This spell imbues the caster with an enchanting allure of beauty and power. The exact effect can vary depending on the caster's spell signature. For the duration of the spell, the caster gains the benefits of the Mystic Aura proficiency. If the caster already has the Mystic Aura proficiency, he gains a further +1 bonus to reaction rolls.
This spell creates an auditory illusion of choir music. The angelic choir can produce a volume of sound ranging from a soloist to an entire chorus of 64 singers of a variety of vocal types. The music can originate from any place within range of the caster. The melody, harmony, and volume of the angelic choir are controlled by the caster. Any lyrics will be impossible to precisely decipher, regardless of what language they are sung in. The angelic choir can continue for up to 1 hour (6 turns), but ceases immediately if the caster attacks or is attacked.
Angelic choir is primarily used by priestesses to impress their congregants during benedictions and holy rites, but some adventurers hire priestesses to cast it from the rear ranks to ensure their epic adventures are accompanied by appropriately epic music.
This spell enables the caster to extinguish a single ongoing spell or spell-like effect that has been cast on a target creature or object. If counterspell is used on a willing creature, or on an object held by a willing creature, the caster can choose which spell or effect to target. If counterspell is used on an unwilling creature, or on an object held by an unwilling creature, the creature must make a Spells saving throw. If the save succeeds, the counterspell has no effect. If the save fails, one random spell or effect on the creature becomes the target of the spell.
Once the target spell is determined, the caster must make an attack throw versus the spell or spell-like effect, treating it as a creature with an armor class equal to the difference in caster level between the creator of the spell or effect and the caster. If this attack throw succeeds, the spell or effect is extinguished. If this attack throw fails, the counterspell has no effect.
Some spells and effects cannot be ended by counterspell. These include spells or effects that are not cast on creatures or objects, curse spells or effects, petrification spells or effects, and
quest spells or effects, as well as magic items with effects of permanent duration and diseases caused by spells or effects. Counterspell can be used to extinguish spells or effects on a creature or object made permanent by ritual magic only if the caster is of higher level than whoever made the effect permanent.
This spell can heal a living creature touched by the caster of 1d6+1 damage. The spell can never increase a creature's hit points beyond their maximum. If the caster so chooses, the spell can cure a paralyzed creature of its condition in lieu of healing it of any points of damage.
The reverse form of this spell, cause light injury, deals 1d6+1 Necrotic damage to a living creature touched by the caster. A successful attack throw is required to touch the target.
Undead creatures are affected by this spell and its reverse in opposite fashion
This spell temporarily staves off the ravages of one or more diseases afflicting a living recipient. It will affect acute illnesses such as flu, chronic diseases such as consumption or leprosy, the infection caused by giant rats, the necrosis caused by sage slime and murder maggots, the lycanthropy caused by werecreatures, and even the rotting disease caused by a dragon's fetid breath.
The spell will temporarily halt the incubation of a disease that has not yet become symptomatic, and ameliorate the symptoms of an existing disease, but it will not reverse any damage already caused by the disease. For example, it would allow a character bedridden by a giant rat's infection to move and fight normally, and would prevent further loss of attributes to a dragon's fetid breath for a day, but it would not undo attribute loss already suffered, or restore a finger destroyed by leprosy. Unless the disease is cured, its progress will resume as soon as the spell's duration ends.
If the spell is cast on a recipient who is unafflicted with any disease(s), it has a prophylactic effect. Should the recipient become afflicted with any disease, the disease's onset will be delayed until the duration expires.
This spell allows the caster to discern whether areas, creatures, and objects within range and line of sight are evil. If so, the caster sees a sinister crimson glow emanating from the area, creature, or object. Only the caster sees the glow. Areas are considered evil if they are sinkholes of evil. Creatures are considered evil if they are enchanted creatures (e.g. summoned monsters or undead) of Chaotic alignment or if they have evil intentions towards the caster. Normal characters, even if Chaotic, are not detected by this spell unless they have actively evil intentions against the caster. Objects are considered evil if they are enchanted with or can be used to cast death spells, reversed healing spells, and/or necromancy spells, excluding death spells that exclusively target undead. Other objects might qualify as evil, too (Judge's discretion). Poisons, physical traps, and natural animals are neither good nor evil, so they are not discerned.
Reversed, this spell becomes discern good (sometimes called discern victim by its users). The caster sees a bright cobalt glow emanating from the area, creature, or object. Areas are considered good if they are pinnacles of good. Creatures are considered good if
they are enchanted creatures of Lawful alignment or if they have good intentions towards the caster. Objects are considered good if they are blessed or if they are enchanted with or can be used to cast Lawful divine magic. Certain other objects might also qualify as good (Judge's discretion).
This spell allows the caster to discern whether areas, creatures, and objects within range and line of sight are imbued with or affected by one or more magical effects. If so, the caster sees a pale glowing yellow light emanating from the area, creature, or object. Only the caster sees the glow. Areas, creatures, or objects imbued with or affected by bewitchments (including control and domination effects), curses, or invisibility cannot be discerned, however
This spell creates a holy circle of protection around the caster with a 10' radius. The circle surrounds the caster for the duration of the spell and provides protection from attacks by enchanted creatures and evil creatures. Enchanted creatures include constructs, incarnations, or undead, or any conjured or summoned creature regardless of type, or any other type of creature designated in the Monstrous Manual as enchanted. Evil creatures include enemy creatures of an alignment other than the caster's alignment, and inherently evil creatures such as incarnations or undead of Chaotic alignment.
The holy circle blocks enchanted creatures from entering its area of effect as if it were an impermeable barrier. As a result, the enchanted creatures cannot make attacks on creatures within the circle with their natural weapons. The holy circle's barrier to enchanted creatures expires if the caster or any protected creature makes an attack against, casts a spell on, or tries to force the barrier against a blocked creature.
The holy circle does not block evil creatures from entering its area of effect, but provides some defense against them. All creatures within the radius
gain a +1 bonus to AC and a +1 bonus on saving throws against attacks made or effects created by evil creatures.
Creatures can leave and then re-enter, or enter after the spell is cast, and still receive the protection of the circle. The holy circle lasts as long as the caster remains stationary and concentrates on it.
Reversed, this spell becomes unholy circle. Like its counterpart, unholy circle protects the caster from attacks by enemy creatures of an alignment other than the caster's and blocks enchanted creatures from entering its area of effect. However, instead of protecting the occupants of the circle from inherently evil creatures, unholy circle protects them from inherently good creatures (e.g. incarnations of Lawful alignment).
This spell creates a spherical region of light around the target location or object. The illumination approximates that cast by a torch. It sheds bright light out to a 15' radius and dim light to a 30' radius. The effect is immobile if cast into an area, but it can be cast on a movable object.
Reversed, illumination becomes tenebrosity, creating a tenebrous area of darkness. The tenebrosity reduces any light to pitch blackness within 15' of the target location or object
The spell removes contaminants from spoiled, rotten, poisonous, or otherwise contaminated food and water, making it edible and drinkable. The spell will purify 50 gallons of water or 300 lbs of food – enough for one platoon of 15 cavalry and mounts or one company of 120 infantry to stay fed or hydrated for one day. The purified food and water is still subject to subsequent contamination or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and water, but the spell has no effect on creatures of any type, nor upon magic potions.
Reversed, this spell becomes putrefy food and water. It will spoil 50 gallons of water or 300 lbs of food. Anyone consuming putrefied food and water must make a Death saving throw or become vomiting for the next 2 hours (12 turns), unable to do anything save retch and heave.
This spell will calm a target creature. It ends the faltering, frightened, or infuriated condition, whether due to magic or mundane causes.
