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Conjuration (divine)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 80.15 KB  |  hits: 44  |  expires: Never
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  1. SUMMON HOLY SYMBOL
  2. Conjuration (Summoning)
  3. Level: Cleric 0, paladin 1
  4. Components: V, S
  5. Casting Time: 1 standard action
  6. Range: 0 ft.
  7. Effect: Small wooden holy symbol
  8. Duration: 1 round/level (D)
  9. Saving Throw: None
  10. Spell Resistance: No
  11. You whisper a prayer to your deity, and his symbol appears in your hand.
  12. You conjure a small holy symbol, which you can then use to turn undead, or as a divine focus for spells, or for any other purpose that you would normally use one.
  13. The conjured holy symbol is made of wood and is neither magical nor particularly valuable.
  14.  
  15. Extract Drug
  16. Conjuration (Creation)
  17. Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
  18. Components: V, S, F
  19. Casting Time: 1 minute
  20. Range: Touch
  21. Effect: One dose of a drug
  22. Duration: Permanent
  23. The caster infuses a substance with energy and creates a magical version of a drug. The magical version manifests as greenish fumes that rise from the chosen focus. The fumes must then be inhaled as a standard action within 1 round to get the drug’s effects. The type of drug extracted depends on the substance used.
  24. Material      Extracted Drug      Effect on Focus
  25. Metal         Baccaran            Metal’s hardness drops by 1.
  26. Stone         Vodare              Stone’s hardness drops by 1.
  27. Water         Sannish             Water becomes brackish and foul.
  28. Air           Mordayn             Foul odor fills the vapor area (up to 50-ft. radius) for 1 hour.
  29. Wood          Mushroom            Wood takes on powder a permanent foul odor
  30. There may be other drugs that can be extracted with rarer substances, at the DM’s discretion.
  31. Focus: 15 lb. or 1 cubic foot of the material in question.
  32.  
  33. VIGOR, LESSER
  34. Conjuration (Healing)
  35. Level: Cleric 1, druid 1
  36. Components: V, S
  37. Casting Time: 1 standard action
  38. Range: Touch
  39. Target: Living creature touched
  40. Duration: 10 rounds + 1 round/level (max 15 rounds)
  41. Saving Throw: Will negates (harmless)
  42. Spell Resistance: Yes (harmless)
  43. With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell’s duration by the full duration of
  44. the second spell.
  45.  
  46. Conjure Ice Beast I
  47. Conjuration (Creation) [Cold]
  48. Level: Cleric 1, druid 1, ranger 1
  49. Components: V, S, DF
  50. Casting Time: 1 round
  51. Range: Close (25 ft. + 5 ft./2 levels)
  52. Effect: One conjured ice creature
  53. Duration: 1 round/level (D)
  54. Saving Throw: None
  55. Spell Resistance: No
  56. This spell creates a creature constructed from magical ice. It appears where you designate and acts immediately, on your turn. It attacks your
  57. opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
  58. The spell conjures one of the creatures from the 1st-level list of either the summon monster table or the summon nature’s ally table (pages 287–288 of the Player’s Handbook). The conjured creature cannot have the fire subtype.
  59. You choose which kind of creature to conjure, and you can change that choice each time you cast the spell. The conjured creature is a construct made of magical ice, gaining the ice beast template (see page 138).
  60. In all other ways, conjure ice beast I functions like summon monster I.
  61.  
  62. Ice Slick
  63. Conjuration (Creation) [Cold]
  64. Level: Cleric 1
  65. Components: V, S, DF
  66. Casting Time: 1 standard action
  67. Range: Close (25 ft. + 5 ft./2 levels)
  68. Area: One 20-ft. square
  69. Duration: 1 round/level (D)
  70. Saving Throw: See text
  71. Spell Resistance: No
  72. An ice slick spell covers a solid surface with a layer of slippery ice. Any creature entering the area or caught in it when the spell is cast must make a successful Balance check or slip, skid, and fall. Those that succeed on the skill check can move at half speed across the surface, or can skate or glide normally. However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move.
  73. The DM should adjust skill checks by circumstance. For example, a creature charging down a hill that is suddenly iced has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).
  74.  
  75. Create Ectoplasm
  76. Conjuration (Creation) [Ectomancy]
  77. Level: Clr 1, Sor/Wiz 1
  78. Components: V, S
  79. Casting Time: 1 action
  80. Range: Touch
  81. Effect: 1 lb. of raw ectoplasm/level
  82. Duration: 10 minutes/level
  83. Saving Throw: None
  84. Spell Resistance: No
  85. You create raw ectoplasm. The ectoplasm forms from your hands, eyes, or mouth, and may be pale gray, light blue, light green, or pale yellow. You may create sticky or slippery ectoplasm. The ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 10 minutes, it vanishes instantly.
  86.  
  87. Conjure Ice Beast II
  88. Conjuration (Creation) [Cold]
  89. Level: Cleric 2, druid 2, ranger 2
  90. Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
  91. This spell functions like conjure ice beast I, except that you can conjure one creature from the 2nd-level list or two creatures of the same kind from the 1st-level list.
  92.  
  93. Remove Addiction
  94. Conjuration (Healing)
  95. Level: Beloved of Valarian 2, cleric 2, druid 2
  96. Components: V, S
  97. Casting Time: 1 standard action
  98. Range: Touch
  99. Target: One creature touched
  100. Duration: Instantaneous
  101. Saving Throw: Fortitude negates (harmless)
  102. Spell Resistance: Yes (harmless)
  103. Remove addiction cures all addictions that the target suffers from (see Drugs in the Book of Vile Darkness for more information about addictions). Since the spell’s duration is instantaneous, it does not prevent new addiction to the same drug at a later date.
  104.  
  105. Estanna’s Stew
  106. Conjuration (Healing)
  107. Level: Cleric 2, druid 2, paladin 2
  108. Components: V, S, F
  109. Casting Time: 1 round
  110. Range: 0 ft.
  111. Effect: Fills pot with healing stew (1 serving/2 levels)
  112. Duration: Instantaneous (see text)
  113. Saving Throw: Will half (harmless); see text
  114. Spell Resistance: Yes (harmless)
  115. This spell calls upon Estanna, goddess of hearth and home (described in Chapter 2: Variant Rules), to fill a specially crafted stewpot with a potent healing stew. The caster must be hold the pot in hand when Estanna’s stew is cast; otherwise, the spell fails and is wasted. The spell creates one serving per two caster levels (maximum 5). A single serving heals 1d6+1 points of damage and requires a standard action to consume.
  116. Any portion of the stew that is not consumed disappears after 1 hour.
  117. The stew can be splashed onto a single undead creature within 10 feet. If a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it. The undead creature can apply spell resistance and can attempt a Will save to take half damage.
  118. Focus: An engraved stewpot worth at least 50 gp.
  119.  
  120. DEIFIC VENGEANCE
  121. Conjuration (Summoning)
  122. Level: Cleric 2, Purification 2
  123. Components: V, S, DF
  124. Casting Time: 1 standard action
  125. Range: Close (25 ft. + 5 ft./2 levels)
  126. Target: One creature
  127. Duration: Instantaneous
  128. Saving Throw: Will half
  129. Spell Resistance: Yes
  130. When you cast this spell, you call out to a deity, listing the crimes of your target and urging the deity to punish the miscreant.
  131. (The target’s alignment is irrelevant to the success of the spell.) The divine power of the angry deity imposes this punishment in the form of a sharp, spiritual blow to the target. This attack hits automatically and deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead. A successful Will saving throw reduces the damage by half.
  132.  
  133. CONDUIT OF LIFE
  134. Conjuration (Healing)
  135. Level: Cleric 2, paladin 2
  136. Components: V, S
  137. Casting Time: 1 standard action
  138. Range: Personal
  139. Target: You
  140. Duration: 10 minutes/level or until discharged
  141. A small kernel of positive energy grows within your heart, warming your whole body.
  142. The next time you use a class feature or racial ability to channel positive energy (such as turn undead or lay on hands), you also heal a number of points of damage to yourself equal to 2dl0+1/caster level (maximum 10).
  143. If you are already subject to an ongoing healing effect (such as vigor), or if you receive a cure spell while conduit of life is still in effect, this spell instead heals a number of points of damage equal to 3d8+1/caster level and it is discharged.
  144.  
