(Abjuration)
Range: 10’ + 5’ per level Demonologist Level 4
Duration: Instantaneous Casting Time: 5
Area of Effect: 1 creature Saving Throw: Special
This spell will send any one creature back to it’s own plane of the Abyss or Hell (power vs power roll)(Abjuration)
Range: 20 yds. Sorcery Level 7
Duration: Instantaneous Casting Time: 7
Area of Effect: 60-ft. radius Saving Throw: Special
A banishment spell enables the caster to force some extraplanar creature out of the caster's home plane. The effect is instantaneous, and the subject cannot come back without some special summoning or means of egress from its own plane to the one from which it was banished. Up to 2 Hit Dice or levels of creature per caster level can be banished.
The caster must both name the type of creature(s) to be sent away and give its name and title as well, if any. In any event, the creature's magic resistance must be overcome for the spell to be effective.
The material components of the spell are substances harmful, hateful, or opposed to the nature of the subject(s) of the spell. For every such substance included in the casting, the subject creature(s) loses 5% from its magic resistance and suffers a -2 penalty to its saving throw vs. spell. For example, if iron, holy water, sunstone, and a sprig of rosemary were used in casting a banishment upon a being that hates those things, its saving throw versus the spell would be made with a -8 penalty (four substances times the factor of -2). Special items, such as hair from the tail of a ki-rin or couatl feathers, could also be added to change the factor to -3 or -4 per item. In contrast, a titan's hair or mistletoe blessed by a druid might lower the factor to -1 with respect to the same creature. If the subject creature successfully rolls its saving throw vs. spell, the caster is stung by a backlash of energy, suffers 2d6 points of damage, and is stunned for one round.
(Abjuration)
Range: 10’ per leve; Sorcery Level 9 / Necromancer Level 7 / Demonologist Level 7
Duration: Instantaneous Casting Time: Instantaneous
Area of Effect: 10’ diameter radius Saving Throw: Neg
A terrifying sound which will cause death to any who fail their saving throw versus magic.
(Alteration)
Range: Touch Priest Level 2
Duration: 4 rds. + 1 rd./level Casting Time: 5
Area of Effect: 1 creature Saving Throw: None
When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.
In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component for the spell.
(Alteration)
Range: 60' + 10' / level Priest Level 3
Duration: Permanent until cast level Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
This spell was created by the Malakarian bishop G-Lest (cy 4863 - Feb 28th). It allows the caster to grant anyone a spell from his own repertoire that they can cast. It is similar to a magic user who creates a scroll - the only difference is that the recipient does not have a physical object to cast from. Please note: the recipient must be a spell caster (high level ranger, druid etc) and they are limited to one bequeath at any one time.
Recipients of the bequeath spell should - ideally - be worshippers or followers of the god the cleric serves. Any deviation in their beliefs will cancel the bequeath.
(Evocation)
Range: 5 yds./level Sorcery Level 8
Duration: 1 rd./level Casting Time: 8
Area of Effect: Special Saving Throw: None
The Bigby's clenched fist spell brings forth a huge, disembodied hand that is balled into a fist. This magical member is under the mental control of the spellcaster, who can cause it to strike one opponent each round. No concentration is required once the spell is cast. The clenched fist never misses, but it can only strike as directed by the caster. Thus, it can be fooled by invisibility or other methods of concealment and misdirection. The effectiveness of its blows varies from round to round.
D20 Roll Result
1-12 Glancing blow--1d6 hp
13-16 Solid punch--2d6 hp
17-19 Hard punch -- 3d6 hp; opponent is stunned for next round
20 Crushing blow*--4d6 hp; opponent is stunned for next three rounds
* The wizard adds +4 to the die rolls of subsequent attacks if the opponent is stunned, as the opponent is not capable of dodging or defending against the attack effectively.
The fist has an Armor Class of 0, and is destroyed by damage equal to the hit points of its caster at full health.
