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Spell Collection

Started by Anastasia, April 28, 2014, 12:41:46 PM

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Anastasia

For all of Balmuria's custom spells.

A spell in italics is an epic spell for of 9th level or lower, the domain of paladins, rangers and bards. All spells of 10th level or higher are epic spells.

If you see mistakes or typos, please tell me, thanks.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
Spells Summary

This is by class with a short description. This is for easy reference rather than wading through all the spells in the next post.

BARD SPELLS:
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0 level bard spells: [spoiler]

Misteyes: Allows vision through non magical fog.



1st level bard spells:
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2nd level bard spells:
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3rd level bard spells:
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Carrying Voice: Increases range of bardic music by 50ft per CL (max 500ft)
Sylvie's Speedy Appraisal: +10 insight Appraise, appraising an item only takes a standard action.



4th level bard spells:
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Lasting Invisibility: As invisibility but with a longer duration.



5th level bard spells:
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Moore's Quick Gather: Gathers unattended objects to you and into containers.



6th level bard spells:
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Greater Carrying Voice: As carrying voice, but with a bigger range (max 1500ft).
Surge of Hope: As good hope, but +4 bonuses and immunity to fear.
Tenacious Curse Dispel: As remove curse, but with caster level bonuses if cast repeatedly.



7th level bard spells:
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Danatha's Improvisation: As improvisation, except can apply to saves and weapon damage rolls.
Greater Improvisation: As improvisation, except with a duration of 10min/level and a pool equal to your CL x 3.
Mass Scrying: As greater scrying, but many targets.



8th level bard spells:
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Antimagic Sound: Disharmonious sounds prevent the use of spells, spell-like abilities and supernatural abilities.
Moore's Modified Spell Theft: As spell theft, but with a higher maximum dispel check and multiple spells.
Sing the Holy Choir: Targets of your next bardic music gain holy power on their next attack or consecrate and widen spell on next spell.
Song of the Elements: Allies weapons deal an extra 2d6 acid, cold, electricity and fire damage.



9th level bard spells:
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Anathemic Knowledge: Affects an idea with anathemic knowledge.
Moonlight Revelation: Light makes you unable to hide, creatures suffer -40 to Hide and dispels illusions; -5 armor class to evil creatures.



10th level bard spells:
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Bredanalundalum's Wit: +20 bonus to Knowledge checks and can make untrained, +20 bardic lore, can divine questions to ask others.
Ebony's Whisper: Sends a short message to all creatures within 200ft/level, auto translates, can sound like someone else.
Eyes of Beezlebub: As mass scrying, but more targets, up to three per target and no penalty for extraplanar scrying.
Greater Snowsong: As snowsong, but stronger.
Learn The Past: As hindsight, but stronger.
Magic Of Yesterday: As hindsight, but with magic detection.
Miracle of Uncursing: Remove curses in a 1 mile radius.
Moore's Marvelous Invisibility: As superior invisibility, but defeats true seeing and bestows nondetection.
Sensual Blessing: +25 bonus to Spot/Listen, various perception bonuses, doubles healing you receive.
Song of the Sea: Gives allies water breathing and freedom of movement, water or aquatic creatures get +6 attack rolls, saving throws, armor class as well as fast healing 10.
Sonic Shattering: Burst of sound deals 15d6 damage, 1d6 per CL (max 30d6) to crystalline creatures, deafens, also dispels as greater dispel magic (max +20).
Sulnor's Show Fate: Show next week of target's life.
Summon Monster X: Summons extraplanar monster to fight for you.
Superior Shadow Evocation: As shadow evocation, but 80% real.



11th level bard spells:
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Alyssa's Aerial Assembly: Copies weapons to attack enemy, they keep any feat bonuses you have.
Blade of the Righteous: Weapon becomes +5 holy, transmutation and various banes.
Celestia's Inspiration: +7 insight bonus to attack and damage, weapons count as good, gives haste and freedom of movement.
Commune With Knowledge: As contact other plane, but more powerful, reliable and without a limit to reply length.
Faerinaal's Internal Revolt: Target suffers 18d12 damage and 2 points of Strength, Dexterity and Constitution damage per round.
Faerinaal's Lullaby: Puts creatures to sleep, evil creatures possibly forever.
Greater True Seeing: As true seeing, but with greater range and no material component.
Learn Knowledge: Learn everything a creature knows about a particular subject.
Lliira's Joy: Immunity to fear, fast healing 10 and heart's ease on all targets.
Lyrical Waters: Singing waters grant fast healing 10, impedes negative energy magic.
Malcanthet's Kiss: As dominate monster, but bonuses when the target follows commands.
Purr of Sharess: Sublime revelry for good creatures, damage and deafening for evil creatures.
Shadowfriend: Creates shadow clone of creature with limitations.
Superb Dispelling: As dispel magic, but stronger.



12th level bard spells:
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Beauty Triumphant: +10 bonus to Cha, Cha as deflection bonus to armor class, creatures that see you are charmed.
Glorious Rally: +6 bonus to attack rolls, weapon damage rolls, saving throws and armor class, grants temporary hit points and immunity to fear.
Mass Regenerate: As regenerate, except multiple targets and heals up to 8d8+50 hit points.
Mercane's Insight: +40 bonus to Appraise, can appraise anything you see instantly, can identify magical items.
Thunderous Voice: +40 bonus to Intimidation, can attack evil creatures with holy lightning.



13th level bard spells:
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14th level bard spells:
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15th level bard spells:
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Automatic Summoning: As summon monster IX, but repeats every round.
Elle's Great Shooting Star: Shooting star grants those who see it wishes.



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CLERIC SPELLS
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0 level cleric spells: [spoiler]

Glowing Water: Small bowl or vial of water glows.
Misteyes: Allows vision through non magical fog.
Stomach Balm: Soothes digestive problems.
Tinder Spark: Provides sparks to set an object on fire.


1st level cleric spells:
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2nd level cleric spells:
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3rd level cleric spells:
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Catfriend: +10 bonus to Cha based checks and wild empathy, but only with felines.
Pawn's Gambit: Take a 5ft step in place of an attack of opportunity.
Presip's Life Walk: Heal 1 hit point per 5ft moved.
Queen's Movement: +8 bonus versus attacks of opportunity.
Telepathy: Grants telepathy 100ft.


4th level cleric spells:
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Cat's Reflexes: +4 Dex, +10 most Dex skills, immune to fall damage.
Heavenly Lore: +15 bonus to checks about Mount Celestia; grants knowledge of heavenly scriptures.
Identify Wound: Identifies spiritual wounds.
Presip's Healing Fist: Unarmed strikes and touch heal 1d12 damage, damages undead instead.
Seira's Healing Flames: Flames deal 1d8 damage per two CL (max 5d8), heals good creatures instead.



5th level cleric spells:
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Blood of the Astral Troll: Enables fast healing and regeneration on the Astral Plane.
Smite Soul: Jolt to a divine spellcaster's spirit deals 1d8 damage per CL (max 15d8) and prevents divine spellcasting for 1d4 rounds.


6th level cleric spells:
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Balor Lord Nimbus: As balor nimbus, but 10d6 damage and +4 bonus to grapples.
Red Knight's Skill: Bonus to attack rolls, weapon damage rolls and armor class equal to CL divided by four (max 5).
Tenacious Curse Dispel: As remove curse, but with caster level bonuses if cast repeatedly.



7th level cleric spells:
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Lunatic's Light: Burst of light deals deals 1d6 damage per CL (max 15d6) and suppresses illusions.
Mass Magic Vestment: As magic vestment, but on multiple targets.
Presip's Life Jaunt: As Presip's Life Walk, but 2 hit points per 5ft and +20 bonus to movement speed.


8th level cleric spells:
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Knight's Gambit: Teleport as by knight's move in place of an attack of opportunity.
Mass Greater Magic Weapon: As magic weapon, but on multiple targets.
Ranbar's Smite: Smite deals 1d6 damage per level (max 20d6), -5 penalty to save for Sharrans.
Righteous Halo: +4 Cha, discharge to gain +8 Cha for 1 round.
Superior Vigor: As lesser vigor, but up to 45 rounds and fast healing 8.


9th level cleric spells:
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Humble Words: Negates bonuses to Charisma based skill checks.
Mass Dire Hunger: As dire hunger, but multiple targets and can ignore other targets.
Mass Smite Soul: As smite soul, but a max of 20d8 damage, multiple targets and no divine spells for 1d6+3 rounds.
Volcanic Burst: +6 attack rolls, saving throws, skill checks and ability checks for fire elementals, 15d6 damage otherwise.



10th level cleric spells:
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Anathemic Knowledge: Affects an idea with anathemic knowledge.
Bibliotheca Arcana: Grants a bonus to knowledge checks, perfect recall and scholar's touch.
Cauldron's HearthM: Elemental magic is easier to cast, bypasses certain protections.
Celestial Valor: +8 sacred bonus vs emotional attacks, +4 sacred bonuses to various rolls, weapons count as holy.
Circle of Spiritual ProtectionM: Protects the Prime against powerful outsiders.
Curse of Inadequacy: Curse inflicts a -10 penalty to various rolls.
Discern Curse: Reveals all information about a curse.
Energetic HealingM: Immunity to one of the five energy types, damage becomes healing instead.
Energy Immunity: Immunity to one of five energy types.
Greater Heal: As heal, but heals 15 HP per CL (max 450).
Greater True Seeing: As true seeing, but with greater range and no material component.
Heroism of AshesM: Slain creatures burnt to ashes, rises as temporary ash quasi-elementals.
Jaela's Teleport Block: Blocks teleport and interplanar travel in a wide range for a short time.
Janessa's Scornful BarrierF: +8 shield bonus to armor class, reflects force effects back.
Mass Freedom of Movement: As freedom of movement, but with multiple targets.
Mass Superior Vigor: As lesser vigor, but up to 55 rounds and fast healing 8.
Miracle of Health: Remove disease in a 1 mile radius.
Miracle of Life: Heals 1d4+5 hit points in a 1 mile radius.
Miracle of Uncursing: Remove curses in a 1 mile radius.
Mirajane's Revelation: Immediately grant true seeing to creatures, suffer damage for doing so.
Naeys' Life Font: Conduit to the Positive Energy plane heals, resists negative energy.
Seira's Glorious Visage: Spell grants various Seira-themed bonuses.
Selune's Shield: Grants a +7 bonus to saves and armor class, damage reduction 15.
Shield of SylicaM: Immunity to law and chaos descriptor spells.
Summon Monster X: Summons extraplanar monster to fight for you.


11th level cleric spells:
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Beaming Blade: Creates a +5 holy longsword, beams of light come from it whenever you hit an evil creature.
Gae Assail: Spear deals 1d6 per CL to evil creatures (max 30d6); 1d12 per CL to fiends, undead and negative energy natives (max 301d12) and blinds.
Hanna's Charge: +5 bonus and double damage on a charge, can charge through difficult terrain.
Heresy's Reward: Brand deals 1d8 damage per CL (max 30d8), permanently brands targeted creature.
Lunar Healing: As a heal spell, except up to 300 hit points and also cures lycanthropy, negative levels and ability drain.
Martyr's Kiss: Grants large and various bonuses, but dooms the creature to die.
Mass Regenerate: As regenerate, except multiple targets and heals up to 8d8+50 hit points.
Mass Scrying: As greater scrying, but many targets.
Mass Wall of Greater Dispel Magic: Creates many walls of greater dispel magic.
Moonlight Revelation: Light makes you unable to hide, creatures suffer -40 to Hide and dispels illusions; -5 armor class to evil creatures.
Selune's Rejection: Target burns in moonlight like a vampire burns in sunlight and is difficult to remove.
Selune's SightM: Grants permanent darkvision and low light vision.
Shape SoulM: Transform soul into base outsider.
Sharran Nightfall: Blinds and deafens all creatures within one mile except Sharrans.
Stigma: As heresy's reward, but more damage and only versus devils.
Summon Planetar: Summons a planetar to fight for you.
Superb Dispelling: As dispel magic, but stronger.
Terror Fog: Creates a solid fog that you ignore, you threaten and flank all enemies in the fog.
Tyr's Senses: Removes vision, grants blindsight 200ft, +20 Listen checks and scent.
Tyranny: Target views you favorably, Con damage if they disobey you.


12th level cleric spells:
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Beauty Triumphant: +10 bonus to Cha, Cha as deflection bonus to armor class, creatures that see you are charmed.
Burst of Glory: As bolt of glory, but at all targets within range and more damage per bolt.
Commune With Deity: Directly pose questions to your deity.
Emily's Miraculous Gift: Heals 2d4+10 hit points in a 1 mile radius, undead take damage instead.
Gift of Prophecy: Transforms creature into a prophet, your deity can speak through them.
Greater Moon LustF: As moon lust, except with penalties under moonlight or against Sharrans.
Iosodaelanaja's Endless SightM: Vision extends 100ft/level, +20 spot, ignore visual obstructions, can't be blinded.
Legion's Gates: As gate, but opens multiple gates.
Life of the Earth: Heals 10 HP per CL (max 400), +4 morale Constitution as long as they touch ground.
Mass Spiritual Weapon: As spiritual weapon, but many of them at once.
Nerve Overload: Overwhelming nerve pain deals 1d8 per CL (max 30d8) and stuns.
Seira's Majestic Visage: As greater visage of the deity, but with a bonus to diplomacy and intimidation, as well as goldenfire magic.
Sensual Blessing: +25 bonus to Spot/Listen, various perception bonuses, doubles healing you receive.
Wrath of the Heavens: 20d10 damage plus blinds and deafens creature, only works on those your deity is angry at.



13th level cleric spells:
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Commune With Knowledge: As contact other plane, but more powerful, reliable and without a limit to reply length.
Cresiel's Valiant Stand: Take damage for allies within 100ft, gain bonus to attack and damage rolls.
Darkfire Impalement: 35d6 damage, -4 Reflex and negates evasion/improved evasion if the creature can't see darkfire.
Greater Fire Storm: As fire storm, but up to 35d6 damage and a standard action to cast.
Instant Regeneration: Regenerates if conditions that need it happen, plus heals 4d4+1 per CL (max +50) hit points.
Lliira's Joy: Immunity to fear, fast healing 10 and heart's ease on all targets.
Mass Energy Immunity: As energy immunity, but multiple targets.
Mass Resurrection: As resurection, but multiple targets.
Moon Barrage: As moon bolt, but up to 8d4 Str damage and undead creatures are helpless for 2d4 rounds.
Morwel's Blessing: As mass heal, but removes dirt and grime as well as dispels disfavorable spells on targets.
Summon Shard of Selune: Summons a shard of Selune to fight for you.
Tashar's Revivification: Heals HP when reduced below 0 hit points, halves damage of further attacks that caused that.
Wall of Superb Dispelling: Wall dispels magic as superb dispelling.
War's Echo: +4 Str and Con for allies, -4 Str and Con for enemies.
Web of Generosity: As greater status, but can cast up to 6th level spells through it and sacrifice hit points to heal all others in it.



14th level cleric spells:
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All-Devouring Hunger: 1d8 damage per CL (max 40d8), inflicts dire hunger on survivors.
Antimagic Zone: As antimagic zone, but bigger and can be targeted.
Avenging Angel's Strike: Weapons becomes +7, gains the holy and fiery blast special abilities.
Dreamscape: Creates temporary demiplane in the realm of dreams.
Diamondstorm: Evil creature takes 10d6 damage per round and 1d4 negative levels, -40 to Hide and -4 AC vs ranged.
Eternal Aura: Halves melee and ranged damage, attackers must save or take half with a mounting penalty.
Greater Circle of Spiritual ProtectionM: Protects the Prime against powerful outsiders.
Greater Divine Power: As divine power, but an extra attack, +20 enhancement Strength and 3 temporary hit points per caster level.
Light Of The Seven Heavens: Suppresses and dispels shadow and darkness based magic and effects.
Lunatic Storm: Many lunatic's lights strike targets.
Mass Lunar Healing: As lunar healing, except multitarget and up to 450 hit points.
Mortal Bonfire: Flames deal 1d10 damage per CL (max 35d10) to mortals, causes various effects to mortals.
Radiant Storm: Many radiant assaults strike targets.
Raziel's Zeal: Aura of flames that shed light, immunity to cold, fear, fire and mind affecting, +7 ability scores.
Summon Solar: Summons a solar to fight for you.
Swept Into Immolation: Target is cast into Fire, gains vulnerability to fire, can't leave without breaking curse.
Thunderous Voice: +40 bonus to Intimidation, can attack evil creatures with holy lightning.



15th level cleric spells:
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Automatic Summoning: As summon monster IX, but repeats every round.
Call Primal Elemental: Summons a primal elemental to negotiate with you.
Change Climate: Permanently changes the climate of a large area.
Consumptive DispellingF: Dispels magic and inflicts negative levels based on the number of spells dispelled.
Eyes of Beezlebub: As mass scrying, but more targets, up to three per target and no penalty for extraplanar scrying.
Feed the Inferno: Dispels as greater dispel magic (max +50), adds bonus fire damage to melee attack or heals a caster with the fire subtype.
Final Penance: 1d8 damage per CL (max 40d8), 1d10 per CL vs evil outsiders (max 40d10), heals good creatures if the target is slain.
Greater Foresight: As foresight but greater bonuses, grants limited divinations.
Jarem's Rally: As heal, but a larger radius and up to 450 hit points.
Jovar's EmbraceF: +21 armor bonus to armor class, protects as shield of archons.
Restore Divine Connection: Counters sever divine connection.
Sever Divine Connection: Creature cannot cast divine spells or use certain divine class features.
Solar Pulse: Burst heals living creatures 1d8+1 per CL (max 35d8+35), undead take the same, counters non-epic darkness spells.
Vigor of Tempus: Grants damage reduction 30/- and +18 to Strength and Constitution.



16th level cleric spells:
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Mass Nerve Overload: As nerve overload, but multiple targets and up to 45d8 damage.
Perfect Energy Immunity: Immunity to all five types of energy damage.



17th level cleric spells:
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Domiel's Spread of LifeF: As spark of life, but over many miles.



18th level cleric spells:
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Greater Web of Generosity: As web of generosity, but works across planar bounds, allows up to 9th level spells and provides a telepathic bond.
Mass Raziel's Zeal: As Raziel's Zeal, but multiple targets.
Saint's Mercy: Provides food, water, clothing and healing for creatures over many miles.



19th level cleric spells:
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20th level cleric spells:
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Field of Rejuvenation: Grants fast healing 10 to all creatures within 1 mile/caster level.
Summon Star of Mystra: Summons a Star of Mystra to fight for you.



21st level cleric spells:
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Field of Restoration: All creatures benefit from greater restoration, a regeneration spell and a heal spell (barring recovering hit points).



22nd level cleric spells:
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War's Boon: Grant various bonuses.



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CORRUPT SPELLS
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0 level corrupt spells: [spoiler]



1st level corrupt spells:
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2nd level corrupt spells:
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3rd level corrupt spells:
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4th level corrupt spells:
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5th level corrupt spells:
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6th level corrupt spells:
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7th level corrupt spells:
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8th level corrupt spells:
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9th level corrupt spells:
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Vampiric Assault: Melee attacks deal 1d4+1 vile Con damage, heals you and creatures slain by this rise as a vampire.



10th level corrupt spells:
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Corruptor's Touch: Touch deals 20d6 damage, changes target's alignment to evil.



11th level corrupt spells:
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12th level corrupt spells:
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Heretic's Winter: Snow deals 5 vile cold damage and 5 damage, inhibits the powers of good divine spellcasters and paladins.



13th level corrupt spells:
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Father's Embrace: Inflicts 3d6 negative levels, absorb mind and strength on target if slain.



14th level corrupt spells:
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Fallen's Lament: Causes a celestial to fall.
Sorrow's Touch: Target's touch and natural attacks deal 2 vile ability drain to all ability scores, causes overwhelming depression.
Voidcall: Deals 1d10 vile damage per CL (max 40d10) and inflicts Song of Ending on all targets.



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DRUID SPELLS
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0 level druid spells: [spoiler]

Breeze: Breeze provides basic cooling.
Glowing Water: Small bowl or vial of water glows.
Misteyes: Allows vision through non magical fog.
Tinder Spark: Provides sparks to set an object on fire.



1st level druid spells:
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Badgerform: Transform into a badger, gain various bonuses.



2nd level druid spells:
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Identify Wound: Identifies spiritual wounds.
Improved Blockade: As blockade, but ranged.



3rd level druid spells:
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Forest Surge: +2 bonus attack rolls, weapon damage rolls, saves and checks, doubles plus temporary hit points of fey or druid by special place.
Mass Blockade: As improved blockade, but multiple blocks.



4th level druid spells:
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Aquatic Leap: Teleport between bodies of water.
Forest Healing: Heals 5d8+1 per CL (max 25) and cures some conditions.



5th level druid spells:
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Wall of Boiling Water: Wall of boiling water blocks creatures, scalds them.
Wavera's Parry: Sphere of water control blocks movement, repels attacks and filters toxins.



6th level druid spells:
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Ley Line Travel: Teleport through leylines.


7th level druid spells:
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8th level druid spells:
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Superior Vigor: As lesser vigor, but up to 45 rounds and fast healing 8.
Water Blasting: Jet of water deals 1d6 damage per CL (max 15d6), knocks prone, deals double damage to constructs and objects.



9th level druid spells:
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Mass Dire Hunger: As dire hunger, but multiple targets and can ignore other targets.



10th level druid spells:
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Energy Immunity: Immunity to one of five energy types.
Mass Freedom of Movement: As freedom of movement, but with multiple targets.
Mass Scrying: As greater scrying, but many targets.
Mass Superior Vigor: As lesser vigor, but up to 55 rounds and fast healing 8.
Stone Skewers: Spikes deal 1d6 damage per CL (max 35d6) to a single target, inhibits survivors.
Syala's Awaken Defender of the HomeM: Grants a creature the defender of the home template.
Telay's Ice Horror: Deals 1d6 damage per CL (max 30d6), creature slain by it is animated as an ice golem.
True Meteor Swarm: Meteors deal 15d6 fire and 15d6 bludgeoning damage, creates crater on impact.



11th level druid spells:
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Call the Wild HoundF: Summons a wild hound of the wild hunt to serve you.
Dire WinterF: Creates an overwhelming blizzard zone 1000ft in radius.
Energetic HealingM: Immunity to one of the five energy types, damage becomes healing instead.
Fog Trap: Creates a bank of solid fog, summons two elder water elementals with bonuses within it.
Greater Heal: As heal, but heals 15 HP per CL (max 450).
Greater True Seeing: As true seeing, but with greater range and no material component.
Power of the Huntress: +10 Str, Dex, Con, +8 natural armor, +20 Hide/Move Silently and +6 initiative, plus additional benefits.
Selune's Rejection: Target burns in moonlight like a vampire burns in sunlight and is difficult to remove.
Selune's SightM: Grants permanent darkvision and low light vision.
Solar Convex Focal: Beam deals 25d6 damage, can sneak attack.
Sunlance: Lance deals 1d6 damage per CL (max 30d6), explodes into a sunburst after.
Superb Dispelling: As dispel magic, but stronger.
Tears of Rebirth: On death, your body dissolves into water and your body reforms in the rain.



12th level druid spells:
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Gift of Prophecy: Transforms creature into a prophet, your deity can speak through them.
Greater Control Weather: As control weather, but faster and with more control.
Greater Fire Storm: As fire storm, but up to 35d6 damage and a standard action to cast.
Lunar Healing: As a heal spell, except up to 300 hit points and also cures lycanthropy, negative levels and ability drain.
Mass Regenerate: As regenerate, except multiple targets and heals up to 8d8+50 hit points.
Rain of DesolationF: Dispels magic and deals damage based on the number of spells dispelled.
Wrath of the Elder TreantM: Giant treant deals 1d10 per CL (max 35d10), target is knocked back and prone.



13th level druid spells:
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Elemental Army: As elemental swarm, but double the elementals, longer duration and instant summoning.
Life of the Earth: Heals 10 HP per CL (max 400), +4 morale Constitution as long as they touch ground.
Mass Energy Immunity: As energy immunity, but multiple targets.
Moon Barrage: As moon bolt, but up to 8d4 Str damage and undead creatures are helpless for 2d4 rounds.



14th level druid spells:
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Eyes of Beezlebub: As mass scrying, but more targets, up to three per target and no penalty for extraplanar scrying.
Instant Forest: Summons many treants with max hit points, bonus to attack and damage rolls.
Mass Power of the Huntress: As power of the huntress, but multiple targets.
Morwel's Blessing: As mass heal, but removes dirt and grime as well as dispels disfavorable spells on targets.
Sunstorm: Sunlight deals 1d8 damage per CL (max 40d8), sunlight lingers 24 hours.
Syala's Blessing: +10 morale bonus to Strength, Dexterity, Constitution.



15th level druid spells:
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Call Primal Elemental: Summons a primal elemental to negotiate with you.
Change Climate: Permanently changes the climate of a large area.
Chauntea's Great Restoration: Restores the natural world.
Feed the Inferno: Dispels as greater dispel magic (max +50), adds bonus fire damage to melee attack or heals a caster with the fire subtype.
Great Northern Wind: 25d6 damage, -10 penalty to Dex, knocks prone in a huge cube.
Instant Regeneration: Regenerates if conditions that need it happen, plus heals 4d4+1 per CL (max +50) hit points.
Mass Lunar Healing: As lunar healing, except multitarget and up to 450 hit points.
Mass Wrath Of The Elder Treant: As Wrath of the Elder Treant, but multiple targets.
Poisonbane: Cures poisons, heals effects, detoxifies over a large area.
Syala's Radiant Restoration: Aura heals 10 hit ponts per CL (max 400) per round to creature, can be moved as a free action.



16th level druid spells:
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Fifty Little Deaths: 50d6 damage, 50d10 and -7 to the save if you've hurt a cat.
Perfect Energy Immunity: Immunity to all five types of energy damage.



17th level druid spells:
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Domiel's Spread of LifeF: As spark of life, but over many miles.



18th level druid spells:
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19th level druid spells:
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20th level druid spells:
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Field of Rejuvenation: Grants fast healing 10 to all creatures within 1 mile/caster level.



21st level druid spells:
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22nd level druid spells:
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Field of Restoration: All creatures benefit from greater restoration, a regeneration spell and a heal spell (barring recovering hit points).



[/spoiler]

DUSKBLADE SPELLS
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0 level duskblade spells: [spoiler]



1st level duskblade spells:
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2nd level duskblade spells:
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3rd level duskblade spells:
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4th level duskblade spells:
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5th level duskblade spells:
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Ithea's Misery Bottle: Attacks are redirected at enemies through portals.
Prismatic Touch: Touch bestows effect of a prismatic spray.



6th level duskblade spells:
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Black Ice Touch: Touch deals 1d6 damage per CL (max 15d6) and 1d4 negative levels.
Greater Ghoul Touch: As ghoul touch, but permanent and with a bigger radius for the stench.



7th level duskblade spells:
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Dispelling Slap: Touch deals 1d8 damage and greater dispel magic (max +25).



8th level duskblade spells:
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Blazing Radiance: Ray deals 1d10 damage per CL (max 35d10), deals double damage to undead.
Sonic Handshake: Touch deals 1d6 damage per CL (max 20d6), deals double damage to crystalline creatures.



9th level duskblade spells:
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Asgeroth's Groundbreaker: Rock shards deal 1d6 damage per CL (max 25d6) and creates difficult terrain, creatures that pass take 5d6 damage.
Disintegrating Burst: Disintegrate everything in a 20ft radius.
Donald's Crash: Acid deals 1d8 per CL (max 30d8), ignores allies, seeks out enemies.
Visage of the Tarrasque: Grants +18 Str, +10 Con, +9 natural armor and creatures you attack are shaken.



10th level duskblade spells:
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Energy Immunity: Immunity to one of five energy types.
Hellball: Fireball deals 10d6 acid, 10d6 fire, 10d6 electricity and 10d6 sonic damage.
Titan's Surge: +14 enhancement bonus to strength, weapon counts as two size categories larger.



11th level duskblade spells:
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Imix's Wreath: Melee attacks deal 6d8 fire damage, grants immunity to cold and +5 to saves vs piercing cold.
Queen's Displeasure: 1d8 damage per CL (max 30d8), 17-20 critical threat range.
Superb Dispelling: As dispel magic, but stronger.



12th level duskblade spells:
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Disintegrating Blast: As disintegrating burst, but bigger radius and up to 60d6 damage.
Greater Polar Ray: Ray deals 1d8 damage per CL (max 40d8).
Imix's Burning Scream: 25d6 fire and 25d6 sonic damage, creatures slain by this are destroyed along with their gear.
Mass Energy Immunity: As energy immunity, but multiple targets.
Mass Titan's Surge: As titan's surge, but multiple targets.



13th level duskblade spells:
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Imix's Touch: Touch deals 1d10 damage per CL (max 35d10), ignores fire resistance and immunity, flames deal damage afterwards until quenched.



[/spoiler]

HEALER SPELLS
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0 level healer spells: [spoiler]

Glowing Water: Small bowl or vial of water glows.
Stomach Balm: Soothes digestive problems.



1st level healer spells:
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2nd level healer spells:
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Identify Wound: Identifies spiritual wounds.



3rd level healer spells:
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Presip's Life Walk: Heal 1 hit point per 5ft moved.



4th level healer spells:
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5th level healer spells:
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Blood of the Astral Troll: Enables fast healing and regeneration on the Astral Plane.



6th level healer spells:
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7th level healer spells:
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Presip's Life Jaunt: As Presip's Life Walk, but 2 hit points per 5ft and +20 bonus to movement speed.



8th level healer spells:
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Superior Vigor: As lesser vigor, but up to 45 rounds and fast healing 8.



9th level healer spells:
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10th level healer spells:
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Energetic HealingM: Immunity to one of the five energy types, damage becomes healing instead.
Energy Immunity: Immunity to one of five energy types.
Greater Heal: As heal, but heals 15 HP per CL (max 450).
Greater True Seeing: As true seeing, but with greater range and no material component.
Mass Freedom of Movement: As freedom of movement, but with multiple targets.
Mass Superior Vigor: As lesser vigor, but up to 55 rounds and fast healing 8.
Miracle of Health: Remove disease in a 1 mile radius.
Miracle of Life: Heals 1d4+5 hit points in a 1 mile radius.
Miracle of Uncursing: Remove curses in a 1 mile radius.
Naeys' Life Font: Conduit to the Positive Energy plane heals, resists negative energy.
Wizard's GraceM: Increases all age categories by 100 years.



11th level healer spells:
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Lunar Healing: As a heal spell, except up to 300 hit points and also cures lycanthropy, negative levels and ability drain.
Mass Regenerate: As regenerate, except multiple targets and heals up to 8d8+50 hit points.
Superb Dispelling: As dispel magic, but stronger.



12th level healer spells:
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Emily's Miraculous Gift: Heals 2d4+10 hit points in a 1 mile radius, undead take damage instead.
Mass Resurrection: As resurection, but multiple targets.
Sensual Blessing: +25 bonus to Spot/Listen, various perception bonuses, doubles healing you receive.



13th level healer spells:
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Antimagic Zone: As antimagic field, but targeted to a creature or location and much larger.
Instant Regeneration: Regenerates if conditions that need it happen, plus heals 4d4+1 per CL (max +50) hit points.
Jetina's Deathlessless: Grants several condition immunities, fast healing and converts some damage to nonlethal damage, all for several hours.
Mass Energy Immunity: As energy immunity, but multiple targets.
Morwel's Blessing: As mass heal, but removes dirt and grime as well as dispels disfavorable spells on targets.
Web of Generosity: As greater status, but can cast up to 6th level spells through it and sacrifice hit points to heal all others in it.



14th level healer spells:
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Jarem's Rally: As heal, but a larger radius and up to 450 hit points.
Mass Lunar Healing: As lunar healing, except multitarget and up to 450 hit points.
Roots of Life: Grants fast healing 30, +4 Constituion and permanently reverses aging penalties.



15th level healer spells:
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Greater Foresight: As foresight but greater bonuses, grants limited divinations.

Miraculous Fate: As fortunate fate, except that it heals more and grants fast healing 30.

16th level healer spells:
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ImmortalityM: Renders target immortal, though can still die through violence.
Perfect Energy Immunity: Immunity to all five types of energy damage.



17th level healer spells:
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18th level healer spells:
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Saint's Mercy: Provides food, water, clothing and healing for creatures over many miles.



19th level healer spells:
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Field of Rejuvenation: Grants fast healing 10 to all creatures within 1 mile/caster level.



20th level healer spells:
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Field of Restoration: All creatures benefit from greater restoration, a regeneration spell and a heal spell (barring recovering hit points).



[/spoiler]

PALADIN SPELLS
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1st level paladin spells: [spoiler]



2nd level paladin spells:
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Dragonfire Burst: Dragonfire wrath deals +1d8 damage, attacks count as good.
Paladin's Mercy: Next smite deals +1d6 damage, is nonlethal damage, slow healing if target is knocked out from it.



3rd level paladin spells:
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4th level paladin spells:
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Greater Angelskin: As angelskin, except damage reduction 10/evil and magic.
Seira's Healing Flames: Flames deal 1d8 damage per two CL (max 5d8), heals good creatures instead.



5th level paladin spells:
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Rallying TouchF: Target healed by lay on hands heals 50% of the healing next round for free.



