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SPELLS (H)
Evocation [Good]
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting Time: One day
Range: Touch
Area: 10-ft./level radius emanating from the touched point
Duration: Instantaneous
Saving Throw: None
Spell Resistance: See text
Hallow makes a particular site, building, or structure a holy site. This has four major effects.
First, all creatures in the area are warded from attacks by evil creatures, from mental control, and from summoned or conjured creatures. All recipients get a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by evil creatures. The spell blocks any attempt to possess the warded creatures or to exercise mental control over the creatures. The protection does not prevent a spell from gaining mental control over a creature, but it prevents anyone who does so from mentally commanding the protected creature. The barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This effect works regardless of alignment.
The spell also prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
These effects are not cumulative with protection from evil.
Second, all Charisma checks to turn undead gain a +4 sacred bonus and Charisma checks to command undead suffer a –4 sacred penalty. Spell resistance does not apply to this effect. (Note: This provision does not apply to the druid version of the spell.)
Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, the character may choose to fix a single spell effect to the hallow site. The spell effect lasts for one year and functions throughout the entire consecrated site, regardless of the normal duration and area or effect. The character may designate whether the effect applies to all creatures, creatures who share the character's faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
Spell effects that may be tied to a hallow site include aid, bane, bless, cause fear, darkness, daylight, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, negative energy protection, protection from elements, remove fear, resist elements, silence, tongues, and zone of truth. Spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one hallow (and its associated spell effect) at a time.
Hallow counters but does not dispel unhallow.
Material Components: Worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: One 30-ft. cube/level (S)
Duration: 2 hours/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
The character makes natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to three undead, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
This spell renders up to three undead creatures immobile. Nonintelligent undead get no saving throw; intelligent undead do. If the spell is successful, it renders the undead immobile for the duration of the spell. The effect is broken if the halted creatures are attacked or take damage.
Necromancy
Level: Clr 6, Destruction 6, Drd 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Harm damages a subject with negative energy that causes the loss of all but 1d4 hit points.
If used on an undead creature (requires a successful touch attack), harm acts like heal.
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.
On its turn, the subject may take an extra partial action, either before or after its regular action.
The subject gains a +4 haste bonus to AC. The subject loses this bonus whenever it would lose a dodge bonus.
The subject can jump one and a half times as far as normal. This increase counts as an enhancement bonus.
Haste dispels and counters slow.
Conjuration (Healing)
Level: Clr 6, Drd 7, Healing 6
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Heal enables the character to channel positive energy into a creature to wipe away disease and injury. It completely cures all diseases, blindness, deafness, hit point damage, and all temporary ability damage. It neutralizes poisons in the subject’s system, so that no additional damage or effects are suffered. It offsets a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Only a single application of the spell is needed to simultaneously achieve all these effects.
Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability scores.
If used against an undead creature, heal acts like harm.
Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6, Healing 5
Components: V, S
Casting Time: 1 action
Range: 20 ft.
Area: All living allies and undead creatures within a 20-ft.-radius burst centered on the character
Duration: Instantaneous
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)
Positive energy spreads out in all directions from the point of origin, curing 1d8 points of damage +1 point per caster level (maximum +20) to nearby living allies.
Like cure spells, healing circle damages undead in its area rather than curing them.
Conjuration (Healing)
Level: Pal 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: The character's mount touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Heal mount enables the character to wipe away disease and injury in the character's special mount . It completely cures all diseases, blindness, or deafness of the mount, cures all points of damage taken due to wounds or injury, and repairs temporary ability damage. It cures those mental disorders caused by spells or injury to the brain.
Heal mount does not remove negative levels, restore drained levels, or restore drained ability scores.
Transmutation [Fire]
Level: Drd 2, Sun 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature/two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw (unless its own is higher).
A creature takes fire damage if its equipment is burning. It takes full damage if its armor is affected or if it’s holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell’s duration). During the second (and also the next-to-last) round, the hot metal causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing, causing more damage, as shown below:
Round Temperature Damage
----- ----------- ------
1 Warm None
2 Hot 1d4 points
3–5 Searing 2d4 points
6 Hot 1d4 points
7 Warm None
Any cold intense enough to damage the creature negates heat damage from the spell (and vice versa) on a point-for-point basis.
If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.
Evocation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 action
Range: Five miles
Effect: Ghostly hand
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The character creates the ghostly image of a hand, which the character can send to find someone within five miles. The hand then beckons to that person and leads him or her to the character if the person follows it.
When the spell is cast, the hand appears in front of the character. The character then specifies a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away the subject is.
Distance Time to Locate
-------- --------------
Up to 100 ft. 1 round
1,000 ft. 1 minute
One mile 10 minutes
Two miles 1 hour
Three miles 2 hours
Four miles 3 hours
Five miles 4 hours
Once the hand locates the subject, it beckons him or her to follow it. If the subject follows, the hand points in the character's direction, leading the subject in the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before him or her at a rate of anywhere up to 240 feet per round. Once the hand leads the subject to the character, it disappears.
The subject is not compelled to follow the hand or act in any particular way toward the character. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to the character, the hand disappears.
If more than one subject within a five-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.
If, at the end of 4 hours of searching, the hand has found no subject that matches the description within five miles, it returns to the character, displays an outstretched palm, and disappears.
The ghostly hand has no physical form. It is invisible to anyone except the character and potential subjects. It cannot engage in combat or execute any other task aside from locating the subject and leading her back to the character. The hand does not pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than five miles from the spot it appeared when the character cast the spell.