The reverse of this spell, cause fear, can cause one target living creature to become frightened. The target must make a Paralysis saving throw. If the save succeeds the spell has no effect. If the save fails, the target is frightened for the duration of the spell, or until the effect is dispelled by dispelling or remove fear. A frightened creature cannot attack, cast spells, or speak (except to scream in stark terror). A frightened creature will run from the source of its fear at its full speed for the duration of the spell. If a frightened creature cannot flee, it begins cowering. An engaged creature that is frightened will remain cowering until it is able to disengage with defensive movement. A cowering creature is vulnerable and and cannot attack, cast spells, move, or take any other actions until the condition ends.
This spell allows the recipient to enjoy soothing, peaceful sleep, free of pain and sorrow, whenever he slumbers. As a result of this salving rest, the recipient of the spell will heal an extra 1d3 hit points during each day of complete rest. If the recipient is enervated, he gains a +4 bonus on his Death saving throw and can end the condition with two, rather than three, successful saves in a row. The spell ends when the recipient stops completely resting or if he takes any damage.
This spell protects the recipient from aggression. Any enemy attempting to attack the recipient must make a Spells saving throw. If the save succeeds, the spell has no effect on that enemy. If the save fails, the enemy cannot attack the recipient. It does not lose its attack and can attack another creature instead. An enemy that is casting a spell, using a special ability, or wielding an item that produces an area of effect does not need to save to be able to include the recipient in the area of effect. If the recipient makes an attack, engages an enemy, or casts a spell that harms enemies, the spell immediately ends. The recipient can decide not to engage opponents in order to avoid ending the spell.
This spell can destroy a weapon, causing its blade to shatter or melt away into smoke. If the weapon is an ordinary item that is not being held by a creature, the weapon is automatically shattered. If the weapon is held by a creature, the wielder must make a Death saving throw, adding the weapon's magic bonus (if any) to the save. If the weapon is a magic item that is not being held by a creature, the weapon must make a Death saving throw as a fighter of a level equal to its magic bonus. If the save succeeds, the spell has no effect. If the save fails, the weapon is shattered. The spell causes no harm to the creature holding the weapon (except for depriving him of it).
A caster of 6th level or higher can shatter two weapons, while a caster of 11th level of higher can shatter three weapons. The weapons may be held by the same creature or by different creatures within range. Each creature or weapon saves separately in any case.
This spell empowers the caster to give a living target a one word command. The command given must be a single verb in the imperative case, such as approach, die, drop, flee, halt, submit, surrender, or sleep. The target must be able to hear and understand the word spoken.
When the command is uttered, the target must make a Spells saving throw. If the save succeeds, the spell has no effect. If the save fails, the target is immediately affected by one or more conditions. On its next initiative, it follows the command given. All of the conditions except prone expires at the start of the target's subsequent initiative. The prone condition ends when the target uses an action to get up.
Approach: The target immediately becomes enthralled. On its initiative, it advances at combat speed towards the caster.
Confess: The target immediately becomes shaken. On its initiative, it confesses to some criminal or shameful act in the hopes of impressing, placating, or pleasing the caster. It need not have actually committed the act.
Die: The target immediately falls prone and becomes unconscious. On its initiative, it takes no action.
Drop: The target immediately starts faltering. On its initiative, it drops any items it is carrying in its hands or on its back.
Flee: The target immediately becomes frightened. On its initiative, it flees at its running speed away from the caster.
Freeze: The target immediately becomes paralyzed. On its initiative, it takes no action.
Grovel: The target immediately starts cowering. On its initiative, it takes no action except to abjectly plead for forgiveness and mercy from the caster.
Halt: The target immediately becomes mesmerized. On its initiative, it takes no action.
Jump: The target immediately becomes disordered. On its initiative, if within 5' of an edge, the target jumps off the edge. Otherwise, it takes no action except to ask how high?
Rampage: The target immediately becomes berserk and infuriated. On its initiative, it behaves accordingly.
Submit: The target immediately starts faltering. On its initiative, it sheathes any weapon it was carrying and prostates itself before the caster, becoming prone.
Surrender: The target immediately starts faltering. On its initiative, it drops any weapons it is carrying (but not other objects) and raises its hands above its head.
Sleep: The target immediately faints, falls prone and starts slumbering. On its initiative, it takes no action.
This list is exemplary rather than exclusive, and the Judge should be prepared to adjudicate other possible words of command based on these guidelines.
This spell can allow the caster to foresee whether a particular action is likely to bring about good or bad results. Auguries are not always accurate, however. When the spell is cast, the Judge secretly makes a magic research throw on behalf of the caster. A natural roll of at least 7 always succeeds. If the throw succeeds, the augury is true and reliable. If the throw fails, the augury is false and misleading. In addition, the augury can see into the future only 3 turns, so anything that might happen after that does not affect the result. Thus, the result will not take into account the long-term consequences of a contemplated action.
EXAMPLE: Zeodarë casts augury to assess whether opening a treasure chest she's discovered is likely to bring about a good or bad result. The Judge secretly makes a magic research throw on her behalf and rolls an 11, so her augury is true. The Judge knows that the chest is not locked or trapped, and contains 4,000gp. Therefore, he tells her that opening the chest will bring about a good result.
The fact that the gold coins belong to a murderous assassin who will come hunting for her when he discovers they have been stolen is not
reflected in the augury, because that event won't happen in the next half hour.
This spell can bewitch a living animal target. The target must make a Spells saving throw. If the target or its allies are being threatened or attacked by the caster or his allies when the spell is cast, it receives a +5 bonus on its saving throw. If the save succeeds, the spell has no effect. If the save fails, the target is bewitched. The effect is identical to that of beguile humanoid, above.
Once in effect, the bewitchment lasts until dispelled or until the animal makes a successful Spells saving throw. The bewitched animal receives a saving throw to break the spell each day if it has 9 HD or more, every week if it has 5 – 8 HD, and every month if it has fewer than 5 HD.
This spell does not grant the caster any special means of communication with the affected animal
This spell works exactly like cure light injury, except that it heals the recipient touched of 2d6 damage. The reverse, cause moderate injury, also works exactly like cause light injury, except that it deals 2d6 Necrotic damage to the target.
This spell temporarily staves off the effects of poison in the recipient. Any poison in the recipient's system or any poison to which it is exposed during the spell's duration does not affect the recipient until the spell's duration has expired. Unless cured, saving throws and damage as appropriate are rolled once the spell ends. Delay poison does not cure any damage that poison has already done. However, if the spell is cast on a subject who died from poison within the last turn, the target character is restored until the spell duration ends. A revived character will have 1 hp for the duration of the spell, but if the spell ends prior to the poison being cured, the recipient dies again.
This spell allows the caster to discern whether creatures within range and line of sight are affected by one or more bewitchments. If so, the caster sees a rosy pink glow emanating from the creature. For purpose of this spell, bewitchments include bewitchment, domination, enslavement, and forgetfulness effects, as well as the charms of creatures such as harpies or vampires.
The reverse of this spell, indiscernible bewitchment, completely masks any and all bewitchments on a creature for a period of 24 hours.
This spell protects the caster with invisible armor of magical force. It guarantees the caster an Armor Class of 7 against melee and missile attacks of all sorts. The divine armor stacks with modifiers to AC from DEX but not with modifiers to AC from armor, class powers, conditions, magic, or proficiencies. Conditions which improve an opponent's attack throw against the creatures they affect (e.g., flanked or vulnerable) are not affected by divine armor. Unlike arcane armor, it does not protect against mage missile.
This spell grants the recipient a bonus of +2 to all saving throws. The divine grace ends immediately if the recipient acts in ways contrary to the divine caster's alignment or deity.