  145. Conjure Ice Object
  146. Conjuration (Creation) [Cold]
  147. Level: Cleric 2, druid 2
  148. Components: V, S, DF
  149. Casting Time: 1 standard action
  150. Range: Personal
  151. Effect: One object of up to 5 lb./level
  152. Duration: 1 min./level
  153. Saving Throw: None (harmless)
  154. Spell Resistance: No
  155. You conjure into being a block of transparent ice in the shape of any object you have seen at least once before, up to the weight limit (to a maximum of 50 pounds at 10th level). Any object with moving parts does not function (for example, a crossbow). You must succeed on an appropriate Craft check to make a complex item.
  156.  
  157. Obscuring Snow
  158. Conjuration (Creation) [Air, Cold]
  159. Level: Cleric 2, druid 2, sorcerer/wizard 2
  160. Components: V, S
  161. Casting Time: 1 standard action
  162. Range: 30 ft.
  163. Effect: Cloud spreads in 30-ft.-radius from you, 30 ft. high
  164. Duration: 1 hour/level
  165. Saving Throw: None
  166. Spell Resistance: No
  167. A swirling snow vapor arises around you, and follows you from that point on. The snow obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
  168. A strong wind (21+ mph) disperses the snow in 4 rounds. A very strong wind (31+ mph) disperses the snow in 1 round. A fireball, flame strike, or similar spell burns away the snow in the explosive or fiery spell’s area. A wall of fire burns away the snow in the area into which it deals damage.
  169. This spell does not function underwater. Creatures with snowsight are immune to the effects of this spell.
  170.  
  171. Summon Elysian Thrush
  172. Conjuration (Summoning) [Good]
  173. Level: Bard 2, cleric 2
  174. Components: V, S, DF
  175. Casting Time: 10 minutes
  176. Range: Close (25 ft. + 5 ft./2 levels)
  177. Effect: One called Elysian thrush
  178. Duration: 8 hours
  179. Saving Throw: None
  180. Spell Resistance: No
  181. This spell summons an Elysian thrush (see page 118), 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.
  182. Those within 30 feet who listen to the thrush’s song while resting recover at twice the normal natural healing rate.
  183.  
  184. HYDRATE
  185. Conjuration (Healing)
  186. Level: Bard 2, cleric 2, druid 2, paladin 2, ranger 2
  187. Components: V, S
  188. Casting Time: 1 standard action
  189. Range: Touch
  190. Target: Living creature touched
  191. Duration: Instantaneous
  192. Saving Throw: Will half; see text
  193. Spell Resistance: Yes; see text
  194. This spell allows you to create moisture within the body of a living creature, healing damage from dehydration.
  195. Hydrate heals 2d8 points +1 point per caster level (maximum +10) of desiccation damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.
  196. When cast on a creature of the fire subtype, hydrate deals damage instead of healing. Such a creature can apply spell resistance and attempt a Will save to take half damage.
  197.  
  198. INKY CLOUD
  199. Conjuration (Creation)
  200. Level: Clr 2, Sor/Wiz 2
  201. Components: V, S, M
  202. Casting Time: 1 action
  203. Range: 30 ft.
  204. Area: Cloud that spreads underwater in a 30-ft. radius, centered on you
  205. Duration: 10 minutes/level
  206. Saving Throw: None
  207. Spell Resistance: No
  208. The inky cloud created by this spell billows out from your location. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
  209. A moderate current (11+ mph) disperses the cloud in 4 rounds; a strong current (21+ mph) disperses the cloud in 1 round.
  210. The spell functions only underwater.
  211. Material Component: A small vial containing the ink of a squid or octopus.
  212.  
  213. SHARED HEALING
  214. Conjuration (Healing)
  215. Level: Cleric 2
  216. Components: V, S
  217. Casting Time: 1 standard action
  218. Range: Touch
  219. Target: Creature touched
  220. Duration: 1 minute/level
  221. Saving Throw: Will half (harmless); see text
  222. Spell Resistance: Yes (harmless)
  223. You grant the target creature the ability to cure its own wounds. The subject can cure up to twice your caster level in hit points (maximum 20 hit points) while the spell’s duration lasts, and can spread this healing out among several uses. Drawing on the power of the spell is a standard action that does not provoke attacks of opportunity. This spell does not allow the subject to cure others.
  224. If the target creature uses up its allotted healing before the duration elapses, the spell immediately ends. If any curing power remains available when the spell ends, that curing is immediately applied to the subject.
  225. Special: A character with any Mark of Healing dragonmark, or with the Favored in House feat (Jorasco), casts this spell at +1 caster level.
  226.  
  227. Remove Nausea
  228. Conjuration (Healing)
  229. Level: Apostle of peace 3, cleric 3
  230. Components: V, DF
  231. Casting Time: 1 standard action
  232. Range: Touch
  233. Target: Creature touched
  234. Duration: Instantaneous
  235. Saving Throw: Will negates (harmless)
  236. Spell Resistance: Yes (harmless)
  237. Remove nausea restores to health a creature who is nauseated or sickened.
  238. Remove nausea cures only the nausea or sickening effect, not disease, poison, or any other effects.
  239.  
  240. Refreshment
  241. Conjuration (Healing) [Good]
  242. Level: Apostle of peace 3, bard 3, cleric 3, Endurance 3, vassal of Bahamut 3
  243. Components: V, S
  244. Casting Time: 1 standard action
  245. Range: 20 ft.
  246. Target: 20-ft.-radius burst centered on you
  247. Duration: Instantaneous
  248. Saving Throw: Will negates (harmless)
  249. Spell Resistance: Yes (harmless)
  250. Refreshment channels celestial energy to remove all nonlethal damage the targets have taken, including damage from environmental conditions, starvation and thirst, and related effects as well as damage dealt by nonlethal attacks.
  251.  
  252. RING OF BLADES
  253. Conjuration (Creation)
  254. Level: Cleric 3, warmage 3
  255. Components: V, S, M
  256. Casting Time: 1
  257. standard action
  258. Range: Personal
  259. Target: You
  260. Duration: 1 min./level
  261. This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area.
  262. The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel.
  263. Material Component: A small dagger.
  264.  
  265. VIGOR
  266. Conjuration (Healing)
  267. Level: Cleric 3, druid 3
  268. Duration: 10 rounds + 1 round/level (max 25 rounds)
  269. This spell is the same as lesser vigor, except that it grants fast healing at the rate of 2 hit points per round.
  270.  
  271. VIGOR, MASS LESSER
  272. Conjuration (Healing)
  273. Level: Cleric 3, druid 3
  274. Components: V, S
  275. Casting Time: 1 standard action
  276. Range: 20 ft.
  277. Target: One creature/two levels, no two of which can be more than 30 ft. apart
  278. Duration: 10 rounds + 1 round/level (max 25 rounds)
  279. Saving Throw: Will negates (harmless)
  280. Spell Resistance: Yes (harmless)
  281. You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the spell.
  282. Each subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Mass lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
  283. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell’s duration by the full duration of the second spell.
  284.  
  285. Conjure Ice Beast III
  286. Conjuration (Creation) [Cold]
  287. Level: Cleric 3, druid 3, ranger 3
  288. Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
  289. This spell functions like conjure ice beast I, except that you can conjure one creature from the 3rd-level list, two creatures of the same kind from the 2nd-level list, or four creatures of the same kind from the 1st-level list.
  290.  
  291. Close Wounds
  292. Conjuration (Healing)
  293. Level: Clr 3, Hlr 3
  294. Components: V
  295. Casting Time: 1 swift action
  296. Range: Close (25 ft. + 5 ft./2 levels)
  297. Target: One creature
  298. Duration: Instantaneous
  299. Saving Throw: Will half (harmless); see text
  300. Spell Resistance: Yes (harmless)
  301. This spell cures 2d4 points of damage.
  302. You can cast this spell with an instant utterance. You may even cast this spell when it isn’t your turn. If you cast this spell immediately after the subject takes damage, it effectively prevents the damage.
  303. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable.
  304. Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).
  305.  
  306. Anarchic Storm
  307. Conjuration (Creation) [Chaotic, Water]
  308. Level: Cleric 3
  309. Components: V, S, M/DF
  310. Casting Time: 1 standard action
  311. Area: 20-ft. radius, centered on you
  312. Duration: 1 round/level (D)
  313. Saving Throw: None
  314. Spell Resistance: No
  315. 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.
  316. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).
  317. 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.
  318. Material Component: A flask of anarchic water (see page 75).
  319.  
