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Allure

  • casting time-
  • rangeself

  • components-
  • duration6 turns

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.

Divine enchantment

Angelic Choir

  • casting time-
  • range45'

  • components-
  • duration6 turns

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.

Divine illusion

Bane-Rune

  • casting time-
  • rangetouch

  • components-
  • duration1 turn

This spell inscribes a baleful glyph on to the target weapon or weapons touched. A maximum of 20 arrows, 2 tiny melee weapons, or 1 small, medium, or large melee weapon can be affected with each casting. The affected weapon or weapons are temporarily enhanced to the equivalent of a magic weapon +2 against a particular type of creature. The type of creature is chosen by the caster when the spell is cast: animals, beastmen, constructs, dragons, giants, humanoids (excluding beastmen), incarnations, monstrosities (excluding dragons), oozes, plants, undead, or vermin. Weapons that are already magic gain an additional +1 against the type of creature while the spell is in effect. bane-rune cannot stack with itself.

Divine transmogrification

Call of the Wolf [1/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

This spell calls a wolf to the caster to serve as a companion. (see the ACKS II Monstrous Manual for details).

The spell takes one turn (10 minutes) to cast. As soon as the spell is cast, the wolf begins to travel to the caster's destination at its expedition speed. If the spell is cast in an unsettled hex of a wolf's native terrain (woods, hills, or mountains), the wolf will take 1d6 turns to arrive. If the spell is cast in any other type of hex, the time to arrive is increased by 90 minutes (9 turns) per 6-mile hex between the caster's hex and the nearest unsettled hex of native terrain. The time to arrival may be much shorter if the Judge has determined that a wolf den is nearby. If called while the caster is unreachable (deep in a dungeon, for example), the wolf will travel as close as it can to the caster and then wait in that vicinity.

For the duration of the spell, the wolf will understand the caster's speech and serve as his loyal friend and companion, acting as if it were the caster's henchman. It can be handled as a guard or hunter as if trained in that

Divine summoning

Call of the Wolf [2/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

role. The spell persists until the wolf is slain, the spell is dispelled, or one day passes (at which time the wolf departs). If the spell is cast again when the wolf is about to depart, it will remain for another day. Call of the wolf can only be cast once per day.

A prayerful caster who uses a call with ill intent towards the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster who uses a call with ill intent immediately loses the spell from his repertoire. (He can re-learn it if he has the formula.) In neither case does the called animal arrive.

Divine summoning

Counterspell [1/2]

  • casting time-
  • range180'

  • components-
  • durationinstantaneous

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

Divine protection

Counterspell [2/2]

  • casting time-
  • range180'

  • components-
  • durationinstantaneous

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.

Divine protection

Cure Light Injury*

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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 - they are injured by cure light injury and healed by its reverse.

Divine healing

Delay Disease [1/2]

  • casting time-
  • rangetouch

  • components-
  • duration24 hours

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

Divine esoteric, healing

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Delay Disease [2/2]

  • casting time-
  • rangetouch

  • components-
  • duration24 hours

disease's onset will be delayed until the duration expires.

Divine esoteric, healing

Destroy Dead

  • casting time-
  • range225'

  • components-
  • durationinstantaneous

This spell can target the bones or body of either an unanimated skeleton or cadaver or an undead skeleton or zombie of less than 9 HD. If the spell targets an unanimated skeleton or cadaver, the skeleton or cadaver automatically crumbles to dust without a saving throw. If the spell targets an undead skeleton or zombie, the target must make a Death saving throw. If the save succeeds, the spell has no effect. If the save fails, the target immediately crumbles to dust. The spell has no effect on living creatures or on undead other than skeletons and zombies.

Divine death

Discern Evil* [1/2]

  • casting time-
  • range45'

  • components-
  • duration3 turns

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

Divine detection

Discern Evil* [2/2]

  • casting time-
  • range45'

  • components-
  • duration3 turns

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).

Divine detection

Discern Gist

  • casting time-
  • range0'

  • components-
  • duration2 turns

This spell grants the caster the ability to discern the general meaning of any written script he touches, including ciphers, secret symbols, and other codes. The caster does not receive a detailed and exacting translation of the script, just the central idea or essence of it. For instance, a caster could use this spell to discern that the Kemeshi hieroglyphs on a tomb wall warn of the presence of a powerful mummy lord within, or to discern that a spell scroll written in Kemeshi carries the formula for unliving puppet spell, but he could not use the scroll or record the spell in his spellbook without actually learning Kemeshi.

Divine detection

Discern Magic

  • casting time-
  • range90'

  • components-
  • duration2 turns

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 - those require more powerful detection spells.

Divine detection

Discern Poison

  • casting time-
  • range90’

  • components-
  • durationinstantaneous

This spell allows the caster to discern whether areas, creatures, and objects within range and line of sight are poisonous to him. If so, the caster sees a sickly green glow emanating from the area, creature, or object. Only the caster sees the glow. Note that this spell will not detect poisons to which the caster is immune.

Divine detection

Faithful Companion [1/2]

  • casting time-
  • rangetouch

  • components-
  • duration1 hour per caster level

This spell raises the bones or body of a dead canine target as an undead skeleton or zombie under the caster's mental control. An animated canine skeleton can be created only from a mostly intact skeleton - a canine zombie can be created only from a mostly intact canine corpse. For purposes of this spell, canines include coyotes, dogs, foxes, jackals, and wolves, but not wargs, hellhounds or other monstrosities. Canine skeletons will have Hit Dice equal to the number the canine had in life. Canine zombies will have one more Hit Die than the monster had in life, but one-half the speed.

The caster can give verbal orders to his faithful companion when he first animates it and thereafter anytime it is in line of sight on his initiative. Complex or extensive orders require the caster to expend action in lieu of moving, but simple orders (protect me!) do not require an action. Orders can be given in any language the caster speaks. The faithful companion will mindlessly obey whatever orders it is given to the best of its (limited) ability. It cannot accomplish tasks that require abstract thought or higher reasoning. If it

Divine necromancy

Faithful Companion [2/2]

  • casting time-
  • rangetouch

  • components-
  • duration1 hour per caster level

completes all of its orders, or for whatever reason is physically unable to obey its orders, the faithful companion will simply remain stationary until it receives new orders. The faithful companion acts on its own initiative each round.

A faithful companion remains animated until destroyed or dispelled, or until one hour per caster level elapses. If the faithful companion remains intact when the spell ends (e.g. it wasn't destroyed), the canine's remains can be re-animated with full hp by another casting of this spell. (Not even death can break the bond between a necromancer and a beloved dog!) However, if the faithful companion was destroyed, it crumbles to dust.

Divine necromancy

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Frighten Beast

  • casting time-
  • range90'

  • components-
  • duration3 turns

This spell can frighten a living animal target. 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 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 cowers 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.

Divine enchantment

Holy Circle* [1/2]

  • casting time-
  • rangeself

  • components-
  • durationstationary concentration

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.

Divine protection

Holy Circle* [2/2]

  • casting time-
  • rangeself

  • components-
  • durationstationary concentration



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).

Divine protection

Illumination* [1/2]

  • casting time-
  • range180'

  • components-
  • duration6 turns + 1 turn per caster level

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, bright light to dim light within 30' of the target, and dim light to pitch blackness within 30' of the target. The tenebrosity also blocks out lightless vision.

Sometimes the effects of illumination and tenebrosity might come into conflict. For instance, an illuminated object might be carried into a tenebrous area, or a tenebrosity spell might be cast in an illuminated area. In either case, the level of the respective spellcasters determines the result. If the caster of illumination is 3 or more caster levels higher than the caster of tenebrosity, then the tenebrosity is

Divine esoteric

Illumination* [2/2]

  • casting time-
  • range180'

  • components-
  • duration6 turns + 1 turn per caster level

extinguished. If the caster of tenebrosity is 3 or more caster levels higher than the caster of illumination, then the illumination is extinguished. In any other case, both spells are extinguished, restoring the existing ambient light level.

Divine esoteric

Infuriate Beast

  • casting time-
  • range360'

  • components-
  • duration1 turn

This spell can enrage a living animal target with fewer than 9 HD. The target must make a Spells saving throw. If the save fails, the target becomes infuriated.

Each round, an infuriated creature will attack any creatures it can detect. It will prioritize attacking whichever creature has most recently damaged it, but otherwise will attack the closest target. If the infuriated creature has no eligible targets, it will wait motionless in seething fury until a target presents itself. An infuriated creature gains a +2 bonus to its attack throws but suffers a -2 penalty to its AC due to its mindless rage. It cannot talk or retreat. It is immune to fear and ignores morale. The creature remains infuriated until the spell ends or the effect is dispelled or removed by remove fear. However, if an infuriated female creature ever finds itself about to attack its own mate or offspring, the creature may immediately make an additional saving throw at +5, with a successful save ending the effect.

Divine enchantment

Kindle Flame* [1/2]

  • casting time-
  • range15'

  • components-
  • durationinstantaneous

This spell can cause one or more target objects to burst into flame. The target objects can be wet but must be readily flammable. Readily flammable objects include bits of kindling, sticks of wood, clothing, hair, and cloth, but not flesh. All of the target objects must be within a single 5' diameter sphere. The caster can select which objects within the spell's area of effect are ignited. In most cases this spell is used to light campfires in adverse weather, etc.

If the spell is used to set a creature's clothes or hair on fire, or otherwise to cause harm to a creature, the affected creature must make a Blast saving throw. If the save succeeds, the spell has no effect. If the save fails, the creature begins burning. Burning creatures suffer 1d8 Fire damage at the start of their initiative each round until the flames go out. It takes one full round of rolling on the ground or being immersed in water to extinguish the flames. Unless the object ignited is quite large, the flames burn out naturally in 1d4+1 rounds.

The reverse of this spell, quench flame, instantly extinguishes the fire on one or more objects within

Divine blast, elemental (fire)

Kindle Flame* [2/2]

  • casting time-
  • range15'

  • components-
  • durationinstantaneous

range. All of the affected objects must be within a single 5’ diameter sphere.

Divine blast, elemental (fire)

Locate Animal or Plant

  • casting time-
  • range180'

  • components-
  • duration6 turns

This spell reveals the direction and approximate distance to the closest specimen of a particular type of animal or plant within range. The spellcaster must name the specific type of animal or plant he wishes to locate. If no specimens of the desired type of animal or plant are within range, the caster senses nothing. If a specimen comes into range later in the duration of the spell, either because the caster moved or the specimen did, the caster will learn the direction and distance at that time. A locate animal or plant spell 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). The spell will locate normal or giant-sized animals, but not intelligent creatures, monstrosities such as owlbeasts or wyverns, or oozes. The animal or plant gets no saving throw. This spell is most often used to find special rare plants - a character using this spell receives a +4 bonus on Naturalism proficiency throws to locate poisonous plants.

Divine detection

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Pass Without Trace

  • casting time-
  • rangetouch

  • components-
  • duration1 turn per caster level

This spell grants the recipient with the ability to magically conceal his tracks while traveling through the wilderness, possibly along with one or more traveling companions. For the duration of the spell, the recipient gains the benefit of the Passing Without Trace proficiency. Use the caster level rather than the recipient's level to determine how many additional tracks the recipient can conceal. If the recipient already has the Passing Without Trace proficiency, add his class level to the caster level for this purpose. The recipient and his traveling companion's steps are veritably traceless, with not even mud or snow revealing their tracks. However, a discern magic or true seeing spell cast within three turns of the recipient's passage will reveal the tracks. The recipient must be man-sized or smaller when this spell is cast or it fails to work.

Divine transmogrification

Predict Weather

  • casting time-
  • range1 mile/level

  • components-
  • duration24 hours

This spell enables the caster to accurately predict the weather within range of the spell over the period of the next 24 hours. The spell provides no ability to control the weather, merely foreknowledge of what is coming.

Divine detection, esoteric

Purify Food and Water*

  • casting time-
  • range10'

  • components-
  • durationinstantaneous

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.

Divine esoteric

Salving Rest

  • casting time-
  • rangetouch

  • components-
  • durationspecial

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.

Divine esoteric, healing

Sanctuary

  • casting time-
  • rangetouch

  • components-
  • duration2 rounds + 1 round per caster level

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.

Divine esoteric, protection

Seal Portal

  • casting time-
  • range10'

  • components-
  • duration2d6 turns

This spell magically seals a chest, door, gate, portcullis, shutter, or window. The spell closes the portal as if it were securely fastened and locked, though the portal cannot be picked. A seal portal lasts until it is dispelled or its duration expires or until the portal is physically destroyed.

Divine esoteric, movement

Shatter Blade

  • casting time-
  • range45'

  • components-
  • durationinstantaneous

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.

Divine blast, elemental (earth)

Sling Stone

  • casting time-
  • range180'

  • components-
  • durationinstantaneous

This spell allows the caster to magically sling one or more small objects at targets within range. The caster can sling up to one object per level of experience. The objects can be slung at one target or distributed across several targets, as desired. The spellcaster must make a successful attack throw with each object. Each object that successfully hits deals 1d4 Bludgeoning damage to its target.

(see spell for table)

To be slung by this spell, an object must be either in the caster's hands or lying on the ground within 5', must be made of clay, stone, or metal, and must weigh no more than 8 ounces. Most casters will carry a pouch of sling stones or bullets for use with this spell, but if necessary, a caster may resort to slinging objects that are littering the ground nearby. The Judge may randomly determine how many eligible objects are nearby based on the caster's environment by rolling on the adjoining table.

Divine blast, elemental (earth)

Unliving Puppet [1/2]

  • casting time-
  • range90'

  • components-
  • durationconcentration

This spell raises the bones or body of a single dead creature within range and line of sight of the caster as an undead skeleton or zombie under the caster's mental control. An animated skeleton can be created only from a mostly intact skeleton - a zombie can be created only from a mostly intact corpse.

