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Evocation (divine)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 39.05 KB  |  hits: 39  |  expires: Never
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  1. Lantern Light
  2. Evocation [Good, Light]
  3. Level: Cleric 1, paladin 1, sorcerer/ wizard 1, vassal of Bahamut 1
  4. Components: S, Abstinence
  5. Casting Time: 1 standard action
  6. Range: Close (25 ft. + 5 ft./2 levels)
  7. Effect: Ray
  8. Duration: 1 round/level
  9. Saving Throw: None
  10. Spell Resistance: Yes
  11. Rays of holy light flash from your eyes.
  12. You can fire 1 ray per 2 caster levels, but no more than 1 ray per round. You must succeed on a ranged touch attack to hit a target. The target takes 1d6 points of damage from each ray.
  13. Abstinence Component: You must abstain from sexual intercourse for 24 hours before casting this spell.
  14.  
  15. NIMBUS OF LIGHT
  16. Evocation [Light]
  17. Level: Cleric 1, Purification 1
  18. Components: V, S, DF
  19. Casting Time: 1 standard action
  20. Range: Personal
  21. Target: You
  22. Duration: 1 min./level or until discharged (D)
  23. A glittering corona of sunlight surrounds your body at a few inches distance—until you release it as a focused blast of divine energy. The nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you.
  24. As a move action, you can coalesce the energy from the nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. As a ranged touch attack, the nimbus of light deals 1d8 points of damage +1 point per round that’s elapsed since you cast the spell (max of 1d8 + caster level damage). Attacking with the nimbus of light ends the spell, whether the energy hits its target or not.
  25.  
  26. Guiding Light
  27. Evocation [Light]
  28. Level: Clr 1, Sor/Wiz 1
  29. Components: V, S
  30. Casting Time: 1 standard action
  31. Range: Long (400 ft. + 40 ft./level)
  32. Targets: Creatures in a 5-ft.-radius burst
  33. Duration: 1 min./level (D)
  34. Saving Throw: None
  35. Spell Resistance: Yes
  36. Light shines over the affected area, illuminating all targets within it. The light grants a +1 circumstance bonus on ranged attack rolls against any target in the area.
  37. Spellcasters in battle sometimes use this spell to designate targets for archers.
  38.  
  39. Light of Lunia
  40. Evocation [Good, Light]
  41. Level: Cleric 1, sorcerer/wizard 1
  42. Components: V, S
  43. Casting Time: 1 standard action
  44. Range: Medium (100 ft. +10 ft./level)
  45. Target: You and creature(s) touched with ray (up to 2); see text
  46. Duration: 10 min./level (D) or until used up; see text
  47. Saving Throw: None
  48. Spell Resistance: Yes
  49. You begin to glow with the light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia.
  50. Silvery radiance emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet.
  51. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You can make a single ranged touch attack that deals 1d6 points of damage with a range of 30 feet. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round (if you can make multiple attacks in a round) or on a subsequent round. Firing the second ray quenches your radiance, and the spell ends.
  52.  
  53. SHADOW SHROUD
  54. Evocation [Darkness]
  55. Level: Cleric 2, sorcerer/wizard 2
  56. Components: V
  57. Casting Time: 1 immediate action
  58. Range: Personal
  59. Target: You
  60. Duration: 1 round/level (D)
  61. A thin membrane of darkness coats your body.
  62. This spell negates any penalties or other harmful effects imposed by your light blindness or light vulnerability.
  63. You also gain a +5 competence bonus on Hide checks made in areas of shadow or darkness.
  64. As with any darkness spell, the effect is suppressed if you enter the area of a light spell of 3rd level or higher.
  65.  
  66. BLADE OF PAIN AND FEAR
  67. Evocation
  68. Level: Assassin 2, blackguard 1, cleric 2, Deathbound 2, sorcerer/wizard 2
  69. Components: V, S, DF
  70. Casting Time: 1 standard action
  71. Range: 0 ft.
  72. Effect: Swordlike column of gnashing teeth
  73. Duration: 1 min./level (D)
  74. Saving Throw: Will partial
  75. Spell Resistance: Yes
  76. A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and chanting with unholy vigor. You make melee touch attacks with this blade of pain and fear. The blade deals 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage.
  77. A creature that you successfully deal damage to must also make a saving throw or become frightened.
  78.  
  79. Veil of Shadow
  80. Evocation [Darkness]
  81. Level: Asn 2, Blk 2, Clr 2, Sor/Wiz 2
  82. Components: V, S
  83. Casting Time: 1 standard action
  84. Range: Personal
  85. Target: You
  86. Duration: 1 min./level
  87. Swirling wisps of darkness obscure your form, granting you concealment. The 20% miss chance is active even if the attacker has darkvision.