6th level paladin spells:
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Barachiel's Smite: Smite deals +10d6 damage, paralyzes.
Mass Angelskin: As angelskin, but multiple targets and damage reduction 15/epic and evil.
Opal Fury: As righteous might, but up to 200 temp HP and +3d6 damage vs evil.
Red Knight's Skill: Bonus to attack rolls, weapon damage rolls and armor class equal to CL divided by four (max 5).
Tenacious Curse Dispel: As remove curse, but with caster level bonuses if cast repeatedly.



7th level paladin spells:
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Eyes of Truth: Paladin's Detect Evil caster level is 7 higher, can pierce mind blank and similar spells, shows true form of shapeshifted creatures.
Mass Greater Magic Weapon: As magic weapon, but on multiple targets.
Opal CleansingM: All evil spells or spells cast by an evil creature are dispelled as if by greater dispel magic (max +30).
Opal Inviolability: Grants many bonuses against evil creatures.



8th level paladin spells:
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Celestial Valor: +8 sacred bonus vs emotional attacks, +4 sacred bonuses to various rolls, weapons count as holy.]
Opal Protection: +3 morale bonus to armor class, mind blank vs evil spells and fiends.
Seira's Glorious Visage: Spell grants various Seira-themed bonuses.



9th level paladin spells:
Spoiler: ShowHide


Beaming Blade: Creates a +5 holy longsword, beams of light come from it whenever you hit an evil creature.
Energy Immunity: Immunity to one of five energy types.
Martyr's Crown: +4 to Con and saves, touch creature to heal them.
Miracle of Health: Remove disease in a 1 mile radius.
Miracle of Life: Heals 1d4+5 hit points in a 1 mile radius.



10th level paladin spells:
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Greater Heal: As heal, but heals 15 HP per CL (max 450).
Lunar Healing: As a heal spell, except up to 300 hit points and also cures lycanthropy, negative levels and ability drain.
Seira's Majestic Visage: As greater visage of the deity, but with a bonus to diplomacy and intimidation, as well as goldenfire magic.



11th level paladin spells:
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Emily's Miraculous Gift: Heals 2d4+10 hit points in a 1 mile radius, undead take damage instead.
Mass Regenerate: As regenerate, except multiple targets and heals up to 8d8+50 hit points.



12th level paladin spells:
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Avenging Angel's Strike: Weapons becomes +7, gains the holy and fiery blast special abilities.
Burst of Glory: As bolt of glory, but at all targets within range and more damage per bolt.
Eternal Aura: Halves melee and ranged damage, attackers must save or take half with a mounting penalty.
Legion's Gates: As gate, but opens multiple gates.
Light Of The Seven Heavens: Suppresses and dispels shadow and darkness based magic and effects.



13th level paladin spells:
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Instant Regeneration: Regenerates if conditions that need it happen, plus heals 4d4+1 per CL (max +50) hit points.
Mass Lunar Healing: As lunar healing, except multitarget and up to 450 hit points.



14th level paladin spells:
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Raziel's Zeal: Aura of flames that shed light, immunity to cold, fear, fire and mind affecting, +7 ability scores.



15th level paladin spells:
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Perfect Energy Immunity: Immunity to all five types of energy damage.



16th level paladin spells:
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17th level paladin spells:
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18th level paladin spells:
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Mass Raziel's Zeal: As Raziel's Zeal, but multiple targets.



[/spoiler]

RANGER SPELLS
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1st level ranger spells: [spoiler]

Misteyes: Allows vision through non magical fog.



2nd level ranger spells:
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Identify Wound: Identifies spiritual wounds.
Improved Blockade: As blockade, but ranged.



3rd level ranger spells:
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Mass Blockade: As improved blockade, but multiple blocks.



4th level ranger spells:
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5th level ranger spells:
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6th level ranger spells:
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7th level ranger spells:
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8th level ranger spells:
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Eye of the Burning King: +1d6 fire damage ranged attacks per 5 CL (max 5d6), various bonuses to tracking target.
Miranda's Banecrush: +4d6 damage and 1 Con damage to ranged attacks vs favored enemies.



9th level ranger spells:
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Selune's SightM: Grants permanent darkvision and low light vision.



10th level ranger spells:
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Iosodaelanaja's Endless SightM: Vision extends 100ft/level, +20 spot, ignore visual obstructions, can't be blinded.



11th level ranger spells:
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Greater Heal: As heal, but heals 15 HP per CL (max 450).
Lunar Healing: As a heal spell, except up to 300 hit points and also cures lycanthropy, negative levels and ability drain.



12th level ranger spells:
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13th level ranger spells:
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14th level ranger spells:
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Mass Lunar Healing: As lunar healing, except multitarget and up to 450 hit points.



15th level ranger spells:
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Instant Regeneration: Regenerates if conditions that need it happen, plus heals 4d4+1 per CL (max +50) hit points.



[/spoiler]

SANCTIFIED SPELLS
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0 level sanctified spells: [spoiler]



1st level sanctified spells:
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2nd level sanctified spells:
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3rd level sanctified spells:
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4th level sanctified spells:
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5th level sanctified spells:
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6th level sanctified spells:
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7th level sanctified spells:
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8th level sanctified spells:
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Lathander's Touch: Touch deals 1d6 damage per CL (max 25d6) and half is divine; creatures weak to fire or bright light take 1d8 damage per CL instead.



9th level sanctified spells:
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10th level sanctified spells:
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Cleansing Rain: Rain cleanses non evil creatures, deals 20d6 damage to evil creatures and -4 to the saving throw, creatures slain dissolve into water.
Star Explosion: Starburst deals 1d6 damage per CL (max 25d6), creatures weak to bright light or sunlight take 1d10 per CL (max 25d10).



11th level sanctified spells:
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Latha's Sunmantle: As sunmantle, but stronger.
Shardread Weapon: Weapon becomes +7, is a dread weapon against Sharrans.
Waters of Lunia: Wave of water deals 20d6 damage, takes away 7 spell slots from evil spellcasters.



12th level sanctified spells:
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Life Of Sacrifice: Reduce self to 1 hit point, grants target large bonuses.
Lightbound: Ray deals 1d6 damage per CL (max 35d6) and dimensionally anchors targets.



13th level sanctified spells:
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Blessing of the Throne: +4 sacred bonus to ability scores, +8 racial bonus to Intimidate and Sense Motive, grants throne archon abilities.



14th level sanctified spells:
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Breath of Life: Revives many creatures without complications, but you die.
Holy Rebirth: Die and be reborn as an outsider, can travel the Prime safely for one week.



15th level sanctified spells:
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16th level sanctified spells:
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17th level sanctified spells:
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Rain of Purification: Rain of fire deals 40d8 damage to evil creatures, half is divine damage, inflicts -7 penalty to various rolls.



[/spoiler]

SORCERER/WIZARD SPELLS
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0 level sorcerer/wizard spells: [spoiler]

Abjur

Conj

Div

Misteyes: Allows vision through non magical fog.

Ench

Soothe Hangover: Soothes hangover by enchanting creature to believe they are not hung over.

Evoc

Breeze: Breeze provides basic cooling.
Chaos Ripple: Chaos ripple deals 1 damage, 2 to lawful and none to chaotic.
Tinder Spark: Provides sparks to set an object on fire.

Illus

Necro

Trans

Morning Aid: Instantly changes clothes for you.

Univ


1st level sorcerer/wizard spells:
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Abjur

Conj

Div

Ench

Evoc

Flaming Hand: Touch deals 1d4 damage per CL (max 5d4) and sets objects on fire.
Focused Missile: As magic missile, but one missile per CL (max 4).
Missile of Mercy: As magic missile, but 1d6+1 damage per missile and nonlethal.
Recurring Missile: Magic missile deals 1d4+2 damage, repeats each round.
Sandalphon's Unerring Projectile: Projectile deals 1d3+1 damage per CL (max 1d3+30).
Singeing Mists: Deals 1d4 damage in radius.
Smack of Burning Shame: Hand deals 1d4 damage per CL (max 4d4).

Illus

Necro

Trans

Univ


2nd level sorcerer/wizard spells:
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Abjur

Blind the Third Eye: Defenses against augury, divination and scrying.

Conj

Improved Blockade: As blockade, but ranged.

Div

Ench

Evoc

Elle's ShockerM: Deals 1d10 damage per CL (max 5d10).
Nassrapk's Scolding: 5d4 damage and deafens.

Illus

Necro

Trans

Helical Mirage: Use Int or Cha in place of Str on melee attack and damage rolls.
Heroic AspirationsM: Grants the weapon finesse feat.

Univ


3rd level sorcerer/wizard spells:
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Abjur

Conj

Auril's Ice ArrowF: 3d4 damage and -2 penalty to Dex per round.
Frost Armor: +4 armor bonus to armor class and resistance to fire 10.
Mass Blockade: As improved blockade, but multiple blocks.

Div

Sylvie's Speedy Appraisal: +10 insight Appraise, appraising an item only takes a standard action.
Telepathy: Grants telepathy 100ft.

Ench

Evoc

Umut's Greater Magical Missile: As magic missile but up to ten missiles, can double missiles.

Illus

Necro

Trans

Flash Bolt: Bolt of light blinds.
Grace of the Courre: +6 enhancement Dex, +2 enhancement Cha, +3 natural armor, +4 to Hide/Move Silently and weapon finesse feat.
Least Form of the Ice Spirit: Transform into a small ice para elemental, gain various bonuses.

Univ


4th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Conj

Div

Ench

Evoc

Teleportation Scramber: Creatures who teleport near you suffer 1d10 damage per CL (max 10d10).
Wall of Boiling Water: Wall of boiling water blocks creatures, scalds them.

Illus

Lasting Invisibility: As invisibility but with a longer duration.
Seira's Phantom Battle: Illusionary battle covers the battlefield.

Necro

Trans

Blade of the Vampire: Weapon deal an extra 1d8 damage, you heal half of this.
Clouds for Armor: Ray reduces target's armor bonus by 4 + 1 per two caster levels (max 10).
Draconic Champion: Transform into a dragonborn spirit, gain various bonuses.
Lesser Form of the Ice Spirit: Transform into a medium ice para elemental, gain various bonuses.
Pixieshape: Transform into a pixie, gain various bonuses.

Univ


5th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Conj

Greater Frost ArmorM: +6 armor bonus to armor class and resistance to fire 20.

Div

Amaryl's Greater Arrow MindF: As arrow mind but with a ranged attack rolls and an extra attack.

Ench

Evoc

Prismatic Touch: Touch affects creature as if by a prismatic spray.

Illus

Necro

Trans

Form of the Ice Spirit: Transform into a large ice para elemental, gain various bonuses.
Greater Bestow Wound: As bestow wound, but up to 3 hit points per caster level.
Seira's Lightning Leap: Become lightning, deal 1d6 damage per CL (max 15d6).
Twomind: Create a second mind that allows you to function normally if you suffer Intelligence, Wisdom or Charisma loss.

Univ


6th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Elle's Electric Elevation: Inflicts vulnerability to electricity, damage dealt rises by 50% each time.

Conj

Div

Ench

Evoc

Erinyes TangleM: Rope deals 1d6 damage per CL (max 15d6), entangles.

Illus

Necro

Trans

Balor Lord Nimbus: As balor nimbus, but 10d6 damage and +4 bonus to grapples.
Greater Form of the Ice Spirit: Transform into a huge ice para elemental, gain various bonuses.
Magical Beast Growth: As animal growth, but for magical beasts.
Moore's Quick Gather: Gathers unattended objects to you and into containers.
Wavera's Parry: Sphere of water control blocks movement, repels attacks and filters toxins.

Univ


7th level sorcerer/wizard spells:
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Abjur

Conj

Explosive Escape: Teleport away while dealing 10d6 damage to all creatures around you.
Summon Drowned: Summons a drowned to fight for you.
Tenacious Curse Dispel: As remove curse, but with caster level bonuses if cast repeatedly.

Div

Ench

Evoc

Explosive Escape: Teleport away while dealing 10d6 damage to all creatures around you.
Frigid Touch: Touch deals 13d6 cold damage, stuns.

Illus

Necro

Annalise's Kiss: Three ghostly fangs deal damage as if you drained the blood of your target.
Xera's Life Bolt: As life bolt, but each bolt does 5d12 damage and can score critical hits against undead.

Trans

Ability Hamstring: Temporarily removes an extraordinary or supernatural ability from a creature.
Awaken Magical Beast: Bring a magical beast to human-like sentience.
Field of Blades: Blades deal 10d6 damage, reduce movement speed.
Heavenly Hunter's Form: Transform into a celestial dire tiger, gain various bonuses.
Least Form of the Ice King: Transform into a greater ice para elemental, gain various bonuses.
Mass Greater Magic Weapon: As magic weapon, but on multiple targets.
Might of the Planetar: Channel the power of a planetar, gain various bonuses.
Syllen's Switch: Change the energy type and damage of an ongoing spell.

Univ


8th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Dispelling Slap: Touch deals 1d8 damage and greater dispel magic (max +25).
Dolmaya's Force RayM: Ray does 1d6 per CL (max 20d6), dispels ray deflection.

Conj

Divert Teleport: Diverts teleports near you.
Salt Armor: +10 armor bonus to armor class, deals 1d8 damage to creatures who strike you with unarmed or natural attacks.
Water Blasting: Jet of water deals 1d6 damage per CL (max 15d6), knocks prone, deals double damage to constructs and objects.

Div

Ench

Evoc

Dolmaya's Force RayM: Ray does 1d6 per CL (max 20d6), dispels ray deflection.
Sonic Handshake: Touch deals 1d6 damage per CL (max 20d6), deals double damage to crystalline creatures.
Simmer's Surprise: Explosion deals 1d6 damage per CL (max 20d6), disables legs.

Illus

Necro

Trans

Agility of the Dragon Princess: +4 insight bonus ot Dexterity.
Beauty of the Dragon Princess: +4 insight bonus to Charisma.
Endurance of the Dragon Princess: +4 insight bonus to Constitution.
Greater Flight: As overland flight, but with a speed of 80ft and perfect maneuverability.
Insight of the Dragon Princess: +4 insight bonus to Wisdom.
Lesser Form of the Ice King: Transform into an elder ice para elemental, gain various bonuses.
Mind of the Dragon Princess: +4 insight bonus to Intelligence.
Predator of the Crystal Waves: Transform into a crystal reef hunter, gain various bonuses.
Strength of the Dragon Princess: +4 insight bonus to Strength.
Volcanic Burst: +6 attack rolls, saving throws, skill checks and ability checks for fire elementals, 15d6 damage otherwise.
Water Blasting: Jet of water deals 1d6 damage per CL (max 15d6), knocks prone, deals double damage to constructs and objects.

Univ


9th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Janessa's Scornful BarrierF: +8 shield bonus to armor class, reflects force effects back.

Conj

Ectoplasmic Terrain: Light filled ectoplasm sheds sunlight over the area of effect.

Div

Ench

Evoc

Asgeroth's Castigation: Flames deal 1d6 damage per CL (max 25d6) and cripples.
Crushing Fist of Talos: Fist deals 25d8 damage.
Ring the Bell: 18d6 damage, deafens creatures.

Illus

Necro

Trans

Acid Cry: Acid deals 1d6 damage per CL (max 25d6) and blinds.
Body of the Astral Deva: Transform into an astral deva, gain various bonuses.
Disintegrating Burst: Disintegrate everything in a 20ft radius.
Ectoplasmic Terrain: Light filled ectoplasm sheds sunlight over the area of effect.
Harmonic Breath: Breath weapon deals energy damage that is most beneficial to you.
Humble Words: Negates bonuses to Charisma based skill checks.
Sharran Avenger: Transform into a face of loss, gain various bonuses.
Telastryiryn's Aquatic Crown: Crown gives various bonuses.
Visage of the Tarrasque: Grants +18 Str, +10 Con, +9 natural armor and creatures you attack are shaken.

Univ


10th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Anathemic Knowledge: Affect an idea with anathemic knowledge.
Antimagic Sound: Disharmonious sounds prevent the use of spells, spell-like abilities and supernatural abilities.
Celestial Valor: +8 sacred bonus vs emotional attacks, +4 sacred bonuses to various rolls, weapons count as holy.
Circle of Spiritual ProtectionM: Protects the Prime against powerful outsiders.
Energy Immunity: Immunity to one of five energy types.
Jaela's Teleport Block: Blocks teleport and interplanar travel in a wide range for a short time.
Moore's Modified Spell Theft: As spell theft, but with a higher maximum dispel check and multiple spells.
Shield of SylicaM: Immunity to law and chaos descriptor spells.
True Vulnerability: Target is weak against all five types of energy.

Conj

Create Astral IslandM, F: Creates an island of solid ground in the Astral Plane.
Create Living SpellM, F: Creates a living spell.
Raise Island: Creates a new island.
Seira's Unicorn ApocalypseF: Unicorn arrows attack all enemies in a large cube.
SpellpoolM: Creates a spellpool.
Summon Monster X: Summons extraplanar monster to fight for you.
Summon Stygian Chilblain: Summons a stygian chilblain to fight for you.
Unseen Needle: Invisible needle deals 1d6 damage per CL (max 25d6), is difficult to detect.

Div

Bibliotheca Arcana: Grants a bonus to knowledge checks, perfect recall and scholar's touch.
Discern Curse: Reveals all information about a curse.
Eye of the Burning King: +1d6 fire damage ranged attacks per 5 CL (max 5d6), various bonuses to tracking target.
Mass Scrying: As greater scrying, but many targets.

Ench

Curse of Inadequacy: Curse inflicts a -10 penalty to various rolls.
Snowbound SoulM: Target obsessively seeks cold, lowers any defenses against it.

Evoc

Canderella's Sudden Thunderbolts: Lightning bolts deal 1d6 damage per CL (max 20d6).
Eye of the Burning King: +1d6 fire damage ranged attacks per 5 CL (max 5d6), various bonuses to tracking target.
Gathgorian's Fireball: Fireball deals 1d6 damage per CL (max 25d6), lawful and good creatures suffer penalties to the saving throw.
Greater Cone of Cold: Cone deals 1d6 damage per CL (max 30d6).
Hellball: Fireball deals 10d6 acid, 10d6 fire, 10d6 electricity and 10d6 sonic damage.
Mephistopheles' Cold Hand: Crushing hand deals frostburn damage.
Prismatic Bomb: Bomb hits targets with 3 prismatic effects.
Seira's Fireburst: Fireburst deals 1d10 damage per CL (max 40d6), save reduces to 5d10, reduces slain to ashes.
Simmer's Contagious Fireburst: As greater fireburst, except that targets spread secondary firebursts.
Telay's Ice Horror: Deals 1d6 damage per CL (max 30d6), creature slain by it is animated as an ice golem.
True Meteor Swarm: Meteors deal 15d6 fire and 15d6 bludgeoning damage, creates crater on impact.

Illus

Superior Shadow Evocation: As shadow evocation, but 80% real.
Unseen Needle: Invisible needle deals 1d6 damage per CL (max 25d6), is difficult to detect.

Necro

Belial's Mercy: Cripple and drive a creature insane, plus apply a symbol of pain.
Bone BurstF: Deals 25d6 damage, leaves target slowed and sickened.
Glaciante's Spiteful WardF: Attaches to a spell, inflicts permanent penalties if that spell is dispelled.
Heroism of AshesM: Slain creatures burnt to ashes, rises as temporary ash quasi-elementals.
Ravaging Touch: 2d4 points of ability drain to all six ability scores.

Trans

Asgeroth's Groundbreaker: Rock shards deal 1d6 damage per CL (max 25d6) and creates difficult terrain, creatures that pass take 5d6 damage.
Body Softening: Renders target's body soft and vulnerable.
Cauldron's HearthM: Elemental magic is easier to cast, bypasses certain protections.
Champion of the Pit: Transform into a pit fiend, gain various bonuses.
Form of the Ice King: Transform into an ice para elemental monolith, gain various bonuses.
Planet Defender: Transform into a planetar, gain various bonuses.
Stone Skewers: Spikes deal 1d6 damage per CL (max 35d6) to a single target, inhibits survivors.
Superior Mighty Wallop: As greater mighty wallop, except it increases damage by four size categories.
Syala's Awaken Defender of the HomeM: Makes a creature a defender of the home.
Titan's Surge: +14 enhancement bonus to strength, weapon counts as two size categories larger.
Vitrification BombF: Vitrifies, then explodes out for 20d6 damage and creates difficult terrain.
Vlaakith's Haste: Grants improved evasion, +6 Reflex saves, +3 attack rolls, doubled movement speed and freedom of movement, all only while on the Astral Plane.
Wizard's GraceM: Increases all age categories by 100 years.

Univ


11th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Imix's Desiccating Aura: Aura dries any water in area, protects from water based attacks, inhibits water based spells and damages water creatures.
Mass Wall of Greater Dispel Magic: Creates many walls of greater dispel magic.
Superb Dispelling: As dispel magic, but stronger.

Conj

Alyssa's Aerial Assembly: Copies weapons to attack enemy, they keep any feat bonuses you have.
Call the Wild HoundF: Summons a wild hound of the wild hunt to serve you.
Grace of Prey: Creates wide range, spreading glitterdust curse.
Naeys' Life Font: Conduit to the Positive Energy plane heals, resists negative energy.
Epic Mage Armor: +20 armor bonus to armor class.
Fog Trap: Creates a bank of solid fog, summons two elder water elementals with bonuses within it.
Icedawn's ArmorF: +15 armor bonus to armor class and immunity to fire.
Seira's Unicorn Rainbow: Colorful unicorn arrows attack targets, flank.
Silverfrost: Ices over all ground in the radius, requires Balance checks to cross, deals cold damage to prone creatures.
Simmer's Lava Wall: Wall of stone explodes into lava that burns, traps creatures.
Summon Black Rock TriskelionF: Summons a black rock triskelion to fight for you.

Div

Greater True Seeing: As true seeing, but with greater range and no material component.
Many Moments of Prescience: As moment of prescience, but with multiple uses.
Sulnor's Show Fate: Show next week of target's life.

Ench

Dolmaya's PresenceM: Creatures around you are flatfooted.
Faerinaal's Lullaby: Puts creatures to sleep, evil creatures possibly forever.
Queen's Reverie: Casts creature into eternal daydreams, is difficult to resist or remove.
Tyranny: Target views you favorably, Con damage if they disobey you.

Evoc

Dire WinterF: Creates an overwhelming blizzard zone 1000ft in radius.
Dragon's Burst: Grants target a breath weapon, fire deals 1d6 damage per CL (max 30d6) to adjacent enemies.
Elle's Deceptive Bolt: Lightning bolt deals 1d6 damage per CL (max 30d6), uses illusion to penalize the saving throw.
Queen's Displeasure: 1d8 damage per CL (max 30d8), 17-20 critical threat range.
Sunlance: Lance deals 1d6 damage per CL (max 30d6), explodes into a sunburst after.

Illus

Elle's Deceptive Bolt: Lightning bolt deals 1d6 damage per CL (max 30d6), uses illusion to penalize the saving throw.

Necro

Soul CollectionF: Demand various services of captured souls.
Soul HarvestF: Capture souls of slain creatures.
Tears of Rebirth: On death, your body dissolves into water and your body reforms in the rain.

Trans

Alabaster PerfectionM: Permanently increases natural armor and resistance to cold, grants morale penalty to enemy's attacks; penalty to Charisma based skills.
Alyssa's Aerial Assembly: Copies weapons to attack enemy, they keep any feat bonuses you have.
Alyssa's Burst of Inspiration: +18 to Int, Wis, Cha, +10 to saves.
Amea's Mental Partition: Can concentrate on many spells at once, +20 to Concentration checks.
Blade of the Righteous: Weapon becomes +5 holy, transmutation and various banes.
Body Sculpting: Change target's body within racial limits.
Faerinaal's Internal Revolt: Target suffers 18d12 damage and 2 points of Strength, Dexterity and Constitution damage per round.
Imix's Desiccating Aura: Aura dries any water in area, protects from water based attacks, inhibits water based spells and damages water creatures.
Might of the Solar: +18 Str, Dex, Con, +14 natural armor, weapon counts as a bane weapon, grants bonus feats.
Power of the Huntress: +10 Str, Dex, Con, +8 natural armor, +20 Hide/Move Silently and +6 initiative, plus additional benefits.
Shape SoulM: Transform soul into base outsider.
Solar Convex Focal: Beam deals 25d6 damage, can sneak attack.
Three-Fold Breath: Breath weapon stuns and blinds.
Volcanic Genesis: Volcano erupts, causing various effects.

Univ


12th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Moore's Marvelous Invisibility: As superior invisibility, but defeats true seeing and bestows nondetection.
Oberon's Blade: Deals 10d8 damage, doubled against evil fey, dispels illusions on target.
Rain of DesolationF: Dispels magic and deals damage based on the number of spells dispelled.

Conj

Create DemiplaneF, M: Creates a small demiplane.
Flux Grasp: Touch deals 1d10 damage per CL (max 35d10), permanently damages armor and natural armor.
Greater Dispelling Breath: As dispelling breath, but stronger.
Legion's Gates: As gate, but opens multiple gates.
Oberon's Blade: Deals 10d8 damage, doubled against evil fey, dispels illusions on target.
Seira's Portal NetworkM: As teleport circle, but multiple destinations.
Throne of the EmpressM: Creates a flying throne that obeys your commands.

Div

Bredanalundalum's Wit: +20 bonus to Knowledge checks and can make untrained, +20 bardic lore, can divine questions to ask others.
Iosodaelanaja's Endless SightM: Vision extends 100ft/level, +20 spot, ignore visual obstructions, can't be blinded.
Learn Knowledge: Learn everything a creature knows about a particular subject.
Mercane's Insight: +40 bonus to Appraise, can appraise anything you see instantly, can identify magical items.
Naeys' Mind Theater: Shows target's memories through images.
The Queen's Eyes: As prying eyes, but with multiple improvements.
Visions of the Past: Relieve target's memories.

Ench

Glorious Rally: +6 bonus to attack rolls, weapon damage rolls, saving throws and armor class, grants temporary hit points and immunity to fear.

Evoc

Crystalle's Barrage: Gain many spheres that deal 12d6 damage per sphere, add shield bonus to AC.
Rain of DesolationF: Dispels magic and deals damage based on the number of spells dispelled.
Sandalphon's Amazing Barrage: Sandalphon's unerring projectile on all targets within the range of the spell.
Sekmid's Trap: Traps creature in cylinder of force, deals 20d4+20 damage per round with magic missiles.

Illus

Moore's Marvelous Invisibility: As superior invisibility, but defeats true seeing and bestows nondetection.
Shadowfriend: Creates shadow clone of creature with limitations.

Necro

Boneyard's Embrace: Skeletal hand deals 20d12 damage and 1d4 negative levels to target per round.

Trans

Beauty Triumphant: +10 bonus to Cha, Cha as deflection bonus to armor class, creatures that see you are charmed.
Dispater's Perfect Sight: +25 Spot/Listen checks, various visual bonuses.
Disintegrating Blast: As disintegrating burst, but bigger radius and up to 60d6 damage.
Greater Control Weather: As control weather, but faster and with more control.
Seira's Draconic Visage: Grants various bonuses related to dragons and sneakiness.
Sensual Blessing: +25 bonus to Spot/Listen, various perception bonuses, doubles healing you receive.
Star Defender: Transform into a solar, gain various bonuses.
Mass Titan's Surge: As titan's surge, but multiple targets.

Univ


13th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Antimagic Zone: As antimagic field, but targeted to a creature or location and much larger.
Connect DemiplaneF: Connects a demiplane you created to the Astral Plane, allows teleportation.
Dispater's Iron SheatheM: Grants bonuses similar but superior to iron body.
Mass Energy Immunity: As energy immunity, but multiple targets.
Wall of Superb Dispelling: Wall dispels magic as superb dispelling.

Conj

Div

Commune With Knowledge: As contact other plane, but more powerful, reliable and without a limit to reply length.
Learn The Past: As hindsight, but stronger.
Magic Of Yesterday: As hindsight, but with magic detection.
Seira's Arcane Thesis: +10 bonus to CL checks vs SR, +5 bonus save DCs, counterspell as an immediate action.
Vision in the Sky: As greater scrying, but creates a giant image that can be placed within sight.

Ench

Malcanthet's Kiss: As dominate monster, but bonuses when the target follows commands.

Evoc

Black Glass Splash: Black liquid glass deals 1d6+1 damage per CL (max 40d6+40), destroys bodies and objects, ignores hardness and damage reduction.
Blazing Radiance: Ray deals 1d10 damage per CL (max 35d10), deals double damage to undead.
Greater Polar Ray: Ray deals 1d8 damage per CL (max 40d8).
Imix's Touch: Touch deals 1d10 damage per CL (max 35d10), ignores fire resistance and immunity, flames deal damage afterwards until quenched.
Kassim's Sky Flower: Flower spreads fireballs that deal 15d6 damage.
Makim's Acid HuntersM: Acid clouds attack for 10d6 damage twice whenever target takes a non move action.
Magic Missile Massacre: Magic missiles deal 2d4+2 damage per CL (max 70d4+70), ghostly targets can be targeted due to force afterwards.
Mortal Bonfire: Flames deal 1d10 damage per CL (max 35d10) to mortals, causes various effects to mortals.

Illus

Necro

Kascha's Curse: Reduces Dex to 1, chance of falling or dropping held items, -20 penalty to Balance.

Trans

Violet's Abyssal Triumph: Grants damage reduction, +4 profane Con, fluid body that negates fatal damage.
Zephyr's Soul: Grants fly speed of 150ft (perfect), ignore winds, flight does not fatigue you.

Univ


14th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Empress's RemandM: Dispels magic (maximum dispel check +35), can take control and move dispelled spells.
Greater Circle of Spiritual ProtectionM: Protects the Prime against powerful outsiders.
Purr of Sharess: Sublime revelry for good creatures, damage and deafening for evil creatures.

Conj

Dreamscape: Creates temporary demiplane in the realm of dreams.
Swept Into Immolation: Target is cast into Fire, gains vulnerability to fire, can't leave without breaking curse.

Div

Duelist's Friend: Orb provides constant flow of battle data to target.
Eyes of Beezlebub: As mass scrying, but more targets, up to three per target and no penalty for extraplanar scrying.

Ench

Evoc

All-Devouring Hunger: 1d8 damage per CL (max 40d8), inflicts dire hunger on survivors.
Dolmaya's Scathing Rejection: Deals 25d6 damage, drives creatures away.
Elle's Triple Boom: 25d6 electricity and 25d5 sonic damage, can create a stunning boom.
Emily's Forceful Strike: 1d6 damage per CL (max 45d6) and stuns.
Imix's Burning Scream: 25d6 fire and 25d6 sonic damage, creatures slain by this are destroyed along with their gear.
Lunatic Storm: Many lunatic's lights strike targets.
Polar Howl: 25d6 cold and 25d6 sonic damage, confuses and slows targets.
Purr of Sharess: Sublime revelry for good creatures, damage and deafening for evil creatures.
Radiant Storm: Many radiant assaults strike targets.
Raging Inferno: 1d6 fire damage per CL (max 30d6) per round, ignores resistance and immunity.

Illus

Necro

Lixer's Decree: Creatures within range are cowed, offer up their hit points to you each round.
Soul Reave: Deals 1d4 damage per CL (max 45d4) and harms soul.
Swept Into Immolation: Target is cast into Fire, gains vulnerability to fire, can't leave without breaking curse.

Trans

All-Devouring Hunger: 1d8 damage per CL (max 40d8), inflicts dire hunger on survivors.
Lightning's Rise: Become nearly invincible living lightning, flow into creatures for 50d10 damage.
Mass Power of the Huntress: As power of the huntress, but multiple targets.
Space Compression: Freely alter two points of space once per round as a free action.
Thunderous Voice: +40 bonus to Intimidation, can attack evil creatures with holy lightning.

Univ


15th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Consumptive DispellingF: Dispels magic and inflicts negative levels based on the number of spells dispelled.
Firescape: Transforms an area into a fiery environment, grants various defenses.
Restore Astral LinksF: Restores severed astral links, restoring extraplanar travel.
Sever Astral LinksF: Severs astral links, preventing extraplanar travel.

Conj

Automatic Summoning: As summon monster IX, but repeats every round.
Call Primal Elemental: Summons a primal elemental to negotiate with you.
Cast to the Malicious FatesM: Target suffers malicious, uncontrolled teleporting.
Create City: Creates a city, can be improved with proper Craft skills.
Gond's Great Ship: Creates caravel that can fly and plane shift.
Greater Create DemiplaneF, M: As create demiplane, but 10x larger and with nonmagical animals.
Silvefrost Mist: As silverfrost, but affecting flying creatures as well.

Div

Greater Foresight: As foresight but greater bonuses, grants limited divinations.

Ench

Grudge Of The Ages: Causes self destructive grudge, extremely difficult to detect or remove.

Evoc

Dolmaya's Irritated Dismissal: 30d6+20d6 damage, sends target flying away.
Emily's Meteor Smite: 1d8 fire damage per CL (max 45d8), makes a lava filled crater.
Firescape: Transforms an area into a fiery environment, grants various defenses.
Great Northern Wind: 25d6 damage, -10 penalty to Dex, knocks prone in a huge cube.
Phoenixfire: 30d6 damage, fire repeats each round, can be redirected as a move action.
StarbeamF: 1d8 damage per CL (max 45d8), drags targets along with it.

