Book of Exalted Deeds

Prestige Classes

Class Description
Anointed Knight A virtuous warrior that uses purification ceremonies to augment himself/herself and a relic weapon.
Apostle of Peace Dedicated to peace & able to cool anger with a touch
Beloved of Valarian Female templars of the Deity of Unicorns, who ride Unicorns & defend the forests from evil magical beasts.
Celestial Mystic A follower of a Lawful Good Deity, who gains some abilities like a Celestial while advancing in spell-casting.
Champion of Gwynharwyf Follower of the Deity of Good Barbarians, who is effectively a Barbarian / Paladin hybrid.
Defender of Sealtiel Follower of the Patron Deity of Protectors.
Emissary of Barachiel Eollower of the Deity of Heralds, who can use the Words of Creation to effects large numbers of people and help convert his/her opponent to Lawful Good.
Exalted Arcanist A Sorcerer or Bard who casts “good” spells & has access to some clerical spells as arcane spells.
Fist of Raziel Follower of the Deity of Holy Warfare, who gain special advantages to their ‘Smite Evil’ ability.
Initiate of Pistis Sophia A holy monk who follows the Deity of Good Monks, who gains vows & resistances, and eventually becomes an Outsider.
Lion of Talisid Follower of the Celestial Lion, many of whose abilities stack with those of a Druid or Ranger.
Prophet of Erathaol Follower of the Seer of Celestia, who can “channel” a Celestial to get a variety of help.
Risen Martyr Exalted character that returns in a spiritual body to complete the holy task that led to his martyrdom.
Sentinel of Bharrai Follower of the Celestial Bear, who can eventually change into a Bear / Dire Bear, call lightning, etc.
Skylord A rider of celestial flying creatures.
Slayer of Domiel Follower of the Archon of Mercy, who act as spies and assassins for the cause of good.
Stalker of Kharash Follower of the Celestial Wolf, who can actually smell evil.
Swanmay A pure female who can become a swan, has a magical connection to other creatures, and eventually becomes a Fey.
Sword of Righteousness A martial follower of one of the Pantheons of the Good Outer Planes who gains mastery of Exalted Feats.
Troubadour of Stars A musician who plays the music of the Court of Stars, gains new Bardic Music abilities, and eventually becomes an Outsider.
Vassal of Bahamut Follower of the Deity of Good Dragons, who gains special abilities to combat evil dragons.
Wonderworker A spellcasting follower of one of the Pantheons of the Good outer planes who gains mastery of Exalted Feats.