  88. This spell effect is suppressed in daylight or in the area of a light spell of 3rd level or higher.
  89. See invisibility does not counter the veil of shadow’s concealment effect, but a true seeing spell does.
  90.  
  91. Light of Mercuria
  92. Evocation [Good, Light]
  93. Level: Cleric 2, sorcerer/wizard 2
  94. Components: V, S
  95. As light of Lunia, except that you glow with the golden light of Mercuria, the second layer of the Seven Mounting Heavens of Celestia. Your light rays deal 1d6 points of damage, or 2d6 points of damage against undead and evil outsiders.
  96.  
  97. LOCAL TREMOR
  98. Evocation [Earth]
  99. Level: Cleric 2, druid 2, sorcerer/wizard 2
  100. Components: V, S
  101. Casting Time: 1 standard action
  102. Range: 30 ft.
  103. Area: 30-ft. line
  104. Duration: 1 minute/level or until expended; see text
  105. Saving Throw: Reflex negates
  106. Spell Resistance: No
  107. The earth around your feet begins to ripple, and a directed shock wave of tectonic force is released that shoots through the ground.
  108. Immediately upon completion of the casting of this spell and as often as once per round thereafter, you can cause the ground to shake along a 30-foot line. You can produce a number of these tremors equal to your caster level (maximum five).
  109. The tremors begin at your location and extend in the direction you indicate; any creature caught standing within the area must make a Reflex save or fall prone. A spellcaster caught standing on one of these squares must make a Concentration check (DC 20 + spell level) or lose any spell that was being attempted.
  110. You need not produce a tremor immediately upon finishing the casting of this spell. You can perform other actions, even the casting of other spells, between producing new tremors. Calling up a new tremor in any round after the spell has been cast requires a standard action (as you refocus your concentration on the spell).
  111.  
  112. BLOOD WIND
  113. Evocation
  114. Level: Clr 2, Sor/Wiz 2
  115. Components: V, S
  116. Casting Time: 1 action
  117. Range: Close (25 ft. + 5 ft./2 caster levels)
  118. Target: A single creature with Intelligence of 4 or higher
  119. Duration: 1 round/level (D)
  120. Saving Throw: Will negates (harmless)
  121. Spell Resistance: Yes (harmless)
  122. The subject may take a full attack action to use one of its natural weapons as if it were a thrown weapon with a 20-foot range increment. The subject may do so every round while the spell is in effect. The subject gestures with the natural weapon as if making a melee attack. The effect of this attack always emanates from the subject’s location.
  123. The attack does not get a flanking bonus or help a combatant get one. The subject uses its highest melee attack bonus, and deals damage normally if it hits. All normal modifiers to ranged combat apply. If the subject has more than one natural weapon, it may choose which weapon to use during each round the spell is in effect.
  124.  
  125. FLAME OF FAITH
  126. Evocation
  127. Level: Cleric 3
  128. Components: V, S, M
  129. Casting Time: 1 standard action
  130. Range: Touch
  131. Target: Nonmagical weapon touched
  132. Duration: 1 round/level
  133. Saving Throw: None
  134. Spell Resistance: No
  135. You can temporarily turn any single normal or masterwork melee weapon into a magical, flaming one. For the duration of the spell, the weapon acts as a +1 flaming burst weapon that deals an additional +1d6 points of fire damage. On a critical hit, the weapon deals +1d10 points of bonus fire damage if the weapon’s critical multiplier is ×2, +2d10 points if the weapon’s multiplier is ×3, and +3d10 points if the multiplier is ×4. This spell effect does not stack with a weapon’s enhancement bonus or with a flaming or flaming burst weapon bonus.
  136. Material Focus: A lump of phosphorus, touched to the target weapon.
  137.  
  138. SPIRITUAL CHARGER
  139. Evocation [Force]
  140. Level: Cleric 3
  141. Components: V, S, DF
  142. Casting Time: 1 standard action
  143. Range: Medium (100 ft. + 10 ft./level)
  144. Effect: Magic horseman of force
  145. Duration: Instantaneous
  146. Saving Throw: None
  147. Spell Resistance: Yes
  148. A lance-wielding rider of pure force, bearing the symbol of your deity, springs into being and immediately makes one attack against a target you designate within range. The rider’s attack bonus is equal to your base attack bonus plus your Wisdom modifier. If the rider appears in a location at least 10 feet distant from its target, the spiritual charger gains an additional +2 bonus on the attack roll because it is able to make a charge before attacking.