(Evocation)
Range: 5 yds./level Sorcery Level 9
Duration: 1 rd./level Casting Time: 9
Area of Effect: Special Saving Throw: None
The Bigby's crushing hand spell creates a huge, disembodied hand similar to those of the other Bigby's hand spells. The crushing hand is under the mental control of the caster, and he can cause it to grasp and squeeze an opponent. No attack roll is necessary; the hand automatically grasps and inflicts constriction damage in any round in which the wizard concentrates. The damage inflicted depends on the number of rounds it acts upon the victim:
1st round 1d10 points
2nd & 3rd rounds 2d10 points
4th & beyond 4d10 points
The crushing hand has an Armor class of 0, has as many hit points as its caster at full strength, and vanishes when destroyed. The hand is susceptible to normal combat attacks and damaging spells, but if it is struck by an area-effect spell, the person held suffers the same fate as the hand (i.e., if the hand fails its saving throw, the victim automatically fails his). The hand is not effective against noncorporeal or gaseous forms, but it does prevent creatures that are able to slip through small cracks from escaping. If the hand grasps an item or construction, the appropriate saving throw must be made as if squeezed by a Strength of 25.
The material components of the spell are a glove of snake skin and the shell of an egg.
(Evocation)
Range: 10 yds./level Sorcery Level 6
Duration: 1 rd./level Casting Time: 6
Area of Effect: Special Saving Throw: None
Bigby's forceful hand is a more powerful version of Bigby's interposing hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that places itself between the spellcaster and a chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. However, the forceful hand also pushes on the opponent. This force can push away a creature weighing 500 pounds or less, slow movement to 10 feet per round if the creature weighs between 500 and 2,000 pounds, or slow movement by 50% if the creature weighs more than 2,000 pounds.
A creature pushed away is pushed to the range limit, or until pressed against an unyielding surface. The hand itself inflicts no damage. The forceful hand has an Armor Class of 0, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can cause it to retreat (to release a trapped opponent, for example) or dismiss it on command.
The material component is a glove.
(Evocation)
Range: 10 yds./level Sorcery Level 7
Duration: 1 rd./level Casting Time: 7
Area of Effect: Special Saving Throw: None
Bigby's grasping hand is a superior version of the 6th-level spell Bigby's forceful hand. It creates a man-sized (5 feet) to gargantuan-sized (21 feet) hand that appears and grasps a creature designated by the caster, regardless of what the spellcaster does or how the opponent tries to escape it. The grasping hand can hold motionless a creature or object of up to 1,000 pounds weight, slow movement to 10 feet per round if the creature weighs between 1,000 and 4,000 pounds, or slow movement by 50% if the creature weighs up to 16,000 pounds. The hand itself inflicts no damage. The grasping hand has an Armor Class of 0, has as many hit points as its caster in full health, and vanishes when destroyed. The caster can order it to release a trapped opponent or can dismiss it on command.
The material component is a leather glove.
(Evocation)
Range: 10 yds./level Sorcery Level 5
Duration: 1 rd./level Casting Time: 5
Area of Effect: Special Saving Throw: None
The Bigby's interposing hand spell creates a man-sized to gargantuan-sized magical hand that appears between the spellcaster and his chosen opponent. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. Neither invisibility nor polymorph fools the hand once a creature has been chosen. The hand does not pursue an opponent.
The size of the hand is determined by the wizard, and it can be from human size (5 feet) all the way up to titan size (25 feet). It provides cover for the caster against the selected opponent, with all the attendant combat adjustments. It has as many hit points as the caster in full health and has an Armor Class of 0.
Any creature weighing less than 2,000 pounds trying to push past the hand is slowed to half its normal movement. If the original opponent is slain, the caster can designate a new opponent for the hand. The caster can command the hand out of existence at any time.
(Enchantment)
Range: 30 yds. Sorcery Level 2
Duration: 1 rd./level Casting Time: 2
Area of Effect: 50 ft. + 5 ft./level Saving Throw: None
When this spell is employed, the wizard can command any nonliving rope like object, including string, yarn, cord, line, rope, or even a cable. The spell affects 50 feet of normal rope (with a 1 inch diameter), plus 5 feet per caster level. This length is reduced by 50% for every additional inch of thickness and increased by 50% for each half-inch less. The possible commands are Coil (form a neat, coiled stack), Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the reverses of all of the above (Uncoil, etc.). One command can be given each round.