Illus

Endless Swamp: Entangles and sickens, grants concealment, target always moves to center of the spell, biting insects deal damage.

Necro

Trans

Assign Planar TraitsM: Add planar traits to a demiplane you created.
Change Climate: Permanently changes the climate of a large area.
Greater Form of the Ice King: Transform into a primal ice paraelemental, gain various bonuses.

Univ

Elle's Great Shooting Star: Shooting star grants those who see it wishes.



16th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Perfect Energy Immunity: Immunity to all five types of energy damage.

Conj

Div

Ench

Evoc

Cursed Crystal Prison: Prison traps targets inside, deals damage, grows in size and damage as it kills.
Fifty Little Deaths: 50d6 damage, 50d10 and -7 to the save if you've hurt a cat.

Illus

Necro

Cursed Crystal Prison: Prison traps targets inside, deals damage, grows in size and damage as it kills.

Trans

ImmortalityM: Renders target immortal, though can still die through violence.

Univ


17th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

Univ


18th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Conj

True Create DemiplaneF, M: As create demiplane, but vastly larger, with animals and other benefits.

Div

Ench

Evoc

Illus

Necro

Trans

Ghostblood: 70d8 damage, causes suffocation.

Univ


19th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

Univ



20th level sorcerer/wizard spells:
Spoiler: ShowHide


Abjur

Conj

Summon Star of Mystra: Summons a Star of Mystra to fight for you.

Div

Ench

Evoc

Illus

Necro

Trans

Univ



[/spoiler]

---

EPIC DOMAIN SPELLS:
Spoiler: ShowHide


These are a work in progress. If you see a spell that would fit as a domain spell, suggest it to me.

Army

12: Legion's Gate

Cold

10: Dire Winter
11: Icedawn's Armor
13: Greater Polar Ray

Community

13: Web of Generosity
18: Greater Web of Generosity

Courage

10: Mass Valiant Fury
12: Glorious Rally

Creation

12: Create Demiplane
15: Greater Create Demiplane
18: True Create Demiplane

Diabolic

10: Tyranny

Domination

14: Mass Monstrous Thrall

Dragon

12: Dragon's Hoard

Dream

14: Dreamscape
15: Dream Travel

Fate

11: Many Moments of Prescience

Fire

11: True Meteor Swarm
12: Greater Fire Storm
14: Raging Inferno
15: Firescape

Glory

10: Celestial Valor
12: Burst of Glory

Good

10: Celestial Valor
11: Summon Planetar
12: Burst of Glory

Healing

10: Miracle of Life
11: Mass Regenerate
13: Instant Regeneration

Joy

13: Lliira's Joy

Knowledge

10: Greater True Seeing
12: Gift of Prophecy
15: Greater Foresight

Life

17: Domiel's Spread of Life

Luck

11: Many Moments of Prescience

Magic

10: Create Living Spell
11: Superb Dispelling
13: Antimagic Zone

Moon

10: Moonrise
13: Eternal Moonrise

Pain

10: Belial's Mercy

Protection

10: Energy Immunity
13: Antimagic Zone
16: Perfect Energy Immunity

Radiance

11: Prismatic Bomb

Renewal

10: Miracle of Health

Strength

10: Titan's Surge
12: Mass Titan's Surge

Sun

11: Sunlance
12: Sunrise
13: Greater Fire Storm
14: Sunstorm

Time

10: Mass Freedom of Movement
11: Many Moments of Prescience

Travel

10: Mass Freedom of Movement
12: Legion's Gates

War

10: War's Blessing
11: Superior Mighty Wallop
12: Mass Spiritual Weapon
14. Greater Divine Power
22: Warrior's Boon

Water

10: Greater Cone of Cold
11: Fog Trap
12: Rain of Desolation

Wrath (BoED version)

12: Wrath of the Heavens



EPIC BARD, DUSKBLADE, PALADIN AND RANGER SPELL LISTS: [spoiler]

This is a list of 5+ level spellcasting for paladins and rangers, as well as 7+ level spellcasting for bards. These cease after level 9 or 10 as needed, as at that point all spells come from this topic and can be found above.

Epic Bard Spellcasting

7th: Brain SpiderSC, Dream CastingSC, Eladrin FormBoED, Greater ImprovisationHome, Greater Shadow Conjuration, Heal, Hiss of SleepSC, Insanity, Instant Summons, Limited Wish, Mage's Magnificent Mansion, Mass Cure Serious Wounds, Mass Hold Person, Mass Invisibility, Phase Door, Probe ThoughtsSC, Sequester, Simulacrum, SolipsismSC, Summon Monster 7, Symbol of Fear, Symbol of Persuasion, TransfixSC, True Seeing, Vision
8th: Greater Shadow Evocation, Lion's RoarSC, Maddening WhispersSC, Mass Cure Critical Wounds, Regenerate, Scintillating Pattern, Screen, Shifting PathsSC, Spread of ContentmentBoED, Summon Monster 8, Superior InvisibilitySC
9th: Dominate Monster, End to StrifeBoED, Foresight, Magic Disjunction, Mass Hold Monster, Programmed AmnesiaSC, Reaving DispelSC, Shades, Sublime RevelryBoED, Summon Monster 9, UnbindingSC, Wish
10th: Mass Heal, Miracle of UncursingHome, Sensual BlessingHome, Summon Monster 10Home

Epic Duskblade Spellcasting

6th: Black Ice Touch, Chasing Perfection, Greater Dispel Magic, Greater Ghoul Touch, Mass Animalistic Power, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Swift Etherealness, Waves of Exhaustion.
7th: Crushing Hand, Dispelling Slap, Greater Shout, Horrid Wilting, Meteor Swarm, Prismatic Spray.
8th: Blazing Radiance, Chain Dispel, Energy Drain, Magic Disjunction, Mass Hold Monster, Sonic Handshake, Wrath of the Heavens.
9th: Asgeroth's Groundbreaker, Disintegrating Burst, Donald's Crash, Visage of the Tarrasque
10th: Energy Immunity, Hellball, Titan's Surge
11th: Imix's Wreath, Queen's Displeasure, Superb Dispelling
12th: Disintegrating Burst, Greater Polar Ray, Imix's Burning Scream, Mass Energy Immunity, Mass Titan's Surge
13th: Imix's Touch

Epic Paladin Spellcasting

5th: atonement, celestial brillianceBoED, condemnationPHB2, crown of flameBoED, cure critical wounds, dancing bladePHB2, dawnshroudCoV, divine agilitySC, divine retributionCC, life's graceSC, light of purityCC, inner beautyFC1, mass cure light wounds, plane shift, radiancePHB2, rallying touchHome, renewed vigorPHB2, righteous might, sacred guardianBoED, spell resistance, stalwart pactSC, telepathy blockBoED, true seeing, vanishing weaponBoED, vulnerabilitySC, wages of sinCC, zone of peacebondCity, zone of respiteSC.
6th: antilife shell, barachiel's smiteHome, bolt of glorySC, celestial bloodBoED, chasing perfectionPHB2, crown of brillianceBoED, flame strike, greater dispel magic, greater restoration, heal, light of courageCC, mass angelskinHome, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's insight, opal furyHome, red knight's skillHome, resurrection, spiritual guardianCC, touch of adamantineBoED, vengeance haloBoEDvisage of the deitySC, weight of sinCC
7th: bastion of goodBoED, brilliant bladeSC, dictum, eyes of truthHome, greater cloak of braverySC, greater plane shiftSC, holy starSC, holy word, lion's roarSC, mass cure serious wounds, mass greater magic weaponHome, mass restorationSC, mass spell resistanceSC, opal cleansingHome, opal inviolabilityHome, regenerate, repulsion, rejuvenating lightCC, righteous burstPHB2
8th: antimagic field, brilliant auraSC, celestial valorHome, crown of gloryBoED, holy aura, mass cure critical wounds, mass death wardSC, seira's glorious visageHome, shield of law, tomb of lightBoED
9th: beaming bladeHome, blinding gloryBoED, energy immunityHome, gate, greater visage of the deitySC, miracle of healthHome, miracle of lifeHome, mass heal, miracle, righteous exileFC2, undeath's eternal foeSC

Epic Ranger Spellcasting

5th: awaken, control winds, choking sandsSand, conjure ice beast 5Frost, cure critical wounds, death ward, essence of the raptorSC, hibernal healingFrost, hibernateFrost, owl's insightSC, pass through iceFrost, perinarchSC, plant bodySC, rejuvenation cocoonSC, stoneskin, summon desert ally 5Sand, summon nature's ally 5, touch of adamantineBoED, transmute mud to rock, transmute rock to mud, transmute sand to glassSand, transmute sand to stoneSand, transmute stone to sandSand, unicorn bloodCC, wall of thorns, wind tunnelSC, xorn movementSC
6th: awaken sandSand, chasing perfectionPHB2, conjure ice beast 5Frost, find the path, hide the pathSC, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure light wounds, mass owl's wisdom, repel wood, sandstormSand, stone holdSC, stone tell, stormwalkStorm, summon desert ally 6Sand, summon nature's ally 6, transport via plants, unicorn heartCM
7th: aura of vitalitySC, brilliant bladeSC, cloud-walkersSC, conjure ice beast 7Frost, control weather, greater aura of coldFrost, heal, mass animalistic powerPHB2, mass cure moderate wounds, master earthSC, summon desert ally 7Sand, summon nature's ally 7, true seeing, wind walk
8th: brilliant auraSC, conjure ice beast 8Frost, control plants, mass awakenSC, mass cure serious wounds, repel metal or stone, reverse gravity, summon desert ally 8Sand, summon nature's ally 8, unyielding rootsSC
9th: conjure ice beast 9Frost, mass cure critical wounds, mass death wardSC, foresight, nature's avatarSC, planar perinarchSC, regenerate, selune's sightHome, summon desert ally 9Sand, summon nature's ally 9

Superscript Guide

BoED - Book of Exalted Deeds.
CoV - Champions of Valor.
City - Cityscape.
CC - Complete Champion.
CM - Complete Mage.
FC1 - Fiendish Codex 1.
FC2 - Fiendish Codex 2.
Frost - Frostburn.
Home - Homebrew.
PHB2 - Player's Handbook 2.
Sand - Sandstorm.
SC - Spell Compendium.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#2
Spells

Domains:
Spoiler: ShowHide


Inspiration Domain

Granted Power: Once per day as a standard action, you may inspire yourself or another ally. You may increase a single attack, damage, skill check or saving throw roll by your Cleric level / 2. You choose which type of roll is boosted and the next type of that roll gains the bonus. If this bonus is not used within one minute, it is lost.

1. Divine Favor
2. Blessed Aim
3. Mass Aid
4. Glibness
5. Atonement
6. Surge of Hope
7. Greater Heroism
8. Lion's Roar
9. Freedom

Loss Domain

Granted Power: When you deal damage with a melee or ranged attack (but not a spell or spell-like ability), you may deal one point of ability damage to the creature damaged. You choose which ability score to deal damage to each time you use this ability. This ability may be used a number of times per day equal to your cleric level.

Loss Domain Spells

1st: Erase
2nd: Blindness/Deafness
3rd: Crushing Despair
4th: Modify Memory
5th: Feeblemind
6th: Harm
7th: Greater Bestow Curse
8th: Soul's Treasure Lost
9th: Mindrape

Music Domain

Granted Power: Add Perform to your list of cleric class skills. You gain Skill Focus (Perform) as a bonus feat.

Music Domain Spells

1: Ghost Sound
2: Sound Burst
3: Sculpt Sound
4: Shout
5: Body Harmonic
6: Song of Discord
7: Sympathetic Vibration
8: Greater Shout
9: Dirge

Perfection Domain

Granted Power: Once per day you may take 20 on a skill check or ability check in the time it takes to make a single check. This doesn't allow you to take 20 on skills that don't allow it or when circumstances would prevent it.

Perfection Domain Spells

1: Corrupt Weapon
2: Eagle's Splendor
3: Divine Power
4: Spell Immunity
5: True Seeing
6: Chasing Perfection
7: Globe of Invulnerability
8: Greater Spell Immunity
9: Miracle

Redemption Domain

Granted Power: You are immune to effects that would change your alignment against your will, such as a morality undone spell or a helm of opposite alignment. In addition you gain a +2 bonus to saves against any other mind-affecting effect.

Redemption Domain Spells

1st: Vision of Heaven
2nd: Yoke of Mercy
3rd: Heart's Ease
4th: Sword of Conscience
5th: Atonement
6th: Wages of Sin
7th: Holy Word
8th: Crown of Glory
9th: Miracle


0 level:
Spoiler: ShowHide


Breeze
Evocation [Air]
Level: Drd 0, Sor/Wiz 0
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

This spell causes a soft, persistent breeze to blow over you. You and everything within 10ft of you feel a cooling breeze that takes the edge of warm weather.

Breeze only works when the air around you is still and lacks any sort of wind. Stronger wind conditions than a breeze take precedence over this spell.

This spell was created to help endure summer for both the caster and those around him.

Chaos Ripple
Evocation [Chaotic]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a tiny ripple of chaotic energies around the target, this requires a ranged touch attack roll. Success deals 1 point of damage to the creature. If the target creature is of lawful alignment, this damage rises to 2 points of damage, while creatures of chaotic alignment take no damage.

Glowing Water
Evocation [Light]
Level: Clr 0, Drd 0, Hlr 0
Casting Time: 1 standard action
Range: Touch
Target: Water touched; up to a maximum of 1 gallon
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This spell causes a unattended pool, bowl, vial or other similar, small body of water to glow with a faint light. You may choose the color of the light and it sheds light equal to a candle. This spell functions on holy water but not on other liquids besides water.

This spell is used in certain religious rituals to make holy water more visually appealing.

Misteyes
Divination
Level: Brd 0, Clr 0, Drd 0, Rgr 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level

This spell allows you to see through natural, non-magical fog and mist of all kinds. You can see as if they were not there, other conditions that inhibit sight can still interfere with your vision. Magical fog is not affected but this spell, nor are creatures made of fog or mist.

Morning Aid
Transmutation
Level: Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: Articles of clothing, jewelry or other accessories
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell causes the selected items to be magically put on your body. This spell cannot affect things in another creature's possession or outside of your line of sight, such as in a locked drawer. This spell can also remove the clothes you are currently wearing and cause them to fall to the ground. It can do both if the caster wishes, with clothing being removed first. This spell cannot remove or put on armor, nor can it remove cursed items or items designed not to be removed, such as manacles.

Soothe Hangover
Enchantment [Mind-Affecting]
Level: Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

The creature touched is freed of hangovers from the result of drinking too much alcohol. The effects of the hangover are not healed, but the creature is instead enchanted to believe they are not hungover. This spell is mainly used to take away the worst of a hangover and give the victim a respite.

Stomach Balm
Conjuration (Healing)
Level: Clr 0, Hlr 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This simple cantrip soothes stomach distress. It relieves minor stomach upsets, heartburn, indigestion, bloating, diarrhea and other problems for the duration. While this spell has no effect on being nauseated, it halves the penalties of being sickened for the duration.

Tinder Spark
Evocation [Fire]
Level: Clr 0, Drd 0, Sor/Wiz 0
Casting Time: 1 standard action
Range: 10ft
Target: One pile of wood or similar kindling
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Tinder spark creates a few tiny sparks of fire. This is not enough to harm a creature or anything it possesses. However, firewood (or similar things) can be set on fire. Wet wood or similar things that would make burning difficult prevent this spell from working.

This spell is used as an emergency fire starter by adventuring spellcasters, especially those who are not gifted at survival.


1st level:
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Badgerform
Transmutation (Polymorph)
Level: Drd 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a badger (MM 268). See the polymorph subschool sidebar (CM 91) for more information.

Flaming Hand
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Chanting the syllables for fire, you engulf your hand in flame. Your successful melee touch deals 1d4 points of fire damage per caster level, maximum 5d4. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full round action.

Focused Missile
Evocation [Force]
Level: Sor/Wiz 1
Range: Close (25ft + 5ft 2/levels)
Target: 1 creature

This spell functions as magic missile, except as noted here. This spell creates one missile per caster level, to a maximum of 4 missiles.

Frost Fingers
Evocation [Cold]
Level: Initiate of Auril 1
Components: V, S
Casting Time: 1 standard action
Range: 15ft
Area: Cone shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Frost fingers is a frozen version of the more famous spell burning hands. When cast a wave of icy cold comes from the fingers of the caster. Any creature in the area of this cold takes 1d4 points of cold damage (maximum 5d4). Liquids touched by frost fingers freeze.

Missile of Mercy
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: Up to five creatures, no two of which can be more than 15 ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions as magic missile, except as noted above and here. This spell deals 1d6+1 points of nonlethal damage per missile.

Recurring Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 round/2 levels; maximum 5 rounds
Saving Throw: None
Spell Resistance: Yes

This spell fires a magic missile, identical to the spell of the same name, except that it only fires one missile and deals 1d4+2 points of damage. For each two caster levels you possess, the missile lingers another round, striking the target again for 1d4+2 points of damage.

Sandalphon's Unerring Projectile
Evocation [Force]
Level: Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell invokes a shining white ball of light. This unerring projectile flies true, always hitting and ignoring any spell resistance the target has. This deals 1d3 damage +1 points of force damage per level, to a maximum of 1d3+30.

Singing Mists
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 60ft
Area: 60ft radius spread based on the caster
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell causes steam and sparks of fire to momentarily engulf the area. All targets within the radius, including the caster, take 1d4 points of fire damage. A successful reflex save negates the damage.

Smack of Burning Shame
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 30ft
Target: 1 creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

On casting this spell, a hand of burning fire appears and smacks the target. This requires no attack roll and deals 1d4 points of fire damage per two caster levels, maximum 4d4.



2nd level:
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Blind The Third Eye
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell inhibits divination spells, such as augury, divination and scrying, against the target of the spell. Against spells that give a percentage chance of success or failure (such as divination), this spell inflicts a +25% penalty to those rolls. If the target of this spell is subject to scrying or similar means of divination that allow a saving throw, the target gains a +4 bonus to the saving throw.

This spell is ineffective against contact other plane, commune or more powerful spells (with the exception of greater scrying).

Material Component

A small engraving of a stone eye.

Dragonfire Burst
Evocation [Fire, Good]
Level: Pal 2
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

Your dragonfire wrath burns hotter and with a hint of gold, dealing an extra 1d8 points of damage. Any melee attack you make while under dragonfire's wrath counts as good to overcome damage reduction for the duration of this spell.

Elle's Shocker
Evocation [Electricity]
Level: Sor/Wiz 2
Components: M
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

With a minute release of magical energy around the coil, you channel a small bolt of lightning at a single target, which deals 1d10 electricity damage per caster level (maximum 5d10).

Material Component

A small iron coil worth 5 gold.

Frost Whip
Evocation [Cold]
Level: Initiate of Auril 2
Components: V, S
Casting Time: 1 standard action
Range: 5ft
Effect: Frost whip
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell creates a beam-like whip of ice from the caster's hand. This beam is 5ft long and you are treated as being proficient with it. You may make a single melee touch attack with the whip as a standard action, dealing 4d6 points of cold damage on a successful hit. A creature that is struck must make a Fortitude save or be fatigued for one round.

Helical Mirage
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You visualize a green helix taking root in your weapons, your very will seeping into them as energy.

Any weapon that can be affected by weapon finesse and is wielded by the you briefly acquires grooves along its surface, giving it the illusion of a spiral at a glance. Instead of using the Strength modifier, you use the higher of your Intelligence or Charisma modifiers as a bonus on attack rolls and damage rolls.

Heroic Aspirations
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Your heart swells with righteous justice, while your mind rejects the concept of the impossible. Strength of spirit and body join together to substitute a basic skill one would normally take years to master with nothing but effort and will.

The spell temporarily grants the subject the benefits of the weapon finesse feat. For the duration of the spell, the subject may use the feat in question as if it is one the creature had selected.

Material Component: A potion of cat's grace, which you drink (and whose effect is subsumed by this spell's effect).

Identify Wound
Divination
Level: Clr 4, Drd 2, Hlr 2, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 60ft
Area: Cone-shaped emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell allows you to study an area and identify any spiritual wounds active within it. Studying an area is a standard action.

Improved Blockade
Conjuration (Creation)
Level: Drd 2, Rgr 2, Sor/Wiz 2
Range: Short (30ft + 5ft 2/levels)
Duration: 5 rounds

This spell functions as blockade, except that the block may appear anywhere within the range of the spell. The surface it appears on must be able to support it.

Nassrapk's Scolding
Evocation [Chaotic, Sonic]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude halves
Spell Resistance: Yes

Nassrapk's scolding creatures a blast of powerful noise that loudly berates the target. This beratement deals 5d4 points of sonic damage to the target and renders them deafened for 1d4 rounds. A successful Fortitude save halves the damage and negates the deafening. If the target creature is of lawful alignment, they suffer a -4 penalty to the Fortitude save, while creatures of chaotic alignment gain a +4 bonus to the Fortitude save.

Paladin's Mercy
Transmutation
Level: Pal 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Fort partial; see text

By invoking this spell, your next smite evil attempt deals an extra 1d6 points of damage and all the damage is nonlethal damage. If a creature is rendered unconscious from the nonlethal damage from this smite, they only heal 1d4 points of nonlethal damage per hour (or the hit points they would recover normally, whichever is lower), until all the damage from the smite is recovered. Magical healing is not impeded and functions normally. A Fortitude save negates the slowed nonlethal damage recovery. Mettle and similar abilities do not negate the rest of the damage on a successful save, only the slowed nonlethal damage recovery.


3rd level:
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Auril's Ice Arrow
Conjuration (Creation) [Cold]
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Effect: One icicle arrow
Duration: 1 round + 1 round/three levels
Saving Throw: None
Spell Resistance: No

This spell is similar to acid arrow, but more potent and designed to deal cold damage. It deals cold damage through super-chilled water that clings to the target of the spell. It deals 3d4 points of cold damage per round. Each round the target suffers cold damage from this spell, they suffer a -2 penalty to Dexterity.

Material Component

A snowflake.

Focus

A shard of blue ice worth 20 gold.

Carrying Voice
Evocation [Sonic]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell increases the effective range of all bardic musics you use for the duration by 50ft per caster level (maximum 500ft). This is in addition to however far your voice would be heard in the prevailing conditions. A silence spell or conditions that prevent you from being heard entirely are unaffected by this spell.

Catfriend
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

While under the effects of catfriend, felines view you as a friend and protector. You gain a +10 insight bonus to Charisma based skill checks when dealing with felines and feline-blooded creatures, such as catfolk. You may use wild empathy as a ranger of your caster level, but only when dealing with felines.

Flash Bolt
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard cction
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You point at your target as you chant, the words of magic causing your hand to glow until a bolt of light fires from your hand with the last word.

You fire a bolt into your target's face with a successful ranged touch attack that blinds them for 1d4+1 rounds.

This spell has no effect on creatures without eyes or creatures that don't depend on eyes for vision.

Forest Surge
Transmutation
Level: Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell gathers the power of the forest to bolster yourself. As such, the spell is only effective when you are in a forest.

You gain a +2 morale bonus to attack rolls, weapon damage rolls, saving throws and checks. If you are a fey or druid in or within 100ft of an area important to you, such as a nymph's pond, a dryad's tree, a holy place to your faith or similar location, the bonuses increase to +4 and you gain 2 temporary hit points per caster level (maximum 40 temporary hit points.)

Grace of the Courre
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Range: Personal
Target: You
Duration: 1 round/level

You gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Charisma and a +3 enhancement bonus to natural armor. Your face becomes fairy-like and your form becomes slight, granting you a +4 racial bonus to Hide and Move Silently. You also gain the benefit of the weapon finesse feat.

Frost Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You conjure armor of ice around your body. This armor does not inhibit or harm you nor does it melt. This armor grants a +4 armor bonus to armor class and resistance to fire 10.

Material Component

A handful of snow or a fragment of ice.

Least Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a small ice para-elemental (see here). See the polymorph subschool sidebar (CM 91) for more information.

Mass Blockade
Conjuration (Creation)
Level: Drd 3, Rgr 3, Sor/Wiz 3
Range: Short (30ft + 5ft 2/levels)
Effect: 1 5ft cube of wood/level
Duration: 7 rounds

This spell functions as improved blockade, except that it conjures one block per caster level. Blocks may appear stacked on one another.

Pawn's Gambit
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You can only cast this spell when a creature provokes an attack of opportunity from you. If you do, you may take a 5ft step in place of the attack of opportunity.

This spell was developed by Jarem Aruwood of The Red Knight and is not known beyond him.

Presip's Life Walk
Conjuration (Healing)
Level: Clr 3, Hlr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, the movement of the target's body creates tiny fissures to the Positive Energy Plane, allowing them to heal. For every 5ft the target moves, they heal 1 hit point. For example, if the target moves 30ft, they heal 6 hit points. This healing stacks with fast healing and other sources of healing. Only direct movement by the target causes healing, being pushed or thrown does not, nor does being magically moved in any way (such as teleportation).

This spell was created by Presip, a cleric/monk of Shaundakul. While the spell is not secret, it is obscure due to its unusual nature.

Queen's Movement
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You gain a +8 bonus to armor class against attacks of opportunity.

Seira's Unicorn Arrow
Conjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Targets: One creature or up to five creatures, no two of which are more than 15ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The shimmering, transparent form of a unicorn flies forward, its corporeal horn lowered in a charge at its enemy. A translucent unicorn shape appears in midair and speeds toward the target of this spell. If you succeed on a ranged touch attack, the horn slams into the target and deals 1d8+8 points of damage. In addition, the target is subject to a bull rush. The CMB for this is +11. If the check is failed, the subject is pushed back 5 feet, plus 5 feet for every 5 points by which it failed the check.

You can conjure an additional unicorn arrow for every three caster levels beyond 5th, up to five at 17th level. You can have them strike a single creature or several creatures, but each horn can strike only one creature. You must designate targets before you make your attack rolls. A creature struck by more than one horn is only at risk of being bull rushed once, but the CMB rises by +2 for each horn beyond the first that strikes it.

Note: This spell is an adapted form of Melf's Unicorn Arrow.

Focus

An ivory replica of a unicorn worth 25 gold.

Sylvie's Speedy Appraisal
Divination
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You gain a +10 insight bonus to Appraise checks while this spell is active. Appraising an item's value takes only a standard action instead of one minute.

Material Component

A tiny hourglass.

Telepathy
Divination
Level: Clr 3, Sor/Wiz 3
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This spell grants the target telepathy with a range of 100ft. The target can communicate with any creature that has a language.

Material Component

A string tipped with copper.

Umut's Greater Magical Missile
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting time: Special, see below
Range: Long (400 ft + 40 ft/level.)
Target: One creature per missile
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell works as Magic Missile, with a maximum of ten missiles. At the caster's discretion they may double the number of missiles they generate, this turns the casting time from a standard action to a full round action. Further, the caster is dazed next round; there is no save against this effect. Creatures that are immune to being dazed cannot double the number of magical missiles.

Material Component

A tiny metal slingshot of special make, costing no less than 200 gold.


4th level:
Spoiler: ShowHide


Aquatic Leap
Conjuration (Teleportation, Water)
Level: Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Body of water touched
Duration: 1 round/5 levels
Saving Throw: None
Spell Resistance: No

Aquatic leap transforms a body of water int a portal. The body of water must be no more than 10ft surface area and 10ft deep per caster level. Choose another body of water within 100 miles per caster level, it must also fit the surface area and depth requirements above. For the duration of this spell, any creature that touches that body of water is immediately teleported to the other body of water.

This portal works in both directions. Unlike the teleport spell, there is no chance of being off target, appearing in a similar area or suffering a mishap.

Blade of the Vampire
Transmutation
Level: Sor/Wiz 4
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

The touched weapon is briefly shrouded in blood. A vampiric weapon deals an extra 1d8 points of damage to any living creature it hits, and you heal damage equal to this amount.

Cat's Reflexes
Abjuration/Transmutation
Level: Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell channels a cat's legendary reflexes into your body. You gain a +4 enhancement bonus to Dexterity, a +10 competence bonus to Balance, Climb, Hide, Jump and Move Silently checks and immunity to fall damage. No matter how far you fall, you land on your feet and are not harmed by the fall.

Clouds for Armor
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Ray
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

You fire a red ray from your hand at a single target, you must succeed on a ranged touch attack roll to hit the target. The target's worn armor bonus decreases by four points, with an additional loss of one point per two caster levels above 7th level (maximum decrease of 10 points at caster level 19th). The target's armor bonus cannot be less than zero, nor does it reduce any enhancement bonus from magic that the armor possesses.

Material Component

A bit of cotton.

Draconic Champion
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a dragonborn spirit (see here), including the scimitar and breastplate normally used by such creatures. You gain 20 temporary hit points, which expire at the end of the spell. You may use any of the dragonborn spirit's spell-like abilities once per casting of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Forest Healing
Conjuration (Healing)
Level: Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Forest healing gathers the powers of the forest to heal wounds. As such, the spell is only effective when you are in a forest.

The creature touched heals 5d8 hit points, plus an additional hit point per caster level (maximum +25). Forest healing cures the following conditions: ability damage, ability drain, exhausted, fatigued and poisoned.

Frost Blade
Evocation [Cold]
Level: Initiate of Auril 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 5ft
Effect: Frost blade
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell creates a sword-shaped swirl of jagged ice shards extending from the caster's hand. This weapon is weightless and is treated as magic for the sake of bypassing damage reduction. It is treated as having a +2 enchantment bonus to attack and damage rolls. You are treated as being proficient with this blade. You may use it for melee attacks as normal, and it deals 3d6+2 points of slashing damage and 1d6 points of cold damage. This blade is a collection of ice shards and flows around barriers to strike true, negating bonuses from cover and improved cover.

Due to the fluid nature of this weapon, it can be used with weapon finesse.

Greater Angelskin
Abjuration [Good]
Level: Pal 4
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Touch.
Target: 1 good creature touched.
Duration 1 round/level.
Saving Throw: None.
Spell Resistance: No.

This spell functions much like angelskin, except that the target gains damage reduction 10/evil and magic.

Heavenly Lore
Divination [Good, Lawful]
Level: Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You channel the holy wisdom of Mount Celestia into your mind. This grants a +15 insight bonus to any Knowledge checks about Mount Celestia or creatures that reside there. This bonus also applies to any skill checks that involve laws, such as a Profession (Lawyer) check. You can perfectly recall and recite all official scripture and holy books from Mount Celestia, which includes the Hebdomad as well as any deities who reside there, such as Bahamut or the Triad. This is the true, original information before time and mortal hands may have distorted it.

Lasting Invisibility
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Duration: 10 min/level

This spell is identical to invisibility, except as noted here.

Lesser Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a medium ice para-elemental (see here). You gain 30 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Phantasmal Nightmare
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance: Yes

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or be stricken into a coma, lost to nightmares. This condition can be reversed by a successful dispel magic check, and the subject gets a new saving throw every 24 hours. If the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Pixieshape
Transmutation (Polymorph)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pixie (MM 236), including the bow and arrows normally used by such creatures. You may use each of the pixie's once per day spell-like abilities once per casting of the spell, except for irresistible dance, which you cannot use. You have a supply of 2 memory loss and 2 sleep special arrows, which vanish when the spell ends. See the polymorph subschool sidebar (CM 91) for more information.

Presip's Healing Fist
Conjuration (Healing)
Level: Clr 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

As a standard action, your touch heals 1d12 points of damage. Additionally, any unarmed strikes or natural weapon attacks you make also cause this healing. Against undead, this deals damage instead of healing.

Seira's Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 4, Pal 4
Components: V, S, DF
Area: 10ft radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Sacred fire comes from you in a burst, bright and beautiful. Good creatures are healed 1d8 points of damage per two caster levels (maximum 5d8) while evil creatures take the same, split evenly between fire and divine damage.

Neutral enemies suffer the fire damage only, they suffer divine damage. Neutral allies only heal one half the healing as good creatures. A successful Reflex save halves any damage taken.

Seira's Phantom Battle
Illusion (Figment)
Level: Sor/Wiz 4
Components: V, S
Casting Tmie: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 20ft radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

At your command, an illusion shows red and gold dragons in deadly combat. The din of battle and the deadliness of it requires your enemies to move carefully.

All creatures within the area of this spell are flanked, and until they leave the area or the spell ends. While the creatures within it can tell the dragons are no direct threat to them, all the chaos makes it difficult to focus and force them to defend themselves.

You can exclude a number of creatures from this spell, up to one per caster level.

Teleportation Scrambler
Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You cause a zone of astral distortion to surround you, which scrambles, distorted and damages any creature that teleports to a point 10ft per caster level of you. Creatures that do so suffer 1d10 points of damage points of damage per caster level (maximum 10d10) when they do so. A successful Fortitude save halves the damage but spell resistance does not apply.

Wall of Boiling Water
Evocation [Water]
Level: Drd 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Opaque sheet of water up to 20ft long/level or a ring of water with a radius of up to 5ft per two levels; either form 20ft high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes

An immobile, steaming curtain of boiling blue water springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of heat damage to creatures within 10 feet and 1d4 points of heat damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of heat damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) When a section of the wall goes out, the water collapses, chilled water splashing everything in a ten foot range.