Animated skeletons have Hit Dice equal to the default number of racial Hit Dice such monsters have in life - for skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased. Zombies have one more Hit Die than the monsters have in life. Unlike animate undead, the HD of the skeleton or zombie created are not limited by caster level. However, only creatures of less than 9 HD can be raised by this spell (though an 8 HD creature might be raised as a 9 HD zombie).

The caster must concentrate to control the unliving puppet. The undead cannot be controlled outside the range of the spell. If the caster loses concentration, or the unliving puppet is somehow forced out of range of the caster, the spell ends. Otherwise the unliving puppet remains animated until

Divine necromancy

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Unliving Puppet [2/2]

  • casting time-
  • range90'

  • components-
  • durationconcentration

destroyed or dispelled, or until the caster relinquishes concentration. The creatures' remains crumble to dust when the spell ends.

Divine necromancy

Word of Command [1/6]

  • casting time-
  • range15'

  • components-
  • duration1 round

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

Divine enchantment

Word of Command [2/6]

  • casting time-
  • range15'

  • components-
  • duration1 round

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

Divine enchantment

Word of Command [3/6]

  • casting time-
  • range15'

  • components-
  • duration1 round

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.

Divine enchantment

Word of Command [4/6]

  • casting time-
  • range15'

  • components-
  • duration1 round



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,

Divine enchantment

Word of Command [5/6]

  • casting time-
  • range15'

  • components-
  • duration1 round

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

Divine enchantment

Word of Command [6/6]

  • casting time-
  • range15'

  • components-
  • duration1 round

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.

Divine enchantment

Augury [1/2]

  • casting time-
  • rangeself

  • components-
  • durationinstantaneous

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

Divine detection, esoteric

Augury [2/2]

  • casting time-
  • rangeself

  • components-
  • durationinstantaneous

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.

Divine detection, esoteric

1 1
1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2

Beguile Humanoid [1/3]

  • casting time-
  • range90'

  • components-
  • duration1 day

This spell can bewitch a living humanoid target with fewer than 5 HD. The target creature must make a Spells saving throw. If it 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.

Once bewitched, the creature feels that the caster is a beloved friend and trusted comrade. It will interpret anything the caster says or does in the most favorable manner, confabulating plausible justifications for the actions taken. If a fight breaks out between the caster and its allies, the creature will spend one round attempting to verbally defuse the fight, then thereafter fight against whichever side initiated the violence, making nonlethal attacks if possible. In more peaceful circumstances, the bewitched creature might agree to cover up the caster's activities, allow him access to restricted areas, risk its own life to save his, or do any of the other foolish things

Divine enchantment

Beguile Humanoid [2/3]

  • casting time-
  • range90'

  • components-
  • duration1 day

that people sometimes do for their friends despite their better judgment. The Judge can use the Morale rules for henchmen (p. 166) to assess the bewitched creature's response to dangerous or unusual requests.

However, the caster can neither control the bewitched creature like an automaton nor give it orders like a hireling, and attempting to do so can give the creature an additional saving throw to resist the spell (Judge's discretion). Moreover, the spell does not provide any special means for the caster to communicate with the bewitched creature. If the caster does not speak any languages known to the creature, he can crudely communicate with grunts, gestures, and pantomime.

Once in effect, the spell lasts until dispelled or until 1 day elapses. It can be dispelled normally, and can be detected with discern bewitchment, but cannot be detected with discern magic.

Once the spell ends, the affected humanoid will be hostile to the caster if it was forced to risk its life without fair reward or otherwise

Divine enchantment

Beguile Humanoid [3/3]

  • casting time-
  • range90'

  • components-
  • duration1 day

harmed or maltreated. A bewitched humanoid that was treated kindly and respectfully might remain neutral or friendly (Judge's discretion).

Divine enchantment

Bewitch Beast [1/2]

  • casting time-
  • range90'

  • components-
  • durationindefinite

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. If combined with speak with beasts, this spell becomes significantly more useful. A bewitchment can be detected with discern bewitchment, but cannot be detected with discern magic.

Once the spell ends, the affected animal will be hostile to the caster if it was

Divine enchantment

Bewitch Beast [2/2]

  • casting time-
  • range90'

  • components-
  • durationindefinite

forced to risk its life without fair reward or otherwise harmed or maltreated. A bewitched animal that was used kindly might remain neutral or friendly (Judge's discretion).

Divine enchantment

Call of the Wolf Pack [1/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

This spell calls a pack of wolves to the caster to serve as companions (see the ACKS II Monstrous Manual for details). Two wolves will respond to the call at caster level 3, plus one additional wolf for every two caster levels above the caster possesses, rounded down.

The spell takes one turn (10 minutes) to cast. As soon as the spell is cast, the wolves begin to travel to the caster's destination at their expedition speed. If called in an unsettled hex of their native terrain (woods, hills, or mountains), the wolves will take 1d6 turns to arrive. If the spell is cast in any other type of hex, the time to arrive is increased by 90 minutes (9 turns) per 6-mile hex between the caster's hex and the nearest unsettled hex of native terrain. The time to arrival may be much shorter if the Judge has determined that a wolf den is nearby. If called while the caster is unreachable (deep in a dungeon, for example), the wolves will travel as close as it can to the caster and then wait in that vicinity.

For the duration of the spell, the wolves will understand the caster's speech

Divine summoning

Call of the Wolf Pack [2/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

and serve as his loyal friends and companions, acting as if they were the caster's henchmen. The spell persists until all the wolves are slain, the spell is dispelled, or one day passes (at which time the wolf departs). If the spell is cast again when the wolves are about to depart, they will remain for another day. Call of the wolf pack can only be cast once per day.

A prayerful caster who uses a call with ill intent towards the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster who uses a call with ill intent immediately loses the spell from his repertoire. (He can re-learn it if he has the formula.) In neither case does the called animal arrive.

Divine summoning

Choking Grip

  • casting time-
  • range45'

  • components-
  • durationspecial

This spell can place an invisible grip around the throat of a living target. The target must make a Death saving throw. If the save succeeds, the target resists the spell. If the save fails, the target begins choking. It immediately suffers 1d6 Necrotic damage and thereafter cannot take any actions or speak (although it can still defend itself) until the choking grip ends.

When the caster’s next initiative number comes up, if the caster maintains concentration on the spell, then the choking target must make another Death saving throw. If the save succeeds, the spell ends. If the save fails, the target continues choking. It suffers another 1d6 Necrotic damage and still cannot take any action. The choking grip lasts until dispelled, the caster stops concentrating upon it, or the target makes a successful saving throw and ends the spell.

The target of this spell must be a living animal, giant, humanoid, monstrosity, or other creature that respirates through a windpipe. If cast on another type of living creature, such as an ooze or vermin, the spell automatically fails.

Divine death

Circling Winds [1/2]

  • casting time-
  • rangeself

  • components-
  • durationstationary concentration

This spell raises a sphere of howling winds that surround the caster at a 10' radius. Any creatures that start their initiative or move within 5' of the exterior of the circling winds are subject to attack as if from a readied 2 HD monster with one attack dealing 1d8 Slashing damage. Any creatures that attempt to pass into the circling winds must make a Paralysis saving throw or be forced back 5' from the nearest edge. (Creatures of Large size or greater gain a +4 bonus to the saving throw per size category above man-sized.) The circling winds do not attack or force back creatures inside the radius of the spell.

The circling winds deflect missile attacks dealing mundane damage which are directed at the caster or other creatures inside the radius of the spell. Missile attacks include, e.g., arrows, boulders, bolts, bullets, and thrown objects. The deflected missile attacks automatically miss their target. If the deflected attack has an area of effect, roll for scatter to determine the direction and distance deflected (see p. 298 for scatter). Creatures

Divine elemental (air), protection, wall

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Circling Winds [2/2]

  • casting time-
  • rangeself

  • components-
  • durationstationary concentration

within the circling winds can still be harmed if they 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.

The circling winds do not block missile attacks made by creatures inside the winds, nor do they prevent creatures inside the winds from exiting. The circling winds can be evoked so that they appear where creatures already are. Affected creatures must make a Blast saving throw. If the save succeeds, the creature can dive into or out of the circling winds (its choice) without being harmed. If the save fails, the creature is attacked as above and then forced back 5' from the nearest edge of the circling winds.

The circling winds spell lasts as long as the caster maintains stationary concentration or until dispelled.

Divine elemental (air), protection, wall

Cure Moderate Injury*

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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.

Divine healing

Dark Whisper [1/2]

  • casting time-
  • rangespecial

  • components-
  • durationinstantaneous

This spell enables the caster to damage the soul of a living target by whispering terrible words into its ear. A successful attack throw is required to whisper in the creature's ear unless it is helpless or unconscious. If the creature is deaf, the spell automatically fails. Otherwise, upon hearing the dark whisper, the creature must make a Death saving throw. If the save succeeds, the spell has no effect. If the save fails, the creature suffers one of the following effects, selected by the caster:

Plagued by whispers from beyond the grave, the creature suffers a -2 to Listening throws and -2 to surprise rolls.

Disturbed by truths it cannot unhear, the creature mutters to itself constantly. It cannot sneak or surprise opponents, and its spellcasting initiative rolls are at -1.

Nightmares wrack the creature. Each time it attempts to rest, it must roll 1d6. On a 1, it tosses and turns all night, cannot recover spells, and does not heal.

The

Divine death

Dark Whisper [2/2]

  • casting time-
  • rangespecial

  • components-
  • durationinstantaneous

creature attempts to drown its horror in consumption. It suffers a cumulative -1 penalty to all saving throws every hour until it consumes something (smoke, alcohol, etc.)

With the Judge's permission, the caster might also invent his own whisper, but it should be no more powerful than those described above. There is no limit to the number of different whispers a creature can suffer from. The effects of a dark whisper cannot be dispelled, but can be removed with a dispel evil or remove curse spell.

Divine death

Deathless Minion [1/2]

  • casting time-
  • range45'

  • components-
  • duration1 hour

This spell raises the bones or body of a dead target as an undead skeleton or zombie that follows the caster's spoken commands. An animated skeleton can be created only from a mostly intact skeleton - a zombie can be created only from a mostly intact corpse.

Animated skeletons have Hit Dice equal to the Baseline Hit Dice such monsters have in life. For skeletons of humans or demihumans, this means one Hit Die, regardless of the character level of the deceased. Zombies have one more Hit Die than monsters' Baseline HD but half the speed.

The caster can give verbal orders to his deathless minion when he first animates it and thereafter anytime it is in line of sight on his initiative. Complex or extensive orders require the caster to expend an action in lieu of moving, but simple orders (protect me!) do not require an action. Orders can be given in any language the caster speaks. The deathless minion will mindlessly obey whatever orders it is given to the best of its (limited) ability. It cannot accomplish tasks that require abstract thought or higher reasoning. If it

Divine necromancy

Deathless Minion [2/2]

  • casting time-
  • range45'

  • components-
  • duration1 hour

completes all of its orders, or for whatever reason is physically unable to obey its orders, the deathless minion will simply remain stationary until it receives new orders. The deathless minion acts on its own initiative each round.

Unlike animate undead, the HD of the skeleton or zombie created are not limited by caster level. However, a deathless minion lasts for just one hour, after which it crumbles to dust.

Divine necromancy

Delay Poison

  • casting time-
  • rangetouch

  • components-
  • duration1 turn per caster level

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.

Divine esoteric, healing

Discern Bewitchment*

  • casting time-
  • range45'

  • components-
  • duration3 turns (24 hours)

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.

Divine detection

Divine Armor

  • casting time-
  • rangeself

  • components-
  • duration6 turns

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.

Divine protection

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Divine Grace

  • casting time-
  • rangetouch

  • components-
  • duration12 turns

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.

Divine protection

Dominate Beasts

  • casting time-
  • range45'

  • components-
  • durationconcentration

This spell grants the caster the ability to dominate 1d4 living animal targets. Each target must make a Spells saving throw. If the save succeeds, the spell has no effect. If the save fails, the target is dominated.

Dominated animals act according to the caster's will, doing whatever is mentally commanded of them, including fight, flee, growl, fetch etc. However, they have no independent volition and if left without commands simply sit idle. All of the dominated animals act on the caster's initiative, in any order he chooses.

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 animals will be hostile to the caster.

Divine enchantment

Energy Protection

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine elemental (any), protection

Halt Humanoids

  • casting time-
  • range90'

  • components-
  • duration1 round per caster level

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.

Divine enchantment

Holy Blessing* [1/2]

  • casting time-
  • rangeself

  • components-
  • duration6 turns

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

Divine esoteric, protection

Holy Blessing* [2/2]

  • casting time-
  • rangeself

  • components-
  • duration6 turns

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.

Divine esoteric, protection

Holy Chant

  • casting time-
  • rangeself

  • components-
  • durationconcentration

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.

Divine protection

Magic Lock

  • casting time-
  • range10'

  • components-
  • durationperpetual

This spell magically locks a target chest, door, gate, portcullis, shutter, window, or other portal. Once cast, the magic lock is perpetual. The caster can freely open and close the magic lock without affecting the spell, as can any arcane spellcaster 3 or more levels higher than the caster of the magic lock. Otherwise, a portal secured with this spell can be opened only by breaking into it or by dispelling the magic lock.

Divine esoteric, movement

Necromantic Potence

  • casting time-
  • rangeself

  • components-
  • duration1 hour/caster level

This spell imbues the caster with powerful necromantic energies, granting him 1d10 temporary hit points + 1 hp per caster level. These temporary hit points will be the first lost if any damage is suffered, but cannot be regained through rest or healing magic, and will disappear at the expiration of the spell's duration.