The rope can only enwrap a creature or an object within 1 foot of it--it does not snake outward--so it must be thrown or hurled near the intended target. Note that the rope itself, and any knots tied in it, are not magical. A typical rope might be AC 6 and take 4 points of slashing damage before breaking. The rope does not inflict damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a saving throw vs. spell.
(Enchantment, Evocation)
Range: 10 yds. Sorcery Level 8
Duration: Special Casting Time: Special
Area of Effect: 1 creature Saving Throw: Special
A binding spell creates a magical restraint to hold a creature, usually from another plane of existence. Extraplanar creatures must be confined by a circular diagram; other creatures can be physically confined. The duration of the spell depends upon the form of the binding and the level of the caster(s), as well as the length of time the spell is actually uttered. The components vary according to the form of the spell, but they include a continuous chanting utterance read from the scroll or book page giving the spell; gestures appropriate to the form of binding; and materials such as miniature chains of special metal (silver for lycanthropes, etc.), soporific herbs of the rarest sort, a corundum or diamond gem of great size (1,000 gp value per Hit Die of the subject creature), and a vellum depiction or carved statuette of the subject to be captured.
Magic resistance applies unless the subject's true name is used. A saving throw is not applicable as long as the experience level of the caster is at least twice as great as the Hit Dice of the subject. The caster's level can be augmented by one-third of the levels of each assisting wizard of 9th level or higher, and by one level for each assistant of 4th through 8th level. No more than six other wizards can assist with this spell. If the caster's level is less than twice the Hit Dice of the subject, the subject gains a saving throw vs. spell, modified by the form of binding being attempted. The various forms of binding are:
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except the caster. Duration is as long as one year per level of the caster(s). The subject of this form of binding (as well as in the slumber and bound slumber versions) remains within the restraining barrier.
Slumber: Brings a comatose sleep upon the subject for a duration of up to one year per level of the caster(s).
Bound Slumber: A combination of chaining and slumber that lasts for up to one month per level of the caster(s).
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means until freed. The spell remains until the magical hedge is somehow broken.
Metamorphosis: Causes the subject to change to some noncorporeal form, save for its head or face. The binding is permanent until some prescribed act frees the subject.
Minimus Containment: The subject is shrunken to a height of 1 inch or even less and held within the hedged prison of some gem or similar object. The subject of a minimus containment, metamorphosis, or hedged prison radiates a very faint aura of magic.
The subject of the chaining form of the spell receives a saving throw with no modifications. However, slumber allows the subject a +1 bonus, bound slumber a +2 bonus, hedged prison a +3 bonus, metamorphosis a +4 bonus, and minimus containment a +5 bonus to the saving throw. If the subject is magically weakened, the DM can assign a -1, -2, or even -4 penalty to the saving throw. A successful saving throw enables the subject to burst its bonds and do as it pleases.
A binding spell can be renewed in the case of the first three forms of the spell, for the subject does not have the opportunity to break the bonds. (If anything has caused a weakening of a chaining or slumber version, such as attempts to contact the subject or magically touch it, a normal saving throw applies to the renewal of the spell.) Otherwise, after one year, and each year thereafter, the subject gains a normal saving throw vs. the spell. Whenever it is successful, the binding spell is broken and the creature is free.
(Enchantment, Evocation)
Range: 10 ‘ per level Demonologist Level 3
Duration: Permanent Casting Time: 3 segments
Area of Effect: 1 creature Saving Throw: Special
The caster is able to bind a demon to himself, an object or a quest (power vs power applies)
(Evocation)
Range: 30 yds. Priest Level 6
Duration: 3 rds./level Casting Time: 9
Area of Effect: 5-60 ft. sq. Saving Throw: Special
The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around a central point, creating an immobile barrier. Any creature attempting to pass through the blade barrier suffers 8d8 points of damage. The plane of rotation of the blades can be horizontal, vertical, or in between. Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered; the creature escapes the area of the blade barrier by the shortest possible route. The barrier remains for three rounds for every experience level of the priest casting it. The barrier can cover an area from as small as 5 feet square to as large as 60 feet square.