5th level:
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Amaryl's Greater Arrow Mind
Divination
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell provides the same benefits as arrow mind. In addition, you gain an insight bonus to ranged attack rolls equal to your caster level divided by 4 (maximum +5 at caster level 20th). When you make a full attack action (including a full attack with the rapid shot feat), you gain an extra attack, as if hasted. These bonuses only apply to ranged attacks from the bow that serves as the focus to this spell.

Focus

A bow that you hold.

Blood of the Astral Troll
Conjuration (Healing)
Level: Clr 5, Hlr 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

For the duration of the spell, the creature touched is able to heal by fast healing and regeneration while on the Astral Plane. Creatures that do not have either of those abilities gain no benefit from this spell.

This spell mimics the healing the creature has rather than allowing defiance of the Astral's timeless trait.

Material Component

A drop of blood.

Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a large ice para-elemental (see here). You gain 30 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Greater Bestow Wound
Transmutation
Level: Sor/Wiz 5

This spell is identical to bestow wound, except that the rate of damage transferred is 3 hit points per caster level.

Material Component: A small tiger's eye worth 100 gold.

Greater Frost Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 5
Components: V, S, M

This spell functions as frost armor, except as noted here. Greater frost armor grants a +6 bonus to armor class and resistance to fire 20.

Material Component

A white opal worth 50 gold.

Ithea's Misery Bottle
Conjuration (Teleportation)
Level: Duskblade 5
Components: V, F
Casting Time: 1 immediate action
Range: Personal; See text
Target: Attacks within melee reach; see text
Duration: See text
Saving Throw: Reflex negates
Spell Resistance: No

As an immediate action, the caster may create a number of portals around themselves equal to their Intelligence bonus. These portals can be directed to intercept attacks made that travel within the caster's melee reach, and redirect them towards their enemies.

An interception attempt must be declared before the enemy's attack roll is made, but can be made after the enemy's target and attack are declared. Only attacks that target a single target may be intercepted (cone, burst, and area attacks, for example, could not be intercepted by the Misery Bottle).

Targets may avoid having their attacks intercepted by making a reflex save, though the spell's Difficulty Class gets a bonus equal to 1/2 the caster's base attack bonus (rounded down).

The caster may make any number of interception attempts while the spell is in effect, however portals appear to close once they successfully intercepts an attack. The spell continues to be in effect until the Misery Bottle is filled with intercepted attacks, or up to a number of rounds equal to 1/2 the caster's intelligence bonus (rounded down).

When the bottle is filled or the duration expires, on the caster's next turn all portals re-open as part of a full round action, with all intercepted attacks flying towards any target of the caster's choosing within 30ft of them. Following this, the caster becomes dazed for 1 round, as the strain of holding the Misery Bottle spell catches up with them.

Arcane Focus

A bottle made of gold and chaos stuff, worth no less than 1,000 gold.

Moore's Quick Gather
Transmutation
Level: Brd 5, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Area: 5ft/level emanation, centered on you
Duration: Instantaneous or concentration (up to 1 round/level)
Saving Throw: None
Spell Resistance: No

This spell causes all unattended items to gather themselves up around you to be put away. You must provide a container for the items to go into, but can do so after you cast this spell. You control where each unattended item goes, i.e. into your pack or liquids into bottles. This spell has no effect on any item heavier than 15 pounds. You can exclude any item from this spell that you wish.

Focus

One or more containers to store the items you gather.

Prismatic Touch
Evocation
Level: Duskblade 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

On casting this spell, your hand is surrounded with rainbow light. A successful melee touch attack blinds a creature of six or less hit dice for 2d4 rounds. In addition, they are affected as if targeted by a Prismatic Spray spell. Roll the results as normal and apply that to the target.

Rallying Touch
Conjuration (Healing)
Level: Pal 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

By supercharging your hands with positive energy, you make them natural amplifiers for your healing energies. Whenever you lay on hands, the target heals as normal. In the next round, they heal additional hit points equal to 50% of the hit points you healed them for the round before. This takes no further expenditure of your lay on hands pool.

Focus

A white, transparent diamond filled with positive energy. This diamond must be filled on the Positive Energy Plane and can be worth no less than 5,000 gold.


Seira's Fiery Leap
Transmutation [Fire]
Level: Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60ft
Target/Area: You/10ft to 60ft line
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No and yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a stream of plasma. This line can be of any length from 10ft to 60ft measured in 5ft increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of fire damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

Smite Soul
Evocation
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Will partial
Spell Resistance: Yes

This spell targets divine spellcasters by sending a bolt of hostile magic through their divine connection. Only creatures that can cast divine spells are subject to this spell, a creature that cannot cast divine spells is immune to this spell.

Smite soul deals 1d8 points of damage per caster level (max 15d8) and the target is unable to cast divine spells for 1d4 rounds. A successful Will save halves the damage and negates temporarily losing the ability to cast divine spells.

Twomind
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

You create a second mind that thinks just like your normal mind. Any skill check that is purely thought based (such as a Knowledge check) gains a +2 bonus due to your expanded mind, as if it benefited from aid another, but this is only a side effect. Should you suffer Intelligence, Wisdom or Charisma ability damage or drain, your second mind is not affected and retains your full ability. This allows you to ignore such damage for the spell's duration. Once the spell's duration expires you suffer the effects of that damage or drain as normal.

Wavera's Parry
Transmutation [Water]
Level: Drd 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 10 min/level

This spell allows you to control the waters in a 20ft sphere around you. This zone of control automatically protects you from harm in several ways.

Firstly, any creature attempting to move into or through the controlled area must succeed on a Swim check. The DC is your caster level + 10. Creatures that succeed on this check may continue as normal while creatures that fail are stopped and swept out of the range of the sphere of control. This check must be repeated each round you are in the sphere of control, as well as each time you enter the sphere. Freedom of movement or similar magics allow free movement within the the sphere.

Secondly, the waters actively repel attacks from you. Melee attacks suffer a -6 penalty against you while ranged attacks are automatically deflected. Freedom of movement and similar magics overcomes this effect on melee attacks. It does not on ranged attacks, unless the effect applies to the creature's ranged attacks.

Finally, the sphere of control pushes out and filters liquids that would damage or otherwise harm you, such as poisonous liquids or acids. These substances float just outside of the range of the sphere.

This spell only functions underwater. If cast on dry ground or if the caster leaves the water, the spell instantly ends.

Material Component

A drop of water from a water elemental.


6th level:
Spoiler: ShowHide


Balor Lord Nimbus
Transmutation [Fire]
Level: Clr 6, Sor/Wiz 6
This spell is identical to balor nimbus, except as noted here. The fire damage you deal to any creature grappling you rises to 10d6 and you gain a +4 bonus to grapple checks.

Barachiel's Smite
Evocation [Electricity, Good]
Level: Pal 6
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round or until expended
Saving Throw: Fort partial; see text
Spell Resistance: No

You channel the wrath and glory of the Herald of Celestia into your blade, which resonates when you smite evil. If you smite evil with this spell in effect, your blade explodes in heavenly lightning. Your smite deals an extra 10d6 points of electricity damage. The lightning damage produced by this spell ignores the lightning resistance and immunity of the target. In addition, the target hears an overwhelming burst from a trumpet, like thunder. They must succeed on a fortitude save or be paralyzed for 1d4 rounds.

If you attempt to smite evil and miss, this spell is not expended. Once you successfully smite evil once, the spell is expended. If you do not smite a target within the duration, the spell fades and is wasted. In addition, if you smite a creature that is not evil, the spell is likewise wasted with no effect.


Battlemage's Touch
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

You gain supernatural accuracy with your spells. For the duration of the spell, you can use your caster level plus your Intelligence modifier (if a wizard) or your Charisma modifier (if a sorcerer) in place of your base attack bonus and Dexterity modifier when you make ranged touch attack rolls with a spell you cast.

Black Ice Touch
Necromancy
Level: Duskblade 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Calling on the sigil of portals, you transform your hand into a momentary conduit to the quasi-elemental plane of Vacuum. Your touch attack deals 1d6 points of cold damage per level (maximum 15d6) and deals 1d4 negative levels to the target. These negative levels fade in one hour per caster level (maximum 15 hours).


Elle's Electric Elevation
Abjuration
Level: Sor/Wiz 6
Target: One creature

This spell functions as energy vulnerability, except as noted here. This spell only affects one creature, though it may affect it regardless of hit dice. The target gains vulnerability to electricity if it fails the Will save. Additionally, each time it takes electricity damage for the duration of the spell, the damage it suffers from further electricity attacks increases by 50%. It takes 150% on the first source of electricity damage, 200% on the second, 250% on the third and so on.

Erinyes Tangle
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell allows the caster to bind the target in a flaming rope. On casting this spell the rope flies at the target, requiring a ranged touch attack to hit. On a successful hit, the rope deals 1d6 points of fire damage (maximum 15d6). Thereafter the rope wraps around the target. The target is treated as entangled, and the burning flames inflict 2d6 points of fire damage per round. A DC 26 strength check can break the rope, and a DC 26 Escape Artist check allows escape as well.

Material Component

A rope animated by the animate rope spell.  Note that erinyes can naturally entangle rope, and any rope they use qualifies for this spell.

Greater Carrying Voice
Evocation [Sonic]
Level: Brd 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell functions as Carrying Voice, except the maximum is 1500ft.

Greater Form of the Ice Spirit
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a huge ice para-elemental (see here). You gain 40 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Greater Ghoul Touch
Necromancy
Level: Duskblade 6
Components: V, S, M
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell functions as Ghoul Touch, except as noted here. The paralysis and carrion stench are permanent. The carrion stench affects creatures in a 60ft radius of the target (except you).


Ley Line Travel
Conjuration (Teleportation)
Level: Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Personal and touch
Targets: You and creatures touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell can only be cast when you are within a ley line. It allows you to instantly travel to any other point on the ley line. This location must be safe and have sufficient space for you and any creatures affected to appear. If cast in a ley line node, you can travel to any point in the node or to any point on the ley lines that connect to the node. Unlike with teleport, you appear with no chance of mishap.

This spell is not subject to the normal disruptions to teleportation that ley lines can cause, but other means to stop teleportation are effective against it.

Magical Beast Growth
Transmutation
Level: Sor/Wiz 6
Targets: Up to one magical beast (Gargantuan or smaller) per two levels, no two of which can be more than 30ft apart

This spell is identical to animal growth, except as noted here. This spell targets and works on magical beasts instead of animals.

Mass Angelskin
Abjuration [Good]
Level: Pal 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One good creature/level, none of which can be more than 30ft apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions much like Angelskin, except that the targets gain damage reduction 15/evil and epic.


Opal Fury
Transmutation [Good]
Level: Pal 6

This spell is identical to righteous fury, except as described here. The maximum temporary hit points granted by this spell is 200. Your weapon (or unarmed strikes if unarmed) faintly glow with opal blue light, dealing an extra 3d6 points of damage versus evil.


Red Knight's Skill
Evocation
Level: Clr 6, Pal 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls, weapon damage rolls and armor class equal to your caster level divided by 5 (minimum 1, maximum of +5).

This spell is known to select members of the Red Knight's clergy and is kept to that faith, though a few others have obtained the spell.

Surge of Hope
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Initiate of Seira 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 living creature/level, no two of which may be more than 30 ft apart
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as good hope, except that it grants a +4 morale bonus instead of +2. In addition, the targets are immune to fear for the duration of the spell.

Tenacious Curse Dispel
Abjuration
Level: Brd 6, Clr 6, Pal 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as remove curse, but is more persistent. If you cast tenacious curse dispel again on the same target before the end of your next turn, each casting gains a +4 bonus to the caster level for each previous time that round that you've cast this spell. For example, if you cast a quickened tenacious curse dispel and then a normal tenacious curse dispel, the second casting would gain a +4 bonus to the caster level. 


7th level:
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Ability Hamstring
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You temporarily remove one extraordinary or supernatural ability of your choice from the target creature. You must know of the ability you wish to remove, either from seeing it, experiencing it, with a Knowledge check or some other means.

Oozes, constructs or undead are immune to this spell. Spellcasting cannot be removed by this ability, nor can deific abilities.

Annalise's Kiss
Necromancy
Level: Sor/Wiz 7
Components: V, S, Vampire
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: 1 living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

On casting this spell, three ghostly fangs assail the target and attempt to suck its blood. Make three ranged touch attacks against your opponent. For each fang that hits, the target suffers constitution drain to them as if you had drained their blood. This drain is one dice size lower than usual. For example, a drain of 1d8 would become 1d6, and 2d4 would become 2d3. The blood drained by this spell is instantly absorbed by you as if you had bitten the target.

At your discretion, creatures slain by this spell may die normally or be condemned to rise as a vampire spawn or vampire. Creatures cursed to become living dead in this way are treated as if you turned them.

Awaken Magical Beast
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: Magical beast touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You awaken a magical beast with an Intelligence score of 1 or 2 to human intelligence. You must succeed on a Will save (DC 10 + the magical beast's current hit dice) or the spell fails. This spell is otherwise identical to awaken, except as noted here.

An awakened magical beast rolls a new Intelligence score of 3d6 and gains 1d3 points of Charisma. It gains 2 hit dice.

Material Components

A potion made of rare ingredients worth no less than 4,000 gold.

Danatha's Improvisation
Transmutation
Level: Brd 7
Duration: 1 min/level

This spell is identical to improvisation, except as noted here. You can use your pool of luck to improve saving throws or weapon damage rolls in addition to attack rolls, skill checks and ability checks.

Explosive Escape
Conjuration/Evocation (Teleportation) [Fire]
Level: Sor/Wiz 7
Casting Time: 1 standard action
Range: See text
Targets: You and up to 1 willing touched creature 3/levels; see text
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes; see text

When you cast explosive escape, two things happen simultaneously. You and the creatures you touch are teleported. This teleportation is identical to a dimension door spell. At the same time, a burst of fire affects all creatures within 20ft of you that were not teleported, dealing 10d6 points of fire damage. Spell resistance and a Reflex save applies to the fire damage but not to the teleportation effect.

This spell is a favorite of spiteful wizards who hate those who force them to retreat.

Eyes of Truth
Evocation [Good]
Level: Pal 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

You channel the pure light of Chronias, revealing all lies. Your detect evil ability is treated seven levels higher to defeat opposed caster level checks against spells that would hide the alignment of a creature, such as nondetection. You also have a chance to overcome spells, abilities and magical items that hide alignment and do not normally allow a check to be overcome, such as mind blank or a ring of mind shielding. You make a caster level check with a +7 bonus, if you match or exceed the caster level of the effect, it is overcome. For effects that do not have a caster level, use the total hit dice of the creature using it. In addition, the true form of disguised, polymorphed or otherwise altered evil creatures is seen as a ghostly image above the creature.


Field of Blades
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Area: One 10ft square per level
Duration: 1 min/level or concentration; see text
Saving Throw: Reflex half
Spell Resistance: Yes

As you cast this spell, the sound of a blade unsheathing can be heard. The ground trembles noticeably underfoot as blades erupt in the area of the spell.

Any area with blades in it is considered difficult terrain. A creature within the area or who passes through the area takes 10d6 points of damage. Any creature that takes damage from the blades suffers foot injuries that reduce their land movement speed by half. This lasts until magical healing or rest restores hit points equal to the damage taken from this spell. A successful Reflex save halves the damage and negates movement speed being halved.

When this spell is cast, you can choose to concentrate on it. If you do, you exert a level of control over the blades. This changes the duration of the spell to concentration. Additionally, each round you may have the blades do one of the two following actions as a free action on your turn.

Control Blades: You can control the blades to exclude any creatures you wish from the effect, allowing them to pass through the affected area safely. The blades return once a creature has passed through, which prevents other creatures from following safely.

Blade Shot: You can cause the blades to fire upwards up to 50ft and attack a creature directly above the area of the spell. This requires a ranged attack roll and deals 10d6 points of damage. These blades target wings and other anatomically discernible means of flight, a creature who flies from such means loses their ability to fly from this damage. This lasts until magical healing or rest restores hit points equal to the damage taken from this spell.

Frigid Touch
Evocation [Cold]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Up to one creature/level touched
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

Your hand freezes solid with bitter cold, dealing 13d6 points of cold damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the numbing pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level. If you do not use the touches from this spell within one hour per caster level, they are lost.

Greater Improvisation
Transmutation
Level: Brd 7
Duration: 10 minutes/level

This spell is identical to improvisation, except the duration is 10 minutes per caster level and the pool of luck is three times your caster level.

Gwynharwyf's Blessing
Transmutation [Good]
Level: Champion of Gwynharwyf 7
Components: V, S, M
Casting time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Targets: 1 creature/level, no two of which can be more than 30ft apart
Duration: 1 round/level
Saving Throw: No
Spell Resistance: None

This spell grants a +3 morale bonus to attack rolls and saving throws versus fear effects, much like a bless spell. In addition, any target may choose to fall into a rage. This is identical to the rage of a barbarian equal to one half of the caster's caster level, including the benefits of greater rage, tireless rage and mighty rage. Any creature in this rage is able to discern friend from foe and deal non-lethal damage despite being in a rage. This benefit does not stack with other similar abilities, such as a barbarian's rage or the rage spell.

Material component

A single dose of celestial blood.


Heavenly Hunter's Form
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a celestial dire tiger (see here). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Least Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a greater ice para-elemental (see here). You gain 50 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Lunatic's Light
Evocation [Light]
Level: Clr 7
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20ft radius burst
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell causes intense rays of beautiful moonlight to cascade down and devastate those within the radius burst of the spell. Those within the radius take 1d6 damage per caster level (maximum 15d6) and all illusory effects (such as invisibility or spells from the illusion subschool) on all creatures within the burst are suppressed for 1d6 rounds. A successful will saving throw halves the damage and negates the secondary effect. Illusory effects within the burst but not on a creature are not affected by this spell. Sightless creatures are not affected by this spell.

Focus

An eye from any outsider that has 4 or more hit dice.

Mass Greater Magic Weapon
Transmutation
Level: Clr 8, Pal 7, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 creature/level, no two of which can be more than 60ft apart
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions as greater magic weapon except that it affects the weapons of all targets within the area of effect.

Mass Magic Vestment
Transmutation
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 creature/level, no two of which can be more than 30ft apart
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions as magic vestment, except that it affects the armor and shields of all targets within the area of effect.

Might of the Planetar
Transmutation
Level: Sor/Wiz 7, Initiate of Alicia 7
Components: V,S
Range: Personal
Target: You
Duration: 1 round/level

With a triumphant cry, your flesh tints a vibrant green and powerful muscle builds under your skin. Your fists clench monetarily, feeling behind them the strength to pulverize any foe.

You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. You gain a slam attack that inflicts 2d8 + 1.5 times your Strength modifier. You gain the benefits of the blind-fight and power attack feats as well.

Opal Cleansing
Abjuration [Good]
Level: Pal 7
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 30ft radius burst centered on the caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All evil spells or spells cast by an evil creature within the radius are subject to being dispelled, as if by greater dispel magic (maximum dispel check of +30).

Material Component

A Sylican Opal worth 300 gold. The bonus to caster level from the Sylican Opal applies to the spell.

Opal Inviolability
Abjuration [Good]
Level: Pal 7
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft/2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell wreathes the target in an opal aura. The target gains several bonuses, all of which only apply against attacks from evil creatures: Spell resistance equal to 12 + caster level, +4 sacred bonus to armor class and saving throws, damage reduction 10/- and a protection from evil effect. In addition, the target gains immunity to the unholy damage of a unholy weapon, the unholy damage of a spell modified with the corrupt spell metamagic, the fear aura of devils and the form of madness of obyriths.


Presip's Life Jaunt
Conjuration/Trasmutation (Healing)
Level: Clr 7, Hlr 7

This spell is identical to Presip's life walk, except as noted here. The target heals 2 hit points for every 5ft they move. Additionally, the gain a +20ft enhancement bonus to movement speed.

Summon Drowned
Conjuration (Summoning) [Evil]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned drowned
Duration: Concentration, up to 1 round/level +1 round
Saving Throw: None
Spell Resistance: No

This spell summons a drowned, a type of undead that causes creatures around it to drown.  It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

You are immune to the summoned drowned's drowning aura for the duration of the spell.

Syllen's Switch
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One ongoing spell; see text
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: No

This spell changes the energy type and damage of an ongoing spell as you see fit. You may only cast this spell on an ongoing spell that deals acid, cold, electricity, fire or sonic damage, such as a wall of fire. You may change the energy type of the spell to acid, cold, electricity, fire or sonic damage. This change affects the spell until its duration expires. A wall of fire changed to electricity damage would deal electricity damage instead of fire damage. Additionally, the spell's appearance may change to reflect the altered element. Other aspects of the spell may be changed at the DM's discretion, such as a flaming sphere changed to cold damage freezing objects it touches rather than setting flammable objects on fire.

Syllen's switch allows a saving throw only if the targeted spell is being actively directed or controlled by the spellcaster. For the sake of this spell, that means a spell being actively directed like a flaming sphere or a spell being concentrated on such as a wall of fire. Otherwise, no saving throw is allowed.

Xera's Life Bolt
Necromancy
Level: Sor/Wiz 7

This spell is identical to life bolt, except as noted here. Each ray deals 5 points of nonlethal damage to the caster and deals 5d12 points of damage to undead creatures. These rays can deal critical hits to undead creatures, they threaten a critical hit on a roll of 19-20 and deal double damage on a critical hit.


8th level:
Spoiler: ShowHide


Agility of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic grace. The target of this spell gains a +4 insight bonus to Dexterity.

Beauty of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Drawing on the inspiration of the Dragon Princess Seira, you imbue the creature touched with a drop of her draconic beauty. The target of this spell gains a +4 insight bonus to Charisma.

Dispelling Slap
Abjuration
Level: Duskblade 7, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A successful melee touch attack deals 1d8 points of damage and affects the creature to a targeted greater dispel magic (maximum dispel check +25).

Divert Teleport
Conjuration (Teleportation)
Level: Sor/Wiz 8
Casting Time: 1 immediate action; see text
Range: Medium (100ft + 10 ft/level)
Area: A circle, centered on you, with a radius of 50ft + 10 ft/level
Effect: Diverts the teleportation of any object or creature whose weight does not exceed your maximum load
Duration: 10 min/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. This is an immediate action, like casting a quickened spell, and counts toward the limit of one quickened spell per round. You can use this spell even if it is not your turn.

You can divert the destination of both incoming and outgoing teleportations. The spell automatically alerts you to the use of any teleportation effects (incoming or outgoing) an instant before they occur. You must overcome the spell resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.

For the purpose of this spell, "divert" means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.

Dolmaya's Force Ray
Abjuration/Evocation [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of pure force comes from the lens in your hand towards the target, striking them requires a ranged touch attack roll. This spell does 1d6 points of damage per caster level (maximum 20d6). If the target is protected by ray deflection, treat that spell as being dispelled as if by greater dispel magic (maximum dispel check +25). If the ray deflection spell is dispelled, this spell is not reflected away and resolves normally.

Material Component

A glass lens worth no less than 100 gold.

Endurance of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, a miniature image of Seira lands on the targets chest and is absorbed. The target of this spell gains a +4 insight bonus to Constitution.

Greater Flight
Transmutation
Level: Sor/Wiz 8
Components: V, S
Range: Personal
Target: You
Duration 1 hour/level

As overland flight, except your base fly speed is 80ft and your maneuverability is perfect.

Insight of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell, the image of Seira wraps around the creature touched's head. The target of this spell gains a +4 insight bonus to Wisdom.

Knight's Gambit
Conjuration (Teleportation)
Level: Clr 8

As Pawn's Gambit, except that you may instead move as if affected by a Knight's Move spell.

This spell was developed by Jarem Aruwood of The Red Knight and is not known beyond him.

Lathander's Touch
Evocation [Fire, Good]
Level: Sanctified 8
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By calling on the purifying light of the sun, your hand erupts in flames. Your touch deals 1d6 fire damage per caster level (maximum 25d6) to evil creatures. Half of this damage is fire damage and half of this damage is divine damage and thus not subject to resistance or immunity to fire. Creatures vulnerable to fire or bright light take 1d8 fire damage per caster level (maximum 25d8) instead.

Sacrifice

1 point of Constitution damage.

Lesser Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an elder ice para-elemental (see here). You gain 60 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Mind of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell the sound of pages turning sounds and a feeling of understanding settles over you. The target of this spell gains a +4 insight bonus to Intelligence.

Miranda's Banecrush
Evocation
Level: Rgr 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

All of your ranged attacks against your favored enemies deal an extra 4d6 points of damage as well as 1 point of Constitution damage.


Opal Protection
Abjuration/Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Pal 8
Targets: Allies in a 40ft radius burst

This spell is identical to divine protection, except as noted here. Allies gain a +3 morale bonus to armor class and saves. They are treating as being under a mind blank spell, but only against spells with the evil descriptor or by spells cast by evil outsiders.


Predator of the Crystal Waves
Transmutation (Polymorph)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a crystal reef hunter (see here). You gain 60 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Ranbar's Smite
Evocation
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Area: 20ft radius spread
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell calls down a blast of power to smite your foes, dealing 1d6 points of damage per caster level (maximum 20d6), with a successful Will save halving the damage. Sharrans and creatures that serve Shar (such as shadows) suffer a -5 penalty to the saving throw.

Righteous Halo
Transmutation [Good, Light]
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D) or until discharged

Holy light washes over you as you call upon your patron deity's power. This nimbus of divine power coalescing around your form shines brightly, as if daylight had been cast upon your person.

You get a +4 sacred bonus to your Charisma score.

As an immediate action, you can discharge the magic to gain a +8 Sacred bonus to Charisma for 1 round. The spell ends after you use it in this manner.

Divine Focus

The holy symbol of your deity.

Salt Armor
Conjuration (Creation)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures up salt as hard as iron, covering your body in it. This protection grants you a +10 armor bonus to armor class. Creatures that touch you or strike you with natural or unarmed strikes suffer 1d8 points of desiccation damage. This damage applies to each successful natural or unarmed attack against you.

Material Component

A handful of salt

Simmer's Surprise
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text.
Spell Resistance: Yes.

This spell conjures a sudden surge of fire just below the target. These flames require a ranged touch attack to strike the target. On success, these flames deal 1d6 points of damage per caster level (maximum 20d6) and the target's legs are painfully burnt, rendering them useless. A successful fortitude save at this point negates this secondary effect, but does not reduce the fire damage taken. If the fortitude save is failed, the creature cannot walk or move with his legs. He must crawl, fly or use another form of movement. This persists until the target receives a heal, regenerate or greater magic to repair the damage.

Sing the Holy Choir
Enchantment (Compulsion) [Good, Mind-Affecting, Sonic]
Level: Brd 8
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of any 'Inspire' bardic music can be augmented in two ways, chosen by you at the time casting. You can either create music so holy and good that it infuses the weapons those who hear you carry and wield, giving them the Holy Power weapon property for their next attack, or create such harmonious music that those that hear it gain the Consecrate and Widen Spell metamagic feats for their next spell.

These bonuses are in addition to the normal benefits of the 'Inspire' abilities. If you do not use an 'Inspire' ability before the spell's duration expires, the effects are lost.

Sonic Handshake
Evocation [Sonic]
Level: Duskblade 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A successful melee touch attack deals 1d6 points of sonic damage per caster level (maximum 20d6). Crystalline creatures take double damage.

Song of the Elements
Evocation [Acid, Cold, Electricity, Fire]
Level: Brd 8
Components: V, S
Casting Time: 1 standard action
Range: 120ft
Targets: All allies within 120ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

All allies who hear this spell have their weapons empowered with elemental might. Any weapon attacks they make deal an extra 2d6 points of acid damage, 2d6 points of cold damage, 2d6 points of electricity damage and 2d6 points of fire damage.


Strength of the Dragon Princess
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you cast this spell a great roar of power sounds in the distance; an echo of Seira's call to battle. The target of this spell gains a +4 insight bonus to Strength.

Superior Vigor
Conjuration (Healing)
Level: Clr 8, Drd 8, Hlr 8
Duration: 10 rounds + 1 round/level (max 45 rounds)

This spell functions like lesser vigor, except as noted here and that it grants fast healing 8.

Sword of Light
Evocation [Chaotic, Good]
Level: Champion of Gwynharwyf 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

By calling on eladrin magic, you imbued a touched weapon with the power similar to the swords of light that tulani warriors bear to battle. This functions as the holy sword spell, except that the weapon conjured is a +5 brilliant energy, anarchic and holy weapon.


Volcanic Burst
Transmutation [Fire]
Level: Clr 9, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell causes a burst of pure energy from the Elemental Plane of Fire within the target. When cast on an elemental with the fire subtype, this spell grants a +6 bonus to attack rolls, saving throws, skill checks and ability checks. When cast on any other creature, they instead suffer 15d6 points of fire damage and the spell ends. The damage is halved with a successful Fortitude save. Unwilling creatures require a touch attack roll to affect with this spell.

Material Components

A bit of flame.

Water Blasting
Conjuration/Transmutation [Water, Earth]
Level: Drd 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Opening a tiny portal to the Elemental Plane of Water you summon a jet of water, pressurized by all the weight of the plane. When this jet passes through your portal, small grains of sand are called into it increasing the abrasive damage of it. The caster must succeed on a ranged touch attack to hit the target, and this jet deals 1d6 damage per caster level (maximum of 15d6) per round to the target and knocks it prone, a successful reflex save halves this damage and prevents the knock down.

Any creature wither the Water or Earth sub-type takes half damage from this spell, while Constructs and objects take double damage.

Material Component

A small jar of water and sand.



9th level:
Spoiler: ShowHide


Acid Cry
Transmutation [Acid]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell transmutes the moisture in the air immediately around the target, as well as the target's sweat and tears, into acid. This deals 1d6 points of acid damage per caster level (maximum 25d6) and permanently blinds the target. A successful Fortitude save halves the damage and reduces the blindness to being dazzled for 1d4 rounds.

Material Component

A tear.

Asgeroth's Castigation
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell deals 1d6 points of fire damage per caster level (max 25d6) to the target and ruins the target's limbs (including wings), rendering them nonfunctional. A creature cannot walk with ruined legs, cannot use or hold anything with ruined hands and arms and cannot fly with ruined wings. A successful Fortitude save halves the damage and stops the creature's limbs from being ruined.

A regenerate spell is needed to restore functionality to ruined limbs.

Body of the Astral Deva
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an astral deva (MM 11), including the mace normally used by such creatures. You gain 30 temporary hit points, which expire at the end of the spell. You may use each of the astral deva's at will spell-like abilities once per casting of the spell, and you may not use it's once per day spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.

Crushing Fist of Talos
Evocation [Electricity]
Level: Sor/Wiz 9
Components: V, S.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell conjures a storm cloud from which a massive fist of lightning smites a single foe. You  must succeed on a ranged touch attack to hit with the first. A successful hit deals 25d8 points of electricity damage. Despite the size of the fist, it only damages the target.

Note that this spell requires at least 30ft of space above the target's head to work, otherwise the spell fizzles.

Disintegrating Burst
Transmutation
Level: Duskblade 9, Sor/Wiz 9
Range: 20ft
Area: 20ft radius burst centered on you

This spell is identical to disintegrate, except as noted here. All creatures and unattended objects (except yourself and your familiar) are affected by a disintegrate spell. You do not need to make ranged touch attacks against the creatures in the burst, though spell resistance and the Fortitude saving throw still apply.

Donald's Crash
Evocation [Acid]
Level: Duskblade 9
Components: V, S
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A barrage of dragon shaped balls of acid rain down on your foes, which deals 1d8 points of acid damage per caster level (maximum 30d8). These balls seek out foes and ignore friends. Only enemies in the radius take damage from this spell, while the balls ignore cover, concealment and total concealment.

Ectoplasmic Terrain
Conjuration/Transmutation (Creation) [Light]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: One 10ft cube/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You cover the surrounding terrain in viscous, light emitting ectoplasm, creating a new terrain-scape on top of the existing one.

You can shape the ectoplasmic terrain to fit any shape you want and can, to a degree, change the opaqueness of it. You can also change the intensity of the light it gives off, making it as dim or bright as you like.

The light given off by this spell is the same as true daylight. Creatures within the ectoplasm can move through the it, as it is not a solid object, but this halves their movement speed.

The ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 1 minute, it vanishes instantly.

Harmonic Breath
Transmutation
Level: Sor/Wiz 9
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

Your energy breath weapon deals whichever energy type that is most beneficial to you. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from your breath weapon's energy damage.

Humble Words
Transmutation
Level: Clr 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10ft/level emanation centered on you
Duration: 10 min/level
Saving Throw: Will negates
Spell Resistance: Yes

Humble words negates all bonuses to Charisma based skill checks except for those from skill ranks and the target's Charisma score. The caster is automatically affected by this spell. A Will save negates, though the save suffers a -1 penalty for each bonus that would be negated by humble words.

Janessa's Scornful Barrier
Abjuration
Level: Sor/Wiz 9, Clr 10
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours or until expended; see text

On casting this spell, you are surrounded by invisible, intangible fields of magic. This shield unerringly protects you from attacks, granting you a +8 shield bonus to armor class. Any force effect targeted at you, such as magic missile, is automatically reflected back to the caster. Resolve this attack as normal, using the caster's attack rolls and caster level as appropriate. As an immediate action, you may expend Janessa's Scornful Barrier to empower a reflected force effect. Effects that have already been empowered gain no further benefit and the barrier is still expended.