Heroes’ Feast
Evocation
Level: Clr 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
Duration: 1 hour + 12 hours (see text)
Saving Throw: None
Spell Resistance: Yes (harmless)
The character brings forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Those partaking of the feast are cured of all diseases, are immune to poison for 12 hours, and are healed of 1d4+4 points of damage after imbibing the nectarlike beverage that is part of the feast. Characters who eat the food gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects for the next 12 hours. During this same period, the people who consumed the feast are immune to magical fear and hopelessness.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.
Enchantment (Compulsion)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature (see text)
Duration: 1d3 rounds
Saving Throw: Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing. After the spell ends, it can act normally.
Creatures with Intelligence scores of 2 or lower are not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t "translate" well.
Enchantment (Compulsion)
[Mind-Affecting]
Level: Animal 2, Drd 2, Rgr 2
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Target: One animal
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The subject freezes in place, standing helpless. The animal is aware and breathes normally but cannot take any physical actions. The animal can, however, execute purely mental actions.
A winged creature who is held cannot flap its wings and falls. A swimmer can’t swim and may drown.
Hold animal does not work on beasts, magical beasts, or vermin.
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Law 6, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions.
A winged creature who is held cannot flap its wings and falls. A swimmer can’t swim and may drown.
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions.
A winged creature who is held cannot flap its wings and falls. A swimmer can’t swim and may drown.
Abjuration
Level: Sor/Wiz 1
Component: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell magically bars a door, gate, window, or shutter of wood, metal, or stone. The magic holds the portal fast, just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate the hold portal. For a portal affected by this spell, add 5 to the normal DC for forcing the portal.
Abjuration [Good]
Level: Clr 8, Good 8, Luck 8
Components: V, S, F
Casting Time: 1 action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on the character
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and blinding evil creatures when they strike the subjects. This abjuration has four effects:
First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves.
Second, the warded creatures gain SR 25 against evil spells and spells cast by evil creatures.
Third, the abjuration blocks possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds at a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura’s save DC).
Focus: Worth at least 500 gp.
Evocation [Good]
Level: Good 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The character draws down holy power to smite the character's enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to evil creatures and blinds them for 1 round. A successful Reflex saving throw reduces damage to half and negates the blinding effect.
The spell deals only half damage against creatures who are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one-quarter of the roll) with a successful Reflex save.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to opponents’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills.
Evocation
Level: Pal 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell allows the character to channel
holy power into a weapon the character choose. The weapon acts as a +5 magic
weapon and deals double damage against evil opponents. It emits a ward that
protects creatures within 10 feet. This ward protects a creature from attacks
by evil creatures, from mental control, and from summoned or conjured
creatures. The ward has three major effects:
First, the subjects get a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by evil creatures.
Second, the barrier blocks any attempt to possess the warded creatures or to exercise mental control over the creature. The protection does not prevent a gaining mental control over a warded character, but it prevents anyone from mentally commanding the protected creature. The barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the ward prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
If the ward ends, the sword creates a new one on the character's turn as a free action. The spell is automatically canceled 1 round after the weapon leaves the character's hand for any reason. The character cannot have more than one holy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.
Note: A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.
Evocation [Good, Sonic]
Level: Clr 7, Good 7
Components: V
Casting Time: 1 action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius spread centered on the character
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Uttering holy word has two effects.
If the character is on the character's home plane, the spell instantly banishes nongood extraplanar creatures within the area back to their home planes. Creatures so banished cannot return for at least 1 day. This effect takes place regardless of whether the creatures hear the holy word.
Creatures native to the character's plane who hear the holy word and are not good suffer the following ill effects:
HD Effect
-- ------
12 or more Deafened
Less than 12 Blinded, deafened
Less than 8 Paralyzed, blinded, deafened
Less than 4 Killed, paralyzed, blinded, deafened
The effects are cumulative.
Deafened: The creature is deafened (see blindness/deafness) for 1d4 rounds.
Blinded: The creature is blinded (see blindness/deafness) for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes, unable to move or act in any way.
Killed: Living creatures die. Undead creatures are destroyed.
Necromancy
Level: Sor/Wiz 8, Water 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of whom can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell evaporates moisture from the bodies of all the subject living creatures, dealing 1d8 points of damage per caster level (maximum 25d8). This spell is especially devastating to water elementals and plant creatures, who receive a penalty of –2 to their saving throws.
Illusion (Pattern) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: (V), S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights in a 15-ft.-radius spread
Duration: Concentration + 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes
A pattern of shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 +1 per caster level to determine the total number of HD affected (maximum +10). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures gaze at the lights, heedless of all else. Sightless creatures are not affected.
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.
Hypnotism
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several living creatures, no two of which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
The character's gestures and droning incantation cause creatures nearby to stop and stare blankly at the character, hypnotized. The character can use their rapt attention to make the character's suggestions and requests seem more plausible. Roll 2d4 to see how many total HD the character affects. Creatures with fewer HD are affected before creatures with more HD. Only creatures who can see or hear the character are affected, but they do not need to understand the character to be hypnotized.
If the character uses this spell in combat, the targets gain a +2 bonus to their saving throws. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2. While hypnotized, a creature’s Spot and Listen checks suffer a –4 penalty. Any potential threat allows the creature a second saving throw. Any obvious threat automatically breaks the hypnotism, as does shaking or slapping the creature. A hypnotized creature’s ally may shake it free of the spell as a standard action.
While the subject is hypnotized, the character can make a suggestion or request (provided the character can communicate with it). The suggestion must be brief and reasonable. An affected creature reacts as though it were two steps more friendly in attitude. Even once the spell ends, it retains its new attitude toward the character, but only with respect to that particular suggestion.
A creature who fails its saving throw does not remember that the character enspelled it.