While necromantic potence is in effect, the spellcaster is treated as an inherently evil summoned creature for purposes of discern evil and holy circle. A successful counterspell, dispel magic, or dispel evil spell will strip the caster of his temporary hit points.

Divine necromancy

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Noiselessness

  • casting time-
  • rangeself

  • components-
  • durationconcentration + 1 round

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.

Divine illusion

Physical Protection

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine protection

Righteous Wrath

  • casting time-
  • rangetouch

  • components-
  • duration1 turn

This spell imbues a recipient with righteous wrath towards the enemies of the faith. The caster can affect one recipient initially, one additional recipient at 6th level, and a third at 11th level. The recipients of righteous wrath gain a +2 bonus to attack throws and become immune to fear, but suffer a -2 penalty to AC. The recipients cannot conduct defensive movement to retreat or withdraw from an enemy within 5' and cannot move in such a way that the range between them and the nearest visible threat would increase. Recipients must advance 5' after cleaving if necessary to do so to engage an enemy. Righteous wrath lasts until combat ends or until 1 turn elapses, whichever comes first. The recipient must be man-sized or smaller when this spell is cast or it fails to work.

Divine transmogrification

Shimmer

  • casting time-
  • rangeself

  • components-
  • duration6 turns

This spell surrounds the caster with a shimmering aura that grants her a bonus of +2 to armor class and saving throws.

Divine protection

Slicing Blow

  • casting time-
  • range45'

  • components-
  • durationinstantaneous

This spell allows the caster to necromantically inflict a vicious cut on a target creature within range. The caster must make an attack throw against the target. If the attack throw succeeds, the slicing blow deals 1d10 Slashing damage to the target.

At 3rd level, and every two levels thereafter (5th, 7th, 9th, 11th, and 13th level), the caster gains the ability to inflict an additional slicing blow. The caster's slicing blows can all strike at one target or can strike at different targets, as desired - roll a separate attack throw for each slicing blow.

Divine death

Slumber

  • casting time-
  • range180'

  • components-
  • duration1 turn per caster level

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.

Divine enchantment

Speak with Beasts

  • casting time-
  • rangespecial

  • components-
  • duration6 turns

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.

Divine esoteric

Spiritual Weapon

  • casting time-
  • range45'

  • components-
  • duration1 round/level

This spell causes a weapon made of pure force to spring into existence, attacking any foe chosen by the divine spellcaster within range immediately and once per round thereafter on the same initiative count. It deals 1d6 Luminous damage per strike, +1 point per three caster levels (maximum of +4). It uses the caster's normal attack throws. If the spiritual weapon goes beyond the spell range, the caster loses sight of it, or the caster ceases to direct it, the weapon disappears. The weapon cannot be attacked or harmed by physical attacks, but can be dispelled or disintegrated. The spiritual weapon will be of a type appropriate to the caster and his deity.

Divine blast, esoteric

Swift Sword

  • casting time-
  • rangeself

  • components-
  • duration6 rounds

This spell accelerates the attacks of the caster, allowing her to make one additional attack per round for the duration of the spell. Movement and spellcasting are 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, only apply the most powerful or longest lasting effect.

Divine movement

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Transform Beast [1/3]

  • casting time-
  • range90'

  • components-
  • durationperpetual

This spell allows the caster to change a target animal into the form of another animal that is native to his location. The target's current form cannot be incorporeal, gaseous, or larger than man-sized. If the target animal is a willing recipient, the transformation automatically occurs when the spell is cast. If the animal is an unwilling target, it must make a Spells saving throw when the spell is cast. If the save succeeds, the spell has no effect. If the save fails, the creature is transformed.

Most animals will be unwilling to be transformed, but if the animal is bewitched by the caster, has been befriended by the caster using Beast Friendship or speak with beasts, or was personally raised and trained by the caster, the animal will trust the caster enough to count as a willing recipient.

While transformed, the animal gains the physical attributes, capabilities, and attacks of the new form, along with the new form's mental characteristics, intelligence, behavioral traits, and mentality. The target creature will have the

Divine transmogrification

Transform Beast [2/3]

  • casting time-
  • range90'

  • components-
  • durationperpetual

same number of hit points it previously had, regardless of the Hit Dice of the form assumed. The new form will always be of around the same relative age as the original form. A bear cub can be transformed into a wolf puppy or tadpole, but not into a silverback gorilla. The target animal is sterile in its new form and cannot reproduce offspring.

The target animal will but dimly remember its former life, and loses any training it has received, although it remains tame if it was previously and can be re-trained. Unless persuaded otherwise by, e.g. a character with Beast Friendship or speak with beasts, it will simply engage in behavior that is ordinary for its kind for the duration of the spell. The spell is perpetual, lasting until dispelled or the creature is slain or until the caster dies or decides to stop sustaining the spell. When the spell expires, the target (or target's corpse) reverts to its original form.

Because the form must be native to the caster's location, the caster cannot transform a rabbit into a dinosaur

Divine transmogrification

Transform Beast [3/3]

  • casting time-
  • range90'

  • components-
  • durationperpetual

unless in a 'lost world' where such creatures still roam the earth. Likewise, the caster cannot transform a camel into a whale in the middle of the desert, or a polar bear into a lion in the middle of the tundra.

Divine transmogrification

Avian Messenger [1/2]

  • casting time-
  • rangespecial

  • components-
  • duration12 hours

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

Divine summoning, transmogrification

Avian Messenger [2/2]

  • casting time-
  • rangespecial

  • components-
  • duration12 hours

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.

Divine summoning, transmogrification

Bewitch Humanoid [1/2]

  • casting time-
  • range90'

  • components-
  • durationindefinite

This spell can bewitch a living humanoid target with fewer than 9 HD. The target creature must make a Spells saving throw. If it 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 bewitchments lasts until dispelled or until the creature makes a successful Spells saving throw against it. A bewitched creature receives another Spells saving throw each day if it has an Intellect of 13 or greater, each week if it has an Intellect of 9 – 12, or each month it its Intellect is 8 or less. A bewitchment can be detected with discern bewitchment, but cannot be detected with discern magic.

Once the spell ends, the affected humanoid will be hostile to the caster if it was forced to risk its life without fair reward or otherwise harmed or maltreated. A bewitched humanoid that was treated kindly and respectfully might remain neutral or friendly

Divine enchantment

Bewitch Humanoid [2/2]

  • casting time-
  • range90'

  • components-
  • durationindefinite

(Judge's discretion).

Divine enchantment

Call of the Wild Bear [1/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

Type of Bear | Native Terrain
Black bear | River
Brown bear | Woods, Hills
Cave bear | Mountains, Barrens

This spell calls a bear to the caster to serve as a companion (see the ACKS II Monstrous Manual for details). The adjoining table shows the types of bears that can be called and the native terrain for each type. The caster can freely choose the type of bear called, but the time required for it to arrive will be greater if the spell is cast outside of its native terrain because the bear will have further to travel.

The spell takes one turn (10 minutes) to cast. As soon as the spell is cast, the bear begins to travel to the caster's destination at its expedition speed. If the spell is cast in an unsettled hex of its native terrain, the bear will take 1d6 turns to arrive. If the spell is cast in any other type of hex, the time to arrive is increased by 120 minutes (12 turns) per 6-mile hex between the caster's hex and the

Divine summoning

Call of the Wild Bear [2/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

nearest unsettled hex of native terrain. The time to arrival may be much shorter if the Judge has determined that a bear den is nearby. If called while the caster is unreachable (deep in a dungeon, for example), the bear will travel as close as it can to the caster and then wait in that vicinity.

For the duration of the spell, the bear will understand the caster's speech and serve as his loyal friend and companion, acting as if it were the caster's henchman. It can be ridden as a mount or war mounts as if trained in that role. The spell persists until the bear is slain, the spell is dispelled, or one day passes (at which time the bear departs). If the spell is cast again when the bear is about to depart, it will remain for another day. Call of the wild bear can only be cast once per day.

This spell does not conjure up saddle and tack, nor does it automatically grant the rider the equivalent of Riding proficiency, so an unproficient character who rides the bear into

Divine summoning

2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3

Call of the Wild Bear [3/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

battle does so at his own risk.

A prayerful caster who uses a call with ill intent towards the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster who uses a call with ill intent immediately loses the spell from his repertoire. (He can re-learn it if he has the formula.) In neither case does the called animal arrive.

Divine summoning

Clairaudiency [1/2]

  • casting time-
  • range90'

  • components-
  • duration12 turns

This spell enables the caster to hear the sounds in another area through the ears of a living target in that area. The spell can be cast in one of two ways:

The caster can specify a point in space in a given direction and distance, up to a maximum of 90' away. The point does not need to be in line of sight. The closest living creature to that point within 90' of the caster becomes the target. If there is no living creature within 90' of the caster, the spell automatically fails.

The caster can specify a living creature in range and line of sight. That creature becomes the target of the spell.

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 per turn, the caster can choose another target for the spell, using either of the methods above, thereby enabling multiple

Divine detection

Clairaudiency [2/2]

  • casting time-
  • range90'

  • components-
  • duration12 turns

locations to be heard.

The caster must concentrate to use clairaudiency, and he cannot hear sounds through his own ears while doing so. However, the spell does not end if he stops concentrating, so he can revert to hearing with his own ears if necessary, then resume concentration thereafter. clairaudiency does not function through barriers of lead or gold, but is otherwise unaffected by intervening material.

If the caster has a familiar, his familiar is always considered to be in range for purposes of clairaudiency, with only a barrier of gold or lead being able to block him from hearing through its ears.

Divine detection

Clairvoyancy

  • casting time-
  • range90'

  • components-
  • duration12 turns

This spell enables the caster to see into another area through the eyes of a living creature in that area. Apart from permitting the caster to experience sight rather than sound, it is otherwise identical to clairaudiency.

Divine detection

Cure Blindness*

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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.

Divine healing

Cure Disease*

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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.

Divine healing

Cure Major Injury*

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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.

Divine healing

Deflect Ordinary Missiles

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine protection

Discern Curse*

  • casting time-
  • range45'

  • components-
  • duration3 turns (24 hours)

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.

Divine detection

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Discern Invisible

  • casting time-
  • range90'

  • components-
  • duration6 turns

This spell allows the caster to discern invisible creatures or objects within range and line of sight, seeing them as translucent shapes. Only the caster sees the shapes. Characters or creatures who are simply hiding (even if their ability to hide is augmented by magic such as chameleon) are not discerned.

Divine detection

Dispel Magic [1/2]

  • casting time-
  • range180'

  • components-
  • durationspecial

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

Divine protection

Dispel Magic [2/2]

  • casting time-
  • range180'

  • components-
  • durationspecial

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.

Divine protection

Divine Protection

  • casting time-
  • rangetouch

  • components-
  • duration9 turns

This spell protects the recipient with wards and charms of protection and safety. For the duration of the spell, the recipient receives a +2 bonus to AC and +2 bonus to all saving throws. The bonus to AC stacks with both worn armor and any other enhancements to AC.

Divine protection

Growth, Beast

  • casting time-
  • rangetouch

  • components-
  • duration12 turns

This spell can enlarge a target animal of large size or smaller. The animal can, but does not have to, make a Spells saving throw to resist. Most animals will choose to make the save, but if the animal is bewitched by the caster, has been befriended by the caster using Beast Friendship or speak with beasts, or was personally raised and trained by the caster, the animal will trust the caster enough to refuse its saving throw.

If the save succeeds, the spell has no effect. If the save fails or is refused, the target animal is enlarged. If an enlarged animal has not previously been enlarged or was not cautioned as to what would occur through, e.g. speak with beasts, it will become panicked and confused when enlarged. Treat the animal as subject to the effects of incite madness spell until it returns to its original size.

The effects of beast growth are otherwise identical to that of growth. Note that the spell gives no means of command or influence over the enlarged animals.

Divine transmogrification

Holy Circle, Sustained*

  • casting time-
  • rangeself

  • components-
  • duration12 turns

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.

Divine protection

Holy Prayer

  • casting time-
  • range90'

  • components-
  • duration1 round

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 - only apply the most powerful or longest lasting effect.

Divine movement

Illumination, Perpetual* [1/2]

  • casting time-
  • range480'

  • components-
  • durationperpetual

This spell creates a spherical region of bright light around a target location or object. The perpetual illumination produces full daylight out to 30', bright torchlight out to an additional 30', and dim light out to an additional 30' beyond that (90' total). The effect is immobile if cast into an area, but it can be cast on a movable object.

Reversed, perpetual illumination becomes perpetual tenebrosity, creating a tenebrous area of darkness. The tenebrosity reduces any light to pitch blackness within 60' of the target location or object, bright light to dim light within 90' of the target, and dim light to pitch blackness within 90' of the target. The tenebrosity also blocks out lightless vision.

If an illuminated object enters the area of effect of perpetual tenebrosity, or a tenebrous object enters the area of effect of perpetual illumination, the lesser spell is immediately extinguished.

Sometimes the effects of perpetual illumination and perpetual tenebrosity may come into conflict. If so, the

Divine esoteric

Illumination, Perpetual* [2/2]

  • casting time-
  • range480'

  • components-
  • durationperpetual

level of the respective spellcasters determines the result. If the caster of perpetual illumination is 3 or more caster levels higher than the caster of perpetual tenebrosity, then the perpetual tenebrosity is suppressed within the perpetual area. If the caster of perpetual tenebrosity is 3 or more caster levels higher, then the perpetual illumination is suppressed within the illuminated area. In any other case, both spells are suppressed, restoring the existing ambient light level.

Divine esoteric

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Invulnerability to Evil*

  • casting time-
  • rangeself

  • components-
  • duration1 turn

This spell makes the caster immune to mundane damage dealt by evil creatures with melee or missile attacks. Attacks made by evil creatures with silver weapons are considered to deal extraordinary damage 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.