Focus

The Crown of the Naga Queen. The caster must wear the Crown and be attuned to it.

Magic Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9, Clr 9, Drd 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are treated as being affected as by a targeted dispel attempt. The dispel check uses a modifier equal to your caster level, maximum+30.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are dispelled.

Artifacts are unaffected by mortal magic such as this.

Note: This spell replaces Mage's Disjunction.

Martyr's Crown
Necromancy/Transmutation
Level: Pal 9
Components, V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level

A crown of blazing light settles over your head, the symbol of those who give themselves to protect others. You gain a +4 sacred bonus to Constitution and saving throws. As a free action, you may touch an adjacent creature to fully restore their hit points. If you do, you take damage equal to the hit points healed.  This damage can't be prevented or redirected by any means.

Mass Dire Hunger
Transmutation
Level: Clr 9, Drd 9
Targets: One or more creatures, no two of which can be more than 30ft apart

This spell functions as dire hunter, except as noted here. At the caster's option, the creatures affected may be instructed to ignore other victims of this spell.

Mass Smite Soul
Evocation
Level: Clr 9
Targets: One or more creatures, none of which can be more than 30ft apart

This spell functions as smite soul, except as noted above. The maximum damage from this spell is 20d8 and the targets that fail the Will save are unable to cast divine spells for 1d6+3 rounds.

Ring the Bell
Evocation [Sonic]
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Area: 20ft radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

As you shake the bell and speak the words, a ball of warped air appears before you, filling the air with a harsh buzzing noise. At your mental command, it blasts forth to strike at your enemies. The ball will proceed to the target at great speed, provided it does not impact with any object in the intervening space, and then explode, dealing 18d6 sonic damage. Any creature within the area of effect when the ball explodes must make a Fortitude save or be permanently deafened. A successful Fortitude save also halves the damage done by this spell.

Any inanimate object, crystalline creature, or objects held by a creature at the epicenter of the blast must make a Fortitude save or be destroyed, as the shatter spell. This effect only affects creatures in a 5ft radius from the epicenter of the blast.

Arcane Focus

A delicate and ornate spherical bell made of glass and mithral worth no less than 1000 gold.

Serene Wind
Evocation [Air, Good, Mind-Affecting]
Level: Initiate of Chan 9
Components: V, S
Casting Time: 1 standard action
Range: 100ft
Area: 100ft radius circle, centered on you
Duration: 1 round
Saving Throw: Will partial and Fortitude partial; see text
Spell Resistance: Yes

Calling on the Princess of Good Air, you create a zone of her own serene wind. This has several effects, many depending on the alignment of the creatures within the radius. First of all, all creatures within the serene wind are targeted by a calm emotions effect. A successful Will saving throw negates only this effect of the serene wind. Immunity to mind-affecting abilities protect against this effect but do not stop the other effects of this spell.

Good aligned creatures within the radius feel a soft breeze. This breeze soothes away wounds, healing 1d6 per two caster levels (maximum 15d6) points of damage. Evil creatures find the winds to be that of a howling hurricane, buffeting them with a holy fury. These winds deal 1d6 per two caster levels (maximum 15d6) points of damage and affect evil creatures as if hurricane force winds. Neutral creatures within the serene wind neither suffer damage or benefit from healing, but are subject to hurricane force winds as well. A Fortitude saving throw halves the damage evil creatures take. Creatures with the air subtype gain a +4 bonus to this saving throw, while creatures with the Earth subtype suffer a -4 penalty to this saving throw.

Serene wind lasts for 1 round. During this time, creatures within are affected by the winds. Creatures that enter the radius during this time are affected as normal. Creatures who leave the range and come back in are not affected by the calm emotions, healing or damage aspects, but neutral or evil creatures are still subject to the hurricane force winds.

Sharran Avenger
Transmutation (Polymorph) [Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a face of loss (see here). You gain 50 temporary hit points, which expire at the end of the spell. Spawn that you create are no longer under your control once the spell ends, though they are friendly towards you. See the polymorph subschool sidebar (CM 91) for more information.

This spell is an exception to the rule that incorporeal creatures are immune to polymorph subschool spells. You are able to take this form and maintain it for the spell's duration; you do not die for having no Constitution score.

Telastryiryn's Aquatic Crown
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This mighty spell bestows a crown of black water atop the targets head. This crown takes up space equal to a helm, hat or headband. If this body slot is already filled, the spell fails.

The target of this spell gains many blessings of the water. He gains the fluid grace of water, gaining a +8 enhancement bonus to Dexterity. He is gifted with the ability to breathe water, a swim speed equal to the target's land speed, the ability to move through water freely and not be impeded by it (such as by a freedom of movement spell affecting water only) and immunity to crushing pressure and bitter cold of the deep depths of the ocean (but not other sources of crushing or cold damage, such as a cone of cold).

Vampiric Assault
Necromancy
Level: Corrupt 9
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

Your melee attacks inflict 1d4+1 points of vile Constitution damage. You heal 5 hit points for each point of Constitution damage you deal this way. Creatures slain by your melee attacks will rise as vampires the next night.

Corruption Cost

1d4 points of Constitution damage.

Visage of the Tarrasque
Transmutation
Level: Duskblade 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will partial; see text
Spell Resistance: No

Your body swells and takes on a horrifying, muscled form that inspires terror in any that see you. You gain a +18 enhancement bonus to Strength, a +10 enhancement bonus to Constitution and a +9 enhancement bonus to natural armor. When you charge or attack, the target of your attack must make a Will save or be shaken. This persists for as long as the creature stays within 60ft of you.


10th level:
Spoiler: ShowHide


Anathemic Knowledge
Abjuration
Level: Brd 9, Sor/Wiz 10, Clr 10
Components: V, S, M
Casting Time: 1 week
Range: Special; see text
Target: Special; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell wraps an idea in the anathema of knowledge, which makes it impossible for creatures to remember or knowledge of it to be recorded. Any creature who sees, learns of or otherwise comes in contact with the idea loses all memory of it in one week's time. Attempts to record this knowledge likewise fail. The written word will erase itself, magical recordings will vanish as if they never were and so forth. In essence, the idea naturally returns to a state of being unknown.

There are several rules that govern anathemic knowledge. First and foremost, any creature aware of anathemic knowledge before it becomes anathemic knowledge does not forget it. They are immune to this instance of anathemic knowledge, but not other instances. Any idea known by more than 100 creatures cannot be affected by this spell. Any sort of idea that could be considered primal to Creation - such as air, the sun or death - cannot be made anathemic knowledge. Deities are immune to this spell's effects. The caster is immune to their casting of anathemic knowledge.

No mortal means can counter or stop anathemic knowledge, not even a wish or a miracle. Anathemic knowledge cannot be dispelled by dispel magic or similar spells. Dead magic areas and areas affected by antimagic field prevent anathemic knowledge from being forgotten or erased as long as it stays within it, but the knowledge is forgotten or erased once it leaves such areas. There are epic spells that can counter and undo this spell.

This is not an exhaustive listing of all quantities and types of anathemic knowledge. Further spells exist as well as other methods, as well as ways to overcome anathemic knowledge.

While this spell is not anathemic knowledge itself, it is rarely known and rarely spread.

Material Component

A drop of blood from the caster.

Antimagic Sound
Abjuration [Sonic]
Level: Brd 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: Cylinder (20ft radius, 50ft high)
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

You create a column of discordant, piercing sound that warps magic in an area. Creatures caught within this area cannot use spells, spell-like abilities and supernatural abilities as the sounds created by this spell are so disharmonious. This effect does not stop any magic that is already affecting creatures within this area or stop any active magic effects already in an area.

Asgeroth's Groundbreaker
Transmutation [Earth]
Level: Duskblade 9, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5ft/level
Area: 5ft/level line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You cause the ground to erupt out in a line ahead of you violently, razor sharp shards of rock surging upwards 100ft. All creatures within the line and up to 100ft above it are affected, a ranged touch attack roll is required. Creatures hit suffer 1d6 points of piercing and slashing damage per CL (max 25d6).

The ground within the line is ruined by this, becoming difficult terrain thereafter. Any creature who passes through this difficult terrain suffers 5d4 points of damage for each square they pass through. This change is permanent, though the ground can be fixed by normal efforts afterwards.

Belial's Mercy
Necromancy [Evil]
Level: Pain 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Target: 1 living creature with arms and legs.
Duration: Instantaneous.
Saving Throw: Fortitude negates.
Spell Resistance: Yes.

With a frown of displeasure and a few words of malice, you curse the target of your ire to be forever crippled and agonized. If a fortitude save is failed, the target's arms and legs wither away immediately, leaving bloody, black stumps behind. The target is left in agonizing pain, unable to do anything but howl in misery. The pain steadily destroys the target's mind; after one hour, the target is treated as being the victim of a feeblemind spell. Once it's mind is broken, a symbol of pain appears on it's forehead. This symbol is permanent and affects all creatures that come within 60 feet of the target.

Belial's Mercy is a particularly difficult spell to counter. Regenerate or other methods to restore limbs fail, as do any measures to heal or negate the pain of the target. To heal the target, a wish or miracle spell cast by at least a 25th level caster must be invoked to specifically cease the target's suffering. Doing so ends the agony and removes the symbol of pain, allows the creature to take other actions besides crying in torment, enables the feeblemind effect to be countered and allows other magic to restore it's limbs.

A creature that is living but does not feel pain is not subject to the pain element of this spell nor to the feeblemind, but the other aspects still apply.

This spell carries Belial's name, though other infernal, demonic and fiendish entities claim it for themselves. The authorship of this spell is a matter of some contention in the Depths Below. It is often seen as a variant of Eternity of Torture, though it is far more difficult to remove than that spell.

Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours

You establish a connection with the platonic ideal of a library and fill your mind with lore. You gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.

Material Component

A miniature book.

Body Softening
Transmutation
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The invocation of this spell causes the target creature's body to become soft and vulnerable. The target loses any damage reduction it possesses as well as any natural armor bonus to armor class. Further, it suffers double damage from weapons and natural attacks. Any critical threats against the target are automatically confirmed.

The target's natural weapons, if any, are blunted and softened by this spell. They deal no damage and are as harmless as a light breeze.

Bone Burst
Necromancy
Level: Dread Necromancer 10, Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action
Range: Short (25ft + 5ft/2 levels)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Bone Burst causes the skeletal structure of the targets to explode. A creature is allowed a fortitude save, success reduces the effect the spell to 10d6 points of damage. Failure causes the creature's skeletal system to shatter like glass, impaling them from within. This deals 25d6 points of damage and leaves a surviving creature a shattered husk. This level of damage leaves the creature half crippled. Treat the creature as slowed and sickened. This lasts until the creature recovers as many hit points as it lost from Bone Burst.

Creatures without skeletal systems, such as oozes, are immune to this spell.

Focus

A shard of bone from the caster's body, at least one inch long.

Canderella's Sudden Thunderbolts
Evocation [Electricity]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Each creature you select with the range of the spell is struck by a thunderbolt from above, which deals 1d6 points of electricity damage per caster level (maximum 20d6).

Cauldron's Hearth
Transmutation
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance No

Through the blessings of the Cauldron, your magic is bolstered by elemental harmony. Your spells ignore the impeded magic trait of the Inner Planes, including quasi and para elemental planes. Conditions that block spells with the air, earth, fire and water descriptors can be ignored, as follows. Local conditions that would stop, impede or otherwise interfere with those spells are ignored. Spells that would prevent those spells from being cast, such as a spell that prevents fire spells from being cast within its area, are ignored.

This protection does not extend to a spell being countered. Antimagic and dead magic areas still suppress these spells as normal. Certain demiplanes may also overcome this due to the unique mechanics around demiplanes.

Material Component

Cauldron steel mined personally by Yandrazrt, of no less than 1,000 gold value.

Celestial Valor
Abjuration [Good]
Level: Clr 10, Glory 10, Good 10, Pal 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

Your words of magic fill those that hear them with deep wellsprings of righteous bravery. Each target of this spell gains a +8 sacred bonus to saving throws against fear and any emotion based effect that would sap the will to fight, such as calm emotions or crushing despair. In addition, celestial valor grants a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws. Finally, any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets. This does not stack if the weapon already has the holy special property.

Champion of the Pit
Transmutation (Polymorph) [Evil, Lawful]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a pit fiend (MM 57). You gain 90 temporary hit points, which expire at the end of the spell. You may use any of the pit fiend's at will spell-like abilities once per casting of the spell, you cannot use its once per day or once per year spell-like abilities. See the polymorph subschool sidebar (CM 91) for more information.

Circle of Spiritual Protection
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Area: 30ft radius emanation from touched point
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell creates a magic circle that protects the Prime from injury due to the presence of creatures able to cause spiritual wounds. A creature of 30 or less hit dice called into this circle does not cause spiritual wounds so long as it stays within the circle. If the creature leaves the circle, the circle is dispelled while the creature is still in it or the creature is still in the circle when the duration expires, a spiritual wound is immediately created.

This spell can be combined with other spells that call creatures capable of causing spiritual wounds. The spell's casting time is added to the casting time of the calling spell and the duration begins when the calling spell is cast.

This spell is ineffective if a creature has divine rank 1 or higher.

Material Component

A mix of ground up cold iron, silver and diamond dust worth 2,500 gold.

Cleansing Rain
Evocation [Acid, Good]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (80ft radius, 80ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

A drenching rain falls from above, washing away filth while dissolving evil. Non-evil creatures are cleansed by the rain, any dirt and grime washed away. Evil creatures are affected by the rain as if were acid, taking 20d6 points of acid damage per round of exposure. Evil outsiders are particularly vulnerable, suffering a -4 penalty to the Reflex save.

Evil creatures slain by this spell are reduced to a puddle of clean, clear water.

Sacrifice

1d4 points of Strength drain.

Corruptor's Touch
Enchantment/Evocation [Evil, Fire, Mind-Affecting]
Level: Corrupt 10
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

Your touch blackens both the body and soul with hellfire. Your melee touch attack deals 20d6 points of fire damage to non-evil creatures as fire scorches their body. Additionally, these fires burn the target's soul, eliminating any goodness within them. The target is affected as if by a morality undone spell, except that that the effect is instantaneous and is thus permanent and unable to be dispelled or suppressed once in place. Immunity to mind-affecting protects against the alignment changing portion of this spell, but not the damage taken.

The target is aware of the alignment change and is able to act to reverse it, but doing so is difficult. A wish or miracle spell by a 21st level spellcaster is required and the spell must be cast on hallowed ground. As time passes, the target finds the changes increasingly pleasing and may cease to seek their previous alignment. Each week the target is under their new alignment, they must make a Will save (DC is equal to the DC of this spell) or fully embrace their new alignment.

Corruption Cost

2d6 points of Strength drain.

Create Astral Island
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M, F
Casting Time: 1 hour
Range: Medium (100ft + 10ft/level)
Effect: One astral island; see text (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a stable island of matter in the Astral Plane. The island is primarily composed of common, non-precious rock and may be topped with dirt or sand at the caster's choice. If the island is topped with dirt or sand, common plants and grass may be created with the island as well. Any grass or plants created by this spell are at full normal maturity, though they do not age further unless they are removed from the Astral Plane.

The size of the island is one 10ft cube per caster level. The exact shape can be varies within those parameters and does not need to take up all the space. Making it appear as a normal, rounded island is possible. The cubes can be stacked any way you wish, so long as it forms a contiguous shape and resembles an island.

Existing astral islands or other land masses in the astral can be expanded with this spell.

Material Component

A diamond worth 1,000 gold.

Focus

A githyanki silver sword, the claw of an astral dreadnought or other similar and powerful items from natives of the Astral Plane.

Create Living Spell
Conjuration (Creation)
Level: Magic 10, Sor/Wiz 10
Components: V, S, M, F
Casting Time: 1 hour
Range: 0ft
Effect: 1 living spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Create living spell is capable of creating living spells. You create a living spell from a spell that you can cast and that fulfills the criteria below.

The living spell created must be a spell that you can cast, or alternately it may be a spell another creature assisting you can cast. The spell chosen cannot be of a higher level than your caster level divided by three. For instance, a wizard with a caster level of 21 could choose a 7th level or lower spell.

The living spell slowly forms as you cast this spell. If the casting of this spell is interrupted, the unfinished living spell dies and both this spell and the spell chosen are wasted. At the end of the spell, the living spell is finished. Once created, the living spell cannot be dispelled, it is as real as any other creature. A living spell you create is friendly to you and will not attack you.

The spell chosen to create the living spell is expended as if you cast it. Any metamagic applied to that spell does not affect the final outcome of this spell.

See creating a living spell in the Eberron Campaign Setting, page 294, for details on creating living spells.

Material Components

Gems and special materials worth 1000 * your caster level (or the caster level of the creature that cast the spell that is made into a living spell).

Focus

A fully stocked laboratory with a magical circle to hold the the spell energies in place. Creating such a laboratory and circle costs no less than 50,000 gold.

Curse of Inadequacy
Enchantment [Mind-Affecting]
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates; see text
Spell Resistance: Yes

This potent curse destroys the confidence of the target, leaving them a tattered shell of their former selves. The target suffers a -10 morale penalty to attack rolls, ability checks, skill checks and saving throws against fear, despair, hopelessness or other negative emotional effects, including spells that mimic these effects. The power of this spell is difficult to resist, will saves to negate this spell are made at a -5 penalty.

Curse of Inadequacy can only be removed by a remove curse, wish or miracle cast by a 24th level spellcaster. 

Discern Curse
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 10ft
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This divination reveals to you all details of a curse. You learn the following information:

- The origins of the curse and what caused it to be laid down, be it a spell, spell-like ability, supernatural ability or magical item. This also elaborates on curses not directly caused by such, such as a death curse by a dying creature or more esoteric means of being cursed. If appropriate you also learn the caster level of the curse.
- You learn the identity of whatever caused the curse, be it a creature, magical item or something else.
- You learn the full effects of the curse and everything it causes.
- You learn all the ways to end the curse, including any side effects that this may cause.

This spell includes curses of all kinds, from curses from bestow curse, cursed magical equipment, the curse from a mark of justice spell, a geas/quest spell and more unusual curses yet. Exactly what constitutes a curse and what this spell affects is left to DM discretion.

Note that this spell provides no protection if analysis of a curse causes harmful side effects.

It is possible for epic magic or the direct action of a deity to block this spell, but mortal magic is unable to do so. The caster is aware that the spell is blocked.

DM note: Curse isn't a mechanical condition in 3.5 but rather the effect of certain spells and effects without an exact category. As such, it's understood that some DM judgment calls will arise from this. Please ask me if you aren't sure in borderline situations or need a clarification.

Ebony's Whisper
Transmutation
Level: Brd 10
Components: V, S
Casting Time: 1 standard action
Range: 200ft/level
Targets: All creatures within the range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to pass on a single message of no more than 15 words to all creatures within the range of the spell. This message does not need to be spoken aloud, though the targets hear it as if you spoke it. The message is heard as a whisper to the target, as if they are the only target of the spell. The message is heard in the favored language of each target.

At your choice, you can have the message spoken sound like someone else. You must be familiar with a person's voice to have the message sound like them, usually by having heard them speak several times.

This spell does not allow you to send other spells or effects that rely on speech through it.

Energetic Healing
Conjuration (Healing)
Level: Clr 10, Drd 11, Hlr 10
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell completely protects the target from elemental damage and converts some of it to healing energy. First, this spell renders the target immune to one type of energy (acid, cold, fire sonic, electricity), specified when the spell is cast. Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to the damage dealt. For example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 35 points of damage instead. Once the spell heals a number of hit points equal to 10 per caster level (maximum 300), it is exhausted.

This spell does not convert nonmagical energy attacks (such as damage from alchemist's fire, lava or natural lightning strikes, for example) into healing.

Material Component

Powdered gemstone worth 500 gold. The type depends on the element to be absorbed. Ruby for fire, sapphire for cold, emerald for acid, citrine for electricity and diamond for sonic.

Energy Immunity
Abjuration
Level: Clr 10, Drd 10, Duskblade 10, Hlr 10, Pal 9, Protection 10, Sor/Wiz 10, Sun 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This abjuration grants a creature and its equipment complete immunity to one of the five energy types-fire, cold, electricity, acid or sonic. Energy immunity only absorbs hit point damage, so side effects such as deafening from sonic attacks or immobilized in ice by an ice spell still apply.

Energy immunity overlaps with protection from energy and resist energy. As long as it is in place, the other spells absorb no damage.

Eye of the Burning King
Divination/Evocation [Fire]
Level: Rgr 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell empowers your eyes with the flaming wrath of the rulers of Fire, which manifests through your ranged attacks. Any ranged attacks you make, including spells that require a ranged attack roll, deal an extra 1d6 points of fire damage per 5 caster levels (max 5d6 at CL 25). Creatures who take fire damage from this spell light up to you, bright as bonfires to your gaze. For the rest of the duration of this spell, you can see these creatures through invisibility and darkness (including magical darkness of 9th level or lower), as well as gain a +20 bonus to Spot checks to locate them if they hide. You also ignore any miss chance granted to them by concealment or total concealment, able to see through it.

Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of an ice para-elemental monolith (see here). You gain 100 temporary hit points, which expire at the end of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Gathgorian's Fireball
Evocation [Evil, Fire, Lawful]
Level: Sor/Wiz 10
Components: V, S, Devil
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 40ft spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell functions as fireball and resembles it at first glance. However, the fires are composed of pure lawful and evil energies, granting them great power against the opposite alignments. This spell deals 1d6 points of fire damage per caster level, to a maximum of 25d6. Any targets that are chaotic, good or chaotic good in alignment suffer a -3 penalty to the saving throw. In addition, Gathgorian's Fireball ignores any fire resistance or immunity these creatures possess.

Glaciante's Spiteful Ward
Necromancy
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action
Target: One active spell or spell like ability
Duration: Special; see text
Saving Throw: Will negates
Spell Resistance: No

This spell creates a ward that strikes back if the spell it's attached to is dispelled. When cast on a spell already in effect, it attaches to that spell and lasts for as long as the target spell does. If the target spell is dispelled by dispel magic, disjunction or other such means, the spiteful ward triggers immediately. If a will save is failed, the dispeller immediately suffers 4 points of ability drain to all ability scores. Further, the dispeller automatically fails any dispel checks. These effects last until countered with magic. The ability drain can be restored by normal means, while automatically failing dispel checks requires a miracle or wish spell to reverse.

A spiteful ward can be dispelled only with at targeted dispel aimed specifically at it. If it succeeds, the spiteful ward is dispelled and nothing else is. If it fails, the spiteful ward is triggered automatically. Once triggered, a spiteful ward is exhausted.

Arcane Focus

The tooth of a balor soaked in a brine composed of acid and poisons totalling no less than 3,000 gold.

Greater Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 10, Water 10

As cone of cold, except with a maximum of 30d6 damage.

Greater Heal
Conjuration (Healing)
Level: Clr 10, Drd 11, Hlr 10, Pal 10, Rgr 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as Heal, except it restores 15 hit points her level of the caster, to a maximum of 450 hit points.

Greater Snowsong
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 10

This spell functions as Snowsong, except as noted here. Allies gain +8 morale bonus to Charisma and attack rolls, and a +8 insight bonus to Armor Class. They also gain fast healing 3 and resistance to cold 30 to all affected allies. All melee attacks made by allies in the snowsong deal an additional 2d6 points of cold damage. Enemies designated by the spell have a 40% chance of spell failure if they fail the will save.

Greater True Seeing
Divination
Level: Brd 11, Clr 10, Drd 11, Hlr 10, Knowledge 10, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as true seeing, except as noted here. It does not require a material component and the effect of true seeing extends to the length of your vision.

Hellball
Evocation [Fire, Sonic, Acid, Electricity]
Level: Duskblade 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area:  40ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Hellball creates a fireball-like orb of four clashing elements. This orb deals 10d6 fire, 10d6 sonic, 10d6 acid and 10d6 electricity damage to all foes within it's area. The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

Material component

Powdered bat guano, glass and brass held within an adder's stomach.

Heroism of Ashes
Necromancy [Fire]
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

When this spell is cast, fire crackles over your weapons and hands, hot enough to burn anything to ash. Whenever you kill a creature with a melee attack while affected by this spell, the body is instantly immolated into a pile of ashes. These ashes rise in 1 round as an ash quasi-elemental. The type of ash quasi-elemental depends on the hit dice of the creature slain, see the table below. These quasi-elementals are friendly to you and will fight anyone you direct them to. The quasi-elementals last until this spell ends, at which point any quasi-elementals created by this spell revert to piles of ash.



   
   
   
   
   
   
   
   
Hit DiceType of Ash Quasi-Elemental
1-3Small Ash Quasi-Elemental
4-7Medium Ash Quasi-Elemental
8-15Large Ash Quasi-Elemental
16-20Huge Ash Quasi-Elemental
21-23Greater Ash Quasi-Elemental
24-35Elder Ash Quasi-Elemental
36+Ash Quasi-Elemental Monolith

Material Components

Rubies and black onyx worth 1,000 gold.

Jaela's Teleport Block
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 50ft/level
Area: 50ft/level radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell blocks all dimensional travel within its radius. Teleport, plane shift, gate, shadow walk and similar spells all fail, as does travel from the Astral Plane, Ethereal Plane, Plane of Shadow and so forth. Ethereal creatures are unable to enter the area and creatures cannot become ethereal within it (though ethereal creatures already within the area of the spell are not affected). Summoning and calling spells and effects are likewise blocked, though existing called or summoned creatures are not affected, including vanishing when the effects summoning them expire.

Mass Freedom of Movement
Abjuration
Level: Clr 10, Drd 10, Hlr 10, Time 10, Travel 10
Range: Close (25ft + 5ft 2/levels)
Target: One or more creatures, no two of which can be more than 30 ft apart

This spell functions as Freedom of Movement, except as noted above.

Mass Scrying
Divination (Scrying)
Level: Brd 7, Clr 11, Drd 10, Sor/Wiz 10
Effect: One magical sensor/level

This spell is identical to greater scrying, except as noted here. This spell allows you to control all the sensors at the same time and process all the information it gives you. No more than one sensor can be targeted at a particular creature.

Mass Superior Vigor
Conjuration (Healing)
Level: Clr 10, Drd 10, Hlr 10
Duration: 10 rounds + 1 round/level (max 55 rounds)

This spell functions like mass lesser vigor, except as noted here. This spell grants fast healing 8.

Mass Valiant Fury
Transmutation
Level: Courage 10
Targets: One or more living creatures, no two of which can be more than 30ft apart

This spell functions as valiant fury, except as noted here. The morale bonus to Strength and Constitution increases to +6.

Mephistopheles' Cold Hand
Evocation [Force, Cold]
Level: Sor/Wiz 10
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100ft. + 10 ft/level)
Effect: 10ft hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell functions as crushing hand with a strength score of 41, except all the damage it inflicts counts as frostburn damage, as well as ignoring cold resistance (but not immunity.).

Arcane Focus

The hand of a creature who died of exposure to cold.

Miracle of Health
Conjuration (Healing)
Level: Clr 10, Hlr 10, Pal 9, Renewal 10
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell cures diseases (as a remove disease spell) on every living creature within the radius. Your caster level is reduced by 5 for this spell.

Miracle of Life
Conjuration (Healing)
Level: Clr 10, Hlr 10, Healing 10, Pal 9
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell heals every living creature within the range 1d4+5 hit points and deals an identical amount of damage to undead creatures. Your caster level is reduced by 5 for this spell.

Miracle of Uncursing
Abjuration
Level: Brd 10, Clr 10, Hlr 10
Component: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell removes curses (as a remove curse spell) on every creature within the radius. Your caster level is reduced by 5 for this spell.

Mirajane's Revelation
Divination
Level: Clr 10
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/7 levels

A sphere of magic 5ft in radius per caster level surrounds you on casting this spell. All creatures within the sphere gain the benefit of true seeing.

Casting this spell is strenuous and deals 1d6 points of damage per creature within the sphere to the caster.

Moonrise
Conjuration (Summoning) [Good]
Level: Moon 10
Components: V, S, DF
Casting Time: 10 minutes
Range: Special; see text
Area: 5 mile radius, centered on you
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: No

This spell banishes the sun and calls for Selune in all her glory. When this spell is cast, you cause night to instantly fall and a luminous, huge full moon to appear overhead. This moon sheds real moonlight and has the normal effect of the full moon on any creatures, with the following exceptions. Evil lycanthropes must make a Will save when first exposed to this moonlight. Failure results in the lycanthrope being locked out of its lycanthropic forms. If it is currently in a lycanthropic form, the lycanthrope transforms out of it. Afflicted lycanthropes do not transform in this moonlight unless they choose to. If they do, they are at no risk of changing alignment from this transformation. Unaware lycanthropes become aware of their condition and may choose to transform as described previously.

In addition to the above, the area within the radius of this spell is treated as consecrated. You count as an altar for the sake of this spell, doubling the effects of consecrate.

Moore's Modified Spell Theft
Abjuration
Level: Brd 8, Hexblade 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target or Area: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like spell theft, except as described here.

You may choose to make a dispel check (Maximum +30) against any spell that target has, plus one additional spell per 5 caster levels. Any spell dispelled is treated as if affected by spell theft, with the same limitations.

Naeys' Life Font
Conjuration (Creation)
Level: Clr 10, Hlr 10, Sor/Wiz 11
Components: V, S, DF/F
Casting Time: 1 standard action
Range: 20ft
Area: 20ft radius based on you
Duration: 1 round/level
Saving Throw: Negates (Harmless)
Spell Resistance: No

On invoking this spell, the caster opens a conduit between the target and the Positive Energy Plane. Each creature within the radius gains the following benefits on it's turn:

* 5d8+20 temporary hit points. The affected creature cannot go above double its normal hit point total from this spell or other effects as long as this spell is in effect.
* The benefits of a restoration spell.
* Immunity to energy drain and resist energy(negative energy) 50 points.

Focus

A crystallized fragment of pure Life from the Positive Energy Plane, worth at least 20,000 gold.

Planet Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a planetar (MM 11), including the greatsword normally used by such creatures. You gain 70 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the planetar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities. The planetar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

Prismatic Bomb
Evocation
Level: Radiance 11, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 30ft radius burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

This spell affects all creatures within range as by prismatic spray, except they roll three times and take the effect of each roll. A color can affect a creature more than once. Rolls of 8 function as normal and multiple rolls of 8 stack, rather than being ignored.

The colors that strike the creatures are determined randomly, and are not affected by metamagic such as maximize spell or similar things.

Raise Island
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 week
Range: 0ft
Area: 10ft/level hemispherical island
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a new, rocky and sandy island in the ocean with a diameter equal to double the area affected (example, a 100ft hemispherical island has a diameter of 200ft). Islands created by this spell can be enlarged by repeated castings of this spell, creating bigger islands with mountainous terrain in the interior.

Material Component

A ball of pure gold and diamonds with a core of liquid lava, costing no less than 50,000 gold.

Ravaging Touch
Necromancy
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a touch you ravage your foe of their talents, leaving them weaker, slower, feebler, stupider, even uglier. The target suffers 2d4 points of ability drain to all six ability scores.

Seira's Fireburst
Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5ft
Effect: Burst of fire extending 5ft from you
Duration: Instantaneous
Saving Throw: Reflex half (object)
Spell Resistance: Yes

This spell is similar to fireburst, dealing 2d10 points of fire damage per caster level (maximum 40d10). Creatures or objects that make a successful Reflex save only takes 5d10 points of fire damage instead.

Any creature slain by this spell or object destroyed by this spell is reduced to ashes.

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

You gain a +4 sacred bonus to Dexterity.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

As an immediate action, you may add your Charisma modifier (minimum 1) on the saving throws and CMD of all allies within 20 feet excluding yourself. This bonus lasts for 1 round. The spell ends after you use it in this manner.

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

Seira's Unicorn Apocalypse
Conjuration
Level: Sor/Wiz 10
Components: V, S, F
Range: Medium (100ft + 10ft/level)
Area: 150ft by 150ft cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a blanketing barrage of unicorn arrows. The caster makes a ranged touch attack that applies to every creature within the area of the spell. Each creature determines hits and misses as normal, with a hit subjecting them to a unicorn arrow. This effect is identical to an unicorn arrow created by Seira's unicorn arrow spell, except that each arrow deals 1d8+24 damage. Creatures struck by this spell are subject to sneak attack regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place, such as being flat-footed.

At the DM's discretion, other types of damage similar to sneak attack may apply to these arrows. Such could include skirmish and sudden strike damage.

Focus

An ivory replica of an eagle riding a unicorn worth 2,500 gold.

Selune's Shield
Abjuration [Good]
Level: Clr 10
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

By casting this spell, you wrap yourself in moonlight-speckled shadows and form a potent shield. You radiate moonlight in a 30ft radius, illuminating everything around you in ghostly light. You gain a +7 resistance bonus to saving throws, a +7 sacred bonus to armor class and damage reduction 15/epic, evil and silver.

This spell is a closely guarded secret of the Selunite faith and is given to her most capable clerics.

Shield of Sylica
Abjuration
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special
Casting Time: 24 hours
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance No

Intoning a prayer to the two goddesses of Sylica, you channel the harmony of balance between law and chaos. With this blessing you are of both law and chaos and yet with neither at the same time, granting you special protections against attacks that rely on it. You are immune to any spell that has the lawful or chaotic descriptor, such as order's wrath, word of chaos and so forth. You are immune to damage relying on law or chaos, such as the extra damage from an anarchic or axiomatic weapon.