  149. A spiritual charger deals 2d8 points of force damage, +1 point per three caster levels (up to a maximum of 2d8+5 at 15th level). A spiritual charger threatens a critical hit on a natural 20 and deals triple damage on a successful critical hit.
  150.  
  151. INVOKE THE CERULEAN SIGN
  152. Evocation
  153. Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, sorcerer/wizard 3
  154. Components: S
  155. Casting Time: 1 standard action
  156. Range: 30 ft.
  157. Area: Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range
  158. Duration: Instantaneous
  159. Saving Throw: Fortitude negates
  160. Spell Resistance: No
  161. The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations.
  162. While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes.
  163. When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a brief moment before it fl ashes and fills the area of effect with a pulse of cerulean light. Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects. Closer aberrations are affected first.
  164. Aberration Hit Dice                        Effect
  165. Up to caster level +10                     None
  166. Up to caster level +5                      Sickened
  167. Up to caster level                         Nauseated
  168. Up to caster level –5                      Dazed
  169. Up to caster level –10                     Stunned
  170. Each effect lasts for 1 round.
  171. None: The aberration suffers no ill effect, even if it fails the saving throw.
  172. Sickened: The aberration takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.
  173. Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round.
  174. Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round.
  175. Stunned: The aberration drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round.
  176. Once a creature recovers from an effect, it moves up one level on the table. Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round.
  177.  
  178. Slashing Darkness
  179. Evocation
  180. Level: Clr 3
  181. Components: V, S
  182. Casting Time: 1 standard action
  183. Range: Medium (100 ft. + 10 ft./level)
  184. Effect: Ray
  185. Duration: Instantaneous
  186. Saving Throw: None
  187. Spell Resistance: Yes
  188. A hissing, hurtling ribbon of pure darkness flies from your hand. A creature struck by this ray of darkness takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).
  189.  
  190. Light of Venya
  191. Evocation [Good, Light]
  192. Level: Cleric 3, sorcerer/wizard 3
  193. Components: V, S
  194. As light of Lunia, except that you glow with the pearly light of Venya, the third layer of the Seven Mounting Heavens of Celestia. Your light rays deal 1d6 points of damage, or 3d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 3d6 points of damage to a living, non-evil creature.
  195.  
  196. SONOROUS HUM
  197. Evocation [Sonic]
  198. Level: Brd 2, Clr 3, Sor/Wiz 3
  199. Components: V, S
  200. Casting Time: 1 action
  201. Range: Personal
  202. Target: You
  203. Duration: 1 minute/level (D)
  204. After you cast this spell, the next spell you cast within the duration that requires concentration to maintain is maintained for you until the sonorous hum spell expires. This effect allows you to cast other spells, even another spell that also requires concentration.
  205. If the spell maintained by the sonorous hum has a shorter duration than that of this spell, the maintained spell expires as it normally would and you gain no further benefits from this casting of sonorous hum.
  206. The sound created by the spell is as loud as a person in armor walking at a slow pace trying not to make noise (normally a DC 5 Listen check to detect).
  207. You may end the sonorous hum as a free action.
  208. For example, you could cast this spell, then cast detect thoughts, and this spell maintains the concentration on detect thoughts while you cast discern lies and maintain concentration on that spell yourself. You control all aspects of both spells, so you could change the orientation of the detect thoughts effect and select a different target for your discern lies spell in the same round.
  209.  
  210. SOUND LANCE
  211. Evocation [Sonic]
  212. Level: Clr 3, Sor/Wiz 3
  213. Components: V, S
  214. Casting Time: 1 action
  215. Range: Medium (100 ft. + 10 ft./level)
  216. Target: One creature or object
  217. Duration: Instantaneous
  218. Saving Throw: Fortitude half
  219. Spell Resistance: Yes
  220. Sound lance causes a projectile of intense sonic energy sound to leap unerringly from you to a target within range. The sound does 1d6 points of sonic damage per caster level, to a maximum of 10d6. The sound lance strikes unerringly, unless the target has total cover or total concealment.
  221. A sound lance cannot penetrate the area of a silence spell.
  222.  
  223. Stars of Arvandor
  224. Evocation [Force, Good]
  225. Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3
  226. Components: V, S
  227. Casting Time: 1 standard action
  228. Range: Close (25 ft. + 5 ft./2 levels)
  229. Targets: Up to one creature or object
  230. per round
  231. Duration: 1 minute/level (D)
  232. Saving Throw: None
  233. Spell Resistance: Yes
  234. You create one tiny, twinkling star per level (maximum 10 stars). These minute starbursts orbit your head like ioun stones. As a free action, you can launch one star per round at a target your designate within range. Alternatively, as a standard action, you may launch up to three stars per round at one or more targets within range. Each star requires its own ranged touch attack roll.