Feats

General Feats Prerequisite Benefit
Ancestral Relic Any good alignment, character level 3rd Create personal magic item
Consecrate Spell-Like Ability Any good alignment Adds good descriptor to spell-like ability
Purify Spell-Like Ability Any good alignment Adds good descriptor to spell-like ability; neutral creatures take half damage, good creatures take no damage
Resounding Blow1 Str 13, Power Attack, Intimidate 7 ranks Potential cowering effect on critical hit
Spell Focus (Good) Any good alignment +2 bonus to save DCs of spells with gooddescriptor
Subduing Strike1 No penalty when dealing nonlethal damage; rogue’s sneak attack deals nonlethal damage
Exalted Feats Prerequisite Benefit
Animal Friend Cha 15, wild empathy class feature +4 exalted bonus on wild empathy checks
Celestial Familiar Ability to acquire a new familiar, minimum level requirement (see text) Additional familiar choices
Celestial Mount Paladin level 4th Mount gains celestial creature template
Consecrate Spell Trigger Craft Wand or Craft Staff, ability to turn undead Use turning ability to add good descriptor to triggered spell
Exalted Companion Ability to acquire a new animal companion, minimum level requirement (see text) Additional animal companion choices
Exalted Smite Smite evil class ability Weapon good-aligned when smiting evil
Exalted Spell Resistance Cha 15, spell resistance +4 to spell resistance against evil spells and spell-like abilities of evil outsiders
Exalted Turning Ability to turn undead Extra 3d6 points of damage when turning
Exalted Wild Shape Wild shape class ability, wild shaping class level 8th Additional wild shape options
Favored of the Companions +1 luck bonus on any one roll or check
Fist of the Heavens1 Wis 15, Sanctify Ki Strike, Stunning Fist +2 to Stunning Fist DC
Gift of Faith Wis 13 +2 bonus on saving throws to resist fear and despair effects
Gift of Grace Divine grace class ability Share Cha saving throw bonus
Hands of a Healer Cha 13, lay on hands class ability +2 bonus to Cha for lay on hand ability
Holy Subdual1 Subduing Strike Transform bonus and smite damage to nonlethal
Intuitive Attack1 Base attack bonus +1 Use Wis modifier instead of Str modifier on attack rolls with simple and natural weapons
Knight of Stars +1 luck bonus on any one roll or check
Nemesis2 Favored enemy class ability Detect presence of favored enemies
Nimbus of Light +2 bonus on Diplomacy and Sense Motive checks with good creatures
Holy Radiance Cha 15, Nimbus of Light Glow with light harmful to undead
Stigmata Nimbus of Light Heal others’ wounds by taking Con damage
Nymph’s Kiss +2 bonus on Cha-related checks, +1 bonus on saving throws against spells, 1 extra skill point per level
Purify Spell Trigger Craft Wand or Craft Staff, ability to turn undead Use turning ability to add good descriptor to spell; neutral creatures take half damage, good creatures take no damage
Quell the Profane Str 13, Power Attack, Resounding Blow, base attack bonus +8 Potential Str damage to evil creature on criticalhit
Ranged Smite Evil Smite evil class ability Smite evil with ranged attack
Righteous Wrath Rage class ability Potential shaken effect against evil creatures
Sacred Strike Sneak attack class ability Sneak attacks deal d8s against evil creatures
Sacred Vow +2 perfection bonus on Diplomacy checks
Vow of Abstinence Sacred Vow +4 perfection bonus on Fort saves against poisons and drugs
Vow of Chastity Sacred Vow +4 perfection bonus on Will saves against charms and phantasms
Vow of Nonviolence Sacred Vow +4 bonus on save DCs of nondamaging spells
Vow of Peace Sacred Vow, Vow of Nonviolence Calming aura; +6 varied bonus to AC
Vow of Obedience Sacred Vow +4 perfection bonus on Will saves against compulsions
Vow of Poverty Sacred Vow Bonuses to AC, ability scores, and saves; bonus feats (see page 29)
Vow of Purity Sacred Vow +4 perfection bonus on Fort saves against disease and death effects
Sanctify Ki Strike Cha 15, Improved Unarmed Strike, Ki strike (lawful) +1 or +1d4 bonus on unarmed damage rolls against evil creatures
Holy Ki Strike Cha 15, Improved Unarmed Strike, Ki strike (holy), Sanctify Ki Strike+ 2d6 bonus on damage rolls against evil creatures
Sanctify Martial Strike Cha 15, Weapon Focus with the specified weapon+ 1 or +1d4 bonus on weapon damage rolls against evil creatures
Sanctify Natural Attack One or more natural weapon attacks, base attack bonus +5 +1 or +1d4 bonus on natural attack damagerolls against evil creatures
Sanctify Weapon Ability to cast align weapon Aligned weapon becomes sanctified
Servant of the Heavens +1 luck bonus on any one roll or check
Touch of Golden Ice Con 13 Evil creatures touched ravaged by golden ice
Words of Creation Int 15, Cha 15, base Will save bonus +5Ability to use Words of Creation (see page 31)
Metamagic Feats Prerequisite Benefit
Consecrate Spell Any good alignment Adds good descriptor to spell
Nonlethal Substitution Any other metamagic feat, Knowledge (arcana) Transform spell’s energy damage to nonlethal 5 ranks
Purify Spell Any good alignment Adds good descriptor to spell; neutral creatures take half damage, good creatures take nodamage

Spells

SANCTIFIED SPELLS

1st Level
Abjuration

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

Divination

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

2nd Level
Abjuration

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

Evocation

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

3rd Level
Abjuration

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

Divination

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

Telepathy Tap:Overhear creatures’ telepathic communications.