This spell grants the recipient protection against one type of energy for the duration of the spell. The caster designates the type when the spell is cast, choosing from cold, electric, fire, luminous, necrotic, or seismic. The recipient becomes resistant to both mundane and extraordinary damage of the chosen type. The recipient reduces the damage dealt by the chosen type by half and gains a +2 bonus on saving throws against spells or special abilities that deal damage of the chosen type.
This spell can render 1d4 living humanoid targets mute and motionless. Each target must make a Paralysis saving throw. If the save succeeds, the target is not affected. If the save fails, the target is paralyzed for the duration of the spell or until the effect is dispelled or removed by a cure spell.
A paralyzed creature is helpless and mute. A paralyzed winged creature cannot flap its wings and falls if in flight at the time. A paralyzed swimmer can't swim and will drown if unable to breathe water.
This spell fills the caster and up to 30 allied recipients of his choice within 15' with courage and hope. Each blessed recipient gains a bonus of +1 to attack throws, armor class, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The spell cannot affect creatures who have attacked enemies on their most recent initiative, so it is best cast before a battle begins.
Divine casters of 7th level or higher can use holy blessing to create holy water. One casting of holy blessing will transform 1 pint of ordinary water into holy water. Casting holy blessing in this manner demands a sacrifice to the caster's deity worth at least 10gp. Once created, holy water will retain its potency indefinitely so long as it is kept in the vial it was blessed in. See the Equipment Descriptions in Chapter 4 for information on holy water.
The reverse of holy blessing is called unholy blessing. It fills the caster and up to 30 allied recipients of his choice within 15' with fanatical hate and zealotry. Each recipient gains a bonus of +1 to attack throws, armor class, morale rolls (for monsters or NPCs allied with the caster),
and saving throws against magical fear. unholy blessing can also be used by chaotic divine casters of 7th level or higher, in conjunction with a sacrifice of at least 10gp, to create a vial of unholy water. Unholy water has beneficial effects when used in the animation of the dead. See animate undead, above.
This spell is intoned continuously, bringing about supernatural intervention centered on the divine spellcaster and affecting up to 30 allied recipients within a 15' radius of the caster. The caster, and recipients within 15' radius of the caster, gain a +2 bonus to saving throws. This effect continues so long as the caster maintains concentration or until dispelled. A noiselessness spell that affects the caster also instantly ends the spell.
This spell creates a sphere of complete silence in a 10' radius around the caster. All sound is stopped: Conversation is impossible, spells cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. All creatures within the radius are deafened and sneaking. The spell lasts while the caster maintains concentration plus 1 additional round thereafter. The spell immediately ends if the caster speaks.
This spell grants the recipient some protection against one type of physical effect for the duration of the spell. The caster designates the type when the spell is cast, choosing from acidic, arcane, bludgeoning, piercing, poisonous, or slashing. The recipient becomes resistant to both mundane and extraordinary damage of the chosen type. The recipient reduces the damage dealt by the chosen type by half and gain a +2 bonus on saving throws against spells or special abilities that deal damage of the chosen type.
This spell can put to sleep any living targets with fewer than 5 HD situated within a 10' diameter sphere. Each target with 2 HD or more can make a Paralysis saving throw. If the save succeeds, the spell has no effect. If the save fails, or if the target has fewer than 2 HD, the target begins slumbering. A slumbering creature is helpless, blind, deaf, and mute. Attacking, damaging, or moving a slumbering creature awakens it, but normal noise does not until the expiration of the spell.
This spell grants the caster the ability to communicate with ordinary and giant animals that are within his line of sight and able to hear him. The spell magically translates the animals' natural vocalizations into language comprehensible to the caster. However, the spell doesn't make the animals friendlier or smarter. Most animals, being of bestial sapiency, can only relay concrete facts punctuated with inane comments. Semi-sapient animals, such as dolphins, elephants, or parrots, can communicate concepts and opinions, though they will tend to be terse and evasive. However, if an animal is friendly towards the caster, it might be willing to grant some favor or service. Speak with beasts does not permit conversation with sapient creatures.
This spell allows the caster to relay a message to a recipient by means of an avian messenger. The messenger will be a small, winged creature capable of long-distance flight. The spell will conscript the nearest suitable creature to serve as the avian messenger so it might be, e.g., a pigeon, a raven, a bat, or even a dragonfly, depending on what is nearby when the spell is cast. As soon as the spell is cast, the avian messenger will begin traveling to the caster, typically arriving within 2d6 rounds. If the avian messenger is somehow prevented from reaching the caster (e.g. if he is imprisoned deep underground), it will circle in the vicinity until it is able to reach him or until the spell expires.
Once the avian messenger reaches the caster, it will wait up to 10 minutes (one turn) for the caster to whisper his desired message into its ear. If the caster fails to whisper a message into the messenger's ear within 10 minutes, the spell ends and the creature flies off. The avian messenger can understand any language(s) the caster speaks, and remember a message up to 1 minute (one round) long per level of the caster.
Once the caster has finished whispering his
message, he must designate a recipient for the message. The caster must know the proper name or identifying title of the recipient and the location of his residence (either firsthand, from scrying, or from a map). Once the recipient has been designated, the avian messenger will begin traveling to the recipient's residence. The avian messenger will travel for up to 12 hours at a rate of 48 miles per hour in order to reach the recipient's residence. If the recipient is present when the messenger arrives, it will whisper the message into his ear in whatever language the caster spoke. If the recipient is absent, or somehow inaccessible (e.g. in a windowless room), the avian messenger will circle in the vicinity until it is able to reach him or until the spell expires.
This spell cures a living recipient of blindness caused by permanent wounds, death magic, and/or reversed healing magic. However, blindness caused by a curse cannot be cured by this spell.
The reverse of this spell, cause blindness, can instantly blind a living target with milky cataracts. An attack throw is required to touch the target. If the attack throw succeeds, the target is blinded until cured.
This spell cures a living recipient of any and all diseases that it is suffering from, including magical diseases such as lycanthropy and mummy rot as well as fantastical parasites such as slimes. Certain magical diseases might not be countered by this spell or might be countered only by a caster of a certain level or higher. This spell does not prevent reinfection after a new exposure to the same disease.
The reverse of this spell, cause disease, can infect a living target with a horrific wasting plague. The target must make a Spells saving throw. If the save succeeds, the spell has no effect. If the save fails, the creature is diseased. While diseased, the creature suffers -2 on attack throws, cannot be magically healed of injuries, and heals at half its normal rate. At the end of each day it is diseased, the creature must make a throw of 2+ or die of the disease. Since sickness comes in many forms, the player or Judge can develop other disease conditions if desired. However, the disease created by this spell is never transmissible.
This spell works exactly like cure light injury, except that it heals the recipient of 2d6 + half caster level damage. The reverse, cause major injury, also works exactly like cause light injury, except that it deals 2d6 + half caster level Necrotic damage to the target.
This spell deflects missile attacks dealing mundane damage which are directed at its recipient. Missile attacks include, e.g., arrows, boulders, bolts, bullets, and thrown objects. The deflected missile attacks automatically miss the recipient. If the deflected attack has an area of effect, roll for scatter to determine the direction and distance deflected. The recipient can still be harmed if it ends up in the area of effect after deflection. Attacks made with silver weapons are considered to deal extraordinary damage for purposes of this spell.
This spell allows the caster to discern whether areas, creatures, and objects within range and line of sight are cursed. If so, the caster sees a vivid purpureus glow emanating from the area, creature, or object. The spell does not reveal the nature of the curse or how it is triggered, only that an item or area is cursed.
The reverse of this spell, indiscernible curse, completely masks any and all curses on an area (up to 20' feet on a side), creature, or object, for a period of 24 hours.