  320. Axiomatic Storm
  321. Conjuration (Creation) [Lawful, Water]
  322. Level: Cleric 3, paladin 4
  323. Components: V, S, M/DF
  324. Casting Time: 1 standard action
  325. Area: 20-ft. radius, centered on you
  326. Duration: 1 round/level (D)
  327. Saving Throw: None
  328. Spell Resistance: No
  329. 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.
  330. 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).
  331. 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.
  332. Material Component: A flask of axiomatic water (see page 76).
  333.  
  334. Holy Storm
  335. Conjuration (Creation) [Good, Water]
  336. Level: Cleric 3, paladin 3
  337. Components: V, S, M/DF
  338. Casting Time: 1 standard action
  339. Area: 20-ft. radius, centered on you
  340. Duration: 1 round/level (D)
  341. Saving Throw: None
  342. Spell Resistance: No
  343. A driving rain falls around you. It falls in a fixed area once created.
  344. 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).
  345. 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.
  346. Material Component: A flask of holy water.
  347.  
  348. INSIGNIA OF HEALING
  349. Conjuration (Healing)
  350. Level: Bard 3, cleric 3
  351. Components: V, S, F
  352. Casting Time: 1 standard action
  353. Duration: Instantaneous
  354. Saving Throw: Will half (harmless); see text
  355. Spell Resistance: Yes (harmless); see text
  356. 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.
  357. 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.
  358.  
  359. HABOOB
  360. Conjuration (Creation) [Air, Earth]
  361. Level: Cleric 3, druid 3, ranger 3, Sand 3, sorcerer/wizard 3
  362. Components: V, S, M
  363. Casting Time: 1 standard action
  364. Range: Medium (100 ft. + 10 ft. level)
  365. Effect: Abrasive dust spreads in 20-ft.
  366. radius, 20 ft. high
  367. Duration: 1 min./level
  368. Saving Throw: None or Reflex half; see text
  369. Spell Resistance: No
  370. A thick haze of swirling dust and sand swirls out from the point you designate. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Unprotected, non-magical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed.
  371. In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move through it. Any creature passing through the haze takes 1d4 points of damage per two caster levels (maximum 5d4), with no save allowed. If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze. Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area.
  372. Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save).
  373. A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds. This spell does not function underwater.
  374. Material Component: A pinch of ash, dust, or sand.
  375.  
  376. BRIDGE OF SOUND
  377. Conjuration (Creation) [Sonic]
  378. Level: Brd 2, Clr 3, Sor/Wiz 3
  379. Components: V, S, DF
  380. Casting Time: 1 action
  381. Range: Close (25 ft. + 5 ft./2 levels)
  382. Effect: One bridge of sound 5 ft. wide, 1 in. thick, and up to 10 ft./level long
  383. Duration: Concentration plus 1 round/level
  384. Saving Throw: None
  385. Spell Resistance: Yes
  386. You create a ribbon-like, weightless, unbreakable, invisible bridge of sound.
  387. The bridge must be anchored to solid objects at both ends, but otherwise can be at any angle. Like a wall of force, it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space.
  388. Creatures can move on the bridge of sound without penalty, since it is no more slippery than a typical dungeon floor. It is only a physical barrier to solid objects and has no effect on spells, line of sight, gaze attacks, ethereal creatures, or incorporeal creatures and objects.
  389. The bridge of sound can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on the bridge of sound to exceed this limit sink through the bridge as if it weren’t there.
  390. A bridge of sound is temporarily negated within the area of a silence spell, causing anything on it to fall. If the silence effect ends or is dispelled before the bridge’s duration expires, the bridge is once again whole.
  391.  
  392. LAOGZED’S BREATH
  393. Conjuration (Creation)
  394. Level: Clr 3, Sor/Wiz 3
  395. Range: Close (25 ft. + 5 ft./2 levels)
  396. Area: Cone
  397. Duration: Instantaneous As stinking cloud, except as noted above and that the nauseating vapors persist for 10 rounds.
  398.  
  399. Conjure Ice Beast IV
  400. Conjuration (Creation) [Cold]
  401. Level: Cleric 4, druid 4, ranger 4
  402. Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
  403. This spell functions like conjure ice beast I, except that you can conjure one creature from the 4th-level list, two creatures of the same kind from the 3rd-level list, or four creatures of the same kind from a lower-level list.
  404.  
  405. RECITATION
  406. Conjuration (Creation)
  407. Level: Cleric 4, Purification 3
  408. Components: V, S, DF
  409. Casting Time: 1 standard action
  410. Range: 60 ft.
  411. Area: All allies and foes within
  412. a 60-ft.-radius burst centered on you
  413. Duration: 1 round/level
  414. Saving Throw: None
  415. Spell Resistance: Yes
  416. By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies while causing confusion and weakness among your enemies. The spell affects all allies and foes within the spell’s area at the moment you cast it. Your allies gain a +2 luck bonus on attack rolls and
  417. saving throws, or a +3 luck bonus if they worship the same patron deity as you. Enemies suffer a –2 luck penalty on attack rolls and saving throws. After casting the spell, you are free to take further actions during the spell’s duration as you see fit.
  418. Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.
  419.  
  420. REVENANCE
  421. Conjuration (Healing)
  422. Level: Blackguard 4, cleric 4, paladin 4
  423. Components: V, S, DF
  424. Casting Time: 1 standard action
  425. Range: Touch
  426. Target: Dead ally touched
  427. Duration: 1 min./level
  428. Saving Throw: None; see text
  429. Spell Resistance: Yes (harmless)
  430. You touch a recently slain ally and temporarily restore her to life so she may continue to fight. The target can have been dead for up to 1 round/caster level. She functions as if a raise dead spell had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While the subject is under this spell, she is not affected by resurrection or raise dead.
  431. The target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed her.
  432.  
  433. SEED OF LIFE
  434. Conjuration (Healing)
  435. Level: Cleric 4, druid 5, paladin 4
  436. Components: V, S
  437. Casting Time: 1 standard action
  438. Range: Touch
  439. Target: Living creature touched
  440. Duration: 10 rounds + 1 round/level (maximum 30
  441. rounds) or until discharged
  442. Saving Throw: Will negates (harmless)
  443. Spell Resistance: Yes (harmless)
  444. The energy of life flows through you, warming your hand—and indeed your very soul. But instead of swiftly infusing that life into others to heal their wounds, you feed it slowly and gradually into your ally.
  445. You implant a tiny seed of positive energy into the subject's soul. This seed of life grants the subject fast healing 2 for the duration of the spell, in much the same way as vigor.
  446. At any point before the duration expires, the subject can exhaust the remaining positive energy in a sudden burst of healing as a standard action. When this option is exercised, roll a number of d4s equal to one-half the spell's remaining duration, rounded down (for example, Sd4 if the spell has 11 rounds remaining). The result is the number of hit points of damage instantly healed. Using this option ends the spell immediately.
  447.  
  448. Raise Ghost
  449. Conjuration (Healing) [Ectomancy]
  450. Level: Clr 4
  451. As raise dead, except that this spell can bring back only a ghost who has been killed. It does not restore life to a dead body, but instead brings back a slain ghost as a ghost. The spell requires some of the ghost’s original ectoplasm (some of the ghost’s ectoplasm that has been preserved with magic or alchemy is sufficient).
  452. Alternatively, you may cast it on a dead creature’s body to bring it back as a ghost. The creature’s soul is aware that it will return as a ghost instead of a living creature and can refuse to accept the spell if it does not want this to happen. This form of the spell works only on creatures that can become ghosts.
  453. As with other forms of this magic, if cast within the Manifest Ward, a raised ghost does not lose a level or a Constitution point when brought back from the dead.
  454.  
  455. Panacea
  456. Conjuration (Healing)
  457. Level: Clr 4, Drd 5, Hlr 4
  458. Components: V, S
  459. Casting Time: 1 standard action
  460. Range: Touch
  461. Target: Creature touched
  462. Duration: Instantaneous
  463. Saving Throw: Will half (harmless); see text
  464. Spell Resistance: Yes (harmless)
  465. This spell channels positive energy into a creature to wipe away afflictions.
  466. It immediately ends any of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (up to +20).
  467. Panacea does not remove ability damage, negative levels, or permanently drained levels. It does not remove conditions caused by spells of 7th level or higher, or by spells or effects that cannot be dispelled.
  468. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.
  469.  