  235. A nonevil target takes 1d8 points of damage, half of which is nonlethal (round down). Evil targets take 1d8 points of lethal damage instead. The stars are magical force, so they ignore incorporeality.
  236.  
  237. Celestial Brilliance
  238. Evocation [Good, Light]
  239. Level: Cleric 4, Glory 4, sorcerer/wizard 4
  240. Components: V, S
  241. Casting Time: 1 standard action
  242. Range: Touch
  243. Target: Object touched
  244. Duration: 1 day/level (D)
  245. Saving Throw: None
  246. Spell Resistance: No
  247. The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.
  248. Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures take 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.
  249. Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.
  250.  
  251. CASTIGATE
  252. Evocation [Sonic]
  253. Level: Cleric 4
  254. Components: V
  255. Casting Time: 1 standard action
  256. Range: 10 ft.
  257. Area: 10-ft. radius emanation
  258. Duration: Instantaneous
  259. Saving Throw: Fortitude half
  260. Spell Resistance: Yes
  261. This spell allows you to verbally rebuke foes. By shouting your deity’s teachings about other alignments, you inflict pain on those who hear, and those in the area need not understand your divine words to be affected. This spell has no effect on creatures that cannot hear. Otherwise, you deafen foes of the same alignment for 1d4 rounds (save for half). Foes within one alignment step of your alignment (lawful, neutral, chaotic; good or evil) take 1 point of damage per caster level (maximum 10). Foes whose alignment is more than one step different from yours take 1d4 points of damage per caster level (maximum 10d4). A Fortitude saving throw is allowed for half damage from this spell.
  262.  
  263. ENERGY VORTEX
  264. Evocation [Acid, Cold, Fire, Electricity, or Sonic]
  265. Level: Cleric 4, druid 4
  266. Components: V, S
  267. Casting Time: 1 standard action
  268. Range: 20 ft.
  269. Area: All creatures within a 20-ft.-radius burst centered on you
  270. Duration: Instantaneous
  271. Saving Throw: Reflex half
  272. Spell Resistance: Yes
  273. When you cast energy vortex, you choose one of five energy types: acid, cold, fire, electricity, or sonic. A blast of that energy type bursts in all directions from you, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures other than you. If you are willing to take the damage yourself, you deal twice as much damage. You don’t get a Reflex save, but spell resistance applies, as do any resistances and immunities you have to the energy type.
  274.  
  275. Winter’s Embrace
  276. Evocation [Cold]
  277. Level: Cleric 4, druid 3, Winter 3
  278. Components: V, S
  279. Casting Time: 1 standard action
  280. Range: Close (25 ft. + 5 ft./2 levels)
  281. Area: One creature
  282. Duration: 1 round/level
  283. Saving Throw: Fortitude negates
  284. Spell Resistance: Yes
  285. Winter’s embrace covers the victim with sheets of ice and lumps of snow. If the subject succeeds on its Fortitude save, the ice and snow instantly slough from its body, causing a mere 1d4 points of cold damage and ending the effect. If the subject fails its saving throw, the ice and snow cling tenaciously to its body and cause 1d8 points of cold damage each round. On the subject’s action each round, it can attempt a new Fortitude saving throw to avoid taking damage that round. If a creature takes damage twice from a single casting of winter’s embrace, it becomes fatigued. The fourth time a creaturetakes damage from the same spell, it becomes exhausted.
  286.  
  287. BATTLEFIELD ILLUMINATION
  288. Evocation [Light]
  289. Level: Cleric 4, druid 4, paladin 4
  290. Components: V, S
  291. Casting Time: 1 round
  292. Range: Long (400 ft. + 40 ft./level)
  293. Area: 80-ft.-radius cylinder, 40 ft. high
  294. Duration: 10 minutes/level (D)
  295. Saving Throw: None
  296. Spell Resistance: No
  297. When you cast battlefield illumination, a soft light illuminates the area. This effect improves the illumination in the area by one category (from darkness to shadowy, or from shadowy to bright light). It does not stack with other magical light effects.
  298. Unlike other spells with the light descriptor, battlefield illumination counters and dispels early twilight but does not affect other darkness spells.
  299.  