This spell can extinguish ongoing spells that have been cast on a creature or object, or extinguish ongoing spells within a cubic area 20' on a side. The caster must choose whether to cast dispel magic on a creature or object, or to affect an area. If dispel magic is targeted at a creature, all spells and spell-like effects (including ongoing potion effects) might be canceled. If cast upon an area, all such effects within the area might be canceled.
After the caster chooses the spell's target, he must make an attack throw versus each spell or spell-like effect he might extinguish. Each spell or spell-like effect is considered to have an armor class equal to the difference in caster level between the creator of the spell or effect and the caster. If an attack throw succeeds, that particular spell or spell-like effect is extinguished. If an attack throw fails, the spell or effect continues.
EXAMPLE: Süreus is a 5th level mage with an attack throw of 9+. If he attempts to dispel an effect cast by a 1st level caster, the effect is treated as AC (1-5) = -4, so he succeeds on 5+. If he attempts to dispel an effect by a 10th level caster, the effect is treated as AC (10-5) = 5, so he
succeeds on 14+.
Some spells and effects cannot be ended by dispel magic. These include curse spells or effects, petrification spells or effects, and quest spells or effects, as well as magic items with effects of permanent duration and diseases caused by spells or effects. Dispel magic can be used to extinguish spells or effects made permanent by ritual magic, but only if the caster is of higher level than whoever made the effect permanent.
This spell functions exactly as holy circle, but with a duration of 12 turns. The holy circle will move with the caster, who does not need to concentrate to maintain its protection.
Reversed, this spell becomes unholy circle, sustained, and functions exactly as unholy circle, except with a duration of 12 turns without the need for concentration.
This spell imbues up to one recipient per caster level with powerful divine energies. On its next initiative, each recipient can move at double its normal speed and can make one additional attack. Spellcasting is not accelerated, nor is the use of magic items such as wands, which may still be used just once per round. Multiple speed effects don't combine
This spell creates a spherical region of bright light around a target location or object. The perpetual illumination produces full daylight out to 30'
This spell can instantaneously remove any or all curses on a recipient creature. The caster must make an attack throw versus each curse. Each curse is considered to have an armor class equal to the difference in caster level between the creator of the curse and the caster of remove curse. If an attack throw succeeds, that particular curse is removed. If an attack throw fails, the spell or effect continues. In addition, if the creator of the curse has a higher caster level than the caster, the caster cannot try again to remove the curse until he has gained a level of experience.
Remove curse can be used to extinguish curses made permanent by ritual magic, but only if the caster is of higher level than whoever made the effect permanent. Certain other special curses cannot be countered by this spell at all, or may be countered only by a caster of a certain level or higher.
A recipient who was cursed to retain and use a particular item (such as a sword -1) has one turn after this spell is cast to discard and/or destroy the item. If the recipient has not discarded the item by then, the curse returns. The curse on the object is not itself removed and can afflict future possessors.
The reverse of this spell, bestow curse, allows the caster to place a curse on a target creature or unattended object. The target must make a Spells saving throw. If the save succeeds, the spell has no effect. If the save fails, or the target was an unattended object, the curse takes effect. The caster can choose one of the following five effects, which will apply to the target creature or to the future possessor of the target object:
The affected creature's seed is despoiled. Any children it births or sires are monstrous, or even monsters (Judge's choice).
The affected creature's mind frays and cracks. Immediately upon being cursed, and each day thereafter upon awakening, it must make a Spells saving throw. If the save fails, it goes mad for 1d6 days (as the spell incite madness). If the save succeeds, the creature retains its mind until the next time it rests and awakens.
The affected creature's body is afflicted with a wasting disease for which blood is the only cure. It immediately loses 1d3 points of CHA and 1d3 points of CON, and loses an additional 1 point of CHA and 1 point of CON every month thereafter until it dies. However, if the affected creature sacrifices a
sapient Lawful victim and consumes its blood, the wasting disease does not worsen that month. A delay disease or cure disease spell can prevent the wasting for one day but does not dispel the effect. When the curse is removed, the creature immediately recovers 1d3 lost CHA and CON and regains an additional point each month thereafter until his normal score is restored.
The affected creature's natural gifts are taken away from it. Its highest key attribute is halved and it loses one rank of its highest-ranked general proficiency. If it has several eligible attributes or proficiencies, the creature's favorite is affected (Judge's call).
Something wicked takes an interest in the affected creature. A cacodemon spawn (as conjured by the spell) begins to interfere in the creature's day-to-day activities. If the cacodemon spawn is harmed, the affected creature suffers equal damage itself. If the cacodemon spawn is dispelled or destroyed, a new one arrives the following sunset.
The caster may also invent his own curse, but it should be no more powerful than those described above. The curse thus bestowed cannot be dispelled, but it can be removed with dispel evil
or remove curse spell. If desired, the spellcaster can dictate a special condition under which the curse will automatically be lifted. Returning a stolen treasure to the tomb it was taken from is the most wellknown condition
This spell creates a magical rune that harms those who enter, pass, or open the target area or object. A rune of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. The maximum area of effect that can be protected by the ward is 25 square feet per caster level. The caster can ward up to 100 square feet each round. It can take multiple rounds for a caster to create a large rune, during which time the caster must maintain stationary concentration. The rune can conform to any shape up to the limitations of the total square footage.
After creating the rune, the caster must choose to configure it as either a blast rune or spell rune. The caster must maintain stationary concentration for one additional round to configure the rune, and might have to cast a spell.
Blast Rune: A blast rune can damage any creatures in the warded area or touching the warded object when it triggers. To create a blast rune, the caster simply specifies a damage type of his choice at the time of casting, choosing from Cold, Electric, Fire, or Seismic. When the rune is triggered, each creature must make a Blast saving throw. If the save fails, the creature takes 2 damage per caster level.
If the save succeeds, the creature takes half that damage.
Spell Rune: A spell rune can release a spell stored in the rune when it triggers. To create a spell rune, the caster must cast a blast, death, enchantment, reversed healing, or transmogrification spell of his choice into the rune. When the rune is triggered, the stored spell is cast at caster level. If the spell has an area of effect, the area of effect is centered on the center of the area or object warded. If the spell targets one or more creatures, it targets eligible creatures in order of proximity to the center of the area or object warded. The stored spells effects are resolved according to its description.
After he configures the rune, the caster sets a password. The password must be short enough to say in a few seconds but can be in any language the caster speaks. Thereafter any creature entering or touching the warded area or opening the warded object without speaking the password within one round triggers the rune.
It is easy to accidentally trigger a rune of warding, because a completely configured rune is nearly invisible. It can be detected as a trap or with spells such as discern magic or true
seeing. It can be dispelled normally. Alternatively, a character with Trapbreaking proficiency who also has a class power or proficiency enabling him to cast spells, read spell scrolls, or use arcane magic items can safely destroy a rune of warding with a successful proficiency throw.
A rune of warding vanishes when triggered. The spell is otherwise perpetual, lasting until dispelled or until the caster dies or decides to stop sustaining it.
Ashley J. Williams Second Memorial Rule (optional) : If the creature entering or touching the warded area or opening the warded object knows and speaks the password, but cannot speak the language it's in, he must make an Implements saving throw. If the save succeeds, he successfully speaks the password. If the save fails, he mangles the pronunciation so badly that the rune is triggered.
This spell grants the caster the ability to communicate with a target corpse or skeleton. The target corpse or skeleton must have come from a sapient living creature and must still have a largely-intact brain or skull with a mouth or jawbone. If both the brain and skull have rotted away or been destroyed, the target does not remember anything. If both the mouth or jawbone have rotted away or been destroyed, the target cannot answer any questions. When someone is slain to keep them quiet, the killer will often bash in the skull, cut away the brain, and remove the lips and jaw to avoid the remains being able to answer questions.