  470. Astral Hospice
  471. Conjuration (Teleportation)
  472. Level: Cleric 4, druid 5
  473. Components: V, S, M
  474. Casting Time: 1 standard action
  475. Range: Close (25 ft. + 5 ft./2 levels)
  476. Effect: See text
  477. Duration: 1 day/level
  478. Saving Throw: None
  479. Spell Resistance: No
  480. 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.
  481. 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.
  482. Anyone still in the hospice demiplane at that time appears on the Astral Plane at the location of the hospice’s entrance.
  483. Material Component: A single flawless gemstone of at least 250 gp value.
  484.  
  485. Planar Exchange, Lesser
  486. Conjuration (Calling)
  487. Level: Cleric 4
  488. 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.
  489.  
  490. Positive Energy Aura
  491. Conjuration (Healing)
  492. Level: Cleric 4
  493. Components: V, S
  494. Casting Time: 1 standard action
  495. Range: Personal
  496. Area: 10-ft.-radius emanation centered on you
  497. Duration: 1 round/level
  498. Saving Throw: None
  499. Spell Resistance: No
  500. 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).
  501. 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.
  502.  
  503. Summon Hound Archon
  504. Conjuration (Summoning) [Good, Lawful]
  505. Level: Cleric 4
  506. Components: V, S, DF
  507. Casting Time: 1 round
  508. Range: Close (25 ft. + 5 ft./2 levels)
  509. Effect: One summoned hound archon
  510. Duration: Concentration (maximum of 1 round/level) plus 1 round
  511. Saving Throw: None
  512. Spell Resistance: No
  513. 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.
  514. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
  515.  
  516. WALL OF SALT
  517. Conjuration (Creation) [Earth]
  518. Level: Cleric 4, druid 4, sorcerer/wizard 4
  519. Components: V, S, M/DF
  520. Casting Time: 1 standard action
  521. Range: Medium (100 ft. + 10 ft./level)
  522. Effect: Salt wall whose area is up to
  523. one 5-ft. square/level (S)
  524. Duration: Instantaneous
  525. Saving Throw: See text
  526. Spell Resistance: No
  527. This spell creates a gleaming wall of salt crystal that merges into adjoining rock surfaces. The wall can seal off a passage or breach, or be used to construct new walls. A wall of salt is 1 inch thick per caster level. You can double the wall’s area by halving its thickness.
  528. The wall cannot be conjured so that it occupies the same space as a creature or another object.
  529. You can form a wall of salt into nearly any shape desired. The wall need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm or as a ramp. If such a span is more than 20 feet long, the wall must be arched and buttressed, reducing the spell’s area by half. For example, a 10th-level caster could create a salt span with a surface area of five 5-foot squares. The wall can be crudely shaped to allow crenellations, battlements, and so forth, by likewise reducing the area.
  530. The wall can be destroyed normally by a disintegrate spell or by chipping and breaking. Each 5-foot square of the wall has 3 hit points per inch and hardness 2. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + 1 per inch of thickness. Directing a constant blast of water at a wall of salt (for example, a geyser from a decanter of endless water) dissolves the mineral, dealing 10 points of damage per minute (which hardness does not reduce).
  531. It is possible, but difficult, to trap mobile opponents within or under a wall of salt, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
  532. Arcane Material Component: A crystal of rock salt.
  533.  
  534. WALL OF SAND
  535. Conjuration (Creation) [Earth]
  536. Level: Cleric 4, druid 4, sorcerer/wizard 4
  537. Components: V, S, M/DF
  538. Casting Time: 1 standard action
  539. Range: Close (25 ft. + 5 ft./2 levels)
  540. Effect: Sand wall whose area is up to one 10-ft. square/level (S)
  541. Duration: 1 min./level (D)
  542. Saving Throw: See text
  543. Spell Resistance: No
  544. You cause a flat, vertical wall of churning sand to spring up. The wall is 1 inch thick per caster level and covers up to a 10-foot square area per caster level. You can double the wall’s area by halving its thickness.
  545. The wall cannot be conjured so that it occupies the same space as a creature or another object.
  546. No form of physical attack can harm a wall of sand directly, but each 10-foot section has 2 hit points per inch of thickness for determining whether an attack passes through it. The wall reduces damage dealt by attacks that pass through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall of sand. Breaches in the wall close immediately after the attack that made them passes through.
  547. The sand blocks line of effect for any fire spell. Creatures on the opposite side of the wall from an attack’s origin have total concealment against that attack.
  548. Moving through a wall of sand requires a Strength check (DC 10 + 1 per inch of thickness). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a wall of sand must also make a Fortitude save or be blinded for 1d4+1 rounds. (Creatures without eyes are not subject to this effect.) A creature passing through the roiling wall does not leave a usable breach for others. All non-magical flames are extinguished if carried through a wall of sand.
  549. The spells control sand and move earth can breach and hold open a break in a wall of sand.
  550. It is possible, but difficult, to trap mobile opponents within a wall of sand, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
  551. A wall of sand is treated like normal sand for the duration of the spell, so it can be affected by any spell or effect that affects sand, such as transmute sand to stone or transmute sand to glass. The wall still lasts only for its normal duration, even if its consistency changes.
  552.  
  553. WALL OF WATER
  554. Conjuration (Creation) [Water]
  555. Level: Cleric 4, druid 4, sorcerer/wizard 4
  556. Components: V, S, M/DF
  557. Casting Time: 1 standard action
  558. Range: Close (25 ft. + 5 ft./2 levels)
  559. Effect: Wall of water 1 ft. thick whose area is up to one 10-ft. square/level (S)
  560. Duration: 1 round/level (D)
  561. Saving Throw: None
  562. Spell Resistance: No
  563. You cause a vertical wall of swirling water to appear. You can double the area of the wall’s effect by halving its thickness.
  564. Any creature attempting to pass through a square occupied by a wall of water must make a Swim check (DC 14 + your spellcasting ability modifier) or become trapped in the water, unable to move. A creature trapped in this fashion can attempt another Swim check each round and might drown (see Drowning, page 304 of the Dungeon Master’s Guide).
  565. If you conjure the wall so that it appears where creatures are, each creature must make a Swim check or become trapped; those that succeed can choose on which side they wish to emerge from the water. Any non-magical flame is extinguished if carried through a wall of water.
  566. Few forms of physical attack can harm a wall of water directly. Thrown weapons are ineffective through it, and attacks with other ranged weapons are made with a –2 penalty for every 5 feet of wall through which they must pass (in addition to normal range penalties; minimum penalty –2). A breach in the wall closes immediately after the attack that made it goes through. The water blocks line of effect for any fire spell. Creatures on one side of the wall have cover against those on the other side unless the creature making the attack is under the effect of freedom of movement.
  567. If any 5-foot section of water takes 20 or more points of fire damage in a single round, that section evaporates into steamy fog that lasts for 1 minute.
  568. If any 5-foot section of wall takes 20 or more points of cold damage in 1 round, that length freezes for 10 minutes. Treat a frozen section as a wall of ice instead. In either instance, do not divide damage by four, as is normal for objects.
  569. Control water can open and hold open a breach in a wall of water, so long as that spell can affect enough of the wall.
  570. A wall of water can be made permanent with a permanency spell.
  571. Arcane Material Component: A vial of water.
  572.  
  573. WATCHFUL ANCESTORS
  574. Conjuration (Summoning)
  575. Level: Bard 4, cleric 4, sorcerer/wizard 4
  576. Components: V, S, M/DF
  577. Casting Time: 1 standard action
  578. Range: Personal
  579. Target: You
  580. Duration: 1 minute/level
  581. You are surrounded by manifestations of the spirits of your long-dead ancestors, which provide you with protection in battle. Opponents gain no bonus from flanking you, as if you had the improved uncanny dodge ability (see the barbarian class feature on page 26 of the Player’s Handbook; use your caster level in place of barbarian levels for the purpose of determining whether a rogue can sneak attack you).
  582. In addition, while this spell is in effect, you add your caster level as an insight bonus on any one Reflex save. Using this function is an immediate action and must be declared before the save is rolled. Using this ability immediately ends the spell, since the protective manifestations expend themselves to provide you with the sudden burst of insight.
  583. Arcane Material Component: A shred of a burial shroud.
  584.  