Reversed, this spell becomes invulnerability to good and protects the caster from hostile creatures of an alignment other than the caster's, and from inherently good creatures such as incarnations or enchanted creatures of Lawful alignment.

Divine protection

Lightning Strike [1/2]

  • casting time-
  • range480'

  • components-
  • duration1 turn / caster level

This spell can only be cast when a thunderstorm is within range. (If one is not present, of course, a high-level caster can summon one using summon weather). Once the spell is cast, the caster can thereafter call down one lightning strike per turn (10 minutes). Calling down a strike counts as casting a spell, so the caster must remain stationary, take no other action, and avoid being interrupted on the round he calls down the lightning strike. (If the caster gets interrupted, the lightning strike does not arrive, but it does not count as his use for that turn - he can try again the next round.)

Once called, the lightning strike streaks down from the sky to hit an area 20' in diameter centered on a target point. Each creature within the area of effect must make a Blast saving throw. If the save fails, the creature take 1d6 Electrical damage per caster level (maximum 8d6). If the save succeeds, the creature takes half that damage.

The lightning strike can also damage structures in its

Divine blast, elemental (air), esoteric

Lightning Strike [2/2]

  • casting time-
  • range480'

  • components-
  • duration1 turn / caster level

area of effect. It deals up to 1d6 Electrical structural damage per caster level to wooden structures and one-third that damage to stone structures. (It might deal less if the structure is not entirely in its area of effect.)

If the caster calls the lightning strike on a point that is underground or inside structure, the lightning will strike the ceiling or surface above the target point. If the damage caused to an interposing structure shatters or breaks through it, the lightning strike will continue beyond the barrier in order to attain its full volume.

The caster does not have to make a lightning strike every turn but cannot accumulate them, either. Lighting strikes remain available until either the spell duration or the storm ends.

Divine blast, elemental (air), esoteric

Phantasmal Figment [1/2]

  • casting time-
  • range360'

  • components-
  • durationconcentration + 1 round

This spell creates the visual illusion of an area, object, creature, or force, as visualized by the caster, up to a maximum size of 20' × 20' × 20'. The illusion does not create sound, smell, texture, or temperature. The caster can move the figment within the limits of the size of the effect. The figment persists so long as the caster maintains concentration, plus an additional 1 round after the caster ceases to concentrate, expiring at the end of the caster's next initiative.

If used to create the illusion of one or more creatures, the illusory creatures have AC 0 and 1 hp - they immediately disappear if hit in combat. If used to simulate an attack spell or an attacking creature, the illusory attack and damage done should be resolved by the Judge as if it were real. However, any creature affected by illusory damage receives a Spells saving throw to disbelieve the illusion (with a bonus for any senses lacking, see below). If the save succeeds, the creature takes no damage and realizes the phantasmal figment is an illusion. If the save fails, the creature believes it has been damaged, possibly fainting into unconsciousness if it

Divine illusion

Phantasmal Figment [2/2]

  • casting time-
  • range360'

  • components-
  • durationconcentration + 1 round

believes its hit points have been reduced to 0 or fewer. However, the illusory damage is not real. A killed or injured creature realizes it is unharmed at the end of its next initiative, and thereafter knows the phantasmal figment is an illusion.

A creature who encounters a phantasmal figment and has reason to be suspicious about its reality can make a Spells saving throw to disbelieve it at the start of its initiative. The creature gains a +4 bonus if the area, object, creature, or force being simulated should have sound, smell, texture, or temperature, provided the creature can tell the figment does not have those qualities. If the save succeeds, the creature confirms the phantasmal figment is an illusion and can see anything the figment is concealing. If the save fails, the creature continues to believe it is real. The creature cannot attempt to disbelieve the phantasmal figment again until it has further evidence of its illusory nature (e.g. a friend tells him it's an illusion, he discovers it has no texture where there should be, etc.).

Divine illusion

Remove Curse* [1/7]

  • casting time-
  • range45'

  • components-
  • durationinstantaneous (perpetual)

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

Divine healing

Remove Curse* [2/7]

  • casting time-
  • range45'

  • components-
  • durationinstantaneous (perpetual)

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

Divine healing

Remove Curse* [3/7]

  • casting time-
  • range45'

  • components-
  • durationinstantaneous (perpetual)

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

Divine healing

Remove Curse* [4/7]

  • casting time-
  • range45'

  • components-
  • durationinstantaneous (perpetual)

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

Divine healing

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Remove Curse* [5/7]

  • casting time-
  • range45'

  • components-
  • durationinstantaneous (perpetual)

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

Divine healing

Remove Curse* [6/7]

  • casting time-
  • range45'

  • components-
  • durationinstantaneous (perpetual)

curse will automatically be lifted. Returning a stolen treasure to the tomb it was taken from is the most well-known condition, others are left to the caster's imagination and the Judge's discretion. The condition must be spoken aloud when the spell is cast, and must be something actually possible without resort to magic. A special condition is not required, but if one is offered it strengths the curse. A curse with a special condition can only be removed by a caster of greater caster level than the original spellcaster. A divination or fate spell cast upon the affected creature will reveal the specific condition to lift the curse (if any).

There is no limit to the number of different curses a character may suffer from. If

Divine healing

Remove Curse* [7/7]

  • casting time-
  • range45'

  • components-
  • durationinstantaneous (perpetual)

not removed, the curse is perpetual, lasting until the caster dies or decides to stop sustaining it. (However, curses inflicted by magic items end with the death of the target rather than the death of the creator of the item. See p. 193).

Divine healing

Rune of Warding [1/4]

  • casting time-
  • rangetouch

  • components-
  • durationperpetual

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

Divine esoteric, protection

Rune of Warding [2/4]

  • casting time-
  • rangetouch

  • components-
  • durationperpetual

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

Divine esoteric, protection

Rune of Warding [3/4]

  • casting time-
  • rangetouch

  • components-
  • durationperpetual

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

Divine esoteric, protection

Rune of Warding [4/4]

  • casting time-
  • rangetouch

  • components-
  • durationperpetual

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.

Divine esoteric, protection

Speak with Dead [1/2]

  • casting time-
  • range10'

  • components-
  • duration1 turn

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. Each question is answered by the corpse or skeleton during the same round. Unasked questions are wasted if the duration expires. The corpse's knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are often brief, cryptic, or repetitive. Any given corpse or skeleton can only be

Divine esoteric, necromancy

Speak with Dead [2/2]

  • casting time-
  • range10'

  • components-
  • duration1 turn

targeted by this spell once per week.

Speak with dead does not actually contact the deceased creature's soul. Instead, it draws on the remnants of spiritual residue that still linger in the corpse or skeleton. Thus, the remains possess only the knowledge that the creature had while alive, but not any information about events that transpired after its death or experiences in the afterlife. For instance, the corpse of a man who was slain by bugbears and then ritually impaled on a chthonic totem would remember everything up to the moment of its death, but would have no information about the ritual that caused its impalement or about what life is like in heaven or his current reincarnation.

This spell cannot target a corpse or skeleton that is or was ever animated as an undead creature.

Divine esoteric, necromancy

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Spellward [1/2]

  • casting time-
  • rangeself

  • components-
  • duration6 turns

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

Divine protection

Spellward [2/2]

  • casting time-
  • rangeself

  • components-
  • duration6 turns

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!.

Divine protection

Strengthen the Unliving

  • casting time-
  • range45'

  • components-
  • duration1 turn

This spell strengthens one or more undead creatures within range. The caster can strengthen a number of Hit Dice of undead equal to his caster level. Each strengthened undead gains 1d10 temporary hit points + 1 additional temporary hp per caster level. These temporary hit points will be the first lost if any damage is suffered, but cannot be regained through healing magic, and will disappear at the expiration of the spell's duration.

Divine necromancy

Striking

  • casting time-
  • range45'

  • components-
  • duration3 turns

This spell imbues one weapon within range the ability to deal 1d6 additional Luminous or Necrotic damage. This extra damage is applied on each successful attack for the duration of the spell. It provides no bonus to attack throws, but if cast on a normal weapon, the spell allows the weapon to damage creatures that are immune to physical damage. Only the 1d6 points of Luminous or Necrotic damage applies to such a monster, however.

Divine transmogrification

Swift Sword, Sustained

  • casting time-
  • rangeself

  • components-
  • duration3 turns

This spell accelerates the attacks of the caster, allowing her to make one additional attack per round for the duration of the spell. Movement and spellcasting are 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, only apply the most powerful or longest lasting effect.

Divine movement

Water Breathing

  • casting time-
  • range45'

  • components-
  • duration1 day

This spell allows the recipient to breathe underwater at any depth. It does not prevent the recipient from breathing air, nor does it provide any special ability to move underwater. The recipient must be man-sized or smaller when the spell is cast or it fails to work.

Divine elemental (water), transmogrification

Water Walking

  • casting time-
  • range45'

  • components-
  • duration6 turns + 1 turn per caster level

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.

Divine elemental (water), movement

Winged Flight

  • casting time-
  • rangeself

  • components-
  • duration1 turn per level

This spell endows the caster with a pair of majestic wings on his shoulders. The caster's alignment, deity and spell signature determine the appearance of the wings (e.g. bat wings, butterfly wings, eagle wings, etc.). The wings permit the caster to fly in any direction with a combat speed of 120' per round, and an exploration speed of 360' per turn. The speed is reduced by encumbrance, however, and the caster of winged flight cannot carry aloft more weight than his maximum load. Winged flight requires only as much concentration as walking, so the caster can act normally. If winged flight is dispelled or the duration expires while the caster is flying, the caster will plummet from the air. The caster must be man-sized or smaller when she casts this spell or it fails to work.

Divine transmogrification

Angelic Aura

  • casting time-
  • rangeself

  • components-
  • duration1 round/level

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.

Divine death

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
4 4

Call of the Galloping Herd [1/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

This spell calls one or more horses to the caster to serve as steeds for him and his companions (see the ACKS II Monstrous Manual for details). The number of horses called by the spell is determined by the type of horse called and caster level. The caster can freely choose the type of horses called, but all the horses must be of the same type.

(see spell for description)

The spell takes one turn (10 minutes) to cast. As soon as the spell is cast, the horses begin to travel to the caster's destination at their expedition speed. If the spell is cast in a hex of inhabited terrain, or in a borderlands or unsettled hex of clear, grass, hills, or scrub terrain, the horses will take 1d6 turns to arrive. If the spell is cast in any other type of hex, the time to arrive is increased by 90 minutes (9 turns) per 6-mile hex between the caster's hex and the nearest such hex. The time to arrival may be much shorter if the Judge has determined that a herd of horses is nearby. If

Divine summoning

Call of the Galloping Herd [2/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

called while the caster is unreachable (deep in a dungeon, for example), the horses will travel as close as they can to the caster and then wait in that vicinity.

For the duration of the spell, the horses will understand the caster's speech and serve as his loyal friends and companions, acting as if they were the caster's henchmen. They can be handled as mounts, war mounts, or workbeasts as if trained in the role. The spell persists until all the horses are slain, the spell is dispelled, or one day passes (at which time the horses depart). If the spell is cast again when the horses are about to depart, they will remain for another day. Call of the galloping herd can only be cast once per day.

This spell does not conjure up saddle and tack, nor does it automatically grant the rider the equivalent of Riding proficiency, so unproficient characters who ride the horses into battle do so at their own risk.

A prayerful caster who uses a call with ill intent towards

Divine summoning

Call of the Galloping Herd [3/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster who uses a call with ill intent immediately loses the spell from his repertoire. (He can re-learn it if he has the formula.) In neither case does the called animal arrive.

Divine summoning

Call of the Regal Pride [1/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

This spell calls 1d4 griffons to the caster to serve as winged steeds for him and his companions (see the ACKS II Monstrous Manual for details).

The spell takes one turn (10 minutes) to cast. As soon as the spell is cast, the griffons begin to travel by air to the caster's destination at their flying speed. If called in a 24-mile unsettled hex of mountains terrain, the griffon will take 1d6 hours to arrive. If the griffons are called outside an unsettled hex of mountains terrain, the time to arrive is increased by 1d2 hours per 24-mile hex between the caster's hex and the nearest 24-mile unsettled hex of mountains terrain. If called while the caster is unreachable (deep in a dungeon, for example), the griffons will travel as close as they can to the caster and then circle the sky in that vicinity.

For the duration of the spell, the griffons will understand the caster's speech and will serve as loyal mounts for him or others that the caster directs, acting as if they were the caster's henchman. They can be ridden as

Divine summoning (call)

Call of the Regal Pride [2/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

mounts or war mounts as if trained in that role. The spell persists until the griffons are slain, the spell is dispelled, or one day passes (at which time the griffons depart). If the spell is cast again when the griffons are about to depart, they will remain for another day. Call of the regal pride can only be cast once per day.

This spell does not conjure up saddle and tack, nor does it automatically grant the rider the equivalent of Riding proficiency, so unproficient characters who ride the griffons into battle do so at their own risk.

A prayerful caster who uses a call with ill intent towards the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster who uses a call with ill intent immediately loses the spell from his repertoire. (He can re-learn it if he has the formula.) In neither case does the called animal arrive.

Divine summoning (call)

Crafting

  • casting time-
  • rangetouch

  • components-
  • durationindefinite

This spell grants the recipient one additional rank of Art or Craft proficiency for purposes of completing one project (e.g. forging one sword, painting one painting, composing one song). Unproficient characters become apprentices, apprentices become journeymen, journeymen become masters, masters become grand masters, and grand masters become capable of creating magic items as mages of their own level at twice the component, material, and research cost. The spell expires when the recipient completes the project or when a day passes without the recipient working on the project for at least 8 hours. The recipient must be man-sized or smaller when this spell is cast or it fails to work.