The caster may ask the target corpse or skeleton one question per two caster levels. He may ask questions at the rate of one per round
This spell creates a defensive ward around the caster. The spellward has a number of layers equal to caster level. When the caster makes a saving throw against a spell, elemental effect, or spell-like effect, he can expend one or more layers of the spellward to gain a +1d4 bonus per layer to the saving throw. After the saving throw (if any) is resolved, the caster can expend one or more layers of the spellward to reduce the damage by 1d4 points per layer. If the damage is reduced to 0 or less by the spellward, the caster does not suffer an interruption of concentration or other effects that may accrue upon being hit. If a spellwarded caster is subjected to a counterspell or dispel magic spell, he can expend one or more layers from the ward to increase his effective caster level by 1d4 per layer, making it harder to dispel his magic. Spellward expires when all of the layers are expended, or after 6 turns, whichever comes first. If this spell is made permanent through ritual magic, the spellward recharges two layers per turn.
EXAMPLE: Quintus, a 6th level caster, is in a magical duel! He had previously cast spellward, and as a 6th
level caster his ward has six layers. He is in the middle of casting thunderbolt when his opponent strikes him with a fireball that deals 21 damage. Quintus expends one layer of the ward to gain a +1d4 bonus on the saving throw. His save then succeeds, halving the damage to 10 points. He then expends the last five layers of the ward to reduce the damage by 5d4 points. He rolls the dice and the result is a 12! The damage has been reduced to 0 or less, and his spell is not interrupted. On his initiative number, he blasts his opponent with thunderbolt!.
This spell allows the recipient to walk on water as if it were solid, dry land. While walking on water, the recipient can still attack creatures in or beneath the surface of the water, but cannot swim or submerge itself without ending the spell effect. The caster must be man-sized or smaller when the spell is cast or it fails to work.
This spell creates a glowing aura of empyrean power around the caster in a 15' radius. When the spell is cast, and on the caster's initiative each round thereafter for the duration of the spell, the angelic aura can damage undead creatures within its area of effect. Up to one undead creature can be targeted per caster level. Undead creatures with the fewest HD must be targeted first. Any excess HD of effectiveness are lost. When one or more creatures with the same number of HD are eligible to be targets, the caster can choose which are affected. Each targeted undead creature must make a Death saving throw. If the save succeeds, the undead creature avoids the effect that round. If the save fails, the undead creature suffers 5d8 Holy damage. The effects of an angelic aura continue until dispelled or the duration elapses. The caster does not need to concentrate to maintain the effects.
This spell summons forth an enchanted spring from the ground or wall that will provide 50 gallons of water, enough for one platoon of 15 cavalry and mounts or one company of 120 infantry to stay hydrated for one day. For each caster level above 7th, the caster is able to create another 50 gallons of water. The created water appears anywhere within range and line of sight of the caster. The water created by this spell is just like clean rainwater. Note that one or more vessels to contain the water must be available at the time of casting. Water weighs about 1 stone per gallon
This spell works exactly like cure light injury, except that it heals the recipient touched of 2d6 + caster level damage. The reverse, cause serious injury, also works exactly like cause light injury, except that it deals 2d6 + caster level Necrotic damage to the target.
This spell grants the recipient immunity to any curse and death spells or effects that target him. The effects blocked by this spell include Death spells such as dismember or disintegration, reversed Healing type such as extinguish life or bestow curse, and monstrous death effects such as petrifying gaze or enervating touch. However, it does not include other harmful effects that force Death saves, such as poison.
This spell can provide the caster with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.
Divinations are not always accurate, however. When the spell is cast, the Judge secretly makes a magic research throw on behalf of the caster. A natural roll of at least 9 always succeeds. If the throw succeeds, the advice is good. If the throw fails, the advice is wrong and harmful.
The divination can see into the future only one week, so anything that might happen after that does not affect the result. In addition, if the caster doesn't immediately act on the advice, the conditions may change so that the advice is no longer useful (Judge's discretion).
This spell grants the recipient invulnerability against one type of energy for the duration of the spell. The caster designates the type when the spell is cast, choosing from cold, electric, fire, luminous, necrotic, or seismic. The recipient becomes immune to both mundane and extraordinary damage of that type. It automatically succeeds on saving throws against spells or special abilities that deal the chosen damage type, and ignores mundane and extraordinary damage of the chosen damage type.
This spell can inspire awe and dread in the hearts of the wicked. The means by which this occurs will depend on the caster's spell signature. Each evil creature that begins its initiative or moves within 30' of the caster must make a Spells saving throw. If the save succeeds, the spell has no effect on that creature that round. If the save fails, the creature falters that round. A faltering creature suffers a -2 penalty to attack throws, proficiency throws, and saving throws against the caster.
For purposes of this spell, evil creatures include hostile creatures of an alignment other than the caster's alignment, and inherently evil creatures such as undead, or incarnations or enchanted creatures of Chaotic alignment. It can affect incarnations and undead even if these creatures are ordinarily immune to enchantment effects.
The reverse of this spell, inspire horror, can cause fear and terror in the hearts of the kind, targeting good creatures rather than evil. For purposes of this spell, good creatures include hostile creatures of an alignment other than the caster's alignment, and inherently good creatures such as incarnations or enchanted creatures of Lawful
alignment.
This spell detoxifies any sort of poison in the creature or object touched. If cast upon a creature slain by poison within the last turn (10 minutes), the creature is revived with 1 hit point. If cast upon a poisonous object (such as a weapon, trap, etc.) the poison is rendered permanently ineffective.
Reversed, this spell becomes poison. The caster must make an attack throw to touch the target. If the attack succeeds, the target receives a Death saving throw. If the save fails, the target dies. The caster's touch remains poisonous for 1 round per level of ability, or until discharged (i.e. only one creature can be affected by the reversed spell).
This spell grants the recipient invulnerability against one type of physical effect for the duration of the spell. The caster designates the type when the spell is cast, choosing from acidic, arcane, bludgeoning, piercing, poisonous, or slashing. The recipient becomes immune to both mundane and extraordinary damage of that type. It automatically succeeds on saving throws against spells or special abilities that deal the chosen damage type, and ignores mundane and extraordinary damage of the chosen damage type.
This spell can heal a character of a single permanent wound, such as a lost limb, disfiguring scar, or shattered spine (see the Mortal Wounds rules in Chapter 6 for details on permanent wounds). Despite this spell's beneficial results, tampering with the body and soul is never without risk. Each time a character benefits from repair disfigurement and disability, he must roll on the Tampering with Mortality table in Chapter 6 and apply these results.
The reverse of this spell, cause disfigurement and disability, can cause a permanent wound in a living creature. The target receives a Death saving throw. If the save fails, the target must immediately roll on the Mortal Wounds table and suffer the result listed under Permanent Wounds Suffered. When rolling on the Mortal Wound table, the only modifier that applies is the target's CON modifier. The target does not suffer from the results listed in the Condition & Recovery column. If the save succeeds, the spell has no effect. Lawful casters can only use cause disfigurement and disability with great justification, such as legally-mandated judicial punishment.
This spell can destroy one or more undead targets situated within a 60' diameter sphere. A number of Hit Dice of undead equal to twice caster level can be affected. Undead with the fewest HD are affected first, and undead with 9 HD or more are never affected. Any excess HD of effectiveness are lost. When one or more creatures with the same number of HD are eligible to be targets, the caster can choose which are affected. Affected skeletons and zombies are instantly destroyed. Other affected undead must make a Death saving throw. If the save fails, the undead is instantly destroyed. If the save succeeds, the spell has no effect on that undead.
The reverse of this spell, animate undead, functions exactly like the 4th level spell of the same name.