  585. Energetic Healing
  586. Conjuration (Healing)
  587. Level: Apostle of peace 5, cleric 5,druid 5
  588. Components: V, S, DF
  589. Casting Time: 1 standard action
  590. Range: Touch
  591. Target: One living creature touched
  592. Duration: 10 minutes/level or until
  593. discharged
  594. Saving Throw: None
  595. Spell Resistance: Yes (harmless)
  596. This spell converts magical energy damage into healing power. First, it renders the target immune to one energy type (acid, cold, electricity, fire, or sonic) specified when the spell is cast. Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to 10% of the damage dealt (rounded down). For example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 3 points of damage instead. Once the spell heals a number of hit points equal to 2 per caster level (maximum 30), it is discharged.
  597. This spell does not convert nonmagical energy attacks (such as damage from alchemist’s fire) into healing.
  598.  
  599. Wall of Ooze
  600. Conjuration (Creation)
  601. Level: Clr 5, Sor/Wiz 5
  602. Components: V, S, M/DF
  603. Casting Time: 1 action
  604. Range: Medium (100 ft. + 10 ft./level)
  605. Effect: A wall whose area is up to one 5-ft. square/level (S) (see text)
  606. Duration: Concentration + 1
  607. round/level
  608. Saving Throw: Fortitude partial (see text)
  609. Spell Resistance: No
  610. The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies
  611. the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space. A wall of ooze is 1 inch thick per four caster levels. The caster can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 50 hit points per inch of thickness and hardness 0. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness.
  612. Any creature touching the wall takes 2d6 points of acid damage per round from the corrosive, burning nature of the ooze. Only the surrounding material that the wall initially is conjured to touch—such as the floor or an adjoining wall—is immune to this damage. Furthermore, a creature that touches the wall
  613. must succeed at a Fortitude saving throw or be paralyzed by the ooze. The wall then consumes the creature in 1d6 rounds, digesting it and adding the creature’s full normal hit point total to its own.
  614. Arcane Material Component: A bit of an ochre jelly or gray ooze.
  615.  
  616. Warding Gems
  617. Conjuration (Healing)
  618. Level: Cleric 5
  619. Components: V, S, M
  620. Casting Time: 1 standard action
  621. Range: Close (25 ft. + 5 ft./2 levels)
  622. Effect: 1 gem/3 caster levels
  623. Duration: 1 hour/level
  624. Saving Throw: None
  625. Spell Resistance: No
  626. You cast this spell upon one or more gems, imbuing them with healing energy. The gems leap from your hand, fly to the target, and begin orbiting the target’s head like ioun stones. Each warding gem is a receptacle that holds 10 hp. The target can, as a free action, access the healing energy inside a warding gem; the energy is released as a purple-white arc of divine power that unerringly strikes the target, healing 10 points of damage. The target cannot choose to absorb only a portion of a warding gem’s healing power. A warding gem depleted of its healing energy instantly turns to dust. At the end of the spell’s duration, any unspent warding gems lose their healing power and fall to the ground; these can be reused for a later spell.
  627. A single creature can have no more than five warding gems encircling it at one time. A warding gem has AC 24, hardness 10, and 10 hp; if it’s destroyed, any healing power contained within is lost.
  628. Material Components: One 500-gp gem for each warding gem created.
  629.  
  630. VIGOR, GREATER
  631. Conjuration (Healing)
  632. Level: Cleric 5, druid 5
  633. Duration: 10 rounds + 1 round/level (max 35 rounds)
  634. This spell is the same as lesser vigor, except that it grants fast healing at the rate of 4 hit points per round.
  635.  
  636. DARTS OF LIFE
  637. Conjuration (Healing)
  638. Level: Cleric 5
  639. Components: V, S
  640. Casting Time: 1 standard action
  641. Range: Close (25 ft. + 5 ft/2 levels)
  642. Effect: One or more creatures per round
  643. Duration: 1 minute/level
  644. Saving Throw: None
  645. Spell Resistance: Yes
  646. Small orbs of light circle your head. With a gesture, you cause one to spin off and strike your friend, healing him of damage.
  647. You create ten gently pulsing darts of pale blue light that orbit your head like ioun stones. As a free action, you can launch one dart per round at an ally you designate within range. Alternatively, as a standard action, you can launch up to three darts per round at one or more designated allies within range. As a full-round action, you can launch all remaining orbs at one or more allies within range.
  648. Each dart heals ld8 points of damage the target has taken, as though it were a cure spell. Since undead are powered by negative energy, this spell damages them instead of curing their wounds. An undead creature can apply spell resistance to this effect, and you must make a successful ranged touch attack for each dart you attempt to launch against such a creature.
  649.  
  650. DOOR OF DECAY
  651. Conjuration (Teleportation)
  652. Level: Cleric 5
  653. Components: V, S
  654. Casting Time: 1 standard action
  655. Range: See text
  656. Target: You
  657. Duration: Instantaneous
  658. You feel yourself pulled forward, into the undead creature you have touched. Your flesh and soul grow cold, and after an instant of maddening emptiness, you reappear elsewhere.
  659. You can use the Negative Energy Plane as a conduit in the same fashion that most teleportation magic uses the Astral Plane. Upon casting this spell, you can literally step into  an undead creature and emerge from another designated undead creature up to 100 miles away per caster level. If you do not know the precise location of the destination undead, you can select the undead creature you control nearest your desired exit point. Both undead creatures must be your size category or larger and either willing or under your control. (Mindless undead are considered willing only if you control them.)
  660. If you worship Wee Jas, Vecna, or another deity associated with both death and magic, you gain a +4 bonus to your caster level for the purpose of determining the maximum distance you can travel. You can bring along objects as long as their weight doesn't exceed your maximum load, but you cannot bring other creatures with you.
  661. Special: A dread necromancer can learn this spell through  the advanced learning class feature, even though it is not a necromancy spell.
  662.  
  663. HEALING CIRCLE
  664. Conjuration (Healing)
  665. Level: Cleric 5
  666. Components: V, S
  667. Casting Time: 1 standard action
  668. Range: Personal
  669. Target: You
  670. Duration: 1 minute/level or until discharged
  671. A circle of warm comfort emanates from you, enveloping those who enter in positive energy.
  672. By casting this spell, you create an aura of healing energy upon which your allies can draw to mend their own wounds. The spell has five charges when cast. Once per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle. The first charge so drained functions as a cure critical wounds spell, the second as a cure serious wounds spell, the third as a cure moderate wounds spell, and the fourth as a cure light wounds spell, and the final charge heals only 5 points of damage. A creature must be conscious to draw a charge from the healing circle.
  673. The spell effect delivered by each charge functions as if you had personally cast the associated spell. Thus, the first charge heals 4d8 points of damage +1 point per caster level (maximum +20), and so on.
  674.  
  675. Conjure Ice Beast V
  676. Conjuration (Creation) [Cold]
  677. Level: Cleric 5, druid 5
  678. Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
  679. This spell functions like conjure ice beast I, except that you can conjure one creature from the 5th-level list, two creatures of the same kind from the 4th-level list, or four creatures of the same kind from a lower-level list.
  680.  
  681. Frostbite
  682. Conjuration (Creation) [Cold]
  683. Level: Cleric 5
  684. Components: V, S, DF
  685. Casting Time: 1 standard action
  686. Range: Close (25 ft. + 5 ft./2 levels)
  687. Target: One creature/2 levels, no two of which can be more than 30 ft. apart
  688. Duration: Instantaneous
  689. Saving Throw: Fortitude half
  690. Spell Resistance: Yes
  691. You chill the air and create a layer of frost on the skin of target creatures.
  692. The targets are entitled to a Fortitude save; those who fail take 6d6 points of cold damage and 2d6 points of Dexterity damage. Creatures dropping to 0 Dexterity are frozen in a layer of ice, shivering and unable to attack, move, or defend.
  693.  
  694. Revivify
  695. Conjuration (Healing)
  696. Level: Clr 5, Hlr 5
  697. Components: V, S, M
  698. Casting Time: 1 standard action
  699. Range: Touch
  700. Target: Dead creature touched
  701. Duration: Instantaneous
  702. Saving Throw: None; see text
  703. Spell Resistance: Yes (harmless)
  704. Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim’s death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to –1 hit points (but is stable).
  705. Material Component: Diamonds worth at least 1,000 gp.
  706.  