  300. EARLY TWILIGHT
  301. Evocation [Darkness]
  302. Level: Cleric 4, hexblade 4, sorcerer/wizard 4
  303. Components: V, M/DF
  304. Casting Time: 1 round
  305. Range: Long (400 ft. + 40 ft./level)
  306. Area: 80-ft.-radius cylinder, 40 ft. high
  307. Duration: 10 minutes/level (D)
  308. Saving Throw: None
  309. Spell Resistance: No
  310. Early twilight suppresses light in its area, even casting a shadow over daylight. This effect reduces the illumination in the area by one category (from bright light to shadowy, or from shadowy to darkness). It does not stack with other magical darkness effects.
  311. Unlike other spells with the darkness descriptor, early twilight counters and dispels battlefield illumination but not other light spells.
  312. Arcane Material Component: A black veil.
  313.  
  314. Dancing Web
  315. Evocation [Good]
  316. Level: Cleric 5, druid 5, sorcerer/wizard 4
  317. Components: V, S, M/DF
  318. Casting Time: 1 standard action
  319. Range: Medium (100 ft. + 10 ft./level)
  320. Area: 20-ft.-radius burst
  321. Duration: Instantaneous
  322. Saving Throw: Reflex half; see text
  323. Spell Resistance: Yes
  324. This spell creates a burst of magical energy that deals 1d6 points per level of nonlethal damage (maximum 10d6). Further, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to effective Dexterity; the entangled target can move at half speed but can’t run or charge. An entangled creature that attempts to cast a spell must succeed on a DC 15 Concentration check or lose the spell. This spell affects only creatures—objects are unharmed.
  325. Arcane Material Component: A bit of spider’s web.
  326.  
  327. BLISTERING RADIANCE
  328. Evocation [Fire, Light]
  329. Level: Cleric 5, sorcerer/wizard 4
  330. Components: V, S, M
  331. Casting Time: 1 standard action
  332. Range: Long (400 ft. + 40 ft./level)
  333. Area: 50-ft.-radius spread
  334. Duration: 1 round/level
  335. Saving Throw: None and Fortitude partial; see text
  336. Spell Resistance: Yes
  337. A blazing ball of light is hurled toward the point you designate, erupting into a brilliant hovering sphere. All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude save for half). Like fireball, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage.
  338. Blistering radiance counters or dispels any darkness spell of equal or lower level.
  339. Material Component: A bit of tinder and a small lens.
  340.  
  341. DRAGON BREATH
  342. Evocation [Good or Evil]
  343. Level: Cleric 5, sorcerer/wizard 5
  344. Components: V, S, M/DF
  345. Casting Time: 1 standard action
  346. Range: Personal
  347. Target: You
  348. Duration: 1 round/level
  349. You gain the ability to breathe a gout of energy that mimics a dragon’s breath as a standard action. Once you’ve used the breath attack, you must wait 1d4 rounds before doing so again.
  350. When you cast dragon breath, you choose one true dragon whose breath you’re emulating.
  351. If you choose a chromatic dragon, then dragon breath gains the evil descriptor. If you choose a metallic
  352. dragon, then dragon breath gains the good descriptor.
  353. Dragon               Breath                                                              Saving Throw
  354. Black                30-ft. line of acid, 1d8/2 caster levels (maximum 10d8)             Reflex half
  355. Blue                 30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8)      Reflex half
  356. Green                15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8)             Reflex half
  357. Red                  15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8)             Reflex half
  358. White                15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8)             Reflex half
  359. Brass                15-ft. cone of sleep; lasts 1d6 rounds                              Will negates
  360. Bronze               30-ft. line of electricity; 1d8/2 caster levels (maximum 10d8)      Reflex half
  361. Copper               15-ft. cone of slow; lasts 1d6 rounds                               Will negates
  362. Gold                 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8)             Reflex half
  363. Silver               15-ft. cone of paralysis; lasts 1d6 rounds                          Fort negates
  364.  
  365. STALWART PACT
  366. Evocation
  367. Level: Cleric 5, Pact 5
  368. Components: V, S, DF, XP
  369. Casting Time: 10 minutes
  370. Range: Touch
  371. Target: Willing living creature touched
  372. Duration: Permanent until triggered, then 1 round/level
  373. Saving Throw: Will negates (harmless)
  374. Spell Resistance: Yes (harmless)
  375. This spell allows the target to enter a binding agreement with a deity that provides a measure of protection when the need is dire.
  376. Once this spell is cast, the pact remains dormant until the target is reduced to half or less of her full normal hit points. The target immediately gains 5 temporary hit points per caster level, damage reduction of 5/magic, and a +4 luck bonus on saving throws. The hit points, damage reduction, and saving throw bonus evaporate when the spell ends.
