This spell generates up to 2 gallons of wholesome, drinkable water, just like clean rain water.
Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
You determine whether a creature, object, or area has been poisoned or is poisonous.
You can determine the exact type of poison with a DC 20 Wisdom check.
A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Immune to fear
Each ally within 10ft has +4 morale bonus on saving throws against fear (if conscious)
Immune to all diseases, including supernatural and magical and mummy rot
At will, concentrate on a single item or individual and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds.
While focusing on one individual or object, it is not possible to detect evil in any other object or individual in range.
The power of a paladin's aura of good is equal to their paladin lvl
Gain a bonus equal to Charisma bonus on all saving throws
Take a -1 penalty on all melee attack rolls and combat maneuvers to gain +2 bonus on all melee damage rolls.
Bonus is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon with 2 hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on on damage rolls.
Bonus is halved for attacks with off-hand weapon or secondary natural weapon.
When base attack bonus reaches +4, and every 4 after, the penalty increases by -1 and the damage by +2.
You must choose this feat before making an attack roll
Bonus damage does not apply to touch attacks or effects that do not deal hp damage.
Can be used 1/2 Paladin lvl + CHA modifier/day
With one use, heal 1d6 hit points per 2 paladin lvl
If self-targeting, is cast as a swift action
Can be used to damage undead creatures (1d6/2 paladin lvl). This requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive saving throw against this damage.
Mercy Lv3: Removes Fatigued
Choose one target within sight to smite. If it is evil, add CHA bonus to attack roll and Paladin level to all damage rolls against the target and bypass any DR. If the target is an outsider with evil subtype, evil aligned dragon, or undead, the bonus to damage on the first successful attack increases to 2 per Paladin level.
While in effect, gain a deflection bonus equal to CHA modifier to AC for attacks from the target.
If the targeted creature is not evil, the smite is wasted with no effect.
Smite evil stays in effect until the target is dead or until rest.
At 4th level and every 3 levels after, gain 1 additional use of Smite Evil per day
Channeling energy causes a burst that affects all creatures of one type (either damaging undead or healing the living) in a 30-foot radius centered on the Caster.
The damage dealt or healed is equal to 1d6 + 1d6 for 2 levels beyond 1st (2d6 at 3rd, 3d6 at 5th...).
Creatures that take damage receive a Will save to halve the damage. DC is 10 + 1/2 the caster's level + the caster’s Charisma modifier.
Excess healing is lost
May be used 3+CHA bonus per day
It does not cause an attack of opportunity.
Caster can choose whether or not to include themselves in the effect.
Saving Throw none, Spell resistance yes (harmless)
Bless fills your allies with courage.
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane
Saving Throw Will (negates)
Spell resistance yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures. The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. (This effect overrides and suppresses any other alignment the weapon might
have.)
Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their
wounds.
An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see p269), and the creature has HD of at least twice your character
level, you are stunned for 1 round and the spell ends.
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
see p.269!!
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).
The bonus doesn’t apply to spell damage.
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is
likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.
You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
See p327
The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by chaotic/evil creatures.
New saving throw with +2 moral bonus with same DC on any spells or effect that possess or exercise mental control over the target of the protection
Target is immune to any new attempts
Evil summoned creatures cannot come into bodily contact with the target
(a clear crystal or mineral prism) You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words)
per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft
check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores.
It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued.
It does not restore permanent ability drain
With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.