  707. Call Zelekhut
  708. Conjuration (Calling) [Lawful]
  709. Level: Cleric 5, sorcerer/wizard 5
  710. Components: V, S, DF, XP
  711. Casting Time: 10 minutes
  712. Range: Close (25 ft. + 5 ft./2 levels)
  713. Effect: One called zelekhut
  714. Duration: Instantaneous
  715. Saving Throw: None
  716. Spell Resistance: No
  717. 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).
  718. 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.
  719. The inevitable does not ask for any payment for the task. After five days, or if asked to do something non-lawful, frivolous, or not focused on its lawful objective, the zelekhut will leave.
  720. XP Cost: 100 XP.
  721.  
  722. Summon Bralani Eladrin
  723. Conjuration (Summoning) [Chaotic, Good]
  724. Level: Cleric 5
  725. Components: V, S, DF
  726. Casting Time: 1 round
  727. Range: Close (25 ft. + 5 ft./2 levels)
  728. Effect: One summoned bralani eladrin
  729. Duration: Concentration (maximum of 1 round/level) plus 1 round
  730. Saving Throw: None
  731. Spell Resistance: No
  732. This spell summons a bralani eladrin from the Olympian Glades of Arborea.
  733. 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.
  734. You must concentrate on the spell’s effect, but commanding the creature is a free action.
  735. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
  736.  
  737. WALL OF MAGMA
  738. Conjuration (Creation) [Earth, Fire]
  739. Level: Cleric 5, druid 6, sorcerer/wizard 5
  740. Components: V, S, M/DF
  741. Casting Time: 1 standard action
  742. Range: Medium (100 ft. + 10 ft./level)
  743. Effect: Wall of molten stone whose area is up to one 5-ft. square/level (S)
  744. Duration: 1 min./level
  745. Saving Throw: See text
  746. Spell Resistance: Yes
  747. This spell creates a wall of thick magma that glows with a dull red heat. It merges into adjoining rock
  748. surfaces, melting the rock at the point of connection to form a smooth bond. The wall can seal off a passage or breach, but the intense heat causes flammable materials in contact with the wall of magma to catch fire instantly. A wall of magma is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness.
  749. The wall cannot be conjured so that it occupies the same space as a creature or another object.
  750. You can shape a wall of magma into sheets and curves, but the molten wall cannot form domes or unsupported horizontal surfaces more than 5 feet across. The wall need not be vertical but must rest upon a firm foundation; it must merge with and be solidly supported by existing stone. The wall cannot hold complex forms such as crenellations. It is possible (though difficult) to form the wall into a ring to enclose creatures, but they can avoid this with successful Reflex saves.
  751. The wall sends forth waves of heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 10 feet but within 20 feet. Unlike a wall of fire, both sides of a wall of magma radiate heat. Since it is molten, the wall cannot be broken as such, but an object or creature could force its way through. It costs 4 squares of movement to move through a square containing a wall of magma, but creatures of the earth subtype can pass through the wall at normal speed. A wall of magma deals 5d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to creatures passing through it, the same amount each round to any creature within it, and 2d6 points of fire damage per round for 1d3 rounds after a creature leaves the area of the wall. It deals double damage to undead and creatures with the water subtype.
  752. The wall can be destroyed normally by a disintegrate
  753. spell. If any 5-foot section of the wall takes 40 points of cold damage or more in a round, that section hardens into normal stone (hardness 8, 15 hit points per inch of thickness), which can then be chipped or broken as normal (DC 20 Strength check, +2 per inch of thickness).
  754. Do not divide cold damage by four, as normal for objects. Casting create water on the surface of a wall of magma creates a cloud of steamy fog that fills a cube with the dimensions of the length of wall affected. The fog dissipates after 10 minutes. Only the surface of the stone hardens; the wall is not cooled completely.
  755. Wall of magma can be made permanent with a permanency spell. A permanent wall of magma that is chilled by cold damage stays solid for 10 minutes, then returns to its molten state.
  756. Arcane Material Component: A small piece of pumice, obsidian, or other volcanic rock.
  757.  
  758. CRAWLING DARKNESS
  759. Conjuration (Creation)
  760. Level: Clr 5
  761. Components: V, S, DF
  762. Casting Time: 1 full round
  763. Range: Personal
  764. Target: You
  765. Duration: 1 minute/level (D)
  766. You bring into being a shroud of dark, writhing tentacles around your body.
  767. The tentacles do not interfere with your movement or spellcasting, but they provide you one-half concealment (20% miss chance) and totally hide your features. You get a +4 competence bonus on grapple checks, Climb checks, and Escape Artist checks.
  768. Crawling darkness automatically protects you with a feather fall effect if you ever fall more than 3 feet and allows you to use water walk at will.
  769.  
  770. Conjure Ice Beast VI
  771. Conjuration (Creation) [Cold]
  772. Level: Cleric 6, druid 6
  773. Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
  774. This spell functions like conjure ice beast I, except that you can conjure one creature from the 6th-level list, two creatures of the same kind from the 5th-level list, or four creatures of the same kind from a lower-level list.
  775.  
  776. Call Faithful Servants
  777. Conjuration (Calling) [Good]
  778. Level: Celestial 6, cleric 6, sorcerer/wizard 5
  779. Components: V, S, Abstinence, Celestial
  780. Casting Time: 1 minute
  781. Range: Close (25 ft. + 5 ft./2 levels)
  782. Effect: 1d4 lantern archons, coure eladrins, or musteval guardinals
  783. Duration: Instantaneous
  784. Saving Throw: None
  785. Spell Resistance: No
  786. You call 1d4 lawful good lantern archons from Celestia, 1d4 chaotic good coure eladrins from Arborea, or 1d4 neutral good musteval guardinals from Elysium to your location. They serve you for up to one year as guards, soldiers, spies, or whatever other holy purpose you have.
  787. No matter how many times you cast this spell, you can control no more than 2 HD worth of celestials per caster level. If you exceed this number, all the newly called creatures fall under your control, and any excess servants from previous castings return to their home plane.
  788. Abstinence Component: The character must abstain from casting Conjuration spells for 3 days prior to casting this spell.
  789.  
  790. COMETFALL
  791. Conjuration (Creation)
  792. Level: Cleric 6, druid 6
  793. Components: V, S, DF
  794. Casting Time: 1 standard action
  795. Range: Medium (100 ft. + 10 ft./level)
  796. Effect: 400-pound ball of rock and ice
  797. Duration: Instantaneous
  798. Saving Throw: Reflex half
  799. Spell Resistance: No
  800. You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force. The comet appears 5 feet per caster level above the ground or at the ceiling, whichever is lower. The comet immediately falls, dealing 2d6 points of damage per 10 feet fallen to everything in the 10-foot-square area directly below it.
  801. The force of the comet can also knock creatures prone. Creatures who failed their Reflex save are subject to a trip attempt. The comet has a +11 bonus (+7 for effective Strength of 25 and +4 for being Large) on the trip check. The comet breaks apart on impact, filling the 10-footsquare area with dense rubble (as described on page 90 of the Dungeon Master’s Guide).
  802.  
  803. VIGOROUS CIRCLE
  804. Conjuration (Healing)
  805. Level: Cleric 6, druid 6
  806. Duration: 10 rounds + 1 round/level (max 40 rounds)
  807. This spell is the same as mass lesser vigor, except that it grants fast healing at the rate of 3 hit points per round.
  808.  
  809. Planar Exchange
  810. Conjuration (Calling) [see text]
  811. Level: Cleric 6
  812. Components: V, S, DF
  813. Casting Time: 1 round
  814. Range: 0 ft.
  815. Effect: One called creature
  816. Duration: 1 round/level (D)
  817. Saving Throw: None
  818. Spell Resistance: No
  819. When you cast this spell, you call an extra-planar 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.
  820. 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.
  821. 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.
  822. When you use a calling spell that calls a chaotic, evil, good, or lawful creature, it is a spell of that type.
  823.  
  824. RENEWAL PACT
  825. Conjuration (Healing)
  826. Level: Cleric 7, Pact 7
  827. Components: V, S, DF, XP
  828. Casting Time: 10 minutes
  829. Range: Touch
  830. Target: Willing living creature touched
  831. Duration: Permanent until triggered
  832. Saving Throw: Will negates (harmless)
  833. Spell Resistance: Yes (harmless)
  834. This spell creates a pact between the target and a deity that uses divine energy to wipe away any of a host of conditions that may afflict the target.
  835. Once this spell is cast, the pact remains dormant until the target is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. One round
  836. after the target is affected by a condition that triggers the renewal pact, the target receives a heal spell (caster level equal to the caster of the renewal pact.