  377. XP Cost: 250 XP.
  378.  
  379. Boreal Wind
  380. Evocation [Cold]
  381. Level: Bard 5, cleric 5, druid 4, sorcerer/wizard 5
  382. Components: V, S, DF
  383. Casting Time: 1 standard action
  384. Range: Long (400 ft. + 40 ft./level)
  385. Effect: Gust of wind (20 ft. wide, 20 ft. high) emanating out from you to the extreme of the range
  386. Duration: 1 round + 1 round/2 levels
  387. Saving Throw: Fortitude negates
  388. Spell Resistance: Yes
  389. You create a strong blast of arctic air that originates from your fingertips and moves in the direction you are facing. As a stronger form of gust of wind, this boreal wind automatically extinguishes candles, torches, and similar protected or unprotected flames, including lanterns. Large fires (such as bonfires, a blacksmith’s coals, or even a house fire) have a 50% chance to be extinguished by the boreal wind. Forest or grassland fires are too large to be extinguished by this spell.
  390. All creatures caught in the area take 1d4 points of cold damage per caster level (maximum 15d4). A successful Fortitude saving throw negates the gust’s effects. Those that fail the save are pushed away from the caster a distance of 3 feet per caster level. Creatures that remain in the area past the first round must make an additional saving throw each round.
  391. A boreal wind can do anything a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, overturn tents and blow down small huts, scuttle a small boat, and blow gases or vapors to the edge of the range.
  392. The wind can change direction if you actively direct it (a move action for you); otherwise, it merely blows in the same direction.
  393.  
  394. SPIRITUAL CAVALRY
  395. Evocation [Force]
  396. Level: Cleric 5
  397. Components: V, S, DF
  398. Casting Time: 1 standard action
  399. Range: Medium (100 ft. + 10 ft./level)
  400. Effect: Two or more magical horsemen of force
  401. Duration: Instantaneous
  402. Saving Throw: None and Fortitude negates; see text
  403. Spell Resistance: Yes
  404. As spiritual charger, except that you create one horseman for every four caster levels, up to a maximum of five horsemen at 20th level. No more than one horseman can attack any single target.
  405. In addition to taking damage, any Large or smaller creature struck by one of your spiritual cavalry must succeed on a Fortitude save or be knocked prone and trampled by the rider, taking an additional 1d8 points of force damage.
  406.  
  407. FLAYWIND BURST
  408. Evocation [Air, Earth]
  409. Level: Cleric 5, druid 5, Sand 5, sorcerer/wizard 5
  410. Components: V, S, M
  411. Casting Time: 1 round
  412. Range: 60 ft.
  413. Area: Cone-shaped burst
  414. Duration: Instantaneous
  415. Saving Throw: See text
  416. Spell Resistance: No
  417. This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh. In addition to the possible effects of the wind, creatures within the area of a flaywind burst spell take 1d6 points of damage per caster level (maximum 10d6) from the scouring sands. A successful Reflex save halves this damage.
  418. A creature within the area of flaywind burst must make a Fortitude save or experience the effects of the wind’s force. A Small or smaller creature is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Small or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage. Medium creatures are knocked prone, or if flying are blown back 1d6×10 feet. Large or Huge creatures are unable to move forward against the force of the blast, or if flying are blown back 1d ×5 feet. Gargantuan or larger creatures can move normally within a flaywind burst. Flaywind burst can’t move a creature beyond its range.
  419. In addition to the effects noted, flaywind burst can do anything else that a windstorm-force sandstorm would be expected to do, such as briefly obscure vision, heel over a boat, or blow gases and vapors to the limit of its area.
  420. Material Component: A pinch of sand and the wing feather of a vulture.
  421.  
  422. PARBOIL
  423. Evocation [Fire]
  424. Level: Cleric 5, sorcerer/wizard 4
  425. Components: V, S, M/DF
  426. Casting Time: 1 standard action
  427. Range: Close (25 ft. + 5 ft./2 levels)
  428. Area: 20-ft.-radius spread
  429. Duration: Instantaneous
  430. Saving Throw: Fortitude partial; see text
  431. Spell Resistance: Yes
  432. You flash-heat the air in an area, boiling the blood and baking the brains of creatures caught inside. The hot air deals 6d6 points of fire damage and 2d4 points of Intelligence damage.
  433. Creatures that make successful Fortitude
  434. saves take half fire damage and no Intelligence damage.
  435. Arcane Material Component: Water and a pinch of sulfur.
  436.  