Evocation

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

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

Transmutation

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

4th Level
Abjuration

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

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

Evocation

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

5th Level
Enchantment

Inquisition: Compels target to divulge information truthfully.

Evocation

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

Necromancy

Sicken Evil: Evil creatures are sickened by your presence.

6th Level
Abjuration

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

Conjuration

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

Evocation

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

7th Level
Conjuration

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

Evocation

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

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

Necromancy

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

Transmutation

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

8th Level
Conjuration

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

Transmutation

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

9th Level
Conjuration

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

Evocation

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

Necromancy

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

Transmutation

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

BARD SPELLS

1st Level

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

2nd Level

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

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

3rd Level

Refreshment: Cures all nonlethal damage on one creature.

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

4th Level

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

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

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

5th Level

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

6th Level

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

Heaven’s Trumpet: Blast of music paralyzes foes.

CLERIC SPELLS

1st Level

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

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

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

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

2nd Level

Ease Pain: Remove lingering effects of pain.

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

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

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

Remove Addiction: Cures target of drug addictions.

3rd Level

Affliction: Infects evil subject with chosen affliction.

Blessed Sight: Evil auras become visible to you.

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

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

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

Refreshment: Cures creatures of all nonlethal damage.

Remove Nausea: Cure a nauseated or sickened character.

4th Level

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

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

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

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

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

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

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

5th Level

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

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

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

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

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

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

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

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

6th Level

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

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

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

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

Secure Corpse: Traps corpse inside holy symbol.

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

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

7th Level

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

Heaven’s Trumpet: Blast of music paralyzes foes.

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

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

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

Tomb of Light: Entraps and harms evil extraplanar creatures.

8th Level

Axiomatic Creature: Transforms creature into an axiomatic creature.

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

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

9th Level

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

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

DOMAINS
CELESTIAL DOMAIN

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

DRUID SPELLS

1st Level

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

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

2nd Level

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

Remove Addiction: Cures target of drug addictions.

3rd Level

Affliction: Infects evil subject with chosen affliction.

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

4th Level

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

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

5th Level

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

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

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

6th Level

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

7th Level

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

8th Level

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

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

9th Level

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

PALADIN SPELLS

1st Level

Divine Sacrifice: Sacrifice hit points for a damage bonus.

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

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

Silvered Weapon: Transforms one weapon into a silvered weapon.

2nd Level

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

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

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

3rd Level

Blessed Sight: Evil auras become visible to you.

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

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

4th Level

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

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

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

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

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

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

RANGER SPELLS

1st Level

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

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

2nd Level

Silvered Weapon: Transforms one weapon into a silvered weapon.

3rd Level

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

4th Level

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

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

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

SORCERER/WIZARD SPELLS

1st Level
Evocation

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

Transmutation

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

2nd Level
Enchantment

Yoke of Mercy: Target deals nonlethal damage.

Transmutation

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

3rd Level
Enchantment

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

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

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

Evocation

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

Necromancy

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

Transmutation

Distilled Joy: Creates ambrosia.

4th Level
Conjuration

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

Evocation

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

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

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

NecroAffliction: Infects evil subject with chosen affliction.

Transmutation

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

5th Level
Abjuration

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

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

Conjuration

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

Evocation

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

Transmutation

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

6th Level
Abjuration

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

Enchantment

Wages of Sin: Evil creatures attack other evil creatures.

Transmutation

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

7th Level
Evocation

Amber Sarcophagus: Target is trapped in stasis inside amber.

Necromancy

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

Transmutation

Eladrin Form: You become an incorporeal globe.

Tomb of Light: Entraps and harms evil extraplanar creatures.

8th Level
Necromancy

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

Transmutation

Axiomatic Creature: Transforms creature into an axiomatic creature.

9th Level
Conjuration

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

Races

Exalted Bariaurs