  837. A creature can be subject to only one renewal pact at a time. Casting renewal pact on a target who already has an untriggered renewal pact voids the earlier pact.
  838. XP Cost: 500 XP.
  839.  
  840. SLIME WAVE
  841. Conjuration (Summoning)
  842. Level: Cleric 7, druid 7
  843. Components: V, S, M
  844. Casting Time: 1 standard action
  845. Range: Close (25 ft. + 5 ft./2 levels)
  846. Area: 15-ft.-radius spread
  847. Duration: 1 round/level
  848. Saving Throw: Reflex negates
  849. Spell Resistance: No
  850. You create a wave of green slime that begins at the range you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature is covered with one patch of green slime.
  851. A patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.
  852. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime.
  853. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.
  854. Material Component: A few drops of stagnant pond water.
  855.  
  856. REJUVENATING LIGHT
  857. Conjuration (Healing) [Light]
  858. Level: Cleric 7
  859. Components: V, S, DF
  860. Casting Time: 1 standard action
  861. Range: Touch
  862. Target: Object touched
  863. Duration: 1 minute/level (D)
  864. Saving Throw: None or Fortitude negates; see text
  865. Spell Resistance: No or yes; see text
  866. A soft, comforting glow emanates from the object you've touched, filling the entire area with light and warmth. Though seemingly gentle, the light pierces the shadows like the rays of the sun.
  867. The object touched sheds light as a daylight spell (PH 216). In addition, every living creature within the area of bright light (a 60-foot radius) gains fast healing 1. This effect ends for a given creature if it moves out of the area of light but resumes should it reenter.
  868. Any undead creature within the area of light takes ld6 points of positive energy damage per round. An undead creature that is particularly vulnerable to sunlight (such as a vampire) instead takes 2d6 points of damage per round. A successful Fortitude save negates this damage, but the affected creature must repeat the save every round, whether it succeeds or fails. If the undead creature has spell resistance, the spell must overcome it to deal damage.
  869. Rejuvenating light counters and dispels any darkness spell of equal or lower level.
  870.  
  871. Conjure Ice Beast VII
  872. Conjuration (Creation) [Cold]
  873. Level: Cleric 7, druid 7
  874. Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
  875. This spell functions like conjure ice beast I, except that you can conjure one creature from the 7th-level list, two creatures of the same kind from the 6th-level list, or four creatures of the same kind from a lower-level list.
  876.  
  877. Call Kolyarut
  878. Conjuration (Calling) [Lawful]
  879. Level: Cleric 7, sorcerer/wizard 7
  880. Components: V, S, DF, XP
  881. Casting Time: 10 minutes
  882. Range: Close (25 ft. + 5 ft./2 levels)
  883. Effect: One called kolyarut
  884. Duration: Instantaneous
  885. Saving Throw: None
  886. Spell Resistance: No
  887. 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).
  888. 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 non-lawful, frivolous, or not focused on its lawful objective, the kolyarut will leave.
  889. XP Cost: 250 XP.
  890.  
  891. Plane Shift, Greater
  892. Conjuration (Teleportation)
  893. Level: Cleric 7, sorcerer/wizard 8
  894. 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).
  895.  
  896. SUMMON ASPECT OF BAHAMUT
  897. Conjuration (Summoning, Good)
  898. Level: Cleric 7, sorcerer 7/wizard 7
  899. Components: V, S, F/DF
  900. Casting Time: 1 round
  901. Range: Close (25 ft. + 5 ft./2 levels)
  902. Effect: One aspect of Bahamut
  903. Duration: Concentration (maximum
  904. of 1 round/level) + 1 round
  905. Saving Throw: None
  906. Spell Resistance: No
  907. You send a plea to Bahamut and are answered by the appearance of a long, sinuous dragon covered in silver-white scales that sparkle and gleam.
  908. If you are a non-good spellcaster, you cannot cast this spell. By casting this spell, you request Bahamut to send you one of his aspects. Otherwise, the aspect appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability.
  909. If you can communicate with the aspect (it understands Celestial, Common, and Draconic), you can direct it not to attack, to attack particular enemies, or to perform other actions before the duration elapses. More information on the aspect of Bahamut can be found on page 152 of this book.
  910. Arcane Focus: A silver dragon scale.
  911.  
  912. Conjure Ice Beast VIII
  913. Conjuration (Creation) [Cold]
  914. Level: Cleric 8, druid 8
  915. Effect: One or more conjured ice creatures,
  916. no two of which can be more
  917. than 30 ft. apart
  918. This spell functions like conjure ice beast I, except that you can conjure one creature from the 8th-level list, two creatures of the same kind from the 7th-level list, or four creatures of the same kind from a lower-level list.
  919.  
  920. Summon Giants
  921. Conjuration (Summoning)
  922. Level: Cleric 8, Winter 8
  923. Components: V, S, F/DF
  924. Casting Time: 1 full round
  925. Range: Close (25 ft. + 5 ft./2 levels)
  926. Effect: One or more summoned creatures
  927. Duration: 1 round/level (D)
  928. Saving Throw: None
  929. Spell Resistance: No
  930. You summon one or more giants that attack your enemies. They appear where you designate and act immediately, on your turn. The giants attack your opponents to the best of their ability. If you speak Giant, you can direct the giants not to attack, to attack particular enemies, or to perform other actions. Summoned giants act normally on the last round of the spell and disappear at the end of their turn.
  931. Choose a giant kind from the table below.
  932. Type                                                              Number              Align
  933. Hill giants, fiendish                                             3                   CE
  934. Stone giants, celestial or fiendish                               2                   N
  935. Frost giant, fiendish                                             1                   CE
  936. Fire giant, fiendish                                              1                   LE
  937. Focus: A lock of hair from a giant of the desired kind.
  938.  
  939. MASS RESTORATION
  940. Conjuration (Healing)
  941. Level: Cleric 8
  942. Casting Time: 1 round
  943. Range: Close (25 ft. + 5 ft./2 levels)
  944. Targets: One creature/level, no two of which can be more than 30 ft. apart
  945. This spell functions like restoration, except as listed above.
  946. Material Component: Diamond dust worth 100 gp that is tossed into the air.
  947.  
  948. Fierce Pride of the Beastlands
  949. Conjuration (Summoning) [Chaotic, Good]
  950. Level: Cleric 8, sorcerer/wizard 8
  951. Components: V, S
  952. Casting Time: 10 minutes
  953. Range: Medium (100 ft. + 10 ft./level)
  954. Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
  955. Duration: 10 min./level (D)
  956. Saving Throw: None
  957. Spell Resistance: No
  958. This spell summons a pride of celestial lions from the Wilderness of the Beastlands.
  959. 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.
  960. 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.
  961.  
  962. Planar Exchange, Greater
  963. Conjuration (Calling)
  964. Level: Cleric 8
  965. 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.
  966.  
  967. FLASHFLOOD
  968. Conjuration (Creation) [Water]
  969. Level: Cleric 8, druid 8
  970. Components: V, S, DF
  971. Casting Time: 1 standard action
  972. Range: 120 ft.
  973. Area: Cone-shaped spread
  974. Duration: 1 round
  975. Saving Throw: See text
  976. Spell Resistance: No
  977. You create a roaring, frothing wall of water 10 feet high that erupts from where you stand and surges forward, sweeping away or smashing down nearly everything in its path. The effect lasts for 1 round, although the water created by the spell does not disappear after 1 round, during which time creatures on the ground within the area cannot move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) to successfully cast a spell.
  978. The force of the water and debris deals those caught in the area 1d6 points of nonlethal damage plus another 1d6 points per five caster levels (maximum 4d6). Any creature or object that is not soundly secured is pushed violently to the outer edge of the area. If this forces the creature or object into a solid surface, it takes 8d6 points of damage. A creature holding onto a sturdy object can make a DC 20 Strength check to avoid being moved.
  979. A creature not already holding onto such an object can make a DC 20 Reflex save or Swim check to grab one. A creature of Huge size or larger can make a DC 30 Strength check to dig in its feet and simply withstand the oncoming wave. A creature that fails any of these checks falls prone in addition to being swept away.