(Evocation)
Range: 30 yds. Demonologist Level 3
Duration: 1 rd./level Casting Time: 3
Area of Effect: 1 blade Saving Throw: Special
The demonologist creates a blade (or enchants an existing one) which acts as a +4 Bastard sword doing 2 d6 damage
(Conjuration/Summoning)
Reversible
Range: 60 yds. Priest Level 1
Duration: 6 rds. Casting Time: 1 rd.
Area of Effect: 50-ft. cube Saving Throw: None
Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing, however, affects only those not already engaged in melee combat. The caster determines at what range (up to 60 yards) he will cast the spell. At the instant the spell is completed, it affects all creatures in a 50-foot cube centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not).
A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends.
Multiple bless spells are not cumulative. In addition to the verbal and somatic gesture components, the bless spell requires holy water.
This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -1. The curse requires the sprinkling of unholy water.
(Illusion/Phantasm)
Range: 30 yds. + 10 yds./level Sorcery Level 2
Duration: Special Casting Time: 2
Area of Effect: 1 creature Saving Throw: Neg.
The blindness spell causes the victim to become blind, able to see only a grayness before its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spellcaster can do away with the blindness if the creature fails its initial saving throw vs. spell. A blinded creature suffers a -4 penalty to its attack rolls, and its opponents gain a +4 bonus to their attack rolls.
(Alteration)
Range: 0 Sorcery Level 3
Duration: 1 rd./level Casting Time: 1
Area of Effect: The caster Saving Throw: None
By means of this spell, the wizard causes his material form to "blink" directly from one point to another at a random time and in a random direction. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked.
Each round the spell is in effect, the wizard rolls 2d8 to determine the timing of the blink--the result of the dice roll is used as the wizard's initiative for that round. The wizard disappears and instantaneously reappears 10 feet distant from his previous position. (Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The caster cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the caster are shoved aside when the caster blinks in. If blinking is impossible except into a fixed, solid object, the caster is then trapped on the Ethereal Plane.
During each round that he blinks, the spellcaster can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster.
Blink (continued)
(Alteration)
If the spellcaster holds off his attack (if any) until after the blink, the 2d8 delay until the blink is added to his normal 1d10 initiative roll (thus, he probably attacks last in the round). The spellcaster can also try to get his attack in before he blinks (he must announce his intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the caster compares the two dice rolls, hoping that his initiative roll is lower than his blink roll (the two rolls are not added if he is trying to attack before he blinks). If so, he attacks according to his initiative roll, then blinks according to the blink roll. If his blink roll is lower than his initiative roll, however, he blinks first and then attacks in whatever direction he's facing (he must go through with his attack, even if he is facing in the wrong direction to affect anyone).
(Illusion/Phantasm)
Range: 0 Sorcery Level 2
Duration: 3 rds. + 1 rd./level Casting Time: 2
Area of Effect: The caster Saving Throw: None
When a blur spell is cast, the wizard causes the outline of his form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -4 penalties on the first attempt and -2 penalties on all successive attacks. It also grants the wizard a +1 bonus to his saving throw for any direct magical attack. A detect invisibility spell will not counter this effect, but the 5th-level priest spell true seeing and similar magic will.
(Evocation)
Range: Touch Sorcery Level 2 / Priest Level 2
Duration: 1 round per level Casting Time: 2
Area of Effect: 1 Creature Saving Throw: None
Raises the recipient’s strength by 2 points and can raise the maximum beyond 18.
(Alteration)
Range: 0 Sorcery Level 1
Duration: Instantaneous Casting Time: 1
Area of Effect: The caster Saving Throw: ˝
When the wizard casts this spell, a jet of searing flame shoots from his fingertips. His hands must be held so as to send forth a fanlike sheet of flames: The wizard's thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets 5 feet long in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the fire burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken.