throw that you have rolled, you may cast this spell to reroll the save, but with an insight bonus equal to your caster level (maximum +20). Alternatively, if you are struck in combat you can apply the insight bonus to your AC against the attack (even if flat- footed); if your new AC exceeds the attack roll, the attack misses you. Casting this spell has a side effect: until the start of your next turn, you take a –4 penalty on all saving throws and to your AC.