  437. ZEALOT PACT
  438. Evocation
  439. Level: Cleric 6, Pact 6
  440. Components: V, S, DF, XP
  441. Casting Time: 10 minutes
  442. Range: Touch
  443. Target: Willing living creature touched
  444. Duration: Permanent until triggered, then 1 round/level
  445. Saving Throw: Will negates (harmless)
  446. Spell Resistance: Yes (harmless)
  447. This spell creates a binding agreement between a deity and the target that grants the target a measure of divine power to crush the deity’s enemies.
  448. Once this spell is cast, the pact remains dormant until the target successfully hits a foe whose alignment is exactly opposite that of the deity. The target’s subsequent melee attacks gain a +4 bonus, deal double damage, and automatically confirm critical hits for the spell’s duration. Furthermore, the target’s melee attacks have alignment descriptors that match the deity with whom you’ve made the pact.
  449. The target is compelled to attack foes of opposite alignment every round if able to do so. The target knows which creatures within 60 feet are of opposite alignment (as if the relevant detect spells had been cast).
  450. If you create a zealot pact with a completely neutral deity such as Obad-Hai, choose one alignment from the following list that triggers the zealot pact: lawful good, lawful evil, chaotic evil, or chaotic good.
  451. A creature can be subject to only one zealot pact at a time. Casting zealot pact on a target who already has an untriggered zealot pact voids the earlier pact.
  452. XP Cost: 500 XP.
  453.  
  454. SPIRITUAL GUARDIAN
  455. Evocation [Force]
  456. Level: Cleric 6
  457. Components: V, S, DP
  458. Casting Time: 1 standard action
  459. Range: 5 ft.
  460. Effect: A phantasmal knight
  461. Duration: 1 minute/level or 1 round/level; see text
  462. Saving Throw: None
  463. Spell Resistance: No
  464. The sound of hoofbeats begins in the distance and draws swiftly nearer. As though leaping down from an invisible charger, a translucent knight, clad head to toe in heavy plate, appears by your side. The holy symbol of your deity is emblazoned across his tabard and shield.
  465. By casting this spell, you create a translucent knight made of force. It remains within 5 feet of you at all times, constantly matching your speed and mode of travel—even if you are mounted or magically accelerated. Any time you are attacked, it moves to parry the attack with its shield or longsword, granting you a +6 deflection bonus to Armor Class. As a standard action in any round, you can command the knight to make a single attack against any creature within 5 feet. It strikes with its longsword, using your base attack bonus and applying your Wisdom modifier to the roll. The attack deals ld8 points of force damage +1 extra point per three caster levels (maximum +10).
  466. At any point before the spell expires, you can turn the knight loose and order it to fight on its own. It then moves at a speed of 60 feet to attack any foe you designate. It continues to use your base attack bonus and your Wisdom modifier for its attack rolls, and it can make as many attacks per round as your base attack bonus allows. You need not concentrate on the knight as long as it is fighting a specific opponent, but commanding it to change foes requires a move action. If its opponent falls, the knight waits for your direction.
  467. Once you have turned the knight loose, you lose the deflection bonus to Armor Class that it provided, and you cannot regain it. Furthermore, the remaining duration of the spell converts from minutes per level to rounds per level on a one-to-one basis.
  468.  
  469. WEIGHT OF SIN
  470. Evocation [Chaotic, Evil, Good, or Lawful]
  471. Level: Cleric 6
  472. Components: V, S
  473. Casting Time: 1 standard action
  474. Range: Medium (100 ft. + 10 ft. /level)
  475. Target: One creature
  476. Duration: Instantaneous, then 1 round/level or permanent; see text
  477. Saving Throw: Fortitude partial, then Will partial; see text
  478. Spell Resistance: Yes
  479. You use the raw power of your deity to reach into your target's soul and pull forth its sins, leaving their horror exposed for all to see.
  480. You affect the target differently based on how its alignment compares to your own.
  481. If the target's alignment is the same as yours, weight of sin has no effect.
  482. If the target's alignment differs from yours but contains no directly opposing components (for example, the target is neutral good and you are lawful neutral), the spell deals 1 point of damage per caster level (maximum 15) and has no secondary effect.
  483. If the target's alignment has one aspect opposed to yours (such as law/chaos), but not both, the spell deals ld4 points of damage per caster level (maximum 15d4), and the subject suffers a minor secondary effect (see the table).
  484. If the target's alignment is diametrically opposed to yours (such as lawful good/chaotic evil), the spell deals ld6 points of damage per caster level (maximum 15d6), and the subject suffers a moderate secondary effect (see the table).