This spell can transform one target snake per caster level into a staff of hardwood. Each snake must make a Spells saving throw. If the save fails, it is transformed into an inert piece of wood of approximately the same size. If the save succeeds, the spell has no effect on that snake. When the spell expires or if it is dispelled, the snake returns to its original form. If the snake's wooden form was damaged, then when it returns to snake form, it suffers equivalent damage. If the snake's wooden form was broken, when it returns to snake form it is slain. Treat snake-staffs as wooden objects with AC 0 and structural hit points equal to one-fifth the snake's hit points.
The reverse of this spell, staffs to snakes, transforms one target branch, bow, stick, staff or other piece of lengthy hardwood per caster level into a snake of the caster's choice. Magic rods, staffs, and wands cannot be affected by this spell, but nonmagical wood can be targeted even if carried by a creature. If the target staff is being carried by a creature, the creature can make a Spells saving throw to resist the effect. If the save succeeds, the spell has no effect on that staff. If the save fails, the carried staff is turned into a
snake while still in the creature's grasp
This spell creates a defensive ward around the recipient. The spellward has a number of layers equal to caster level. When the recipient makes a saving throw against a spell, elemental effect, or spell-like effect, it can expend one or more layers of the spellward to gain a +1d4 bonus per layer to the saving throw. After the saving throw (if any) is resolved, the recipient can expend one or more layers of the spellward to reduce the damage by 1d4 points per layer. If the damage is reduced to 0 or less by the spellward, the recipient does not suffer an interruption of concentration or other effects that may accrue upon being hit. If a spellwarded recipient is subjected to counterspell or dispel magic spell, it can expend one or more layers from the ward to increase his effective caster level by 1d4 per layer, making it harder to dispel his magic. Spellward other expires when all of the layers are expended, or after 6 turns, whichever comes first. If this spell is made permanent through ritual magic, the spellward recharges two layers per turn.
This spell creates a divine force that can be used to heal a recipient of 1d6+1 damage immediately and on the caster's initiative each subsequent round until the duration expires. The spirit of healing may continue to heal the same creature on subsequent rounds, or it may be directed to heal another creature instead. The caster must concentrate for the duration of the spell. If the caster loses concentration, the spirit of healing vanishes and the spell ends.
As with other cure spells, the spirit of healing may be used to cure a creature of paralysis in lieu of curing any damage, and the spell will never increase a creature's hit points beyond the normal amount.
This spell grants the caster the ability to speak and understand the language of any intelligent creature within range.
The reverse, garble, can be cast on an intelligent living target within range. No saving throw is permitted. If the target is the beneficiary of a tongues spell, garble will negate the tongues spell
This spell removes the spiritual burden of unwilling evil acts or misdeeds from the recipient. The recipient must be truly repentant and desirous of setting right its misdeeds or the spell fails. Atonement can reverse magical alignment changes or restore the class powers of divine casters who have strayed from their code of behavior. Because of the complexity of the prayers involved in atonement, the spell takes 1 turn to cast.
This spell prevents the recipient from suffering any of the damage and/or effects of blast spells and spell-like abilities. It does not protect against dragon breath, death magic, or any other damage or effects not caused by blast spells.
This spell allows the caster to ask a herald of his deity to answer three yes-or-no questions. The herald might be an angel, demigod, divine hero, or saint of the deity, but is almost never the deity himself (Judge's discretion). The caster can ask the herald one question per round, and receives the answer immediately thereafter in the form of direct and intuitive knowledge. The herald is wise and well informed in all matters relating to his deity's sphere of influence, but is not omniscient. The herald cannot predict the future and his ability to answer questions about current or past events can be confounded by the will of rival gods or heralds. These details are left to the Judge's discretion. The lengthy prayers required to cast this spell take 1 turn to complete, and can be performed but once per week. Once a year, upon the patron deity's holiest day, the caster can ask twice the normal number of questions over the course of 6 rounds.
This spell produces a 60' long and 30' wide cone of fear stretching from the caster's hands. Each living creature within the cone must make a Paralysis saving throw. If the save succeeds, the spell has no effect on that creature. If the save fails, the creature becomes frightened for the duration of the spell, or until the effect is dispelled normally, or by remove fear.
A frightened creature cannot attack, cast spells, or speak (except to scream in stark terror). A frightened creature will run from the source of its fear at its full speed for the duration of the spell. If a frightened creature cannot flee, it will cower in terror. An engaged creature that is frightened will cower in terror until it is able to disengage with defensive movement. It suffers a -2 penalty to AC and cannot attack, cast spells, move, or take any other actions until the condition ends.
This spell creates 300 lbs of food, enough to feed one platoon of 15 cavalry and mounts or one company of 120 infantry for one day. For each caster level above 9th, the caster is able to create another 300 lbs of food. The created food appears on a flat surface within range and line of sight of the caster. The created food is simple fare of the caster's choice, highly nourishing but rather bland. The created food decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting purify food and water on it. This spell can only be cast once per day.
This spell works exactly like cure light injury, except that it heals the recipient of 4d6 + caster level damage. The reverse, cause critical injury, also works exactly like cause light injury, except that it deals 4d6 + caster level Necrotic damage to the target.
This spell deflects missile or melee attacks dealing mundane damage which are directed at its recipient. The deflected attacks automatically miss the recipient. If the deflected attack has an area of effect, roll for scatter to determine the direction and distance deflected. The recipient can still be harmed if it ends up in the area of effect after deflection. Attacks made with silver weapons are considered to deal extraordinary damage for purposes of this spell.
This spell grants the caster the ability to dominate a living target. The target must make a Spells saving throw. If the throw succeeds, the spell has no effect on that creature. If the throw fails, the creature is dominated.
A dominated creature acts according to the caster's will, doing whatever is mentally commanded of him, including flight, flee, talk, etc. However, it has no independent volition and if left without commands simply stands around aimlessly. It cannot cast spells or use magic items but can use special abilities. The dominated creature acts on the caster's initiative.
The spell lasts while the caster maintains concentration, until the target is somehow forced out of range of the caster, or until it is dispelled. The spell can be dispelled normally, and can be detected with discern bewitchment, but cannot be detected with discern magic. Once the spell ends, the affected creatures will be hostile to the caster, unless the caster is a priestess of Nasga (described in Axioms 11) and they could potentially be attracted to her.
This spell grants the caster a prophetic insight into what the future holds for the creature touched. While the exact date and place are not known, a general indication of the creature's fate will be provided. The specific fate revealed may be determined by the Judge, or rolled randomly on the table below.
Fate is not entirely unalterable
This spell immediately heals one or more living recipients. The healing circle can affect one creature per caster level within 30'. Each recipient instantly regains 1d6+1 hit points. The spell can also be used to cure paralysis in one, some, or all of the recipients, but does not then cure any damage in them. The spell will never increase a creature's hit points beyond the normal amount.
Healing circle can be used to treat several unconscious combatants' wounds simultaneously from a safe distance. However, because it only heals 1d6+1 damage, it only counts as a 1st level spell that grants a +1 bonus on the Mortal Wounds table (p. 517).
This spell can restore life to a deceased creature (excluding creatures which are not truly alive, such as constructs, elementals, and undead). However, the spell cannot bring back a creature that has died of old age, lost its head, or had its body cremated.
Because it repairs even lethal damage and regrows flesh and bone, this spell also heals a character of any permanent wounds he had at the time of death, such as lost limbs, disfiguring scars, or shattered spines (see the Mortal Wounds table in Appendix C for details on permanent wounds). Despite this spell's beneficial results, tampering with the body and soul is never without risk. Each time a character benefits from restore life and limb, he must roll on the Tampering with Mortality table in Appendix C and apply these results.
If restore life and limb is ever cast on an undead monster, the monster must save versus Death or be instantly destroyed. The reverse of this spell, extinguish life, can slay a living creature. The target receives a Death saving throw. If the save fails, the target creature is instantly slain. If the save succeeds, the spell has no effect. Lawful casters may only use extinguish life in life-or-death
situations against Chaotic foes.