Material Components

An opal from the Opal Mountain of Sylica and a gold nugget from the streams of the Wychwood of Sylica, both of no less than 10,000 gold value.

Special

This spell must be cast in a place of harmony between law and chaos.

Snowbound Soul
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

By freezing the target's mind, you enchant the target to be forever drawn to cold. This spell causes the target to have an irresistible compulsion to seek out the coldest temperatures he can. The target will actively seek the harshest cold he can at all times. They will seek it to the exclusion of all other activities, including eating and sleeping. The target believes that this cold will make them stronger and will not take any precautions against it. In fact, the target is not protected against cold in any way by this spell (though pre-existing defenses still work). Even when the target takes damage from the cold they will not relent or see anything wrong with it. It is common for creatures affected by this spell to freeze to death with a smile on their face.

Any effect that creates cold is welcomed by the target. As a result, they willingly and automatically lower their spell resistance (if any) and fail any save for spells or effects that deal cold damage. A target that can create cold effects or cast cold spells will happily harm or kill themselves with them.

Creatures with the cold subtype are immune to this spell.

Material Component

Diamond dust mixed with snow. This mixture costs no less than 1,000 gold.

Song of the Sea
Conjuration/Enchantment (Compulsion, Healing) [Mind-Affecting, Sonic, Water]
Level: Brd 10
Components: V, S
Casting Time: 1 standard action
Range: 120ft
Targets: All allies within 120ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Song of the Sea grants all allies who hear it water breathing and freedom of movement, as by the spells of the same name. Additionally, allies with the aquatic or water subtypes gain a +6 insight bonus to attack rolls, saving throws and armor class, as well as fast healing 10.

Sonic Shattering
Abjuration/Evocation [Sonic]
Level: Brd 10
Components: V
Casting Time: 1 standard action
Range: 80ft
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes

With a scream and a gesture, you create a cone of sounds powerful enough to shatter magic. This spell does 15d6 points of sonic damage to creatures and 1d6 points of damage per caster level (to a maximum of 30d6) to crystalline or brittle creatures. This spell also stuns affected creatures and deafens them for 1d4 hours. In addition, this spell also functions as a greater dispel magic against creatures caught in the area. Any spell shattered in this way causes an extra 1d6 points of sonic damage to the creature. This damage cannot be reduced via a successful Fortitude save.

A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

Spellpool
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M, F
Casting Time: 24 hours
Range: Touch (Attunement only, See text)
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Once the proper arcane array has been established, the crystal used to frame it grows exponentially. It becomes a pillar of crystal and mana weaved together, which stretches out to the skies, piercing the heavens themselves! Runes cover the pillar's surface, three tiers made from three circles each. To those who have mastered a given tier, its secrets lie as an open book; to their apprentices, the only clarity lies in the overwhelming aura they can feel in their very blood as they approach the magical construct.

During its creation, a single spell from each mortal circle is cast into the Spellpool, forever serving as a template within it. Drawing upon the Spellpool's arcane might can only be done once per day for any mage that has undergone attunement to it, assuming the mage is somewhere on the same plane as the Spellpool. If such a mage wishes to draw upon the Spellpool's power, he has two options before him:

Spontaneous Casting

The mage sacrifices a prepared spell or a spell slot in order to spontaneously cast a spell from the template precast into the Spellpool of that same level or lower. This functions as the spontaneous casting of Cure spells by clerics.

Mnemonic Enhancer

The mage may call upon a spell invested into the Spellpool by an any mage attuned to it. No prepared spell or spell slot is lost in the process, but the mage must invest a spell of equal or higher level back into the Spellpool within an amount of days no greater than the level of the spell called upon. Having a sufficient positive balance with the Spellpool negates this need.

An attuned mage can keep a positive balance of up to the highest level of spell he can cast. Any spells past that are still invested into the Spellpool and stored there, but don't go towards the mage's balance.

Attunement

The attunement of arcane mages to the Spellpool requires a symbolic sacrifice amounting to one percent of the costs that went into making it, as well as a focus made of the same crystal as the Spellpool itself. That focus is required for any and all future interactions with the Spellpool. Those seeking attunement who have met these conditions must place their hands on the construct, as an already-attuned mage guides them through the initial process.

Material Component

An array of crystals to be placed in key locations on the magical rune used in the Spellpool's creation, worth no fewer than 200,000 gold.

Notes

You cannot draw on spells of higher level than which you are capable of casting yourself. The base chance for the Spellpool to have the spell you're trying to draw on is 10% + 1% per mage attuned to the Spellpool that can cast spells of that level, to a maximum of 70%.

Star Explosion
Evocation [Good, Light]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 70ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A burst of radiant stars deals 1d6 points of damage per caster level (maximum 25d6). Creatures vulnerable to bright light (including sunlight) take 25d10 points of damage instead.

Sacrifice

1d2 points of Strength damage.

Stone Skewers
Transmutation [Earth]
Level: Drd 10, Sor/Wiz 10
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: 1 day/caster level
Saving Throw: See text
Spell Resistance: Yes

On intoning the final word of power, the caster causes dozens of long stone spikes to grow out of the target's skeleton. This skewers the target from the inside as the spikes erupt out to 10ft from the target's body in all directions. This deals 1d6 points of damage per caster level (maximum 35d6) to the target and causes it to become sickened for 1 round, as well as entangled. On a successful fortitude save, the target only takes half damage and no longer becomes sickened, though it still become entangled. The target remains entangled for as long as the stone spikes remain all over their body.

At the time the spikes erupt, if there are any solid surfaces (such as the ground or walls) within a 10ft radius from the target, the target also becomes pinned in place, as the spikes burrow into that surface, holding the target in place. On the target's turn, attempts to free itself from the pin are done against a CMB of 30 (assuming the target is medium size, otherwise modify opposed CMB by the target's size modifier).

Any creature caught within this radius at the time the spikes erupt takes 5d6 damage from the spikes and also becomes pinned. On a successful reflex save, the creature escapes both effects, and is instead entangled, at least while it remains within a 10ft radius of the target. If pinned, either the target or the creature may attempt to free themselves on their turn by making a check against a CMB of 30 (again modified by the target's size as needed).

Characters moving through the space occupied by the stone skewers treat it as difficult terrain, but do not become entangled or pinned (including creatures that were initially caught in the radius and had moved away, then back inside the space) by them.

The target can break the stone spikes so that it is no longer considered entangled, the spikes have AC 30 and 50 hit points. Doing so leaves behind stony protrusions that scar the target's body. The stone protrusions (or spikes if they were never broken to aid the target's mobility) eventually vanish though, as they only remain 1 day per caster level. Over the course of that time, any remaining stone slowly breaks off or gets absorbed back into the skeleton.

This spell is ineffective against creatures that lack a discernible skeleton, such as oozes.

Summon Monster X
Conjuration (Summoning) [See text for Summon Monster I]
Level: Brd 10, Clr 10, Sor/Wiz 10

This spell functions like summon monster I, except that you can summon one creature from the 10th-level list, 1d3 creatures of the same kind from the 9th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

This is the highest summon monster spell possible. Summons beyond this point require customized spells.



   
   
   
   
   
   
   
   
   
   
MonsterAlignment
Celestial Dire Polar BearLG
Angel, Astral DevaNG
Eladrin, GhaeleCG
Unicorn, Celestial ChargerCG
Devil, IceLE
Fiendish Kraken1NE
Fiendish Monstrous Scorpion, ColossalNE
Demon, GlabrezuCE
Fiendish RoperCE

Summon Stygian Chilblain
Conjuration (Summoning) [Cold, Evil, Lawful]
Level: Sor/Wiz 10
Component: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned stygian chilblain
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

You summon a stygian chilblain, a particularly unpleasant variety of chilblain. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

Superior Mighty Wallop
Transmutation
Level: Sor/Wiz 10, Spellthief 10, War 11

As greater mighty wallop, except the bludgeoning melee weapon damage increases by four size categories.

Superior Shadow Evocation
Illusion (Shadow)
Level: Brd 10, Sor/Wiz 10

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 9th level or lower. If recognized as a superior shadow evocation, a damaging spell deals only four-fifths (80%) damage.

Syala's Awaken Defender of the Home
Transmutation
Level: Drd 10
Components: V, S, M
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell functions as awaken with the following exceptions. The creature gains an additional 4 hit dice in addition of the normal benefits of awaken . Further, it gains the defender of the home template.

Material Component

Rare herbs and incense worth 10,000 gold.

Telay's Ice Horror
Evocation
Level: Drd 10, Sor/Wiz 10
Components: S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes

With one finger you point at the victim, as his body is frozen solid. The subject of this spell is engulfed in absolute cold. This deals 1d6 points of cold damage per caster level (max 30d6), if this spell kills the subject, its body becomes an ice statue which immediately animates as an ice golem (Frostburn pg 137), with the following exceptions: It uses the size, base attack bonus, hit points and saving throws of the creature that was slain. Any magical items worn by the corpse function normally, though it cannot activate any. For example, it can benefit from a cloak of resistance but not use a wand of cure light wounds. The golem can use any weapons it holds and is proficient with them so long as the creature slain was proficient with them. An ice to flesh spell immediately ends this spell land produces a corpse.

At the end of this spell's duration, the statue melts into lukewarm water. A body destroyed in this way can be recovered by a wish or miracle spell.

Titan's Surge
Transmutation
Level: Duskblade 10, Strength 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

By channeling the energy of a titan, you gain vast might. You gain a +14 enhancement bonus to Strength. Any weapon you wield deals damage as if it were two sizes larger (to a maximum of Colossal).

Material Component

A hair from a titan.

True Meteor Swarm
Evocation [Fire]
Level: Drd 10, Fire 11, Sor/Wiz 10
Components: V, S, special
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level); see text.
Area: One 60ft impact crater and 6 20ft lesser impact craters
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell conjures a small meteor to strike from the heavens and slay your foes in an apocalyptic rain of fire. A meteor slams down from above, trailed by six lesser meteorites. The main meteor deals 15d6 fire and 15d6 bludgeoning damage. The secondary meteorites deal 5d6 fire and 5d6 bludgeoning damage. These lesser meteors cannot overlap with the main impact crater or with other lesser craters; they are directed by the caster and can fall within 200 feet of the impact crater. Reflex saves for half damage are allowed on both the primary meteor and the lesser meteors.

The area hit by the primary meteor is left with a 30 ft deep in the center crater, with lesser impact zones with 10 feet deep craters. These areas are considered difficult terrain.

Special

While there is no material component, the open sky is required to cast this spell. Casting this spell without the open sky causes it to fizzle.

True Vulnerability
Abjuration
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One or more creatures in a 20ft radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures affected by this spell are treated as being vulnerable to acid, cold, electricity, fire and sonic energy damage. In addition, any immunities or resistances to energy are negated for the duration of the spell.

Material Component

A miniature wooden shield, broken in half.

Unseen Needle
Conjuration (Creation)/Illusion (Glamer)
Level: Asn 7, Sor/Wiz 10
Components: M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One invisible needle
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell conjures up a small, invisible needle that flies towards a chosen target. You must succeed on a ranged touch attack to hit your target. If you strike, you deal 1d6 points of damage per caster level  (maximum 25d6). As this spell lacks verbal and somatic components, this spell is nearly undetectable. Any creature that cannot see invisibility does not notice this spell being cast. They are treated as being flatfooted against it, including allowing the caster to inflict sneak attack damage, if they possess any. A creature that does not notice this spell cannot use spellcraft to analyze the spell, as they were not aware a spell was even cast. Creatures that can see invisibility defend as normal from the spell, but they cannot tell from where the spell came from.

Material Component

A tiny silver needle. This needle does not need to be handled by the caster and need only be on his person. It vanishes silently when the spell is cast.

Vitrification Bomb
Transmutation [Earth, Cold]
Level: Sor/Wiz 10
Components: V, S, F
Casting Time: 1 standard action.
Range: Medium (100ft + 10ft/level)
Area: 10ft cube per five levels; see text.
Duration: Instantaneous.
Saving Throw: Reflex halves; see text.
Spell Resistance: No.

This spell functions as Vitrify, immediately heating an area of sand into molten glass. All creatures within it are allowed a reflex save as normal. This only lasts for a split-second before a burst of intense cold flash-freezes the molten glass, causing a spectacular explosion of cooling glass shrapnel. This burst explodes out in 100ft from each cube in all directions. Any creature within the burst takes 20d6 points of slashing damage from the glass. A reflex save is allowed to halve this damage. Targets who were in the range of the Vitrify effect and failed the reflex save suffer a -5 penalty to this second reflex save.

Afterwards, the energy of this spell is spent and cooling glass shards litter the entire area of the vitrify and burst effect. No molten glass remains. Treat this area as difficult terrain covered with caltrops. These caltrops have an attack bonus equal to your caster level and deal 2d4 points of damage.

Focus

A serrated glass knife half melted and allowed to cool, worth no less than 1,500 gold.

Vlaakith's Haste
Transmutation
Level: Sor/Wiz 10
Components: S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 creature/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

The targets of this spell find themselves far more proficient in dealing with the Astral Plane. All the effects of this spell only function when a creature is on the Astral Plane. The creature gains the following benefits.

- Improved evasion, as the rogue class feature.
- A +6 competence bonus to Reflex saves.
- A +3 competence bonus to attack rolls.
- Doubled movement speed. Treat this as an enhancement bonus.
- A freedom of movement effect identical to the spell of the same name, except it only applies to natural hazards of the Astral Plane.

Special

Githyanki cast this spell at +2 caster level.

War's Blessing
Enchantment (Compulsion) [Mind-Affecting]
Level: War 10
Componetns: V, S, DF
Casting Time: 1 standard action
Range: 1 mile
Area: The caster and all allies within a 1 mile burst, centered on the caster
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You grant yourself and allies a +2 morale bonus to attack rolls and weapon damage rolls.

Wizard's Grace
Transmutation
Level: Hlr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 14 days
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No.

This spell permanently increases the target's age categories by 100 years. For example, a human is middle aged at 135 years, old at 153 years, and venerable at 170 years. This spell can benefit a single creature only once, multiple castings have no effect.

Material Component

An apple from the Tree of Idun, a potion of youth or other magical item that permanently reduces the age of a creature by at least 1 year. Herbs, unguents, incense and offerings worth at least 100,000 gold are also required.


11th level:
Spoiler: ShowHide


Alabaster Perfection
Transmutation
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 hour
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will negates(harmless)
Spell Resistance: Yes (harmless)

This spell causes the flesh of the target to become alabaster-white, which has several effects. The natural armor of the creature touched increases by six points. This change cannot be dispelled, it is a permanent physical boost that stacks with pre-existing natural armor. An unearthly, unnatural aura surrounds the creature. Any foes within ten feet of the target suffer a -1 morale modifier to attack rolls as long as the target is seen. A permanent cool cloaks the creature, granting them cold resistance 10 that stacks with any pre-existing cold resistance.

The target's skin turns alabaster-white, becoming cool to the touch and smooth as polished diamond. This cannot be hidden with spells such as alter self or disguise self, or special abilities such as change shape. The alabaster color of the skin will invariably stay visible. This inflicts a -10 modifier to any disguise checks. Further, the unnatural air of the creature inflicts a -6 modifier on any charisma based skill checks the creature makes, as well as wild empathy or similar abilities. (The two mods do not stack with disguise.)

A creature can only benefit from this spell once. If it is lost, it may be reapplied.

Material Component: A mixture of diamond dust, blue ice and alabaster, melted together and formed into a special paste. This costs no less than 50,000 gold.

Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per four caster levels of the targeted weapon, which retains all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.

Alyssa's Burst of Inspiration
Transmutation
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling on the power of the Weave, you gain deeper insight into the workings of the Weave and a closer connection to it. This connection confers a +18 enhancement bonus to intelligence, wisdom, and charisma. You also gain a +10 enhancement bonus to your saving throws.

Amea's Mental Partition
Transmutation
Level: Sor/Wiz 11
Component: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 min/level

By casting Amea's mental partition, you divide your mind up so you can concentrate on many things at once. When you cast this spell, you may maintain concentration on a number of spells and effects (such as wall of fire or some bardic music abilities) equal to your Intelligence modifier + 1. Doing so is a free action and you may take other actions as if you were not concentrating. You also gain a +20 bonus on concentration checks for the duration of this spell, due to your enhanced mental facilities.

This spell is draining and renders you exhausted when it ends. If you are immune to exhaustion, you take 10d6 points of damage instead.

Material Component

A dried, preserved bit of brain fragment from an ant or other hive-mind creature.

Beaming Blade
Evocation [Good, Light]
Level: Clr 11, Pal 9
Components: V, S, DF
Casting Time: 1 standard action
Range: 0ft
Effect: 1 sword
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You create a sword of shining sunlight in your hand. You are automatically proficient with this weapon and it functions as a longsword+5, holy. The sword radiates bright light as if affected by a daylight spell with a doubled radius (bright light in a 120ft radius and dim illumination in a 120ft radius beyond that). If this weapon leaves your possession, it vanishes and the spell ends.

Whenever you successfully hit an evil creature with a melee attack from this sword, beams of light erupt from the blade. These beams seek out evil creatures within 120ft of you, striking them for 5d6 points of damage. No ranged attack roll is required, though spell resistance applies. Creatures weak to daylight, such as vampires, take 10d6 damage per beam instead.

You can only have one beaming blade at a time. If you cast this spell while you have a beaming blade active, the previous beaming blade spell ends.

This spell is a closely guarded secret of Lathander's faith and has not spread beyond it.

Blade of the Righteous
Transmutation [Good]
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

The touched weapon become the pinnacle of evil slaying, becoming a +5 weapon of Holy and the Bane of Evil Outsiders, Lawful Outsiders, and Undead of Transmuting. The affected weapon gains the Holy property, imparting an additional 2d6 points of damage against all of evil alignment. In addition, the weapon gains the Bane property against Evil Outsiders and Lawful Outsiders, as well as the Undead. Finally, the weapon gains the Transmuting property, able to adjust its composition to overcome the DR of the target the round after a successful strike. It retains this composition until a new target is hit or for 10 rounds.

Body Sculpting
Transmutation
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to instantly adjust and alter a creature's body, within racial limits. This spell may only be cast on a willing target, an unwilling target causes the spell to fail. When you cast this spell and touch the target, you may change their body within the normal limits of their race. You can change height, weight, body type, sex, hair color, eye color and any other detail you can think of. Any changes must be possible for a normal member of that race. For example, you could adjust a human's eye color from green to blue, but not to pink.

You cannot add abilities that are not possessed by a typical member of the target's race (such as adding darkvision to a human), nor can you draw on variant races unless the target is a member of that racial variant. You also can't change the ability scores of a target with this spell.

This spell allows the correction of physical deformities and malformations, but does not allow the regeneration of missing body parts. Dwarfism or gigantism are the most commonly cured problems with this spell, through other problems such as poor vision or hearing that has a cause rooted in physical defect can be treated.

You cannot change a creature's age with this spell.

Material Component

A large moonstone carved into the shape of a heart, worth no less than 3,000 gold.

Call the Wild Hound
Conjuration (Calling)
Level: Drd 11, Sor/Wiz 11
Components: V, S, F (see text)
Casting Time: 1 standard action
Range: Closer (25 + 5ft 2/levels)
Effect: One called hound of the hunt
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This powerful calling summons one of the Wild Hunt's hounds to do the caster's bidding. The creature serves faithfully and will obey orders from the summoner unless overridden by the Master of the Hunt.

To cast this spell safely, a pact with Seelie or Unseelie Court is required. This pact must be made in the presence of a noble fey of at least 21 HD. The pact requires offering something of material or spiritual worth to the Court in question. As a rule of thumb, no less than 100,000 gold should be acceptable, though deeds or services of an immaterial nature are often preferred. If this spell is cast without such a pact in place, it ranges from failing to various levels of backfiring. In certain cases it may work as normal if the interests of the caster and his intentions serve fey-kind, but this is rare.

Focus

The pact described above. Unlike normal focuses, the spell can be cast without it, but risks backfiring or failure as described above.

Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Level: Brd 11
Components: V
Casting Time: 1 standard action
Range: 200ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by haste and freedom of movement, and they also gain a +7 insight bonus to attack and weapon damage rolls. Their weapons also count as good for the purposes of overcoming damage reduction.

Commune With Deity
Divination
Level: Clr 11
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 10 minutes

This spell allows you to commune directly with the deity you serve. You may ask questions, up to one per five caster levels. The deity is free to answer them as they please, with no limits on how they respond. A deity can give you a yes or a no answer, a simple sentence as an answer or a deeper, more complex discussion as they desire.

Material Component

Incense and oils worth 5,000 gp.

Dire Winter
Evocation [Cold]
Level: Cold 10, Drd 11, Sor/Wiz 11
Component: V, S, F
Casting Time: 1 minute
Range: 1000 ft
Area: 1000 ft radius emanation
Duration: 24 hours
Saving Throw: None; see text
Spell Resistance: None

Calling on winter's cruel spirit, the caster creates a single day of bitterest winter. Within the radius a terrible blizzard blows, water in the air instantly frozen into snow. Any creature within takes 2d6 cold damage per round and must make a DC 20 strength check. Creatures that fail are blown back ten feet for every point they fail the check. They are blown away from the center of the dire winter unless physically impossible to do so. Creatures that hit hard, solid objects partway are treated as taking fall damage equal to the distance they were blown back.

In addition, any magic effect that provides protection against the cold is subject to a greater dispel magic effect every round it is in the area. This follows all the rules for that spell, targeting such spells as resist energy(cold) or protection from energy(cold). Any spell that grants a saving throw bonus specifically against cold, energy resistance or immunity to cold or a like benefit is targeted.

Focus

The heart of any creature of the cold subtype with at least 15 hit dice.

Dolmaya's Presence
Enchantment [Mind-Affecting]
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius emanation centered on you
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes

All creatures within this aura drawn to your presence, caught off guard by it. A creature who fails the Will save is treated as being flatfooted. A flatfooted creature is denied their Dexterity bonus to armor class and cannot make attacks of opportunity, but is otherwise able to act normally.

This spell is a personal secret of Dolmaya and does not pass knowledge of it beyond herself.

Material Component

A platinum coin with a crown stamped on it, worth 10 gold.

Dragon's Burst
Evocation [Fire]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous and 1 min/level; see text
Saving Throw: Reflex half; see text
Spell Resistance: Yes; see text

This spell causes a dragon's legendary might to ripple through a creature, while simultaneously devastating those around it with gouts of fire. The creature targeted gains a breath weapon that deals 1d6 points of fire damage per caster level, that can be used once per round as a standard action. The shape of the breath weapon is a 60ft cone. The save DC of the breath weapon is equal to the DC of this spell. The target counts as a dragon for the sake of spells and effects for the duration of this spell.

When you cast this spell, flames erupt around the target, dealing 1d6 fire damage per caster level (max 30d6) to all adjacent creatures. Spell resistance applies and a Reflex save is allowed to halve this damage.

The flames that erupt happen when you cast this spell, while the breath weapon can be used for 1 minute per caster level.

Elle's Deceptive Bolt
Evocation/Illusion (Figment) [Electricity]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

This spell overlays a momentary illusion over the target, so that they do not realize they are struck by lightning until it is too late. Instead of seeing and hearing a lightning bolt striking them, the creature perceives nothing is wrong until the bolt hits them. This makes it much harder to dodge, resulting in a -10 penalty to the Reflex save. Creatures under true seeing or immune to illusions do not suffer this penalty, as they see through the illusion.

Regardless, this bolt deals 1d6 points of electricity damage per caster level (maximum 30d6).

Epic Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 11

This spell is identical to mage armor, except that it grants a +20 armor bonus to armor class.

Faerinaal's Internal Revolt
Transmutation
Level: Brd 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 living creature with a discernible anatomy
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You hum a catchy tune, causing the target's internal organs to dance along to the beat. This spell animates the target's organs to freely dance and cause grievous internal injury. If the target fails a Fortitude save, it takes 18d12 points of damage per round. In addition, the internal damage causes 2 points of Strength, Dexterity and Constitution damage per round.

Creatures without discernible anatomies, such as oozes, are immune to this spell.

Material Component

A tiny drum and a scalpel.

Faerinaal's Lullaby
Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: 1 creature/level
Duration: 1 hour/level; see text
Saving Throw: Will negates
Spell Resistance: No

You sing a gentle lullaby that soothes the wicked into a slumber that prevents them from harming another soul again, perhaps forever. Creatures that fail the Will save fall asleep for the duration of the spell. Good creatures are immune to to this spell, neutral creatures are affected normally and evil creatures suffer a -4 penalty to the Will save. A creature put to sleep by this spell can only be awoken prematurely by greater dispel magic or remove curse and such spells must succeed on a caster level check against you.

An evil creature must make a second Will save at the end of this spell's duration. Failure results in the spell's duration becoming permanent for that creature.

Fog Trap
Conjuration (Creation, Summoning) [Water]
Level: Drd 11, Sor/Wiz 11, Water 11
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Fog spreads in 100ft radius, 100ft high
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell creates a fog similar to solid fog but greatly enhanced. The fog has all the properties of solid fog.

Additionally, when you cast this spell, you summon two elder water elementals within the fog. They appear in the fog wherever you wish and cannot leave it. However, they are immune to all of the effects of the fog and may move normally within it, plus they enjoy a +10 bonus to attack rolls and armor class. The elementals are able to move through the fog as if it were underwater terrain and it counts as touching water for the elemental's water mastery special ability.

Gae Assail
Evocation [Good]
Level: Clr 11
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster grinds the yew wood and summons a ray of holy power shaped like a spear. This spear hurtles from the caster and requires a ranged touch attack. A successful hit deals 1d6 points of damage per caster level (maximum 30d6) to evil creatures, while natives of the Negative Energy Plane, undead and evil outsiders take 1d12 points of damage per caster level (maximum 30d12) and blinds them for 1d4 rounds. This spell does no damage to good or neutral creatures.

Material Component

A piece of yew wood.

Grace of Prey
Conjuration (Creation)
Level: Sor/Wiz 11
Components: V
Casting Time: 1 hour
Range: 0ft; see text
Targets: See text
Duration: Permanent; see text
Saving Throw: Will negates; see text
Spell Resistance: No

This spells creates a small cloud of sapphire dust that spreads in all directions, carried by the winds. Any creature touched by this dust must succeed on a Will save. Creatures that fail momentary glow with blue dust but nothing more. However, when an affected creature displays aggression or hostile intent, they are affected as by a blue colored glitterdust spell. This lasts until they no longer have aggression or hostile intent, and for 10 minutes after.

The exact distance and direction this dust travels varies and depends on the prevailing winds. When cast in an area with no wind, the dust generally goes no more than 100ft in any direction. In an area with strong winds, it can go exponentially farther. The sapphire dust lasts for about an hour, but creatures affected are permanently affected unless the spell is dispelled on them.

Hanna's Charge
Transmutation
Level: Clr 11
Components: V
Casting Time: 1 standard action
Range: 70ft
Area: All allies within a 70ft radius burst centered on you.
Duration: 1 round/5 levels
Saving Throw: None
Spell Resistance No

All allies (including yourself) within 70ft gain a +5 bonus to attack rolls when charging and deal double damage with a charge attack. Additionally, creatures affected by this spell can charge through difficult terrain without penalty under this spell and do not provoke attacks of opportunity when making charges.

The +5 bonus to attack rolls when charging stacks with the normal +2 bonus when making a charge. The damage doubling when making a charge attack stacks with dire charge and similar boosts. Remember that two doublings equal a tripling and so forth.

Heresy's Reward
Evocation/Divination [Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 40ft radius burst
Duration: Instantaneous and permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell was developed by Vel Custos during his lifetime of destroying and exposing a vile heresy within the Tyrran faith. The caster calls on his deity to smite and reveal the wicked, causing a detonation of brilliant white power. Good creatures are immune to this blast, as are most neutral creatures.

Evil creatures and neutral creatures that worship a god directly in opposition to the caster's deity (for example, a neutral Sharran targeted by a Selunite) take 1d8 points of damage per caster level (maximum 30d8) points of damage. Further, they are branded with an aura of divine wrath. This aura is permanent unless dispelled by greater dispel magic or stronger spells. Any creature that worships the same deity as the caster that sees the affected creature is instantly aware of what they are and a sense of what crimes they have committed (such as heresy, murder or so forth). A successful Will save halves the damage and negates the aura.

This spell is a church secret of the Tyrran faith, but has spread to the rest of the Triad and over time to other good aligned deities.

Icedawn's Armor
Conjuration (Creation) [Cold]
Level: Cold 11, Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

This spell creates a full body suit of icy, form-fitting blue armor on you. This armor does not inhibit you in any way nor does it melt. This armor grants you a +15 armor bonus to armor class and immunity to fire.

Focus

A miniature breastplate made of blue ice that costs 10,000 gold.

Imix's Desiccating Aura
Abjuration/Transmutation
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius emanation, centered on you
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell banishes water and other liquids within its area. Liquids of all types are dried up within the range of this spell (save for bodily fluids or other liquids inside of a creature) instantly. Creatures made of water, such as a water elemental, find this aura devastating. They suffer 20d6 points of damage per round they are within the aura. A successful Fortitude save halves the damage taken each round. Water can enter the area of this spell but is instantly evaporated.

Additionally, spells and spell-like abilities with the water descriptor are almost impossible to cast within the range of the spell, or to come into the range of the spell. The caster must succeed on a Spellcraft check to do so with a DC equal to the spell's caster level + 20, otherwise the spell fails or is instantly dried on coming into the range of the spell.

Imix's Wreathe
Transmutation [Fire]
Level: Duskblade 11
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell wreathes you with intense flames. Your melee attacks deal an extra 6d8 points of fire damage, creatures that touch you or strike you with unarmed and natural attacks also take this damage. You take no damage from cold based attacks for the duration of the spell, additionally, you gain a +5 luck bonus to saving throws against cold based attacks that pierce immunity to cold (such as piercing cold spells).

Material Component

A small chip of volcanic glass or stone.

Latha's Sunmantle
Abjuration
Level: Sanctified 11

This spell functions as sunmantle with greater and new abilities. Latha's sunmantle grants damage reduction 20/- and the tendril of light counter attack deals 20 points of damage. In addition, the warded creature is immune to ability damage, ability drain, level drain and negative energy.

Sacrifice

1d6 points of Strength damage.

Lliira's Joy
Conjuration/Transmutation (Healing)
Level: Brd 11, Clr 13, Joy 13
Components: V
Casting Time: 1 standard action
Range: 60ft area burst, centered on you
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell fills those affected with a wellspring of joy, as if they were in the presence of Lliira herself. Creatures affected by this spell are immune to any fear, despair or similar effect. This spell also rids the target of the same sorts of effects that heart's ease removes. Creatures also gain fast healing 10 for the duration of this spell.

Lunar Healing
Conjuration (Healing)
Level: Clr 11, Drd 12, Hlr 11, Pal 10, Rgr 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes; see text

Lunar healing momentarily conjures a cloud of tiny moonlight motes, said to be miniscule fragments of Selune herself. The energy of these motes rejuvenates the touched creature, granting them the benefits of a heal spell, except that this can recover up to 300 hit points. In addition, all negative levels and ability drain is cured by this spell. Afflicted lycanthropes are automatically cured of lycanthropy by this spell.

If used against an undead creature, evil outsider or evil lycanthrope, this spell functions as harm instead and deals up to 300 points of damage. An evil afflicted lycanthrope is cured of lycanthropy if they survive this damage, this is a side effect of the energies involved.

Lyrical Waters
Conjuration (Healing) [Sonic, Water]
Level: Brd 11
Components: V, S
Casting Time: 1 standard action
Range: 10ft/level
Targets: Any water source larger than one ounce; see text
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When cast, this spell makes all water sources equal or larger to one ounce vibrate and faintly glow. This vibration emits a beautiful, ghostly song in Aquan that can be heard up to 30ft from a water source. Every creature who hears this song gains fast healing 10. Additionally, the song is disruptive towards spells that channel negative energy for those that hear it. Any spell or spell-like ability that inflicts negative levels, channels negative energy to injure creatures (such as an inflict light wounds spell) or raises the undead requires a Concentration check equal to the caster level of this spell + 20 to cast.

Many Moments of Prescience
Divination
Level: Fate 11, Luck 11, Sor/Wiz 11, Time 11

This spell is identical to moment of prescience, except you can use its effects once, plus an additional number of times equal to your caster level divided by 10. The insight bonus equals your caster level (maximum +30).

Martyr's Kiss
Abjuration [Good]
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action
Range: Touch
Target: Mortal creature touched
Duration: 1 hour/level
Saving Throw: Special; see text
Spell Resistance: No

This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.

At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to the target's current hit points + 50 to all targets within 40ft of the target. A Fortitude save halves this damage. Obviously, this explosion kills the target if he is not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.

This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails. For the sake of this spell, a mortal is any creature that is not an outsider, construct, undead, elemental or fey.

Material Component

A pair of tears shed at the completion of the spell, one by the caster and one by the target.