Divine transmogrification

Create Water

  • casting time-
  • range10'

  • components-
  • durationinstantaneous

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, one cubic foot of water is roughly 8 gallons. This spell can only be cast once per day.

Divine elemental (water), esoteric

Cure Serious Injury*

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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.

Divine healing

Death Ward

  • casting time-
  • rangetouch

  • components-
  • duration2 turns

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.

Divine protection

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Dismember

  • casting time-
  • range90'

  • components-
  • durationinstantaneous

The spell can maim and dismember a living target. The target must make a Death saving throw. If the save succeeds, the spell has no effect. If the save fails, the target suffers 3d6 Necrotic damage and must immediately roll on the Savage Mortal Wounds table and suffer the result listed under Permanent Wounds Suffered. When rolling on the Mortal Wound table due to dismember, the only modifiers that apply are those from CON and HD. The target does not suffer from the results listed in the Condition & Recovery column of the table. Any permanent wounds suffered are instantly cauterized, healed, scarred over, etc.

EXAMPLE: Marcus (a fighter with CON 18) is the target of a dismember cast by his foe, the sorcerer-king Sebek. Marcus fails his save versus Death, so he takes 3d6 Necrotic damage and must roll on the Mortal Wounds table. Consulting the Mortal Wounds table, Marcus sees he must roll 1d20 and 1d6. Marcus’s 1d20 roll is a 3, modified by +3 for his CON 18 and +4 for his d8 HD. Marcus cross-indexes a modified d20 roll of 10 against a d6 roll of 3 on the table and finds that one of his arms has been severed!

Divine death

Divination

  • casting time-
  • rangeself

  • components-
  • durationspecial

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).

Divine detection, esoteric

Energy Invulnerability

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine elemental (any), protection

Gale of Wind [1/2]

  • casting time-
  • range0'

  • components-
  • duration1 round

This spell creates a strong blast of air that originates from the caster and affects all creatures in a cone 10' in diameter and 60' in length. Each creature in the gale at the start of its initiative or which enters the gale on its initiative, must make a Blast saving throw. If the save succeeds, the spell has no effect on that creature. If the save fails, the effect of the gale depends on the size of the creature affected:

Tiny creatures and objects on the ground are knocked prone and pushed back 1d4 × 10 feet, taking 1d4 nonlethal damage. Tiny creatures and objects in the air are pushed back 2d6 × 10' feet and take 2d6 nonlethal Bludgeoning damage.

Small creatures and objects on the ground are knocked prone by the force of the wind. Small creatures or objects in the air are knocked back 1d6×10 feet. Man-sized creatures and objects on the ground suffer no effects.

Man-sized creatures or objects in the air are pushed back 1d6×5.

Large or larger creatures

Divine blast, elemental (air)

Gale of Wind [2/2]

  • casting time-
  • range0'

  • components-
  • duration1 round

or objects suffer no effects.

Missile attack throws within or through a gale of wind suffer a -4 penalty, as do Listening proficiency throws. The force of the gale automatically extinguishes any candles, torches, or other unprotected flames. It extinguishes protected flames unless the bearer succeeds on a Paralysis saving throw. A gale of wind will also do anything that a sudden blast of 50 mph wind would be expected to do, such as fan a large fire, overturn delicate awnings, create a spray of dust, or blow vapors out of range (Judge's discretion).

Divine blast, elemental (air)

Growth* [1/2]

  • casting time-
  • rangetouch

  • components-
  • duration12 turns

This spell enlarges a humanoid recipient by one size category. All equipment worn or carried by the recipient is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the recipient's possession instantly returns to its normal size. The recipient must be man-sized or smaller when this spell is cast or it fails to work.

When enlarged, the recipient becomes two times as tall and eight times as heavy as he is ordinarily. His strength increases proportionately, such that he gains +2 to melee attack throws and deals an additional die of damage with every melee or thrown attack that deals physical damage. If his attack already deals a set of damage dice, it deals an additional set of damage dice with every melee or thrown attack (e.g. 4d6 instead of 2d6) that deals physical damage. The damage dealt becomes extraordinary if it was not already. The recipient also gains a +8 bonus to Dungeonbashing proficiency throws and doubles his normal carrying capacity. (Any equipment he was carrying or

Divine transmogrification

Growth* [2/2]

  • casting time-
  • rangetouch

  • components-
  • duration12 turns

wearing now also has twice as much encumbrance.)

The reverse of this spell, shrinking, reduces a humanoid recipient and everything he carries by one size category. A shrunk recipient becomes half as tall and one-eighth as heavy as he is ordinarily. His strength decreases proportionately, such that he suffers -2 to melee attack throws, deals half damage with physical attacks, and halves his carrying capacity. He also takes a -8 penalty to Dungeonbashing proficiency throws. (Any equipment he was carrying or wearing now have half as much encumbrance.) The effects are not all bad, however - the recipient gains a +4 bonus to Hiding and Sneaking. If unproficient, he is treated as proficient with a throw of 14+.

This spell does not otherwise stack with effects that influence strength or size, but it does stack with the character's normal bonus or penalty from Strength. If a creature under the effect of a growth spell is subject to shrinking, or vice versa, both spells are cancelled.

Divine transmogrification

Inaudibility

  • casting time-
  • rangetouch

  • components-
  • duration1 day

This spell grants the recipient the ability to move and fight noiselessly. It counts as sneaking until the effect ends. Should the recipient carry or pick up any items, these items also become noiseless so long as they remain in the creature's possession. For instance, a bell carried by the recipient would not toll, and a bag of coins would not jingle. Conversely, any items leaving the recipient's possession regain their normal audibility if fired, dropped or put down. The spell ends if the recipient speaks, suffers damage, fails a saving throw, or casts a spell. Merely attacking or interacting with objects does not end the effect. The spell lasts at most 1 day.

Divine illusion

Indiscernibility

  • casting time-
  • rangetouch

  • components-
  • duration1 day

This spell protects the recipient touched from being spied on by any type of locate or scrying spell. The spell's magical protection also prevents locating or scrying on the items the recipient is wearing and on his present location. The caster attempting to scry upon the recipient, item, or location will learn it is being magically protected, but will not gain any other information. If the recipient himself can cast scry, he still has a chance to notice the attempt, even though he is protected from the spell (see p.243).

In addition, indiscernibility also allows the recipient to automatically refuse a telepathic link from a caster using telepathy. The caster attempting to contact the recipient will know the recipient is magically protected.

Divine esoteric, protection

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Inspire Awe* [1/2]

  • casting time-
  • rangeself

  • components-
  • duration3 turns

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

Divine enchantment

Inspire Awe* [2/2]

  • casting time-
  • rangeself

  • components-
  • duration3 turns

good creatures such as incarnations or enchanted creatures of Lawful alignment.

Divine enchantment

Invisibility [1/2]

  • casting time-
  • rangetouch

  • components-
  • duration1 day

The spell causes the recipient creature or object to become invisible to ordinary sight and even lightless vision. An invisible creature can still see itself. Otherwise, not even the caster can see the recipient without the aid of discern invisible or true seeing. The recipient can still be heard unless it is inaudible, noiseless, or sneaking. An invisible creature counts as hidden to all creatures unable to see until the spell ends.

If the recipient of the spell is a creature that is carrying and/or wearing items, the recipient's carried and/or worn items vanish as well. However, any part of any item that the recipient carries that extends more than 10' from it is visible. If the recipient drops or sets down invisible items it is carrying, the items immediately become visible. Conversely, if the recipient picks up a visible item and tucks into his clothing or containers, the item becomes invisible. Light never becomes invisible, although a source of light can become so, thus creating the effect of a visible light with no visible source. If the recipient of the spell is dusted with substances such as flour or

Divine illusion

Invisibility [2/2]

  • casting time-
  • rangetouch

  • components-
  • duration1 day

powder, its dusted form remains visible until the end of its next initiative.

If the recipient casts a spell or attacks a creature, the spell expires at the end of the recipient's initiative (i.e. after the attack is made or spell is cast). Attacking an unattended stationary object, or cleverly causing a creature harm indirectly, does not cause the spell to expire. The spell lasts at most 1 day.

Divine illusion

Lightless Vision

  • casting time-
  • rangetouch

  • components-
  • duration1 day

This spell grants the recipient the ability to see as if he were carrying a light source that sheds dim light in a 60’ radius. lightless vision does not enable the recipient to discern colors or to read books, maps, or scrolls, so the recipient might still need a light source for some tasks. The recipient must be man-sized or smaller when this spell is cast or it fails to work.

Divine transmogrification

Neutralize Poison*

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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).

Divine healing

Physical Invulnerability

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine protection

Protection from Temperature

  • casting time-
  • rangetouch

  • components-
  • duration1 turn per caster level

This spell protects one recipient, plus two additional recipients per 5 caster levels past 1st, from all of the effects of either frigid or sweltering temperatures. The temperature protected against is chosen when the spell is cast and applies to all recipients.

Divine protection

Repair Disfigurement and Disability*

  • casting time-
  • rangetouch (120')

  • components-
  • durationinstantaneous

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.

Divine healing

4 4
4 4
3 3
3 3
4 4
4 4
4 4
4 4
4 4

Skinchange [1/2]

  • casting time-
  • rangeself

  • components-
  • duration1 turn per caster level

This spell allows the caster to assume the form of a normal or giant animal (See the Animals type in the ACKS II Monstrous Manual for details) that is native to his location. The caster gains the physical capabilities, physical attacks, special abilities, and statistics of the animal form he assumes, while retaining his own mental abilities (including the ability to cast spells). The caster must be man-sized or smaller when he casts this spell or it fails to work.

The caster can change to a new animal form each round. For example, he might initially transform into a rabbit to spy on enemies, change into a lion for a fight, then transform into an eagle to fly away when the fight goes badly. The caster can continue to skinchange freely until he reverts to his original form or until 1 turn per level has elapsed. If slain, the caster reverts to his original form.

Because the animal must be native to the caster's location, the caster cannot transform into dinosaurs or other prehistoric animals unless in a 'lost world' where such creatures still roam the earth. Likewise, the caster cannot transform into a whale in the

Divine transmogrification

Skinchange [2/2]

  • casting time-
  • rangeself

  • components-
  • duration1 turn per caster level

middle of the desert, or into a lion in the tundra.

Divine transmogrification

Smite Undead*

  • casting time-
  • range225' (touch)

  • components-
  • durationinstantaneous (special)

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.

Divine necromancy

Snakes to Staffs* [1/2]

  • casting time-
  • range45'

  • components-
  • duration1 turn per level

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

Divine transmogrification

Snakes to Staffs* [2/2]

  • casting time-
  • range45'

  • components-
  • duration1 turn per level

on that staff. If the save fails, the carried staff is turned into a snake while still in the creature's grasp - the snake receives an immediate attack against the creature carrying it, as if it were readied.

The newly-formed snakes begin to act on the next round on their own initiative. They are not under the command of the caster unless he uses a class power, proficiency, or spell to befriend, bewitch, dominate, or otherwise influence them. The snakes return to being pieces of wood when the spell expires or is dispelled.

Divine transmogrification

Speak with Plants [1/2]

  • casting time-
  • range45'

  • components-
  • duration3 turns

This spell grants the caster the ability to communicate with both ordinary mindless plants and semi-sapient or sapient plant creatures that are within his line of sight. The spell magically translates the plants' biochemical, electrical, and mycocultural messages into language comprehensible to the caster. However, the spell doesn't make the plants friendlier or smarter.

Ordinary plants, being rather vegetative, communicate freely with the caster, as they have nothing else better to do. They will gossip endlessly about things such as their ambitions for taller branches, more leaves, or deeper roots, the poor or robust health of neighboring plants, the ease or difficulty of getting enough sunshine, the existence of any caverns, dungeons, or objects buried impinging on their root networks, the causes of damage that nearby plants have suffered, the proximity and nature of other nearby plants, the proximity and nature of nearby plant predators (i.e. herbivores), the proximity and nature of symbiotic creatures that help the plant flourish (e.g. honey bees), the general weather and soil conditions they have experienced, and, of course, their

Divine detection, esoteric

Speak with Plants [2/2]

  • casting time-
  • range45'

  • components-
  • duration3 turns

existential dread of being eaten.

Semi-sapient and sapient plant creatures can communicate in much the same fashion as any other monster, but will tend to be terse and evasive. However, if a plant creature is friendly towards the caster, it might be willing to grant some favor or service.

Divine detection, esoteric

Spellward Other

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine protection

Sphere of Invulnerability, Lesser

  • casting time-
  • rangeself

  • components-
  • duration1 round per caster level

This spell creates a magical sphere of protection in a 5' radius around the caster which prevents any 1st, 2nd, or 3rd level spells or spell effects from penetrating. The area of effect of any such spells will exclude the area protected by the sphere. However, 4th and higher level spells are not affected by the sphere. Lesser sphere of invulnerability does not restrict spells from being cast out, and these spells can pass from the caster through the sphere and to their target freely. A lesser sphere of invulnerability can be dispelled normally.

Divine protection

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Spirit of Healing*

  • casting time-
  • range90'

  • components-
  • duration1 round per caster level

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.

Divine healing

Sunflare

  • casting time-
  • range180'

  • components-
  • durationinstantaneous

This spell calls down a column of sunfire 40' in height and 20' in diameter at a target point. Each creature within the area of effect must make a Blast saving throw. If the save fails, the creature suffers 3d6 Luminous Fire damage. If the save succeeds, the creature suffers half that damage. Sunflare deals double damage against undead creatures.

The sunflare can also damage structures in its area of effect. It deals up to 3d6 Luminous Fire structural damage to wooden structures and one-third that damage to stone structures. (It might deal less if the structure is not entirely in its area of effect.) The sunflare causes combustibles to ignite.