  485. If you cast this spell on the same target in 2 consecutive rounds, any secondary effect the spell has increases by one "step" in severity. That is, if the spell caused a minor effect on the first casting, it now causes a moderate effect, and if it caused a moderate effect, it now causes a major effect. Minor and moderate effects end in 1 round per caster level, but major effects are permanent until dispelled.
  486. In all cases, the subject is entitled to a Fortitude save for half damage, and then a Will save to negate the secondary effect, if any. The target is entitled to this Will save even if the spell duplicated by the secondary effect normally does not permit one.
  487. Opposed Alignments
  488. (Yours/ Target's)     Minor Effect          Moderate Effect                 Major Effect
  489. Chaotic/lawful        -1 on saving throws   Confusion as the spell          Baleful polymorph, as the spell
  490. Evil/good             -1 to Armor           Crushing Despair as the spell   Weakened, as symbol of weakness
  491. Good/evil             -1 on attack          Exhausted as ray of exhaustion  Blinded, as power word blind
  492. Lawful/chaotic        -1 on damage          Slow, as the spell              Flesh to stone, as the spell
  493. Chaotic evil/lawful good   —                Confusion, as the spell         Weakened, as symbol of weakness
  494. Chaotic good/lawful evil   —                Exhausted, as ray of exhaustion Baleful polymorph, as the spell
  495. Lawful evil/ chaotic good  —                Crushing  despair, as the spell Flesh to stone, as the spell
  496. Lawful good/chaotic evil   —                Slow, as the spell              Blinded, as power word blind
  497.  
  498. Ice Rift
  499. Evocation [Cold]
  500. Level: Cleric 6, druid 6, sorcerer/wizard 6
  501. Components: V, S, M/DF
  502. Casting Time: 1 standard action
  503. Range: Long (400 ft. + 40 ft./level)
  504. Area: 40-ft.-radius spread (S)
  505. Duration: 1 round
  506. Saving Throw: See text
  507. Spell Resistance: No
  508. When you cast ice rift, an intense but highly localized tremor rips through the ice. The shock knocks creatures down, collapses structures, opens cracks in the ice, and more. The effect lasts for 1 round, during which time creatures on the ice can’t move or attack. A spellcaster on the ice must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The ice rift affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an ice rift spell depends on the nature of the terrain where it is cast.
  509. Ice or Snow Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and burying that creature in snow. An ice rift cast on the roof of a very large ice or snow cavern could also endanger those outside the actual area but below the falling debris.
  510. Edge of a Glacier: Ice rift causes a glacier’s edge to crumble, creating a landslide that travels horizontally as far as it fell vertically. An ice rift cast at the top of a 100-foot glacier would sweep debris 100 feet outward from the base of the glacier. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath rubble (see below).
  511. Open Glacier: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the ice, and every creature on the ice has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
  512. Frozen Water: Fissures open in the ice, and every creature on the ice hasa 25% chance to fall into the freezing water (Reflex DC 20 to avoid a fissure).
  513. Characters who fall into a fissure are immediately subject to hypothermia and take 2d6 points of cold damage from the frigid water. At the end of the spell, all rents in the ice grind shut, sealing any creatures in the icy water beneath (for additional rules on characters in cold water, see Hypothermia, page 10).
  514. Arcane Material Component: A bit of earth and a pinch of snow.
  515.  
  516. CONSECRATE BATTLEFIELD
  517. Evocation [Good]
  518. Level: Cleric 6
  519. Components: V, S, M, DF
  520. Casting Time: 10 minutes
  521. Range: Medium (100 ft. + 10 ft./level)
  522. Area: 100-ft.-radius emanation
  523. Duration: 1 day/level
  524. This spell blesses a large area with positive energy. This effect functions as the consecrate spell, except as noted here.
  525. Any creature slain within the area of this spell cannot be turned into an undead creature for the duration of the spell, even if it is removed from the area.
  526. Consecrate battlefield counters and dispels desecrate and desecrate battlefield.
  527. Material Components: A vial of holy water and 1 pound of platinum dust (500 gp).
  528.  
  529. Righteous Smite
  530. Evocation [Good]
  531. Level: Cleric 7, exalted arcanist 7, Wrath 7
  532. Components: V, S
  533. Casting Time: 1 standard action
  534. Range: Medium (100 ft. + 10 ft./level)
  535. Area: 20-ft. radius spread
  536. Duration: Instantaneous
  537. Saving Throw: Will partial; see text
  538. Spell Resistance: Yes
  539. You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
  540. The spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds.
  541. A successful Will saving throw reduces damage to half and negates the blinding effect.
  542. The spell deals only half damage against creatures that 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 Will save.