Mass Regenerate
Conjuration(Healing)
Level: Brd 12, Clr 11, Drd 12, Hlr 11, Healing 11, Pal 11
Range: Close (25 ft + 5 ft)
Targets: One or more creatures, no two of which can be more than 30 ft apart/2 levels)

This spell functions like regenerate, except as noted. In addition, it restores 8d8 points of damage +1 per caster level (Maximum +50).

Mass Wall of Greater Dispel Magic
Abjuration
Level: Clr 11 Sor/Wiz 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Effect: One wall/two levels up to 10ft square in area per level per wall; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates many walls of greater dispel magic, one per two caster levels (maximum 15). The caster may choose to create the walls in any pattern they wish, including making a cube of walls to trap a creature within them. Each wall is independent and does not need to touch the other walls, though walls that touch become one contiguous wall.

Might of the Solar
Transmutation
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling on the majesty of the celestial host, you imbue your body with a spark of the near-divine energy that empowers Solars. You gain a +18 enhancement bonus to strength, dexterity and constitution. You also gain a +14 enhancement bonus to natural armor. Your natural attacks and weapons are filled with sacred power, allowing you to treat any attack you make as a bane attack against the target; adding a +2 bonus to hit and damage, as well as 2d6 points of damage.

In addition you gain the benefits of the improved initiative and power attack feats.

Material Component

The feather of a solar.

Moonlight Revelation
Divination [Good]
Level: Brd 9, Clr 11
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You are surrounded by a silvery glow that provides light in a 120ft radius around you. This causes you to automatically fail any Hide checks. Any creature within the radius of the light suffers a -40 penalty to Hide checks. Further, illusions are subject to being dispelled each round they are within the light. Treat this as greater dispel magic with a maximum dispel modifier of +30. Evil creatures are outlined by this magic, revealing their weak points for all to strike. They suffer a -5 penalty to armor class while within the radius of the light of this spell.

Power of the Huntress
Transmutation
Level: Drd 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell channels the fell instincts, speed and power of a stalking dire tiger into the spell's targets. The target gains a +10 enhancement bonus to strength, dexterity and constitution, a +8 enhancement bonus to natural armor, a +20 competence bonus to hide and move silently checks and a +6 bonus to initiative checks. You cannot be flatfooted for the duration of the spell and you gain the benefits of the Combat Reflexes feat. Finally, you gain the scent special quality.

Material Component

A hair from a feline of at least 20 hit dice.

Queen's Displeasure
Evocation [Force]
Level: Duskblade 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Queen's displeasure makes the ire of the caster immediately obvious. A blade of pure force shimmers to life in an instant, slashing the target wide open in a bloody display of wrath. This blade makes a single melee attack with an attack bonus equal to the caster's caster level + main spellcasting stat ability modifier + 10; the blade threatens a critical hit on a 17-20 and deals double damage on a successful critical hit. A successful hit deals 1d8 damage per caster level (maximum 30d8). Due to being made of force, this blade can strike ethereal and ghostly creatures.

Queen's Reverie
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 11
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

You invoke one of the many names of the Queen of Stars, causing the targeted creature to be lost to eternal daydreams. The target loses all ability to act, move or perceive anything but their own daydreams. The creature will sit there and daydream forever or until they die, whichever comes first.

This spell is difficult to resist. The Will save to resist the spell suffers from a -5 penalty. A normal dispel magic is insufficient to remove this spell, only a wish, miracle or epic spell that dispels magic (such as superb dispelling) can remove it. Even then, any attempt to dispel it suffers a -5 penalty to the dispel check.

Seira's Unicorn Rainbow
Conjuration
Level: Sor/Wiz 11
Components: V, S, F
Range: 120ft
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a rainbow of colorful unicorn arrows. The caster makes a ranged touch attack with a flanking bonus that applies to every creature within the area of the spell. Each creature determines hits and misses as normal, with a hit subjecting them to a pair of unicorn arrows. This effect is identical to an unicorn arrow created by Seira's unicorn arrow spell, except that each arrow deals 1d8+CL damage (maximum +40). Creatures struck by this spell are subject to sneak attack regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. The pair of unicorn arrows attacking each creature are considered flanking with each other.

At the DM's discretion, other types of damage similar to sneak attack may apply to these arrows. Such could include skirmish and sudden strike damage.

Focus

An ivory replica of an eagle riding a unicorn worth 2,500 gold.

Selune's Rejection
Necromancy [Good]
Level: Clr 11, Drd 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The victim of this spell is cursed so that Selune's light burns them like sunlight burns a vampire. The target is allowed a Will save when this spell is cast, success negates the curse. If the save is failed, the target suffers 10d6 points of damage per round when exposed to moonlight. Heavy clothing or armor does not prevent this damage, nor do transparent barriers or anything that allows light to pass, such as a wall of force. Solid barriers, such as a wall of stone, are sufficient to protect the target.

This spell can be removed by a wish or miracle spell. This spell must be cast in a temple of Selune that has been desecrated and unhallowed. Alternately, the caster of Selune's rejection can remove it by casting the spell again.

Selune's Sight
Transmutation
Level: Clr 11, Drd 11, Rgr 9
Components: V, S, M, special
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The touched creature's vision improves greatly. They gain low-light vision and darkvision 120ft. Within moonlight, the creature sees as clearly as bright daylight and as if under true seeing.

This spell is a mark of Selune's favor and is not known outside of her faith, in part due to the special requirement to cast it.

Special

This spell can only be cast by those that have the Initiate of Selune feat.

Material Component

Moonstone gems worth at least 10,000 gold.

Shape Soul
Transmutation
Level: Clr 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 deceased mortal soul
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: No

This mighty spell allows a spellcaster to shape a soul into a form of his choosing. On casting this spell, he chooses one of the following forms to shape the soul into: Lantern Archon, Cherub, Courre Eladrin, Formian Worker, Colorless Slaad, Lemure, Larvae or Dretch. A transformation that matches the alignment of a soul allows no saving throw; for example, a lawful good soul may be transformed into a Lantern Archon automatically. If the soul's alignment and the alignment of the new form do not match, the soul is allowed a Will save to negate. For each step removed from its alignment, the soul receives a +3 bonus to the saving throw; these steps stack.

This spell gains the alignment descriptors matching the form the soul is to be shaped into. For instance, changing a soul into a Dretch makes this an evil and chaotic spell.

While this spell is not intrinsically evil, it is at best meddling in affairs that mortals have no business in. Deities take an extremely wrathful view of souls destined for them being stolen and twisted into forms that do not match the form it should have taken. The use of this spell has a 75% chance of alerting the deity or power the soul was destined to of the caster's meddling and his current location. On rare occasions a power grants this spell and permission to use it to one of his most faithful. In these cases no wrath is incurred as long as the use is in keeping with the deity's will.

Material Component

The soul to be shaped.

Sharran Nightfall
Necromancy [Evil]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: 1 mile radius centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

All living creatures within the radius (except for worshipers of Shar and servants of Shar) are permanently blinded and deafened. Those blinded forever see the unholy symbol of Shar and nothing else, while those deafened only hear a song that beckons everything towards oblivion. Creatures subjected to either of these for over a month's time inevitably turn suicidal and seek to act on those urges.

Shardread Weapon
Evocation [Good]
Level: Sanctified 11
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell allows you to transform a melee weapon that you touch. The weapon gains a +7 enhancement bonus. Against servants of Shar and creatures commonly associated with her (such as shadows or nightwalkers), it functions as a dread weapon.

The bonuses from this spell overwrite a weapon's normal properties, but it cannot affect an artifact.

For the sake of this spell, servants of Shar means creatures that worship Shar, serve her or otherwise work with her forces.

This spell was created by Selune, who has made a point to spread it far and wide.

Focus

The melee weapon to be enhanced.

Silverfrost
Conjuration (Creation) [Cold]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: 20ft/level
Area: 20ft/level radius spherical emanation, centered on you
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

All the ground within the area of the spell is covered with a thick layer of shining silver frost. Squares affected by this are treated as difficult terrain. Additionally, any creature who attempts to move through squares affected by silverfrost must succeed on a Balance check when they enter the first square with silverfrost, failure results in falling prone. The DC is equal to your caster level + 10. A creature only makes one Balance check per round, no matter how many squares of silverfrost it passes through. A creature that attempts to stand up from being rpone in a square affected by silverfrost must succeed on the same Balance check or be unable to stand up that turn.

Any creature that is prone at the beginning of their turn in a square affected by silverfrost takes 5d6 points of cold damage.

This spell only impedes creatures who move on the ground. Flying creatures are not affected by it unless they land.

Simmer's Lava Wall
Conjuration (Creation) [Earth, Fire]
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Wall whose area is up to one 10ft square/level
Duration: 10 min/level
Saving Throw: See text
Spell Resistance: No

This spell is similar to wall of stone and functions as that spell. However, if a creature touches the wall or the wall takes damage, it instantly collapses into a large wave of molten lava. This wave goes 50ft in all directions from the wall and immerses creatures in lava, which deals 20d6 points of fire damage. One round after this, any lava created by the spell instantly and fully cools, which can trap immersed creatures in newly formed stone. A Reflex save halves the damage.

A creature trapped in stone by this spell is unable to move and is at risk of suffocation. As a full round action, a Strength check (DC equals your caster level) allows a trapped creature to escape. Otherwise, they are trapped until the spell's duration expires, at which time the stone from the spell vanishes.

The magic of this spell detects ethereal or ghostly creatures, which trigger the wall's collapse. The lava from this spell can affect such creatures as if they were fully corporeal and the stone from this spell can trap such creatures, who cannot pass through it. They are trapped until the spell's duration expires.

Material Components

A stone chip and a bit of ash.

Solar Convex Focal
Transmutation [Fire, Light]
Level: Drd 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

While casting this spell you manipulate the energy of the ambient heat and light on a massive scale, the same way a magnifying glass does, only on a lethal scale. The result is a beam of super-heated air, visible only as a heat haze, that sears the target for 25d6 fire damage with a successful ranged touch attack. Due to the almost invisible nature of the beam, creatures struck by this beam are subject to sneak attack damage on the first round it hits them regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. While focusing this beam, the caster may change targets as a free action on their turn.

Material Component

A magnifying glass.

Soul Collection
Necromancy
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: 1 gemstone focus
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows souls to be trapped within the gem focus of a Soul Harvest spell to be extracted without shattering the gemstone. The caster may elect to collect as many or as few souls within the gemstone as he chooses. Once these souls are extracted, the caster has several options. He may deal with the souls one by one or at once as he sees fit. At any time he may choose to return to return the souls into the gemstone focus.

Imprison Soul

The caster may elect to imprison the soul in question within a single gemstone, identical to Trap the Soul. Note that as no material body was retained, the shattering of this gemstone allows the soul to pass on instead of reforming a material body.

Collect Soul

The caster, if capable by magic or personal power, may do what he wishes with the soul. This usually involves absorbing the soul into themselves, molding it into an outsider, or consuming it in certain vile rituals. A soul that is absorbed into an entity is considered lost beyond recovery, short of slaying the absorbing entity. A soul transformed into an outsider is likewise beyond recall, as is a consumed soul.

Demand Service

The collected soul may be called on to complete a service for the caster. They must agree to the service of their own will. Should the soul refuse, the caster may return the soul into the gem focus or do something else with it. If the soul is that of an outsider, they manifest a physical body and are bound to complete the service demanded. If the creature is mortal, they become a ghost and are bound to the prime material until this service is complete. Note that a mortal is aware of the fate they invite by accepting this demand and makes their own informed choice. Once this service is complete, the soul is freed to pass on as normal.

Free Soul

If the caster wishes, they may free the soul. Doing so allows it to pass on as normal.

Note

Deities do not need this spell to extract souls from a gemstone focus they touch. This spell is meant for powerful mortal spellcasters and outsiders who lack divinity.

Focus

The gemstone from Soul Harvest that contains the souls to be collected.

Soul Harvest
Necromancy
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 minute
Target: 1 gemstone focus
Area: 300ft radius centered on the focus
Duration: 1 min/level
Saving Throw: See text
Spell Resistance: No

This spell transforms a large gemstone into the prison of many souls. The gem holds the trapped entities indefinitely or until the gem is broken and the life force is released, which allows the souls to pass on. When Soul Harvest is cast, the gemstone used as a focus turns an empty black. Any creature that is slain within the radius and that possesses a soul must make a will save one round after death or have its soul trapped within the gemstone. Note that as the material body has been left behind, any saving throw bonuses from equipment is lost, as well as any spells that were active on the deceased. Once absorbed, a soul is aware of nothing but a dim, hazy passing of sensationless time. This spell is not subtle, as each absorbed soul can be seen passing into the gem.

The gem can absorb a number of souls determined by its value. The gem can absorb 1 hit die worth of souls per 1,000 gold of its value. For example, a diamond worth 25,000 gold can absorb up to 25 hit dice of souls. To absorb a soul, the gem must be able to absorb all of the hit dice of the creature. If the value of a soul is higher than the remaining value of the gem, the soul cannot be absorbed and passes on safely. Unlike Trap the Soul, a soul that the gem is unable to absorb does not shatter the gem.

Once trapped within the gemstone, the souls can retrieved in a few ways. Shattering the gem will free the souls, allowing them to pass on. A Freedom spell cast on the gem can free one soul trapped within, the name and background of the soul must be stated at the time of casting. Finally, the spell Soul Collection can extract a soul from the gem into another vessel or into the hands of a creature capable of handling souls.

Resurrection attempts fail, as does reincarnation. A wish or miracle cannot free the soul, though a properly worded one can provide information on the location and fate of the trapped soul.

A gem used as a focus for this spell can be reused so long as it still has space to absorb souls.

Focus

The gem that is to be used to store the souls.

Stigma
Evocation/Divination [Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 40ft radius burst
Duration: Instantaneous and permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell was developed by Jaela of Aurora, building on the work of a powerful archon cleric. The caster calls for righteous to smite devils and ensure that they cannot escape the truth of their defeat. This manifests as a brilliant burst of white energy. Most creatures are unaffected by this, but devils and lawful evil fallen angels are devastated.

Devils and lawful evil fallen angels take 1d10 points of damage per caster level (maximum 30d10). Further, they are branded to show that they were defeated. This brand is on the creature's forehead reads 'Beaten by Jaela of Aurora' and can be read by any creature that can read a language. The creature that reads it is instantly aware of the circumstances on which the brand was received and the result of those circumstances (such as being slain, fleeing or so forth). A successful Will save halves the damage and negates the brand.

The brand is difficult to remove. It remains if the creature is slain and reforms, even if they are demoted to a weaker form. Removing the brand requires a wish or miracle spell by a 24th level spellcaster.

Note

This spell is a variant of heresy's reward.

Sulnor's Show Fate
Divination
Level: Brd 10, Sor/Wiz 11
Components: V, S, M, F
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By means of this spell, you may discern the coming fate of a willing creature that you touch. When you touch them, you see a vision of all that will happen to them in the next week. This knowledge is precise, detailed and accurate at the time of the casting. This knowledge is complete though limited to what the creature would experience, it provides you no extra details beyond what is seen.

Note that while the future shown is the most likely future at the time of the casting, the future is also not set in stone. The future can be changed from information from this spell, as well as by chance or the interference of other creatures. Likewise, this spell does not account for forces and beings shielded from divinations, though only a mind blank or greater spell can shield a creature from this spell. A creature targeted by this spell and protected by mind blank or greater magic causes the spell to fail.

Material Component

A drop of blood, a strand of hair or similar thing from a seer or prophet.

Focus

A silver mirror inlaid with diamonds, worth no less than 5,000 gold.

Summon Black Rock Triskelion
Conjuration (Calling) [Earth, Evil]
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft+5ft/2 levels)
Effect: One called creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This powerful calling summons Ogremoch's avatar of elemental evil to do the caster's bidding. The creature serves faithfully and will obey orders from the summoning wizard at all times unless directly overridden by Ogremoch.

To cast this spell safely, a pact with Ogremoch is required. This pact must be made in the presence of Ogremoch or a designated emissary. The pact requires offering something of material or spiritual worth to Ogremoch. As a rule of thumb, no less than 100,000 gold should be acceptable, though deeds or services of an immaterial nature are often preferred. If this spell is cast without such a pact in place, it ranges from failing to various levels of backfiring. In certain cases it may work as normal if the interests of the caster and his intentions serve Ogremoch, but this is rare.

Note that the creation of such a pact is a vile act treating and cavorting with deep evil.

Special

Clerics who serve Ogremoch may select this spell as if it was on the cleric list.

Summon Planetar
Conjuration (Summoning) [Good]
Level: Clr 11, Good 11
Components: V, S, DF
Casting Time: 1 round
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned planetar
Duration: Concentration; up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a Planetar from the Heavens Above. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Sunlance
Evocation [Light]
Level: Drd 11, Sor/Wiz 11, Sun 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes; see text

Calling on Lathander's glow, the caster summons a 10ft long lance of pure solar energy. This lance hurtles from the caster and requires a ranged touch attack. On success it deals 1d6 points of damage per caster level (Maximum 30d6). A creature to which sunlight is harmful or unnatural takes double damage. A second after impact the lance explodes into a burst of radiance. This burst is treated as a sunburst spell with a doubled area (160ft). The area is centered on the target and the target is also affected by the sunburst normally.

There is no saving throw against the sunlance's primary damage and a reflex save is allowed as normal with the secondary sunburst effect. For the sake of evasion, the sunlance's primary damage is not negated on a successful reflex save, only the sunburst damage. Spell resistance is allowed on the lance and the sunburst.

Material Component

A hunk of sunstone.

Superb Dispelling
Abjuration
Level: Brd 11, Clr 11, Drd 11, Duskblade 11, Hlr 11, Magic 11, Sor/Wiz 11

This spell functions as greater dispel magic, with a maximum dispel check cap of +40. It can automatically destroy an antimagic field, as well as affect anything a magic disjunction can. This spell is often preferred over Magic Disjunction due to its tighter radius of effect.

Tears of Rebirth
Necromancy [Water]
Level: Drd 11, Sor/Wiz 11
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text

You may only cast this spell when you are killed. You do not need a Concentration check to cast it and do not provoke attacks of opportunity for doing so. By doing so, one round after you die, your body and your possession dissolve into a puddle of water. This water evaporates one round later and in time will fall as rain. When it does so, the rain reforms your body and you return to life in full health with no need for a resurrection chance roll or any chance of mishap, for you never truly died. Your soul dwelled within the rains and silently awaited its chance to return. The exact time this take varies and ranges from a few day to several weeks.

While a powerful option of last resort, this spell has a few limitations. Should the majority of the water created by your body be unable to evaporate, such as being bottled or frozen, you do not resurrect until this changes and are effectively stuck in a mindless limbo between life and death. Note that you may reform hundreds or thousands of miles away from where you died, due to weather patterns and similar such things. However, this spell ensures you reform on solid land and not in immediate danger.

This spell is ineffective if you already reform after death, such as outsiders do. It is likewise ineffective if you lack a soul. Finally, effects that capture your soul on death overcome this spell, as this spell provides no protection against your soul being imprisoned.

Terror Fog
Conjuration (Creation, Teleportation)
Level: Clr 11
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Fog spreads in 100ft radius, 100ft high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The spell was originally designed by Jaela of Aurora as a training exercise after learning of the variant used by Bubbles. This spell creates a fog similar to solid fog but greatly enhanced. The fog has all the properties of solid fog.

You appear in the fog wherever you wish. You are immune to all of the effects of the fog and may move normally within it. Your reach changes, allowing you to always threaten anyone within the fog with you. Those threatened by you are considered flanked with you.

Three-Fold Breath
Transmutation
Level: Sor/Wiz 11
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

You bring other aspects of your arcane might into play, imbuing your fiery breath weapon with concussive force and bright light.

You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that fail the breath weapon Reflex saves are also blinded for 1 minute per caster level. They must also make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.

Tyr's Senses
Transmutation
Level: Clr 11
Component: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell channels the power of the Maimed God into the touched creature's eyes. The creature's eyes vanish, leaving only empty eyesockets and rendering them blind. At the same time, the creature's senses sharpen far beyond that of mortals, becoming incredibly refined. The creature gains blindsight 200ft, a +20 competence bonus to listen checks and scent. As the creature is blind, they are immune to gaze attacks and other abilities that rely on sight.

When the spell's duration expires, the caster's eyes reform without damage.

Tyranny
Level: Diabolic 10, Clr 11, Sor/Wiz 11
Enchantment (Charm) [Evil, Lawful, Mind-affecting]
Components: V, S, F
Casting Time: 1 standard action
Range: 99 ft
Target: One living creature
Duration: 99 hours
Saving Throw: Will negates and fortitude half; see text
Spell Resistance: Yes

The caster draws up to her full height, and her appearance becomes fearful as she commands the targeted creature to obey her or writhe in agony. A malicious, dark energy darts from her outstretched hands to strike at the target, who is then entitled to a Will save. A successful save at this juncture negates all further effects.

Should the subject fail, they look on requests that the caster makes in a most favorable manner. Should the caster request something that the target would not usually do, he can choose not to do so, but must immediately make a Fortitude save at the original DC or take 4 points of Constitution damage and suffer such intense pain that he takes a –4 penalty on attack rolls, checks and saving throws. A successful Fortitude save halves the damage and the penalty. The pain effect continues until the request has been agreed to, and the target begins to undertake activity to fulfill the request.

Tyranny ignores protection from evil and similar magics. Mind Blank allows an opposed caster check, success suppresses the Tyranny for the duration of Mind Blank, while failure causes the Mind Blank to fizzle. It cannot be dispelled by normal means, but a wish or miracle cast by a 21st level caster undoes this dread magic.

Powerful devils have been known to use this spell to deliberately condition captors to undertake evil tasks of their own free will, and thus pervert any goodness the captor may have had. In many cases, this scenario pleases the devil more than simply quashing the subject's will.

Arcane Focus

A soul damned to Baator, usually held within a gemstone or like receptacle.

Volcanic Genesis
Transmutation [Fire]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: One 20ft circle of solid ground
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No

When you cast this spell, you point at a segment of ground 20ft in radius, which promptly crumbles away and reveals a vein of boiling magma a mere 20ft below. If any creatures are standing on the ruptured hole and are small enough to fall through, they must make a reflex save or plummet into the magma below. Creatures who fall in are treated as being immersed in lava, taking 20d6 points of fire damage per round.

Each round this revealed hole causes various effects, as noted below.

1st round: Black, sulfurous gasses escape from the rupture. This miasma spreads in a radius of 10ft per caster level and reaches 30ft high at all points. This is treated as obscuring mist, hampering visibility as per that spell. Due to the thickness of the gas, wind of less than hurricane force cannot disperse it. A hurricane force wind will disperse the gas in one round. Further, the superheated, toxic gasses are damaging. Any creature within these gasses takes 5d6 points of fire damage and is nauseated. A successful Fortitude save halves the fire damage and reduces the nausea to sickened.

2nd round: With a rumble, great bursts of flaming volcanic rock erupt out of the newborn volcano. These pummel an radius of 10ft per caster level around the hole, dealing 10d6 points of fire damage and 10d6 points of bludgeoning damage to all creatures within the radius. A successful Reflex save halves this damage.

3rd round: A wave of magma bursts out from the hole, spreading out in a 20ft radius around the volcano. This deals 20d6 points of fire damage to any creature within the radius, with a Reflex save to halve this damage. Further, it melts the ground below, expanding the radius of the volcano's hole by 20ft.  Any creature on this ground must make a Reflex save for fall into the magma below. Success allows the creature to escape to the nearest safe ground.

4th round and beyond: At the 4th round the 2nd round effects repeat, and on the 5th round the 3rd round effects repeat. Adjust the affects accordingly as the radius of the volcanic hole expands. This pattern continues until the duration expires.

After the duration expires, the hole vanishes and any magma or flaming rock on the ground cools as normal. The gasses dissipate within 10 minutes, though a strong wind or greater will disperse them in one round.

Waters of Lunia
Evocation [Good, Water]
Level: Sanctified 11
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 10ft/level radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When this spell is cast, a great wave of the holy waters from Lunia spread out and purge any evil it touches. Evil creatures suffer 20d6 points of damage. Additionally, any evil divine caster damaged by the waters loses 7 divine prepared spells or spell slots, as if they were expended. Highest level spells are lost first, this is otherwise identical to losing spells by negative levels. A successful Fortitude save halves the damage and negates the spell loss.

Spell slots or prepared spells lost by this spell can be regained normally.

Sacrifice

1d4 points of Strength damage.



12th level:
Spoiler: ShowHide


Beauty Triumphant
Transmutation
Level: Brd 12, Clr 12, Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration 1 min/level
Saving Throw: Will negates (Charm effect only)
Spell Resistance: No

With this spell, you call on the beauty of Sune. You gain a +10 enhancement bonus to charisma. Any creature within 60ft that sees you and would be attracted to you must make a will save. Failure means they fall hopelessly in love with you. Treat them as fanatic towards you, listening to every word you speak as gospel truth. Unlike most effects, this is not a mind-affecting or charm ability; it is the drawn out beauty that causes this, not any magic on the part of the spell.

In addition your beauty manifests as a palpable force, granting you your charisma modifier as a deflection bonus to armor class.

Boneyard's Embrace
Necromancy
Level: Dread Necromancer 12, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: 1 round/four levels
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell manifests a ghostly, skeletal hand that drinks away the target's life force. When cast, this hand grips around the target and clings to them without fail. The hand is large enough to wrap around the target's chest fully, but does not impede its movements or actions. It is insubstantial and cannot be removed by any means, save by dispelling Boneyard's Embrace. Each round it holds onto the target, including the first round, it suffer 20d12 points of negative energy damage and 1d4 negative levels. The creature is allowed a fortitude save each round. Success halves the negative energy damage and reduces the negative levels gained that round to one. The save must be repeated each round Boneyard's Embrace is in effect.

A creature slain while under the effect of Boneyard's Embrace, be it by the spell or something else, immediately begins to rot away as it is dragged into the ground. This destroys the body of the creature but has no other ill effect. The creature's equipment is undamaged by this and it is not dragged down with the body.

Material Component

A handful of dirt from a graveyard.

Bredanalundalum's Wit
Divination
Level: Brd 10, Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

Your touch bestows great intelligence and knowledge, letting you answer questions far and wide. The target gains a +20 competence bonus to Knowledge checks and may make Knowledge checks untrained, even if the DC is higher than 10. If the target has bardic knowledge or a similar ability such as lore, this bonus applies to that as well. Finally, once per five caster levels, the target may discern what question he should ask someone. This need not be a question the target would think or even know to ask, or even be aware that he should ask it. Creatures under epic abjurations that stop divinations return no result if the target discerns what questions he should ask them.

This spell was created by Brendanalundalum, a powerful and unique dragon. Only a few other entities related to Io are aware of this spell.

Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12, Good 12, Pal 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 25d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 15d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.

Create Demiplane
Conjuration (Creation)
Level: Creation 12, Sor/Wiz 12
Components: V, S, M, F
Casting Time: 1 week
Range: 1000ft; see text
Effect: A demiplane tied the plane this spell is cast on; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell is similar but superior to genesis and functions as that spell, except as noted here. This spell can be cast on any plane and not just the Ethereal Plane. When the spell is complete, a single portal is created that connects the plane this spell was cast on and the new demiplane. The initial maximum radius of the plane is 1000ft, additional castings of this spell increase the radius of the demiplane by 1000ft per casting.

Unlike genesis, this spell provides basic vegetation that fits the terrain created. A desert will have cacti, plains will have grass, forest will have trees and so on and so forth.

Material Component

Diamonds worth no less than 100,000 gold.

Focus

A crystalline sphere the size of a fist worth no less than 100,000 gold. Unlike a normal focus, this focus is consumed when the spell is completed. However, further castings of create demiplane to enlarge the demiplane do not require the focus, as it has been directly absorbed by the demiplane.

Crystalle's Barrage
Evocation
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Targets: 3 creatures a round; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

When you cast this spell, you are surrounded with one sphere per three caster levels (maximum 15 spheres). Each sphere is a smooth crystal about 10 inches in diameter. Each round on your turn as a standard action, you can send up three spheres at creatures within range of the spell. You can send the spheres at the same target or divide them up between multiple targets. Each sphere requires a ranged touch attack to strike their target. On impact the spheres shatter, dealing 12d6 points of piercing damage per sphere. There is no saving throw allowed, but damage reduction applies. The spheres count as piercing and epic to overcome damage reduction.

For every two spheres the caster is surrounded by, they gain a +1 shield bonus to armor class. A sphere can be sundered, each sphere has an armor class of 20, hardness 10 and 20 hit points.

Unused spheres vanish when the spell expires.

Material Component

A small fragment of quartz from a mineral elemental of elder or higher status.

Dispater's Perfect Sight
Transmutation
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level

You gain senses unrivaled by any other creature, making you nigh impossible to ambush. You gain all-around vision, which prevents you from being flanked. You see invisible and ethereal creatures normally. Your senses sharpen to razor keenness, granting you blindsight 200ft. Finally, you gain a +25 competence bonus to spot and listen checks.

Disintegrating Blast
Transmutation
Level: Duskblade 12, Sor/Wiz 12
Range: 100ft
Area: 100ft radius burst centered on you

This spell is identical to disintegrating burst, except as noted here. This spell can inflict a maximum of 60d6 damage (8d6 on a successful save).

Emily's Miraculous Gift
Conjuration [Healing]
Level: Clr 12, Hlr 12, Pal 11
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

This spell heals every living creature within the range 2d4+10 hit points and deals an identical amount of damage to undead creatures.

Dragon's Hoard
Transmutation
Level: Dragon 12
Components: V, S
Casting Time: 1 standard action
Area: 100ft/level radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your carrying capacity increases by a factor of 10 and anything you carry is considered a light load up to your maximum load.

Additionally, tattoos of dragon treasure cover your arms, images of a dragon's hoard. As a full round action, any unattended items within the radius of this spell can be collected into your hoard tattoos, up to the limits of your maximum load. As a swift action, you are able to project any single object from this hoard within the spell's radius. If the projected object appears without support, it will fall when gravity takes hold of it.

A full round action is required to expel the entire hoard into a designated place within the spell's radius. Only inanimate objects are subject to this spell. Casting this spell before its duration resets the duration of the previous casting.

When this spell expires, any items that remain in your hoard appear around you.

Flux Grasp
Conjuration (Creation) [Acid]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: No

Your hand is coated in a glowing sheathe of green acid before you touch your foe and they are melted under its caress. Your successful melee touch inflicts 1d10 acid damage per caster level (maximum 35d10), furthermore this potent acid dissolves and weakens scales and armour both, inflicting a -10 penalty to the victim's armor and natural armor bonuses. If this penalty reduces the armor bonus to 0, the item is destroyed (or dispelled in the case of magical armor such as the Mage Armor spell), otherwise it must be repaired to regain its effectiveness. Natural armor so weakened can only be restored with a Regenerate or greater spell.

A successful Fortitude save negates the armor penalty but not the damage.

Gift of Prophecy
Divination
Level: Clr 12, Drd 12, Knowledge 12
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: Creature touched; see text
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

By casting gift of prophecy, you connect the target to your deity and make them a vessel of divine insight. This spell can only be cast on a willing target with an Intelligence score of 3 or higher who can speak. Once this spell is cast, the target creature falls into a trance for the spell's duration. The creature is not helpless, but instead distracted by insights to things far beyond mortal ken. These insights sustain them, as the target creature does not need to eat, drink, sleep or breathe for the duration of the spell.

While in this trance, any question asked to the target creature will be answered, as if by a commune spell. Alternately, at any time the target creature can recite longer and more complex prophecies. These occur at the deity's discretion and are structured to the interests of the deity. Questions asked during this time will not be answered, though they may be asked again once the creature ceases to recite prophecy.

This spell is used by extremely powerful clergy and divine servants when a deity's direct commands are desired. The deity may cause this spell to fail, choose to not answer any question or end the spell at any time. Granting this spell is a show of great trust in a servant and is expected to be used wisely.

If the spellcaster does not have a patron deity or power, this spell fails.

Glorious Rally
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 12, Courage 12, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 living creature/level, no two of which may be more than 30 ft apart
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell taps into the pure concept of hope and fills the targets with it. Such allows them to overcome their limits and reach heights otherwise impossible. The targets gain a +6 morale bonus to attack rolls, weapon damage rolls, saving throws and armor class. The targets also gain temporary hit points equal to your caster level times two. For example, a 30th level caster would grant each target 60 temporary hit points. Finally, the targets are immune to fear effects.

Greater Control Weather
Transmutation
Level: Drd 12, Sor/Wiz 12

This spell is identical to control weather, except as noted here. You may change the weather to whatever condition you wish, regardless of season, as long as it's normally possible there. You could have snowstorms in the summer or torrential rains in the dry season, if you wish. Any changes to the weather only take three rounds to occur.

Greater Dispelling Breath
Abjuration
Level: Sor/Wiz 12
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

This spell functions as Dispelling Breath, except as noted here. The dispel check made is 1d20 + 1 per caster level (maximum +40). Dispels made with this check an automatically destroy an antimagic field, as well as affect anything a magic disjunction can.

Greater Fire Storm
Evocation [Fire]
Level: Clr 13, Drd 12, Fire 12, Sun 13
Casting Time: 1 standard action

This spell functions as fire storm, except as noted here. This spell deals 1d6 points of fire damage per caster level, to a maximum of 35d6.