Because it relies on the power of the sun, this spell can only be cast if the caster is standing in direct sunlight. If this spell is targeted at a point indoors or underground, the sunflare will strike the ceiling or surface above the desired area of effect. If the damage caused to an interposing barrier shatters or breaks through it, the sunflare will continue beyond the barrier in order to attain its full volume.

Divine blast, elemental (fire)

Tongues*

  • casting time-
  • range90'

  • components-
  • duration1 turn

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 - otherwise, garble will render the target unable to speak and understand the languages of other intelligent creatures. While unable to communicate with others, the target may still think clearly and understand his own words, so garble does not prevent the target from casting spells. Indeed, the target may not immediately realize he is under the effects of a garble – he may think something is wrong with the creatures around him who can't understand what he's saying.

Divine detection, esoteric

Atonement

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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.

Divine esoteric, healing

Blast Ward

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine protection

Boil Blood

  • casting time-
  • range225'

  • components-
  • durationinstantaneous

This spell can boil the blood of a living target in range and line of sight of the caster. Boiling the blood of creature always inflicts terrible internal wounds and great suffering, and might cause it to explode like an overheated furnace. The target must make a Blast saving throw. If the save fails, the creature is stunned until the end of its next initiative and suffers 1d8 Fire damage per caster level (maximum 8d8). On a successful save the creature suffers half damage and is not stunned.

In either case, if the target is reduced to 0 hp or less by the spell, the creature detonates in an explosion of boiling blood, scalding puss, and melted organs. The explosion kills the target instantly. Each creature within 5' of the exploding target must make a Blast saving throw. If the save fails, the creature suffers 1d6 Fire damage. If the save succeeds, the creature suffers half that damage. The explosion also damages objects in the area and sets combustible materials alight.

Divine blast, elemental (fire)

Call of the Great Cats [1/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

This spell calls one or more large cats to the caster to serve as companions (see the ACKS II Monstrous Manual for details). The number of cats called by the spell is determined by the type of cat called and caster level. The caster can freely choose any one type of cats to call, though the time required for some types of cats to arrive might be greater if the spell is cast outside of their native terrain.

The spell takes one turn (10 minutes) to cast. As soon as the spell is cast, the cats begin to travel to the caster's destination at their expedition speed. If the spell is cast in an unsettled hex of their native terrain, the cats will take 1d6 turns to arrive. If the spell is cast in any other type of hex, the time to arrive is increased by 90 minutes (9 turns) per 6-mile hex between the caster's hex and the nearest unsettled hex of native terrain. The time to arrival may be much shorter if the Judge has determined that a lair of large cats is nearby. If called while the caster is unreachable (deep in a dungeon, for

Divine summoning

Call of the Great Cats [2/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

example), the cats will travel as close as they can to the caster and then wait in that vicinity.

For the duration of the spell, the cats will understand the spellcaster's speech and serve as his loyal friends and companions, acting as if they were the caster's henchmen. They can be handled as guards or hunters as if trained in that role. The spell persists until all the cats are slain, the spell is dispelled, or one day passes (at which time the cats depart). If the spell is cast again when the cats are about to depart, they will remain for another day. Call of the great cats can only be cast once per day.

A prayerful caster who uses a call with ill intent towards the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster who uses a call with ill intent immediately loses the spell from his repertoire. (He can re-learn it if he has the formula.) In neither case does the called animal arrive

(see the spell description for

Divine summoning

Call of the Great Cats [3/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

the table).

Divine summoning

4 4
4 4
4 4
5 5
5 5
5 5
5 5
5 5
5 5

Communion

  • casting time-
  • range0'

  • components-
  • duration3 rounds

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.

Divine detection, esoteric

Cone of Fear

  • casting time-
  • range0'

  • components-
  • duration1 turn

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.

Divine enchantment

Control Winds [1/2]

  • casting time-
  • range10'/level

  • components-
  • duration1 turn per caster level

This spell enables the caster to manipulate the flow of air within range and line of sight. He can control both the direction and speed of wind. Wind speed in ACKS II is rated as still, gentle, moderate, strong, very strong, and gale. To change wind direction by one point of sail or by one speed category requires the caster to concentrate for one round. The caster does not need to concentrate to maintain the spell, only to change the wind speed or direction.

When used at sea, control winds can increase or decrease vessel speed, depending on if the vessel is sailing with or against the wind. The spell can exclusively affect the caster's vessel, and/or can affect one or more other vessels within range, as the caster chooses. See Sailing the Seas in Chapter 12 for details on the effects of wind speed and direction.

If the caster increases the wind speed to very strong, the local weather conditions become windy. All missile attack throws and Listening proficiency throws suffer a -2 penalty. Adventurers in windy conditions have their expedition speed halved. Air

Divine elemental (air), esoteric

Control Winds [2/2]

  • casting time-
  • range10'/level

  • components-
  • duration1 turn per caster level

speed is halved in any terrain in windy conditions. In barrens or desert terrain only, visibility is reduced to 20', all speeds are halved, and Land Surveying, Navigation, Searching, and Tracking proficiency throws all suffer -4 penalties due to sandstorms and dust clouds.

If the caster increases the wind speed to gale, the local weather conditions become stormy. All missile attack throws and Listening proficiency throws suffer a -4 penalty. The force of the wind automatically extinguishes any candles, torches, or other unprotected flames. It extinguishes protected flames unless the bearer succeeds on a Paralysis saving throw. All characters are affected each round as if by the spell gale of wind. In barrens or desert terrain only, visibility is reduced to 20' and Land Surveying, Navigation, Searching, and Tracking proficiency throws all suffer -4 penalties due to sandstorms and dust clouds.

Divine elemental (air), esoteric

Create Food

  • casting time-
  • range10'

  • components-
  • durationinstantaneous

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.

Divine esoteric

Cure Critical Injury*

  • casting time-
  • rangetouch

  • components-
  • durationinstantaneous

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.

Divine healing

Curse of the Swine

  • casting time-
  • range90'

  • components-
  • duration1 turn per caster level

This spell can transform one living target per caster level into the form of a boar for the duration of the spell. Each target must make a Spells saving throw. If the save succeeds, the target is not transformed. If the save fails, the target immediately gains the form, physical characteristics, and mental characteristics of boars. However, the transformed target will have the same number of hit points that it previously had in its original form. Otherwise, the transformation is total, including intelligence, behavioral traits, and mentality. Because of the low intelligence of its new form, the target will but dimly remember its former life, and unless persuaded otherwise by, e.g. a character with Beast Friendship or speak with beasts, it will simply engage in swinish behavior for the duration of the spell.

Neither incorporeal nor gaseous creatures can be targeted by this spell, nor can creatures of large size or larger. Creatures with shapechanging abilities such as doppelgangers can revert to their natural forms in one round. Despite its fanciful name, this spell is not actually a curse and can be dispelled by counterspell or dispel magic like any other spell.

Divine transmogrification

Deflect Ordinary Weapons

  • casting time-
  • rangetouch

  • components-
  • duration3 turns

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.

Divine protection

Dominate Monster

  • casting time-
  • range90'

  • components-
  • durationconcentration

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.

Divine enchantment

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Fate [1/2]

  • casting time-
  • rangetouch

  • components-
  • durationuntil it happens

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 - a character can still die from gross stupidity and recklessness, or by willfully avoiding his fate (e.g. suicide). In most cases, however, a character's fate will be fulfilled. A character who has not yet fulfilled his fate gains a +4 bonus when rolling on the Mortal Wounds tables (p. 517). A character who has already fulfilled his fate suffers a -4 penalty when rolling on the Mortal Wounds tables. The Judge is the final arbiter of whether a character has fulfilled his fate. Henchmen and hirelings are always reluctant to learn their fate, and forcing them to do so counts as a calamity (p. 166). A character cannot have two or more fates simultaneously. A character who is slain with an unfulfilled fate and later restored to life

Divine detection, esoteric

Fate [2/2]

  • casting time-
  • rangetouch

  • components-
  • durationuntil it happens

retains his fate. A character who fulfills his fate cannot have another fate unless he is slain and restored to life

(see spell for table).

Divine detection, esoteric

Fiery Pillar

  • casting time-
  • range90'

  • components-
  • durationinstantaneous

This spell conjures a burning pillar of divine fire 30' high and 10' in diameter centered on a target point. Each creature within the pillar must make a Blast saving throw. If the save fails, the creature suffers 6d8 Luminous Fire damage. If the save succeeds, the creature suffers half that damage.

The fiery pillar can also damage structures in its area of effect. It deals up to 6d8/3 Luminous Fire structural damage to wood structures and 6d8/10 Luminous Fire damage to stone structures. (It might deal less if the structure is not entirely in its area of effect.) It causes combustibles (such as military oil or petards) to ignite.

Divine blast, elemental (fire)

Giant Strength [1/2]

  • casting time-
  • rangetouch

  • components-
  • duration3 turns

This spell imbues the recipient with the strength of a giant. The recipient gains +2 to melee attack throws and deals an additional die of damage with every melee or thrown attack that deals physical damage. If his attack already deals a set of damage dice, it deals an additional set of damage dice with every melee or thrown attack (e.g. 4d6 instead of 2d6) that deals physical damage. The damage dealt becomes extraordinary if it was not already.

As an attack, the recipient can hurl a boulder to a distance of 1200', dealing 3d6 Bludgeoning damage in a 5' radius to the impact point. When hurling a boulder, the recipient functions like a heavy ballista. He does not need to reload, so it can throw a boulder each round if he has sufficient supply. He cannot cleave with boulders.

The recipient also gains a +8 bonus to Dungeonbashing proficiency throws, doubles his normal carrying capacity, and counts as huge for size-adjusted saving throws. The recipient must be man-sized or smaller when this spell is cast or it fails to work.

This spell cannot be combined with any other

Divine transmogrification

Giant Strength [2/2]

  • casting time-
  • rangetouch

  • components-
  • duration3 turns

magical effects that influence strength or size, but it does stack with the recipient's normal bonus or penalty from Strength — a weak character who is enchanted with this spell has the strength of a weak giant, while a very strong character would gain the strength of a very strong giant!.

Divine transmogrification

Growth, Plant

  • casting time-
  • range180'

  • components-
  • durationperpetual

This spell transforms a target patch of ordinary vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, etc.) up to 3,000 square feet in size into a dense overgrown thicket. The thicket is impassable to creatures of man-size or large size. Such creatures can hack their way through the thicket using an axe or short sword at a combat speed of 5' per round. Small creatures and huge, gigantic, or colossal creatures do not need to hack their way through but move at half normal speed.

The reverse form, plant shrinkage, transforms a target thicket of overgrown and impassable vegetation into a patch of grass and brush that can be easily traversed.

Both plant growth and plant shrinkage are perpetual in duration, lasting until dispelled or countered by the reversed spell, or until the caster dies or stops sustaining it. Neither spell has any effect on plant creatures of any sort.

Divine transmogrification

Guise Self

  • casting time-
  • rangeself

  • components-
  • duration1 day

This spell grants the caster the ability to alter his shape into that of any other humanoid creature. The caster can control his new shape's physical qualities (such as height, weight, gender, hair color, hair texture, and skin color) within the normal ranges for a creature of its kind. His equipment, if any, remains worn or held where possible, and otherwise melds into the new form. If used in conjunction with a successful Disguise proficiency throw, guise self can allow the caster to appear as a specific individual. The caster must be man-sized or smaller when this spell is cast or it fails to work.

Divine transmogrification

Healing Circle

  • casting time-
  • range30'

  • components-
  • durationinstantaneous

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).

Divine healing

Lay of the Land

  • casting time-
  • range3 miles

  • components-
  • durationconcentration

This spell can magically reveal the existence of lairs within 3 miles (i.e. within the area of a 6-mile hex). The Judge should make a Searching proficiency throw on behalf of the caster after three turns (30 minutes) of concentration. The target value for the throw is 4+, or 2+ if the caster has Land Surveying proficiency. If the throw fails, the spell immediately ends. If the throw succeeds, the caster learns the direction and approximate distance to the nearest unrevealed lair and can continue searching with the spell for other lairs. The throw automatically fails if there are no lairs in range, or if all lairs within range have been revealed by the spell. Because the roll is made in secret by the Judge, the caster cannot be certain whether the spell has ended because of chance or because there are no more lairs to find.

Divine detection

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Locate Haunting

  • casting time-
  • range12 miles

  • components-
  • durationconcentration

This spell allows the caster to sense the direction and approximate distance to the nearest undead creatures within 12 miles (i.e. within the area of a 24-mile hex). The caster can search for undead in general, in which case the spell will reveal the type of, as well as direction and approximate distance to, the nearest undead of any sort. Alternatively, the caster can locate a particular undead creature (e.g. the mummy Amon-Hotep) that he either can identify by its true name or has physically encountered in the past. If the creature sought is not within range, the caster senses nothing. If the target comes into range later in the duration of the spell, either because the caster moved or the undead did, the caster will learn the direction and distance at that time. A locate haunting spell 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).

Divine detection

Restore Life and Limb* [1/2]

  • casting time-
  • rangetouch (120')

  • components-
  • durationinstantaneous

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

Divine healing

Restore Life and Limb* [2/2]

  • casting time-
  • rangetouch (120')

  • components-
  • durationinstantaneous

effect. Lawful casters may only use extinguish life in life-or-death situations against Chaotic foes.

Divine healing

Safe Travels

  • casting time-
  • rangetouch

  • components-
  • durationspecial

This spell protects a recipient on a journey, guiding him to his destination safe and unhindered. The recipient gains a +2 bonus on proficiency throws to avoid getting lost. In any terrain except clear and grassland terrain, the recipient receives a +3 bonus to proficiency throws to evade wilderness encounters. The duration of the spell extends for the length of the recipient's journey, to a maximum duration of one month. The recipient must be man-sized or smaller when this spell is cast or it fails to work.