This spell enables the spellcaster to see moving images of a target creature, object, or place of his choice, regardless of any intervening distance. The spellcaster must have access to a mirror, crystal, reflective pool, or other surface upon which the images can be displayed. The more familiar the caster is with the creature, object or place viewed, the clearer the images will be. The larger the area of the place viewed, the more clouded the images will be. If the target is inside an anti-magic sphere or protected by indiscernibility, the images will be entirely opaque, revealing nothing.
The apparent point of view displayed depends on the size of the target: It will always be just far enough away from the target that its entire body (if a creature), surface area (if an object), or vicinity (if a place) is seen. The Judge chooses the exact angle and point. For instance, if the caster scries a castle, the Judge might decide he sees an image of the castle as if from a hill overlooking its entirety. If the caster scries a lord in that castle, the Judge might decide he sees an image of the lord as if from a courtier in the throne room.
If the caster chooses, he can cast either
clairaudiency or telepathy at the same time that he casts scry in order to use one of those spells while scrying. If so, the range of that spell is measured from the apparent point of view from which the caster is scrying. The spellcaster is otherwise unable to cast spells at or communicate with what he views.
Anytime a creature capable of casting scry (due to its repertoire or a spell-like ability or current use of a magic item) is the target of scry, is in the target place, or is carrying or wearing the target object, the creature has a chance of learning he is being spied on. The Judge must make a secret Spells saving throw on behalf of the creature. If the save fails, the creature learns nothing. If the saving throw succeeds, the creature knows he is being scried upon and learns the spell signature of the caster doing so. If the scried creature itself casts scry while the original caster is still maintaining concentration, the scried creature can then scry on the caster with the same clarity that the caster is seeing with. (And yes, the original caster now gets a Spells saving throw to detect that he is now being scried on!) If the scried creature casts
counterspell or dispel magic, the scry spell is considered an eligible target to be dispelled.
The caster can scry on his target for up to 1 turn, but must maintain stationary concentration throughout. If the caster stops concentrating for any reason, the images vanish and the spell expires.
This spell grants the recipient creature touched a +4 bonus to its Death, Implements, Paralysis, and Spells saving throw.
The reverse spell, weakness of mind, decreases the target creature touched a -4 penalty to its Death, Implements, Paralysis, and Spells saving throws. No saving throw is allowed against weakness of mind.
This spell summons a plague of insect swarms from the dark places of the earth (see the ACKS II Monstrous Manual for details). The insect swarms collectively have a number of Hit Dice equal to twice the caster's level
This spell confers the recipient with the ability to see the world clearly and without obfuscation. The recipient can see through normal and magical darkness, notices any and all secret doors, sees the exact locations of displaced creatures or objects, sees through normal or magical disguises, sees invisible creatures or objects normally, sees through illusions, and sees the true form of transformed creatures or objects, out to a range of 120'.
True seeing, however, does not penetrate solid objects. It in no way confers x-ray vision or its equivalent. It does not negate concealment, including that caused by fog, rain, or snow. In addition, the spell's effects cannot be further enhanced with known magic, so the recipient cannot use true seeing through a crystal ball or in conjunction with clairvoyancy.
This spell creates a barrier in a 10' radius around the caster that stops any spell or spell-like effects (including the caster's) from coming in or going out. Spell-like effects include all effects that duplicate a spell, or magical effects that are resisted with a Spells or Implements saving throw, but excludes effects that do not duplicate a spell and are resisted with Death, Blast, or Paralysis saves. Spells with a range of self, or touch spells used on the caster himself, are not blocked by his anti-magic sphere. If a creature or item with an ongoing spell or spell-like effect enters an anti-magic sphere, the spell or effect can be dispelled as if by a dispel magic from the caster. However, permanent effects or effects which cannot be dispelled are not affected. An anti-magic sphere lasts until dispelled or 12 turns lapse. However, the caster can decide to extinguish the sphere at any time during his initiative each round.
This spell imbues a target banner, pennant, standard, or other flag touched by the caster with powerful protective magic. While the spell is in effect, any missile or melee attacks dealing mundane damage targeted at the bearer of the target flag or any of the bearer's allies within 10' of the flag are deflected and automatically miss. If the deflected attack has an area of effect, roll for scatter to determine the direction and distance deflected
This spell instantly transforms a living recipient of man-size or smaller into the opposite sex. The recipient gains all of the primary and secondary characteristics of its new sex (external and internal, including reproductive capacity if of breeding age), resembling an opposite-gender twin of its old self.
If the recipient has been sexually altered (e.g. a eunuch), it will suffer an equivalent alteration to its new form. If the recipient belongs to a species that has only one sex, the spell has no effect. If the recipient belongs to a species that has multiple sexes, or is an intersexed creature of a predominantly sex-binary species, the caster chooses the sex that results. (A male or female creature could be transformed into an intersexed creature by this spell if desired. It is rumored that some mystery cults require this of their high-level religious figures.)
The spell is perpetual until dispelled by counterspell or dispel magic, or by a second casting of this spell, at which time the subject reverts to its original sex. The spell becomes permanent if the creature births or sires children in the manner of its new sex.
No actual bathing is required to cast this
spell
This spell prevents the recipient, as well as any allies within 5' of the recipient, from suffering any of the damage and/or effects of blast spells and spell-like abilities. It does not protect against dragon breath, death magic, or any other damage or effects not caused by blast spells.
This spell enables the caster to hear the sounds in another area through the ears of a selected type of living creatures, such as bats, hawks, or rats. The caster must specify the direction and approximate distance, up to a maximum of 500 miles away, of the first creature he wishes to clairaudiently contact. If there is no appropriate creature in that area, the next closest creature of the appropriate type will be contacted instead.
The target does not receive a saving throw and is unaware that it is being used by the caster. If the target moves out of range of the caster, the caster can no longer hear sounds through its ears, but can choose another target in this case. Otherwise, once each turn, the caster can choose another target for the spell, thereby enabling multiple locations to be heard. Greater clairaudiency does not function through barriers of lead or gold, but is otherwise unaffected by intervening material.
The caster must concentrate to use clairaudiency, and he cannot hear sounds through his own ears while doing so. The spell ends when he stops concentrating. This spell is difficult to cast, taking one full turn, and is so draining that it can be used but once per day.
This spell enables the caster to see into other areas through the eyes of a selected type of living creatures, such as bats, hawks, or rats. Apart from permitting the caster to experience sight rather than sound, it is otherwise identical to greater clairaudiency.
This powerful spell can be cast in several different ways, depending on the nature of the evil to be dispelled:
Centered on the caster to create a sacred circle of protection around him. For as long as the caster remains stationary and concentrating, to a maximum of 1 turn, any enchanted creature of Chaotic alignment that starts its initiative in or moves within 45' of him must make a Death saving throw. If the throw fails, the creature is destroyed. If the throw succeeds, the creature is frightened until the end of its next initiative.
Cast on an evil altar or the center of a place of death within 45' in order to instantaneously cleanse any sinkholes of evil that have formed there. The Judge will resolve this based on the degree and extent of the evil.
Cast on a target enchanted creature of Chaotic alignment within 45' to instantaneously destroy it. The creature must immediately make a Death saving throw with a -2 penalty. If the throw fails, the creature is destroyed. If the throw succeeds, the creature is frightened until the end of its next initiative.
Cast on a target enchanted creature from an elemental sphere of existence within 45' to banish it. The
creature must immediately make a Death saving throw. If the throw fails, the creature is banished back to its sphere. If the throw succeeds, the creature is not affected.