  980. The specific effect and aftereffects of a flashflood spell on the environment depend on the nature of the terrain where it is cast. When the spell is completed, a total volume of 100,000 cubic feet of water (400 5-foot squares, in a 120-ft. cone, 10 feet deep)
  981. is left behind. This water behaves like ordinary water—draining away and leaving puddles in most cases, or perhaps forming a shallow lake or pond. Unless the caster has taken care to create the flashflood in a cleared area, however, the water left behind is full of debris, dirt, and perhaps a few corpses. Such water is unfit to drink.
  982. Cave, Cavern, or Tunnel: The sudden surge of water knocks down support beams, but otherwise has no real effect, aside from filling the tunnel with water to a depth of 10 feet. If the area is insufficient to support 100,000 cubic feet of water, the water level rises above 10 feet until the entire volume is filled, or it spills outward from the confines of the original 400 squares.
  983. What happens is based on the layout of the area. In the case of level terrain, the water simply drains away over the course of a minute or so, leaving pools in depressions from which it cannot drain. When the ground in a tunnel is not level, the water might flood sections of the tunnel. In such cases, determine whether the flooded area is sufficient to contain the entire volume of water created—and, if not, how deeply the water floods the next level up. Any creatures caught in water over their heads might drown.
  984. For example, Miyish casts flashflood in the dungeon of a ruined castle. The dungeon’s total volume is only 40,000 cubic feet (160 squares, with a 10-foot ceiling). The remaining 60,000 cubic feet of water has to go somewhere, so it rushes up and out the entrance to the dungeon. Since the terrain above the dungeon is another level of the castle, and is basically watertight, the water collects up here. The total volume of this level is 80,000 cubic feet (320 squares, with a 10-foot ceiling), leaving 20,000 cubic feet of air.
  985. Since the water has nowhere to go but up, and it has gone as high as it can, the water on this level is 7-1/2 feet deep (60,000 cubic feet divided by 8,000—the square footage of 320 5-foot squares). If Miyish can’t swim or breathe water, he has made a grave tactical error by casting flashflood in an area too small to contain it.
  986. Cliffs: Casting flashflood at the base of a cliff has no effect on the cliff. Casting flashflood from the top of a cliff can force creatures and objects over the edge, so that they take falling damage.
  987. Open Ground: Creatures on open ground are safest from the worst effects of flashflood. They might be knocked prone by the force of the water, or even swept 120 feet (24 squares) away, but they are not in any particular danger of drowning or being crushed.
  988. Structure(s): Any structure standing on open ground takes 60 points of damage, enough to collapse a typical wooden building, but not a structure built of stone, masonry, or reinforced masonry.
  989. Hardness reduces this damage, but it isn’t halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half). The debris is swept away by the flashflood.
  990. River, Lake, or Marsh: The river, lake, or marsh overflows its banks, though with rivers the effect is transitory.
  991. In the case of lakes and marshes, determine how much the body of water overflows, given the 100,000 cubic feet of water added to it. Only calculate this amount if the total surface area of the lake or marsh is less than 40,000 square feet—and even then, it’s only academic unless it is important to determine whether something on the shore gets wet.
  992.  
  993. SPIDER PLAGUE
  994. Conjuration (Summoning) (see text)
  995. Level: Clr 8
  996. Components: V, S
  997. Casting Time: 1 full round
  998. Range: Close (25 ft. + 5 ft./2 levels)
  999. Effect: 1d4+1 summoned creatures
  1000. Duration: 1 round/level
  1001. Saving Throw: None
  1002. Spell Resistance: No
  1003. This spell summons 1d4+1 celestial (NG) or fiendish (NE) Huge monstrous spiders. They appear where you designate and act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the spiders, you can direct them not to attack, to attack particular enemies, or to perform other actions.
  1004. When you use a summoning spell to summon an evil or good creature, it is a spell of that type.
  1005. Spiders
  1006. Celestial Huge Monstrous Hunting Spider: CR 6; Huge outsider; HD 10d8+10;
  1007. hp 55; Init +3; Spd 40 ft., climb 30 ft.;
  1008. AC 16, touch 11, flatfooted 13;
  1009. Atk +9 melee (2d6+6 plus poison, bite);
  1010. SA poison, web, smite evil;
  1011. SQ vermin traits, darkvision 60 ft., acid/cold/electricity resistance 15, DR 5/+2, SR 20;
  1012. SV Fort +8, Ref +6, Will +3;
  1013. Str 19, Dex 17, Con 12, Int 3, Wis 10, Cha 2.
  1014. Skills: Climb +16, Hide +2, Jump +10, Spot +15.
  1015. Smite Evil (Su): Once per day the spider can make a normal attack to deal +10 damage against an evil foe.
  1016. Poison: Injury, Fortitude saving throw (DC 22), initial and secondary damage 1d8 Strength.
  1017. Skills: Monstrous hunting spiders receive a +4 racial bonus on Hide checks, a+6 racial bonus on Jump checks, and a +8 racial bonus on Spot checks.
  1018.  
  1019. Conjure Ice Beast IX
  1020. Conjuration (Creation) [Cold]
  1021. Level: Cleric 9, druid 9
  1022. Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
  1023. This spell functions like conjure ice beast I, except that you can conjure one creature from the 9th-level list, two creatures of the same kind from the 8th-level list, or four creatures of the same kind from a lower-level list.
  1024.  
  1025. SUMMON ELEMENTAL MONOLITH
  1026. Conjuration (Summoning) [see text]
  1027. Level: Cleric 9, druid 9, sorcerer/wizard 9, wu jen 9
  1028. Components: V, S, M/DF
  1029. Casting Time: 1 round
  1030. Range: Medium (100 ft. + 10 ft./level)
  1031. Effect: One summoned elemental monolith
  1032. Duration: Concentration, up to 1 round/level (D)
  1033. Saving Throw: None
  1034. Spell Resistance: No
  1035. You conjure a tremendously powerful creature known as an elemental monolith (see page 156). It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability. If you speak the elemental monolith’s language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions. The
  1036. monolith can’t be summoned into an environment hostile to it in any way (for example, you couldn’t summon a fire monolith underwater or an earth monolith high in mid-air).
  1037. When you use a summoning spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.
  1038. Arcane Material Component: A gem worth 100 gp—aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.
  1039.  
  1040. Call Marut
  1041. Conjuration (Calling) [Lawful]
  1042. Level: Cleric 9, sorcerer/wizard 9
  1043. Components: V, S, DF, XP
  1044. Casting Time: 10 minutes
  1045. Range: Close (25 ft. + 5 ft./2 levels)
  1046. Effect: One called marut
  1047. Duration: Instantaneous
  1048. Saving Throw: None
  1049. Spell Resistance: No
  1050. 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).
  1051. 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.
  1052. After nine days, or if asked to do something non-lawful, frivolous, or not focused on its lawful objective, the marut will leave.
  1053. XP Cost: 500 XP.
  1054.  
  1055. Heavenly Host
  1056. Conjuration (Summoning) [Good, Lawful]
  1057. Level: Cleric 9, sorcerer/wizard 9
  1058. Components: V, S
  1059. Casting Time: 10 minutes
  1060. Range: Medium (100 ft. + 10 ft./level)
  1061. Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
  1062. Duration: 10 min./level (D)
  1063. Saving Throw: None
  1064. Spell Resistance: No
  1065. This spell summons a host of archons from the Seven Mounting Heavens of Celestia.
  1066. 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.
  1067. 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.
  1068.  
  1069. Feast of Champions
  1070. Conjuration (Creation)
  1071. Level: Cleric 9, Feast 9
  1072. Components: V, S, DF
  1073. Casting Time: 10 minutes
  1074. Range: Close (25 ft. + 5 ft./2 levels)
  1075. Effect: Feast for one creature/level
  1076. Duration: 1 hour plus 12 hours; see text
  1077. Saving Throw: None
  1078. Spell Resistance: No
  1079. You bring forth a magnificent feast, including a grand 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. Every creature partaking of the feast is cured of all diseases, sickness, nausea, fatigue, and exhaustion. Any poison affecting a creature is neutralized, and creatures sharing the feast become immune to poison for 12 hours. The nectar-like beverage that is part of the feast cures 2d8 points of damage + 1 point per caster level (maximum +20) and grants 1d8 temporary hit points + 1 point per two caster levels (maximum +10). The food of the feast grants each creature that partakes a +1 morale bonus on attack rolls, skill checks, ability checks, and saving throws, and immunity to fear effects for 12 hours.
  1080. If the feast is interrupted for any reason, the spell is ruined and all effects are negated.