Divine transmogrification

Scry [1/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 turn

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

Divine detection, esoteric

Scry [2/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 turn

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

Divine detection, esoteric

Scry [3/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 turn

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.

Divine detection, esoteric

Spiritwalk [1/2]

  • casting time-
  • rangeself

  • components-
  • duration1 hr/caster level

The spell places the caster into a deep trance, during which his body becomes helpless but his spirit can walk free of his body. The caster must be man-sized or smaller when he casts this spell or it fails to work. The caster’s spirit resembles his body, but is slightly translucent and entirely incorporeal. The spirit appears as if dressed in whatever armor or clothing the caster was wearing when the spell was cast, though this is purely cosmetic.

The caster’s spirit cannot affect corporeal creatures or objects unless using spells. It cannot benefit from, carry, use, or wear items. The spirit cannot see into, hear sounds from, or move through an area warded by an anti-magic sphere or holy circle or similar effect. Except for these limitations, the spirit can see, hear, speak, move, cast spells, and otherwise act as if it were the caster. The spirit can freely pass through solid objects without difficulty, though it cannot see through them. The caster’s spirit has the same number of hit points as the caster’s body at the time of casting, but thereafter body and spirit are damaged separately. If the caster’s spirit is reduced to 0 hp, the spirit is

Divine transmogrification

Spiritwalk [2/2]

  • casting time-
  • rangeself

  • components-
  • duration1 hr/caster level

destroyed. Fortunately, because it is incorporeal, the caster’s spirit can only be damaged by magic weapons or by spells or effects dealing extraordinary damage. If the caster himself has natural weapons in his physical form, the caster’s spirit possesses those natural weapons as well

Divine transmogrification

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Strength of Mind*

  • casting time-
  • rangetouch

  • components-
  • duration12 turns

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.

Divine protection

Summon Insect Plague [1/2]

  • casting time-
  • range30'

  • components-
  • duration1 day

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, and each individual insect swarm has 2 HD. For instance, a 14th level caster will summon 14 2 HD swarms. Each swarm occupies a 20' × 10' area. The insect swarms form anywhere within range and act on their own initiative each round thereafter.

The caster can give verbal orders to the swarms when they arrive and thereafter as an action in lieu of moving anytime the swarms are in line of sight. Orders can be given in any language the caster speaks. The swarms will mindlessly obey whatever orders they are given to the best of their ability. They cannot accomplish tasks that require abstract thought or higher reasoning. If the swarms complete all of their orders, or for whatever reason are physically unable to obey their orders, they will simply remain stationary until they receive new orders. The insect swarms will vanish when destroyed or dispelled, or when the spell expires. This complex invocation requires one turn to cast, and because of its

Divine summoning (summons)

Summon Insect Plague [2/2]

  • casting time-
  • range30'

  • components-
  • duration1 day

soul-blasting nature, it cannot be cast more than once per day.

Divine summoning (summons)

Sword of Fire

  • casting time-
  • rangeself

  • components-
  • duration12 turns

On casting this spell, a sword of fire appears in the caster's hand. The sword can be used in melee like any ordinary sword, but it grants a +3 bonus to attack throws and deals 1d6+3 Luminous Fire damage. If the caster is 12th caster level or higher, the bonus to attack throws and damage is increased to +4. The sword of fire can be dual-wielded with another weapon (even another sword of fire) or used with a shield, but cannot be wielded two-handed. The spell does not grant the caster any weapon or fighting style proficiencies, however. The caster can cause the sword to appear and disappear at will without taking an action, enabling him to cast spells and carry out other activities.

Divine elemental (fire), esoteric, transmogrification

True Seeing

  • casting time-
  • rangetouch

  • components-
  • duration1 turn + 1 round per caster 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.

Divine detection, esoteric

Turn to Dust

  • casting time-
  • range225'

  • components-
  • durationinstantaneous

This spell can turn an undead target into dust. The target of the spell must make a Death saving throw. If the save succeeds, the spell has no effect. If the save fails, the target is instantly destroyed. Even creatures such as vampires can be destroyed with this powerful spell. Turn to dust has no effect on living creatures, constructs, or incarnations.

Divine death

Vigor

  • casting time-
  • rangetouch

  • components-
  • duration1 turn / caster level

This spell imbues the recipient with divine might and potency. For the duration of the spell, the character gains an additional +2 bonus to attack throws and damage rolls, an additional +8 bonus on Dungeonbashing throws, a +2 bonus to saving throws, and 1d10 temporary hit points. The temporary hit points cannot be restored by healing and are the first lost whenever the character takes damage. The recipient must be man-sized or smaller when this spell is cast or it fails to work. This spell does not otherwise stack with effects that influence strength, but it does stack with the character's normal bonus or penalty from Strength and with effects that alter size.

Divine transmogrification

Anti-Magic Sphere

  • casting time-
  • rangeself

  • components-
  • duration12 turns

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.

Divine protection

Arrows of the Sun

  • casting time-
  • range120'

  • components-
  • duration1 round

This spell sets aflame the nocked arrows of friendly archers within range. Up to 20 archers can have an arrow set aflame per caster level. A flaming arrow deals an extra 1d6 points of Fire damage on a successful attack. If a flaming arrow is not shot by the end of its archer's next initiative, its flame harmlessly goes out, returning the arrow to an ordinary weapon.

This spell was created for battlefield use. In Domains at War: Battles, it can affect a friendly bow-equipped unit within two hexes of the caster's hex. That unit deals an extra point of damage on each successful bow attack throw during its next attack sequence.

Divine blast, elemental (fire)

5 5
5 5
5 5
5 5
5 5
5 5
5 5
6 6
6 6

Banner of Invincibility [1/2]

  • casting time-
  • rangetouch

  • components-
  • duration1 turn

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 - however, the center point of the area of effect must be at least 10' from the flag bearer. The protected creatures can still be harmed if the area of effect is so large that it can affect them despite being at least 10' from the flag. Attacks made with silver weapons are considered to deal extraordinary damage for purposes of this spell.

Bearing the banner of invincibility counts as wielding a weapon or shield (i.e. the flag bearer can bear the flag in one hand and either wield a one-handed weapon or a shield in his other hand). The spell ends if the bearer drops the flag (voluntarily or involuntarily), if the flag is destroyed, if the spell is dispelled, or otherwise when the

Divine protection

Banner of Invincibility [2/2]

  • casting time-
  • rangetouch

  • components-
  • duration1 turn

duration expires.

If used during a battle, the banner of invincibility can protect all man-sized creatures in a platoon-sized unit of formed foot. The unit cannot be hit by missile or melee attacks from units that cannot deal extraordinary damage, and is never considered threatened by enemy units that are unable to damage it. The effect ends if the unit ever recoils, flees, or routs.

Divine protection

Barrier of Blades [1/2]

  • casting time-
  • range120'

  • components-
  • durationconcentration

This spell conjures a barrier of blades made of thousands of flying swords for the duration of the spell. The barrier of blades can be as large as 500 square feet and can be almost any shape the caster desires, provided the entire barrier is within the spell's range and the caster does not evoke the wall such that it appears on or on top of creatures or objects.

The barrier is only as thick as the blades that constitute it, but since the blades slash and whirl continuously, anyone who approaches is at grave risk of harm. Any creatures that start their initiative or move within 5' of the barrier of blades are subject to attack as if from a readied 4 HD monster with one attack dealing 2d6 Slashing damage. Any creature passing through the wall automatically suffers 2d6 Slashing damage. The barrier does not block light, movement, or vision. It cannot be affected by physical or magical attacks and is invulnerable to mundane and extraordinary damage.

If not dispelled, disintegrated, or otherwise destroyed, the barrier remains so long as

Divine wall

Barrier of Blades [2/2]

  • casting time-
  • range120'

  • components-
  • durationconcentration

the caster maintain concentration on it. The concentrating caster can move the barrier up to 20' in any desired direction in range on her initiative each round. If this movement causes the barrier to pass over any creatures, those creatures suffer 2d6 Slashing damage, as above. Note that it is possible for a creature to be attacked at the start of its initiative by the barrier from his front side, automatically damaged by the barrier as it passes over him on the caster's initiative, and then attacked again by the barrier on the creature's initiative.

This spell is designed for use on battlefields. An 8.25' tall, 60' wide barrier of blades can destroy an entire company by moving through the troops.

Divine wall

Bath of the Goddess [1/2]

  • casting time-
  • rangetouch

  • components-
  • durationperpetual

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

Divine transmogrification

Bath of the Goddess [2/2]

  • casting time-
  • rangetouch

  • components-
  • durationperpetual

the creature births or sires children in the manner of its new sex.

No actual bathing is required to cast this spell - it just takes its name from a classical myth about a handsome priest who was transformed into a bladedancer after unintentionally bathing in a moon-lit pond in which Ianna herself had recently bathed.

Divine transmogrification

Bewitch Monster

  • casting time-
  • range180'

  • components-
  • durationindefinite

This spell can bewitch a living target. The target creature must make a Spells saving throw. If it 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 creature makes a successful Spells saving throw against it. The bewitched creature receives another Spells saving throw to break the spell each day if it has 9 HD or more, each week if it has 5 – 8 HD, and each month if it fewer than 5 HD.

Once the spell ends, the affected creature will be hostile to the caster if it was forced to risk its life without fair reward or otherwise harmed or maltreated. A bewitched creature that was treated kindly and respectfully might remain neutral or friendly (Judge's discretion).

Divine enchantment

Blast Ward, Greater

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine protection

Call of the Ancient Tusk [1/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

This spell calls 1d4 mammoths to the caster to serve as a companion and/or mount (see the ACKS II Monstrous Manual for details). In regions where mammoths are extinct, the spell calls a very large and powerful elephant with characteristics identical to a mammoth.

The spell takes one turn (10 minutes) to cast. As soon as the spell is cast, the mammoths begin to travel to the caster's destination at their expedition speed. If the spell is cast in an unsettled hex of terrain with an indigenous mammoth or elephant population, the mammoths will take 1d6 turns to arrive. If the spell is cast in any other type of hex, the time to arrive is increased by 120 minutes (12 turns) per 6-mile hex between the caster's hex and the nearest unsettled hex of native terrain. The time to arrival may be much shorter if the Judge has determined that a mammoth lair is nearby. If called while the caster is unreachable (deep in a dungeon, for example), the mammoths will travel as close as they can to the caster and then wait in that vicinity.

Divine summoning (call)

6 6
6 6
6 6
6 6
6 6
6 6
4 4
6 6
6 6

Call of the Ancient Tusk [2/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day



For the duration of the spell, the mammoths will understand the spellcaster's speech and serve as his loyal friends and companions, acting as if it were the caster's henchman. They can be ridden as mount or war mounts as if trained in that role. The spell persists until all the mammoths are slain, the spell is dispelled, or one day passes (at which time the mammoths depart). If the spell is cast again when the mammoths are about to depart, they will remain for another day. Call of the ancient tusk can only be cast once per day.

This spell does not conjure up saddle and tack, nor does it automatically grant the rider the equivalent of Riding proficiency, so unproficient characters who ride the mammoth into battle do so at their own risk.

A prayerful caster who uses a call with ill intent towards the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster who uses a call with ill intent immediately loses the spell from his

Divine summoning (call)

Call of the Ancient Tusk [3/3]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

repertoire. (He can re-learn it if he has the formula.) In neither case does the called animal arrive.

Divine summoning (call)

Call of the Aerophract Steeds [1/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

This spell calls a herd of pegasi to the caster to serve as steeds for him and his companions (see the ACKS II Monstrous Manual for details). Two pegasi will respond to the call per caster level. For instance, a 14th level caster will summon 28 pegasi.

The spell takes one turn (10 minutes) to cast. As soon as the spell is cast, the pegasi begin to travel from their den(s) to the caster's destination at their expedition speed. Unless the Judge has placed a herd of pegasi nearby, the pegasi's dens will be 4d10 6-mile hexes from the caster's location. The pegasi will travel to the caster at a rate of 4 hexes per hour. The time to arrival might be much shorter if the Judge has determined that a herd of pegasi is nearby. If called while the caster is unreachable (deep in a dungeon, for example), the pegasi will travel as close as they can to the caster and then wait in that vicinity.

For the duration of the spell, the pegasi will understand the caster's speech and serve as his loyal friends and companions, acting as if

Divine summoning (call)

Call of the Aerophract Steeds [2/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 day

they were the caster's henchman. They can be handled as mounts, war mounts, or work beasts as if trained in that role. The spell persists until the pegasi are slain, the spell is dispelled, or one day passes (at which time the pegasi depart). If the spell is cast again when the pegasi are about to depart, they will remain for another day. Call of the aerophract steeds can only be cast once per day.

This spell does not conjure up saddle and tack, nor does it automatically grant the rider the equivalent of Riding proficiency, so an unproficient character who rides the pegasi into battle does so at his own risk.

A prayerful caster who uses a call with ill intent towards the creatures called immediately becomes disfavored. He cannot cast the spell again until he has restored himself to favor. A studious caster who uses a call with ill intent immediately loses the spell from his repertoire. (He can re-learn it if he has the formula.) In neither case does the called animal arrive.

Divine summoning (call)

Clairaudiency, Greater [1/2]

  • casting time-
  • range500 miles

  • components-
  • durationconcentration

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

Divine detection

Clairaudiency, Greater [2/2]

  • casting time-
  • range500 miles

  • components-
  • durationconcentration

one full turn, and is so draining that it can be used but once per day.

Divine detection

Clairvoyancy, Greater

  • casting time-
  • range500 miles

  • components-
  • durationconcentration

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.