Cast on a target creature within 45' who is under the effects of a necromantic potence, spiritwalk, soul eating, or soul swap to instantaneously dispel the effect(s).
Cast on a target creature within 45' in order to instantaneously remove a powerful curse that is affecting the creature.
The reverse of this spell, dispel good, is identical in all respects except that it functions against enchanted creatures of Lawful alignment and destroys good altars.
This spell places a protective ward on the structure touched. The structure can be up to 10,000 cubic feet in size. For instance, the spell could protect a 20' square 25' tall tower or a 33' square 9' tall cottage. (Larger structures can be protected by multiple wards.) Once placed, a home ward remains until either dispelled or triggered by an incarnation entering the structure it wards. When the home ward is triggered, the incarnation that triggered it must make a Spells saving throw. If the save fails, the creature is dispelled back to its home plane. If the save succeeds, the spell has no effect. In either case, the home ward vanishes. A home ward leaves no visible mark on the structure it protects, but its presence can be revealed by discern magic, true seeing, or similar spells.
This powerful spell can be cast in several different ways, depending on the caster's purpose:
If cast on a target body of water, it reduces the water's depth by up to 2' per caster level (to a minimum depth of 1 inch). The water depth is lowered within a more or less square-shaped depression whose sides are up to 10' long per caster level.
If cast on a point of deep and open ocean, it creates a whirlpool with a diameter of 10' per caster level and a depth of 2' per caster level. See Nautical Hazards (p. 320) for the effects of whirlpools.
If cast on a water elemental, marid, or other creature from the elemental sphere of water, it functions as a halt monster spell.
This spell allows the caster to sense the direction and approximate distance to the most potent place of power within 12 miles (i.e. within the area of a 24-mile hex). The caster can search for places of power in general, in which case the spell will reveal the type of place it detects as well as direction and distance. Alternatively, he can specify a particular type of place (e.g. sinkholes of evil), in which case the spell will reveal the direction and distance to the most potent place of that type. If that type of place of power is not within range, the caster senses nothing. If the place of powers comes into range later in the duration of the spell, the caster will learn the direction and distance at that time. Locate place of power is not blocked by earth, stone, or wood, but can be blocked by even a thin sheet of lead or gold (in which case the caster also senses nothing). Locate place of power is a complex spell that requires 1 turn (10 minutes) to cast.
This spell can provide the caster with a short piece of meaningful and important information. The caster can designate a specific character, settlement, domain, realm, or object about which he would like information, or open himself to whatever the gods find most important. The information will be relayed in the form of a prophetic dream the next time the caster sleeps. The information provided by a prophetic dream is always true, but because it comes in the form of a dream it may be misunderstood due to cryptic symbolism and esoteric meaning. If the caster misunderstands the prophetic dream, or doesn't act on the information, the conditions may change so that the information is no longer useful. A character can cast this spell no more than once per week.
This spell lays a magical injunction on a target creature, assigning it to carry out a course of action specified by the caster – the eponymous quest. After hearing the quest, the target creature can, but does not have to, make a Spells saving throw to resist it. If the save succeeds, the spell has no effect. If the save fails, or the target creature chooses not to make the save, the quest is laid upon it. There are a number of reasons why a creature might waive its saving throw against quest. For instance, it may be willing to accept the quest in exchange for some promised reward
This spell calls down an enchanted rain from the heavens onto a 25' diameter target area. All fire within the area is instantaneously extinguished. An elemental fire spell with a duration is not dispelled, so it might cause further damage in future rounds, but any current fires are put out. Since the salvific rain comes from the sky, it cannot extinguish flames that are underground or enclosed within a structure. Salvific rain is of great use in naval battles and sieges, when it can save vessels and strongholds from fire.
This spell creates a defensive ward that protects a 20' diameter sphere. The spellward has a number of layers equal to caster level. The spellward automatically triggers whenever a spell, elemental effect, or spell-like effect would affect the area. If a spell, elemental effect, or spell-like effect affects an area that is inclusive of the spellwarded zone, but also affects areas outside the zone, the spellward will trigger, but its protection only extends to its own area of effect.
EXAMPLE: Quintus, Marcus, Balbus, and Viktir are standing in a large amphitheater, 100' in radius, the four of them strung out in a line 5' apart. Quintus, now an 11th level caster, has cast spellwarded zone on a 20' diameter sphere centered on himself. He, Marcus, and Balbus are all standing in the zone but Viktir is 5' outside its perimeter. Ra-Ramses calls down a 14th level fireball with a 20' diameter area of effect that strikes the area where Viktir, Balbus, and Marcus are standing. The spellward is triggered, but Viktir will not benefit from its protection.
If the triggering effect allows for a saving throw, one layer of the spellward will be
automatically expended to provide a +1d4 bonus to the saving throw for the affected area and/or any creature(s) in the area.
EXAMPLE: Ra-Ramses has brought down a 14th level fireball on Viktir, Balbus, and Marcus. It deals 50 Fire damage! However, Balbus and Marcus are in a spellwarded zone with 11 layers. The spellward is triggered, and one of its layers is automatically expended to provides a +1d4 bonus to Balbus and Marcus's saving throws. The die roll is a 3, so both Balbus and Marcus get a +3 bonus to their save. Balbus succeeds, but Marcus rolls badly and fails despite the bonus. Viktir, meanwhile, does not get the bonus, but he manages a lucky roll of 19 and succeeds anyway. The fireball will deal 50 Fire damage to Marcus and 25 Fire damage to Balbus and Viktir.
If the triggering effect deals damage, one layer of the spellward will be automatically expended for every 5 points of damage the effect deals (ignore any reduction from saving throws), up to the maximum number of layers. Each layer expended reduces the damage by 1d4 points. If the damage is reduced to 0 or less by the spellward, then any creature(s) in the area
are entirely unharmed, and do not suffer an interruption of concentration or other effects that may accrue upon being hit.
EXAMPLE: Ra-Ramses's fireball is dealing 50 Fire damage. Therefore (50/5) 10 layers of the spellward are automatically expended in order to reduce the damage by 10d4 points. The dice roll results in 30 points of damage reduction. Balbus, whose save succeeded, therefore takes no damage. Marcus, whose save failed, takes (50-30) 20 Fire damage. Viktir, whose save succeeded, takes 25 Fire damage because he is outside the spellwarded zone.
If the spellwarded zone is subjected to counterspell or dispel magic spell, it will expend one layer of the ward per two caster levels of the dispel in order to increase its effective caster level by 1d4 per layer, making it harder to dispel the zone. Spellward zone expires when all of the layers are expended, or after 6 turns, whichever comes first. If this spell is made permanent through ritual magic, the spellward recharges two layers per turn.
The caster summons a 13 HD herald angel from the Empyrean Heaven to aid the faith (see the ACKS II Monstrous Manual for details). This might invocation can only be cast once per week and requires a full turn to cast. The caster must be in a sacrosanct pinnacle of good devoted to the Empyrean gods. When the spell is complete, the herald angel arrives somewhere within range, usually at the altar, apex, or other majestic center of the pinnacle of good.
The herald angel acts on its own initiative. As a great-souled champion of Law, it will assist the caster in the pursuit of great deeds that serve and protect civilization. It will not pursue tasks that its deems beneath its majesty, nor courses of action that are motivated by greed or malice or that work towards Chaotic or even Neutral ends. Any such requests will cause the herald angel to vanish. If the herald angel ever learns or even believes the caster is in violation of his code of behavior, or that the caster or his allies are not allies of Law, the angel also vanishes. Otherwise, the herald angel will vanish when destroyed or dispelled or at the next sunrise.
By tradition, the spell is cast at dawn to maximize the available
duration, but there is no penalty (save the shorter duration) if the caster summons the herald angel in the afternoon, evening, or night.