Divine detection

Dispel Evil* [1/3]

  • casting time-
  • range45'

  • components-
  • durationspecial

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

Divine esoteric, protection

Dispel Evil* [2/3]

  • casting time-
  • range45'

  • components-
  • durationspecial

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

Divine esoteric, protection

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

Dispel Evil* [3/3]

  • casting time-
  • range45'

  • components-
  • durationspecial

it functions against enchanted creatures of Lawful alignment and destroys good altars.

Divine esoteric, protection

Fillet and Serve

  • casting time120’
  • range-

  • componentsspecial
  • duration This spell can debone a living target and then animate its extracted skeleton. The target of fillet and serve must make a Death saving throw. If the save succeeds, the spell has no effect. If the save fails, the target’s own skeleton rips itself out of its body, killing the creature instantly. The extracted skeleton is then animated as an undead creature with Hit Dice equal to the monster’s Baseline HD. (For skeletons of humans or demi-humans, this means one Hit Die, regardless of the character level of the deceased).

    The caster can give verbal orders to the skeleton when he first animates it and thereafter anytime it is in line of sight on his initiative. Complex or extensive orders require the caster to expend action in lieu of moving, but simple orders (“protect me!”) do not require an action. Orders can be given in any language the caster speaks. The skeleton will mindlessly obey whatever orders it is given to the best of its (limited) ability. It cannot accomplish tasks that require abstract thought or higher reasoning. If it completes all of its orders, or for whatever reason is physically unable to obey its orders, the skeleton will simply remain stationary until it receives new orders. The skeleton acts on its own initiative each round.

Divine

Divine death,necromancy

Flesh to Ash

  • casting time-
  • range120’

  • components-
  • durationinstantaneous

This spell can reduce a living target to ash and dust. The target must be made of flesh and have fewer than 9 HD. The target creature must make a Death saving throw. If the save succeeds, the spell has no effect. If the save fails, the creature is slain and its remains reduced to a small pile of dust. Any objects carried or worn by the creature are not affected.

Divine death

Guise Other

  • casting time-
  • rangetouch

  • components-
  • duration1 day

This spell grants the caster the ability to alter a recipient's shape into that of any other humanoid creature. The caster can control the recipient's new shape's physical qualities (such as height, weight, gender, hair color, hair texture, and skin color) within the normal ranges for a creature of its kind. The recipient' equipment, if any, remains worn or held where possible, and otherwise melds into the new form. If used in conjunction with a successful Disguise proficiency throw by the caster, guise other can allow the recipient to appear as a specific individual. The recipient must be man-sized or smaller when this spell is cast or it fails to work.

Divine transmogrification

Hidden Host [1/2]

  • casting time-
  • range240'

  • components-
  • durationspecial

This spell conceals a complete military unit of up to 120 man-sized creatures, 60 large (cavalry or ogre-sized) creatures, 20 huge creatures, 5 gigantic creatures, or 1 colossal creature. The creatures of the hidden host appear to be natural effects of the terrain (trees in a forest, stalagmites in a cave, coral reefs in a sea, boulders on a rocky slope, snow drifts on a tundra, shrubs on a moor, etc.). The entirety of the hidden host must be within range of the caster at the time the spell is cast. Only those creatures the caster wishes to hide are affected, and then only if they are willing to be concealed. The caster may include himself among the affected creatures.

The affected creatures are concealed from visual detection by others passing the area for so long as they remain relatively still. An affected creature can sit down or stand up, drink water from a canteen, relieve itself, unsheathe a weapon, or take other actions without revealing itself, but if it ever moves more than 5' or attacks, the illusion is dispelled for that creature. Casting or concentrating on a spell does not cause an affected creature to be revealed unless the spell affects enemies. Creatures

Divine illusion

Hidden Host [2/2]

  • casting time-
  • range240'

  • components-
  • durationspecial

who remain still continue to be hidden. The caster may end the spell early if he wishes by speaking a single word. The illusion is otherwise perpetual, lasting until dispelled or until the caster dies or decides to stop sustaining it. The illusion that conceals the hidden host cannot be disbelieved.

Divine illusion

Home Ward

  • casting time-
  • range15'

  • components-
  • durationindefinite

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.

Divine protection

Illusory Terrain [1/2]

  • casting time-
  • rangespecial

  • components-
  • durationspecial

This spell makes a structure or terrain feature appear as a different type of structure or feature (e.g. field into forest, grassland into desert, hill into a castle, etc.). Illusory terrain requires a full turn to cast, during which time the caster must be in or on the structure or terrain feature to be affected. The structure or feature to be affected must fit within a 480' diameter sphere. (Multiple castings of illusory terrain can be used to cover larger structures or features.)

Once the spell is cast, the illusory terrain looks, sounds, smells, and feels exactly like the type of feature that the caster has selected. The spell expires immediately if a sapient creature moves into the illusory terrain. (The caster can move out of the terrain after casting the spell without causing it to expire.) Mindless or bestial creatures do not cause the spell to expire, and instead simply vanish from sight when they enter the illusory terrain.

A creature who encounters illusory terrain and has reason to be suspicious about its reality can make a Spells saving throw to disbelieve it at the start of

Divine illusion

Illusory Terrain [2/2]

  • casting time-
  • rangespecial

  • components-
  • durationspecial

its initiative. If the save succeeds, the creature confirms the terrain is an illusion and can see, hear, smell, touch, and feel anything it is concealing. If the save fails, the creature continues to believe it is real. The creature cannot attempt to disbelieve the illusory terrain again until it has further evidence of its illusory nature (e.g. a friend tells him it's an illusion, he sees a deer wander into the lake and vanish, etc.).

Divine illusion

6 6
5 5
4 4
5 5
6 6
6 6
6 6
4 4
4 4

Level Water

  • casting time-
  • range360'

  • components-
  • duration10 turns

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.

Divine elemental (water), esoteric, movement

Locate Place of Power

  • casting time-
  • range12 miles

  • components-
  • durationconcentration

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.

Divine detection

Phoenix Aura

  • casting time-
  • rangeself

  • components-
  • duration1 round per caster level or instantaneous

This spell surrounds the caster with an aura of elemental fire to a 5' radius. The caster is not harmed by the phoenix aura itself, but each creature that begins its initiative in the recipient's aura or enters the recipient's aura on its initiative suffers 1d6 points of Fire damage. The phoenix aura lasts for one round per level of the caster or until the caster triggers an explosion (see below), whichever comes first.

On his initiative, in lieu of moving and attacking, the caster can amplify the phoenix aura into an explosion that affects all creatures within 10' of the caster (excluding himself). Each affected creature must make a Blast saving throw. If the save fails, the creature suffers 4d6 Fire damage plus an additional 1d6 Fire damage per round left in the spell's duration. If the save succeeds, the creature takes half that damage.

Divine blast, elemental (fire)

Prophetic Dream

  • casting time-
  • rangeself

  • components-
  • durationspecial

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.

Divine detection, esoteric

Quest [1/4]

  • casting time-
  • range45'

  • components-
  • durationspecial

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, it might be obliged to accept the quest to offer a sacred vow, it might be condemned due to crimes, with the quest offering its only chance of redemption, and so on.

A creature cannot be given a quest to kill itself or to pursue a course of action that would result in certain (not just likely) death. Apart from those limits, the creature can be given a

Divine enchantment, esoteric

Quest [2/4]

  • casting time-
  • range45'

  • components-
  • durationspecial

quest to pursue almost any other course of activity, including harming its allies, giving away cherished belongings, confessing its crimes, and so on.

The affected creature is not compelled to pursue the quest it has been given, but if it does not do so it will face terrible negative effects (decided by the Judge) for failing to do so. The negative effects will progress from minor penalties on rolls, to loss of class powers and spells, to reduction in attributes, to injury, sickness, and, ultimately, death. If the negative effects become too much to bear and the creature resumes its quest, all of the accrued negative effects are removed after one day. However, should the creature later shirk its quest again, all of the accrued negative effects will return instantly and progress from there.

If the quest was ambiguously worded or vague as to its meaning, the affected creature might be able to subvert the quest. For instance, if the creature

Divine enchantment, esoteric

Quest [3/4]

  • casting time-
  • range45'

  • components-
  • durationspecial

has been sent on a quest to find and bring to me a mighty magic sword, it might be able to fulfill its quest by returning to the caster with a copy of the popular fantasy epic A Mighty Magic Sword.

If the quest requires the affected creature to complete a task that is logically or physically impossible for it to accomplish, the quest ends after one day per caster level. For instance, if the creature has been compelled to find the nine-fingered kobold who slew Athelstan's parents, but Athelstan's parents are alive and well, the quest will not last long. However, the creature might undergo significant torment in the interim as negative effects pile up for his failure to pursue the quest.

A quest (and all effects thereof) can only be ended by a remove curse spell from a caster of higher level than the caster of the quest or by a miracle or wish. Dispelling does not affect a quest spell. A quest can be

Divine enchantment, esoteric

Quest [4/4]

  • casting time-
  • range45'

  • components-
  • durationspecial

detected with discern bewitchment, but cannot be detected with discern magic.

Divine enchantment, esoteric

Salvific Rain

  • casting time-
  • range225'

  • components-
  • durationinstantaneous

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.

Divine blast, elemental (water)

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6 6
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6 6
6 6
6 6

Slumber, Deep

  • casting time-
  • range180'

  • components-
  • duration1 turn per caster level

This spell can put to sleep any living targets situated within a 20' diameter sphere. Each target in the sphere must make a Paralysis saving throw. If the save succeeds, the spell has no effect. If the save fails, the target is slumbering. A slumbering creature is helpless, blind, deaf, and mute. Attacking, damaging, or moving a slumbering creature awakens it, but normal noise does not.

Divine enchantment

Spectral Figment [1/2]

  • casting time-
  • range360'

  • components-
  • durationconcentration + 3 rounds

This spell creates a multi-sensory illusion of an area, object, creature, or force, as visualized by the caster, up to a maximum size of 40' × 40' × 40'. The illusion includes visual, auditory, olfactory, tactile, and thermal components. The caster can move the figment within the limits of the size of the effect. The figment persists so long as the caster maintains concentration, plus an additional 3 rounds after the caster ceases to concentrate, expiring at the end of the caster's next initiative.

If used to create the illusion of one or more creatures, the illusory creatures have AC 0 and 1 hp - they immediately disappear if hit in combat. If used to simulate an attack spell or an attacking creature, the illusory attack and damage done should be resolved by the Judge as if it were real. However, any creature affected by illusory damage receives a Spells saving throw to disbelieve the illusion. If the save succeeds, the creature takes no damage and realizes the spectral figment is an illusion. If the save fails, the creature believes it has been damaged, possibly fainting into unconsciousness if it believes its hit points have

Divine illusion

Spectral Figment [2/2]

  • casting time-
  • range360'

  • components-
  • durationconcentration + 3 rounds

been reduced to 0 or fewer. However, the illusory damage is not real. A killed or injured creature realizes it is unharmed at the end of its initiative in 1d6 rounds, and thereafter knows the spectral figment is an illusion.

A creature who encounters a spectral figment and has reason to be suspicious about its reality can make a Spells saving throw to disbelieve it at the start of its initiative. If the save succeeds, the creature confirms the spectral figment is an illusion and can see, hear, smell, taste, or feel anything the figment is concealing. If the save fails, the creature continues to believe it is real. The creature cannot attempt to disbelieve the spectral figment again until it has further evidence of its illusory nature (e.g. a friend tells him it's an illusion, etc.).

Divine illusion

Spellwarded Zone [1/4]

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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

Divine protection

Spellwarded Zone [2/4]

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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

Divine protection

Spellwarded Zone [3/4]

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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

Divine protection

Spellwarded Zone [4/4]

  • casting time-
  • rangetouch

  • components-
  • duration6 turns

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.

Divine protection

Sphere of Invulnerability, Greater

  • casting time-
  • rangeself

  • components-
  • duration1 round per caster level

This spell is identical to the 4th level spell lesser sphere of invulnerability, except that it prevents up to 4th level spells or spell effects from penetrating.

Divine protection

Summon Weather [1/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 week

This spell summons weather to the spellcaster's location, changing the temperature, precipitation, and wind in a three-mile radius around the caster (one 6-mile hex on a regional map). The summoned weather must be of a natural and routine type that regularly occurs in that location at that time of year. The spell is usually employed to end weather conditions that are unnatural or extraordinary for the location and time. For instance, the caster might summon a rainstorm to relieve an unseasonable drought with rain, or might summon a warm and cloudless sky to bring an end to an unusually severe thunderstorm. Freak weather (such as snow in summer) cannot be summoned. Natural disasters (such as blizzards, hurricanes, typhoons, or tornados) can be summoned but only in locations and at times where they occur regularly and the caster has no control over the exact manifestation of the disaster. For instance, a caster in 'tornado country' could summon a tornado, but he could not control exactly where it appeared and what path it took. This complex spell requires one turn to cast, and the summoned weather gradually arrives over the course of the turn. See p. 277-279 for further rules on weather.

Divine elemental (air), esoteric

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4 4
4 4
6 6
6 6
6 6
6 6
6 6
6 6

Summon Weather [2/2]

  • casting time-
  • rangespecial

  • components-
  • duration1 week



Designer’s Note: If the Judge is using the weather rules found in the ACKS II Judges Journal, in which weather is set with a roll of 2d6 for temperature, precipitation, and wind, then this spell allows the caster to choose the result for each instead of rolling.

Divine elemental (air), esoteric

Summon Winged Herald [1/2]

  • casting time-
  • range10'

  • components-
  • durationSunrise

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.

Divine summoning (summons)

Summon Winged Herald [2/2]

  • casting time-
  • range10'

  • components-
  • durationSunrise



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.

Divine summoning (summons)

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6 6