Greater Moon Lust
Illusion (Pattern) [Mind-Affecting]
Level: Clr 12
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Targets: 1 living creature/level, no two of which can be more than 60ft apart
Duration: Permanent
Saving Throw: Will partial
Spell Resistance: Yes

This spell works as moon lust, except as described here. If this spell is cast in moonlight or under the moon, the target creatures suffer a -5 sacred penalty to the Will save. Worshipers and servants of Shar suffer a -5 sacred penalty to the Will save from this spell; the penalties stack to -10 if both conditions apply.

Focus

An ingot of moonlight mithral worth no less than 1,000 gold.

Heretic's Winter
Evocation [Cold, Evil]
Level: Corrupt 12
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 300ft
Duration 10 min/level
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell causes black, sooty snow to fall in the area of effect. This snow is painful to the touch, freezing exposed flesh instantly. Each round a creature is in the area of black winter, they suffer 5 points of vile cold damage and 5 points of non-typed damage resulting from the evil power suffusing this spell. There is no saving throw against this aspect of the spell.

Heretic's winter is particularly potent against good aligned divine spellcasters. Any such creature suffers a -5 penalty to their caster level for divine spells. This penalty also applies to the creature's turn undead level, total level to smite evil and other class abilities from divine casting classes that uses level as a part of the calculation to determine effectiveness or DCs. These penalties cannot be overcome by any means but immediately ceases once the creature leaves the area of the spell. Further, those that are damaged by heretic's winter must make a Will save or lose two prepared spells or spell charges. Treat this spell lost as spells lost by energy drain, with the highest level spells available lost first.  Spells continue to risk being lost each round the creature takes damage from heretic's winter.

A creature that possesses both arcane and divine spells suffers no penalty to their arcane casting while within heretic's winter, nor are they at risk of losing prepared arcane spells.

The caster is immune to his casting of heretic's winter.

Corruption Cost

1d6 points of Wisdom drain.

Iosodaelanaja's Endless Sight
Divination
Level: Clr 12, Rgr 10, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

Your vision extends up to 100ft per caster level, able to see anything within that range with perfect clarity, granting you a +20 competence bonus to Spot checks. This vision is sufficient to see it anything within the range of your vision as if you were before it and studying it closely. You gain the ability to see in any mundane darkness and any magical darkness of 9th level or lower, as well as through magical and non magical fog, mist, smoke and similar obstructions. You cannot be blinded and you can see through intense light that would normally be blinding without harm or penalty, be it magical or non magical.

This spell does not bestow x-ray vision or similar abilities. Solid objects still stop your vision as normal.

Material Component

A crystal prism worth 100 gold.

Learn Knowledge
Divination
Level: Brd 11, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you must state what you wish to know. When you complete the spell, you touch the creature and all the knowledge that creature is aware of about that particular subject is gained by you. The subject cannot falsify any of this information knowingly, but if they have had their memory altered then you will not necessarily know the difference, unless you are aware factually of such a thing being untrue. This spell does not allow you to gain ranks in any skill by using it.

Material Component

Two stones tied on each end of a string.

Legion's Gates
Conjuration (Teleportation)
Level: Army 12, Clr 12, Pal 12, Sor/Wiz 12, Travel 12
Duration: Concentration, up to 1 round/level

This spell functions as the planar travel version of Gate, except that you create one gate per three caster levels you possess. Each Gate may to be a different location, but all must go to the same plane (and layer of that plane, if appropriate).

Life of Sacrifice
Abjuration (Good)
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell empowers an ally with the power of your own sacrifice. You lose all but 1 of your hit points, and the creature touched gains temporary Hit Points equal to your maximum hit points up to half their maximum hit points. They also gain a +14 sacred bonus to attack and damage rolls, armor class and saving throws. Their weapons are also empowered with the holy power property.

Sacrifice

All but 1 of your current hit points.

Life of the Earth
Conjuration (Healing) [Earth]
Level: Clr 12, Drd 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All targets of this spell heal 10 hit points per caster level, to a maximum of 400 hit points. The strength of stones flows into targets at the same time, which grants them a +4 morale bonus to Constitution, so long as they're in contact with the ground.

Lightbound
Evocation [Good, Light]
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature/5 levels
Duration: Instantaneous, 1 minute/level, see text
Saving Throw: None
Spell Resistance: Yes

Brilliant white light flies from your hand at your opponents. You must succeed on a ranged touch attack to hit your targets. Any creature struck by this ray takes 1d6 points of damage per caster level (max 35d6 damage). Additionally, nongood creatures are affected as if by a dimensional anchor spell.

Sacrifice

1d4 points of Strength damage.

Mass Spiritual Weapon
Evocation [Force]
Level: Clr 12, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: 150ft
Effect: Magic weapons of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell is identical to spiritual weapon, except as noted here. You generate one weapon for each creature in the range, you can choose to exclude creatures from this at will and not attack them. Otherwise, all creatures in range are attacked with a spiritual weapon. This weapon follows them automatically in the radius and makes a single attack or multiple attacks. This takes no action to do so and is automatic, and persists as long as the creature is within the range of the spells. A weapon that kills its target vanishes, as does if the target leaves the spell range. You can't switch weapons like with spiritual weapon, you get one weapon per creature. A creature who enters the range of this spell is not attacked.

The damage of each weapon is 1d8 + 1 per three caster levels, to a maximum of 1d8+15 at caster level 45th. If the spellcaster's primary statistic for spellcasting is not Wisdom, they may use that stat in place of Wisdom to determine the attack roll of the spiritual weapons.

Due to the number of spiritual weapons, make one set of attacks each round and apply them to all creatures affected.

Mass Titan's Surge
Transmutation
Level: Duskblade 12, Strength 12, Sor/Wiz 12
Range: Close (25ft + 5ft 2/levels)
Targets: One or more creatures, none of which can be more than 30ft apart

This spell is identical to titan's surge, except as noted here.

Moonfire Tear
Evocation [Light]
Level: Moon 12
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 180ft radius spread

This spell functions as moonfire, except as noted here. This spell evokes a single tear from Selune that explodes in a massive burst of moonfire. The maximum damage this spell can deal is 15d8 damage and 30d8 to shapeshifters and undead. The silver-white glow created by this spell lasts for 1 minute instead of 1 round.

Naeys' Mind Theater
Divination
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: Will negates
Spell Resistance: Yes

You touch a creature, granting you a telepathic connection to the creature and access to all of its memories. This is done by asking the creature telepathic questions, which call up relevant memories to answer. These memories manifest above the creature as lifelike, moving images, any creature within sight can see these images. There is no limit to the number of questions you may ask for the duration of this spell, but you may only ask one question a round. The creature is allowed a Will save to negate this spell when cast, but if this is failed, they have no save against the telepathic questions.

This spell does not restrain the creature affected in any way. If the creatures affected and the spell caster move more than 30ft away from one another, the spell ends. The creature does not need to be awake or aware to respond to the telepathic questions, this happens automatically.

Material Component

Silver and platinum dust used to form a circle around the creature, worth no less than 1,000 gold.

Nerve Overload
Transmutation
Level: Clr 12
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You utter a fervent prayer that cause the target's nerves to go berserk. This causes unbelievable pain to the target, dealing 1d8 points of damage per caster level (maximum 30d8) and stunning them for 4 rounds. A successful Fortitude save negates the stunning but does not reduce the damage taken. Creatures without nerves or who do not feel pain are immune to this spell.

Noble's Demand
Enchantment (Compulsion) [Mind-Affecting]
Level: Nobility 12

This spell functions as demand, except as noted here. The target suffers a -4 penalty to the Will save against the suggestion aspect of this spell. A creature may be commanded (via the suggestion aspect of the spell) with a suggestion that is obviously harmful act, though they do not suffer the -4 penalty in this case.

A creature that makes the Will save against an obviously harmful act is thereafter immune to that suggestion.

Oberon's Blade
Abjuration/Conjuration (Creation)
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Effect: One longsword
Duration: 1 round + 1 round per two levels
Saving Throw: None
Spell Resistance: No

This spell was created by the Seelie Court to better combat their Unseelie enemies; it does extra damage to evil fey and shatters illusions. This spell conjures a sword that looks the same as the one used by Oberon, King of the Seelie Court. The sword hurls itself at an enemy you determine. You must succeed on a ranged touch attack to hit your target. Creatures struck by Oberon's Blade suffer 10d8 points of damage. Any illusion struck by this blade is subject to a superb dispelling effect at your caster level. This damage is doubled against Unseelie or evil fey. The blade will continue to strike at the same target every round unless directed by you (as a free action) to strike a different target.

Rain of Desolation
Abjuration/Evocation [Cold]
Level: Drd 12, Sor/Wiz 12, Water 12
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (40ft radius, 80ft high)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell summons a driving, drenching cold rain. Creatures within it are struck by a bitter cold as the magic around them crumbles. All creatures within the radius are treated as being affected by a targeted greater dispel magic (maximum dispel check modifier of +30). Creatures exposed to this rain take 5d6 points of cold damage. This damage rises by 2d6 for each spell or spell-like ability dispelled by this spell, to a maximum of 50d6. This damage applies to all creatures within the Rain of Desolation. For example, a Rain of Desolation that dispels 5 effects deals 15d6 cold damage to all creatures within it. A Fortitude save is allowed to halve the cold damage.

Focus

A white crystal in the shape of a teardrop, worth no less than 2,000 gold.

Sandalphon's Amazing Barrage
Evocation [Force]
Level: Sor/Wiz 12
Components: V
Casting Time: 1 standard action
Range: 100ft/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All enemies within range of this spell are struck by Sandalphon's unerring projectile.

Seira's Draconic Visage
Transmutation [Fire]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira, it is designed to showcase her combat spirit and help those not blessed by the blood of dragons grasp the pinnacle of their power, however fleetingly. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut.

You undergo the following transformations:

You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
You gain +4 natural armor.
You gain low-light vision and darkvision out to 60ft.
You gain immunity to fire.
You gain immunity to sleep and paralysis effects.
You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Hide, Listen, Move Silently and Spot checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.

Clerics and paladins with the Initiate of Seira feat can select this spell as if it were on the cleric spell list.

This spell is a closely guarded secret of Seira's faith.

Seira's Majestic Visage
Transmutation [Good]
Level: Clr 12, Pal 10

This spell functions as greater visage of the deity, except as noted here. You gain a +10 enhancement bonus on Diplomacy checks against good characters and the same bonus to Intimidate checks against evil characters. For the duration of this spell, any spell with the fire descriptor you cast is treated as goldenfire, ignoring fire resistance and immunity, as well as dealing 150% damage to evil targets, while dealing no damage to neutral or good targets. This does not stack with the benefits of the goldenfire spell feat.

This spell is a closely guarded secret of Seira's faith, only taught personally by Seira to her most capable faithful

Seira's Portal Network
Conjuration (Teleportation)
Level: Sor/Wiz 12
Casting Time: 1 hour

This spell functions as Teleportation Circle, except as follows. Instead of only one destination, you can designate one more destination target per three caster levels you possess. They must all must go to the same plane (and layer of that plane, if appropriate) as the point of origin.

The portals themselves are circular hoops or disks from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when they come into existence (typically vertical and facing you). Each is a two-dimensional window looking into the destination you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side. A portal has a front and a back. Creatures moving through the portal from the front are transported to the other plane; creatures moving through it from the back are not.

Clerics and paladins with the Initiate of Seira feat can select this spell as if it were on the cleric spell list.

Material Component

Amber dust to draw the portals (cost 1,000 gp per destination).

Sekmid's Trap
Evocation [Force]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Area: Cylinder (30ft radius, 60ft tall)
Duration: 1 round/3 levels
Saving Throw: None
Spell Resistance: See text

By casting Sekmid's trap, you create a cylinder of force that traps creatures in the area within it. The cylinder has the same properties of a wall of force and can be destroyed by the same means. Destroying the cylinder ends the spell, including the magic missiles.

On the round you cast it nothing else happens, but on the second round and every round thereafter, magic missiles fill the cylinder and deal damage to every creature within it. These do 1d4+1 damage per two caster levels, maximum 20d4+20. A creature takes damage each round after the first. While the walls of the cylinder do not allow spell resistance, the magic missiles do. In all other aspects, these missiles are identical to the missiles generated by the magic missile spell.

Sensual Blessing
Transmutation
Level: Brd 10, Clr 12, Hlr 12, Sor/Wiz 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell sharpens the senses of the target, selectively enhancing pleasurable and beneficial sensations. The target gains a +25 competence bonus to spot and listen checks, as well as scent, low-light vision, darkvision 60ft, blindsight 60ft and tremorsense 60ft. The target is so attuned to positive sensations that they double any magical healing they receive, such as from a spell of cure light wounds.

Focus

A phoenix feather, magically preserved to be forever burning and worth no less than 3,000 gold.

Shadowfriend
Illusion (Shadow)
Level: Brd 11, Sor/Wiz 12
Components: V, S, F
Casting Time: 1 round
Range: 0ft
Effect: One shadow clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to create a perfect clone of any creature. This clone is identical to the creature and believes itself to be that creature. It is solid and able to touch, feel and live as any other creature. It has all the knowledge of the creature as well. In all respects it seems like a perfect copy of the original creature, one that may never suspect it isn't the original creature.

In reality, this is an illusion given intellect and form, nothing more than a sentient shadow. It does not use the statistics of the creature cloned, but instead that of a greater shadow. While it does have all the knowledge of the creature cloned, it only does up to the point that the focus was collected or otherwise left the cloned creature's body. Any knowledge protected by magic or anathemic knowledge is not retained by the clone. You can only create a clone of a creature with hit dice equal or lower than your caster level, and deities cannot be cloned with this spell. Clones created by this spell do not come with copies of any of the cloned creature's possessions.

A shadowfriend who realizes that it is an illusion becomes depressed and either fades away or commits suicide. This often happens when the clone attempts to use abilities the cloned creature has but it does not, such a spellcasting or various class abilities.

Focus

A scrap of flesh, a drop of blood or other body part of the creature you wish to clone.

Star Defender
Transmutation (Polymorph) [Good]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a solar (see here), including the greatsword, bow and arrows and breastplate normally used by such creatures. You gain 140 temporary hit points, which expire at the end of the spell. You do not gain the normal spellcasting ability of your new form. You may use any of the solar's at will or three times per day spell-like abilities once per casting of the spell, you cannot use its once per day spell-like abilities or its resurrection spell-like ability. The solar's always active spell-like abilities function as normal. See the polymorph subschool sidebar (CM 91) for more information.

Sunrise
Conjuration (Summoning) [Good]
Level: Sun 12
Components: V, S, DF
Casting Time: 10 minutes
Range: Special; see text
Area: 5 mile radius, centered on you
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: No

This spell banishes the night and calls for Lathander to rise. When this spell is cast, you cause day to immediately break and the sun rises to high noon. This sun sheds real sunlight and has the normal effect of sunlight on any creatures exposed to it, including those vulnerable to it, such as vampires.

In addition to the above, the area within the radius of this spell is treated as consecrated. You count as an altar for the sake of this spell, doubling the effects of consecrate.

The Queen's Eyes
Divination
Level: Sorc/Wiz 12

This spell is identical to prying eyes, except as noted here. Each eye has a Spot and Hide modifier equal to your own or your caster level + 10, whichever is higher, as well as any special types of vision you have (such as low-light vision or darkvision). The eyes fly at a speed of 60ft with perfect maneuverability. The eyes are able to hide in plain sight, as the assassin class feature except they can do so in any terrain and regardless of any shadows. The eyes may report their findings to you as long as they are within 100ft of you. You gain the benefits of an arcane vision spell when you see those replays and may make any Spellcraft checks as normal.

Throne of the Empress
Conjuration (Creation)
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: 5ft
Effect: One throne
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell conjures a throne of the finest make and materials, worthy of an empress. At your option when you cast this spell, you may choose for your personal symbol and heraldry to be painted tastefully onto the throne. This throne is capable of flight at a speed of 150ft (perfect) and can be mentally controlled by you when you sit on the throne as a move action. The throne itself made of sturdy materials, having a hardness of 30 and 150 hit points. It uses your saving throws when you sit on it.

Material Component

A platinum coin with a crown stamped on it, worth 10 gold.

Visions of the Past
Divination
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

When you cast this spell, you are able to relive your past or the past of a touched creature. An unwilling creature requires a successful melee touch attack and is allowed a Will save to negate.

This spell allows you to relive up to one hour per caster level of the target's life. This may be any time you see fit, but must be one unbroken block of time. You may also share this spell with up to one creature per four caster levels, all creatures affected must within 30ft of you. Those who relive the past do so instantly, experiencing everything the target did in all of the target's senses (including senses those who relive the past do not normally possess). For all purposes, it is as if the creatures lived the experiences themselves.

While the memories are completely lifelike, those who relive the past do not suffer any ill effects from it (except for any trauma the memories would cause naturally, such as viewing the memories of a creature being tortured).

Material Component

An hourglass filled with tiny diamonds worth at least 1,000 gold.

Wrath of the Elder Treant
Evocation
Level: Drd 12
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell materializes the wrath of the natural world in the form of a titanic treant, which promptly strikes the target with a crushing swing of its huge limbs. This is a melee attack against the target, with a bonus equal to the 10+caster level of the spellcaster+wisdom modifier. A successful hit deals 1d10 points of bludgeoning damage per caster level, to a maximum of 35d10. For each 10 points of damage inflicted, the target is knocked back 10ft. If there is sufficient free space to move the full distance, the target lands prone there. If there is an obstacle in the way, the target hits it and both take 1d6 points of damage per 10ft of movement stopped. The target is knocked prone after this movement, while the obstacle is knocked over and prone if possible (such as being another creature or loosely attended object).

This spell may be cast even if there is not space for a titanic treant to appear, as that is merely a visual representation of nature's wrath and will shrink down if there is not enough room for it. This has no effect on the spell otherwise.

Material Component

A chip of darkwood from an elder treant worth 200 gold.

Wrath of the Heavens
Evocation [Electricity]
Level: Clr 12, Wrath(BoED) 12
Components: V, S
Casting Time: 1 swift action
Range: Long (400 + 40ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Wrath of the Heavens is designed to show the displeasure of the Gods in a striking, sudden manner. With a single word of condemnation and pointing at the target, a lightning bolt from above crashes into the target. This lightning bolt deals 20d10 points of damage. Half of this damage is electricity damage and the other half is divine damage. In addition, if the fortitude save is failed, the target is struck blind and deaf.

This spell relies on the target having offended the deity the caster serves. If used on a target that has not offended the caster's deity, Wrath of the Heavens does not harm them. For the sake of this spell, offending is engaging in acts against the deity's clergy or acts directly opposed by its alignment.

Despite the lightning bolt striking from above, a clear sky is not needed to cast this spell. It may even be cast inside or underground.

Clerics of evil deities often call this spell Wrath of the Hells or a similar name.


13th level:
Spoiler: ShowHide


Antimagic Zone
Abjuration
Level: Clr 14, Hlr 13, Magic 13, Protection 13, Sor/Wiz 13
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 10ft/level radius sphere
Duration: 10 min/level
Saving Throw: Will negates; see text
Spell Resistance: See text

This spell functions as antimagic field, except as noted here. This spell may be centered on any place within the range, including a creature or attended object. Creatures or attended objects are allowed a Will save. If they succeed, the antimagic zone is instead centered on the square they occupy instead of themselves. If the creature or attended object fails the save, the zone moves with them.

Black Glass Splash
Evocation
Level: Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 100ft radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell sends a great wave of liquified volcanic glass about in the area of the spell, slicing through everything there. This deals 1d6+1 points of slashing damage per caster level (maximum 40d6+40) to all creatures and objects within the spell's area. This glass shreds both magical creatures and objects as easily as mundane flesh. While damage reduction applies to this spell's damage, it counts as adamantine, cold iron, epic and silver to overcome damage reduction. Additionally, this spell ignores hardness of 30 or less.

Objects destroyed by this spell and creatures slain by it are transformed into a puddle of liquid volcanic glass, which swiftly solidifies into obsidian. This obsidian has no connection to the previous object or corpse, and is useless for any spells or rituals related to the destroyed object or corpse.

Material Component

A droplet of liquid volcanic glass.

Blazing Radiance
Evocation [Fire, Good]
Level: Duskblade 8, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemy with a fiery ray. The ray requires a ranged touch attack to hit and deals 1d10 fire damage per caster level (maximum 35d10). Undead struck by the ray take double damage.

Blessing of the Throne
Transmutation [Good, Lawful]
Level: Sanctified 13
Components: V, Archon, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You call on the Seven Heavens of Mount Celestia to bless the creature touched, giving them all the august power and authority of Celestia's champions. This grants the creature touched a +4 sacred bonus to all ability scores. They also gain the penitentiary gaze, aura of menace, teleport, tongues and magic circle against evil abilities of a throne archon. Finally, they gain a +8 racial bonus to Intimidate and Sense Motive checks.

The creature touched uses their ability scores and hit dice to determine the save DC of penitentiary gaze and aura of menace.

This spell fails if used on a non good creature. Throne archons gain no benefit from this spell.

Sacrifice

1d4 points of Charisma drain.

Commune with Knowledge
Divination
Level: Brd 11, Clr 13, Sor/Wiz 13
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration

This spell contacts the platonic ideal of knowledge itself to obtain answers. This spell functions as contact other plane, except that the chance of a true answer is 1-96, the chance of a random answer is 97-100 and the Intelligence DC to avoid Intelligence and Charisma loss is 18, it lasts 1 day and a natural roll of 1 always results in a failure, no matter the total*. Certain questions, such as those that seek the secrets of deities, anathemic knowledge or knowledge protected by epic abjurations cause this spell to return a result of unknown instead of an answer. Unlike with contact other plane, the answers may be as long as needed and not only one word.

* Bards and clerics use Charisma and Wisdom in place of an Intelligence check, and lose their bard or cleric spellcasting in place of arcane spellcasting.

This spell is obscure and only known by Moore of Celestia, Erathaol and Zaphkiel.

Connect Demiplane
Abjuration
Level: Sor/Wiz 13
Components: V, S, F
Casting Time: 1 week
Range: 0ft; see text
Target: 1 demiplane that you created
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell connects a demiplane that you created, such as with a create demiplane spell, to the Astral Plane. This allows teleportation and other effects normally barred in a demiplane to function normally.

Note that a restore astral links spell can replicate the effects of this spell if cast by the creator of the demiplane.  However, there is a 5% chance that this spell destabilizes the demiplane, which results in its collapse. However, that spell is far faster than this spell.

Focus

A handheld replica of a color pool from the Astral Plane, made with a drop from a real color pool.

Cresiel's Valiant Stand
Abjuration
Level: Clr 13
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous

You offer yourself up as a martyr to protect those around you. You may only cast this spell when one more allies within 100ft take damage. When you do, all damage taken by allies within 100ft is taken by you instead. This spell only functions when cast and does not remove damage already taken previously or ward against damage taken in the future.

For each creature you take damage in place of from your casting of this spell, you gain a +2 bonus attack rolls and weapon damage rolls for one round (maximum +20).

Darkfire Impalement
Evocation [Fire]
Level: Clr 13
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 50ft cube
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You invoke the essence of darkfire, causing the area to be filled with needles made of solid darkfire. All creatures within the area of effect take 35d6 points of fire damage.

Darkfire is invisible to normal sight. Creatures who are currently seeing with darkvision, have the ability to see in darkness(such as devils) or are under true seeing can see the darkfire. Creatures who cannot see the darkfire suffer a -4 penalty to the Reflex save and lose the benefit of evasion and improved evasion against this spell, if they have those abilities.

Dispater's Iron Sheathe
Abjuration
Level: Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours

This spell weaves and laces the caster's body with living iron, granting them superlative defenses. The caster gains damage reduction 20/adamantine and epic, a +18 armor bonus to armor class, immunity to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect the caster's physiology or respiration. This is similar to iron body, except that the caster's weight only increases by 50% and they suffer no other penalties.

Material Component

One pound of living iron.

Elemental Army
Conjuration (Summoning) [see text]
Level: Drd 13
Casting Time: 1 standard action
Duration: 1 hour/level

This spell is identical to elemental swarm, except as noted here. The number of each type of elemental summoned is doubled and all elementals are summoned immediately.

Eternal Moonrise
Conjuration (Summoning) [Good]
Level: Moon 13
Duration: Permanent

This spell is identical to moonrise, except as noted here. The caster may elect to upgrade the consecrate effect to hallow (as well as fix a spell to it as described in hallow) if they wish. In any case, eternal moonrise can only be dispelled by a wish or miracle spell by a 31st level spellcaster at the same location that eternal moonrise was cast.

This spell is known as holy night to clerics of Sehanine Moonbow, but it is otherwise identical.

Father's Embrace
Divination/Necromancy [Evil]
Level: Corrupt 13
Components: V, S, M, Corrupt
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

By casting Father's Embrace, the target's life force is directly assaulted. The target suffers 3d6 negative levels; a successful Fortitude save halves the negative levels. A creature slain by the negative levels of this spell immediately crumbles to fine dust. The caster is invigorated, gaining the benefits of an absorb mind and absorb strength spell, with the target of both being the target of this spell. In addition, the chance to recall any important fact from the target (via absorb mind) rises to 100%, while the caster gains one half of the target's Strength and Constitution score as an enhancement bonus (via absorb strength), rather than one fourth.

The duration of the absorb mind and absorb strength aspects of this ability are as normal for those spells. These spells may be dispelled as normal and are treated as if the caster cast them normally.

Material Component

A bit of flesh or brain from a corpse subjected to absorb mind or absorb strength.

Corruption Cost

2d6 points of Wisdom damage.

Greater Polar Ray
Evocation [Cold]
Level: Cold 13, Duskblade 12, Sor/Wiz 13
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as Polar Ray, except that it deals 1d8 points of damage per caster level (maximum 40d8).

Focus

A small, white ceramic cone or prism.

Imix's Touch
Evocation [Fire]
Level: Duskblade 13, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your hand is wreathed in blue-white flames, so hot that anything it touches is reduced to ash. A melee touch attack deals 1d10 points of fire damage per caster level (maximum 35d10), the fire damage from this spell ignores fire resistance and immunity.

The flames of this spell never go out naturally. The target continues to burn, suffering 1d10 points of fire damage each round, this fire damage also ignores fire resistance and immunity. A wish or miracle spell is needed to stop the flames, the caster must succeed on a caster level check to do so. The DC is 10 + the caster level of Imix's touch.

Instant Regeneration
Conjuration (Healing)
Level: Clr 13, Drd 15, Hlr 13, Healing 13, Pal 13, Rgr 15
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

When cast, this spell creates a powerful ward over the target creature that can fix horrible injuries instantly. When the target creature suffers an injury that could only be fixed by regeneration, such as limb loss, crushed organs or broken bones, this spell causes instant regeneration of the destroyed body parts. This is fast enough to prevent death in the case of decapitation and other injuries that would be immediately fatal. Each regeneration also restores 4d8 hit points, plus 1 hit point per caster level (maximum +50), but cannot restore more hit points than were caused by the injury in the first place.

This spell is ineffective against wounds and injuries that would not apply to regenerate, such as normal hit point damage. It is entirely possible to die from injury while under the effect of this spell, as it only applies to injuries regenerate would fix. Likewise, a wound that causes this spell to cause regeneration but that deals enough damage to slay the target after its healing still kills them.

If the target of this spell has injuries that require regenerate to restore, they immediately heal when this spell is applied.

Jetina's Deathlessness
Abjuration/Conjuration (Healing) [Good]
Level: Hlr 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

The touched creature is immune to negative energy, energy drain, ability damage, ability drain, poison, paralysis and stunning. They gain fast healing equal to your caster level divided by 5. Half of any damage they take is converted to nonlethal damage.

Kascha's Curse
Necromancy
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The creature affected by this spell has their Dexterity reduced to 1. Any time the target attempts to move in combat, they have a 50% chance of tripping and falling, suffering 1d6 points of damage and going prone. Any item held in hand, including a weapon or shield, has a 25% chance per round of being dropped. Finally, the target suffers a -20 penalty to Balance checks.

This spell is difficult to remove, requiring a wish or miracle that succeeds on an opposed caster level check against the caster of this spell.

Kassim's Sky Flower
Evocation [Fire]
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One burning flower
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

This spell creates a phantasmal flower of fire at the point you designate, three feet tall and similar in appearance to a lotus made of flames. This flower is impervious to attacks and damage, though it can be dispelled as normal. The flower can be placed in thin air or in a place that would not normally support it (save for water), so long as it is within range of the spell.

Each round on your turn as a free action, you can command the flower to emit tiny fireballs in all directions within 100ft. All creatures within 100ft are struck by dozens of tiny fireballs, dealing 15d6 points of fire damage per round. A Reflex save halves this damage, but due to the difficulty of dodging that many attacks, the saves suffer a -6 penalty. Additionally, the barrage of fireballs renders any squares within range as difficult terrain that round.

Learn the Past
Divination
Level: Brd 10, Sor/Wiz 13
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: 150ft radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell was developed as an improvement and alternative to hindsight and works in a similar fashion.

When you cast this spell, you gain a general idea of the events of the past, stretching back 1,000 years per caster level. You notice only noteworthy events, such as deaths, battles, scenes of great emotion, important discoveries and significant happenings.

You may also focus this spell on a specified time. When casting the spell in this manner, you must specify a number of years ago. The spell will then give you detailed knowledge of the people, conversations and events that transpired within one century per caster level of the year you chose.

Magic Missile Massacre
Evocation [Force]
Level: Sor/Wiz 13
Components; V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions similar to magic missile and follows that spell, but with several adjustments noted here. You can only target one creature with this spell. You generate a number of missiles equal to your caster level times two, to a maximum of 70 missiles. A surviving creature is surrounded by an aura of force for one minute after. If the creature is ethereal, ghostly or otherwise incorporeal, any attack against it can strike and harm it as if were a force effect.

Magic of Yesterday
Divination
Level: Brd 10, Sor/Wiz 13
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: 300ft radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell, which is a modified version of Hindsight, allows the caster to see spells and magic that was used in the past. This spell reaches back 1 day per caster level and informs the caster of any magic used as if it had been cast at the same time and they had used a Greater Arcane Sight spell. You are allowed normal skill checks to identify any spells or magic that Magic of Yesterday uncovers.

Makim's Acid Hunters
Evocation [Acid]
Level: Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates a pair of small acid clouds that float around the target. If the target takes any action besides a move action or a free action, the clouds attack the target automatically. Treat this as two ranged touch attacks that deal 10d6 points of acid damage each. There is no limit to the number of attacks the clouds can make for the duration, each action besides a move action or a free action triggers two additional attacks.

However, the spell has limitations. The clouds follow the target, but can only move up to 50ft in a round. Creatures that move further than that leave the clouds behind, though the clouds will pursue them each round on the caster's turn, moving 50ft closer to them. The clouds can fly with perfect maneuverability as well as pass through anywhere air can pass through, such as the gap underneath a door.

The clouds are invulnerable attacks and effects, except for anything that produces winds of hurricane force or stronger, which disperse the clouds in one round. The clouds can be dispelled as normal.

This spells is known to Makim and a few of his most trusted lieutenants, it has not spread beyond that.

Material Component

A vial of acid mixed with a droplet of pure elemental air, worth 200 gold.

Malcanthet's Kiss
Enchantment (Charm) [Mind-Affecting]
Level: Brd 11, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions as dominate monster, but with the following addition. The creature gains a +6 morale bonus on attack rolls, weapon damage rolls, checks and saving throws whenever it follows your commands.

This spell is difficult to remove, any attempts to dispel it suffer a -5 penalty.

Mass Energy Immunity
Abjuration
Level: Clr 13, Drd 13, Duskblade 12, Hlr 13, Sor/Wiz 13
Range: Close (25ft + 5ft 2/levels)
Targets: One creature/level, no two of which can be more than 30 ft apart

This spell functions as Energy Immunity, except that it affects multiple targets.

Mass Resurrection
Conjuration (Healing)
Level: Clr 13, Hlr 12
Range: Close (25ft + 5ft 2/levels)
Targets: 1 creature/level

This spell is identical to resurrection, except as noted here. The same restrictions on resurrection apply to mass resurrection.

Mercane's Insight
Divination
Level: Brd 12, Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By invoking the name of the legendary founder of the Mercane and channeling knowledge from across the planes, you become a dynamo of mercantile knowledge. You gain a +40 competence bonus to Appraise checks. Appraising an item's value is a free action on your turn, you may appraise as many objects as you care to and can see on your turn. If an object you appraise is magical, you understand it as if you cast identify on the item.

Material Component

A platinum piece worth 10 gold.

Moon Barrage
Evocation
Level: Clr 13, Drd 13
Range: Long (400ft + 40ft/level)
Targets: 1 living or undead creature/level

This spell is identical to moon bolt, except as noted here. The maximum strength damage is 8d4 points and undead creatures are rendered helpless for 2d4 rounds.

Both living and undead creatures can be targeted by the same moon barrage.

Moore's Marvelous Invisibility
Abjuration/Illusion (Glamer)
Level: Brd 10, Sor/Wiz 12
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched or an object touched weighing no more than 100 lbs per caster level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell functions like superior invisibility, except as noted here. Creatures under the effect of the spell can not be detected by true seeing. In addition, this spell also provides the benefits of a nondetection spell.

Morwel's Blessing
Conjuration (Healing)
Level: Clr 13, Drd 14, Hlr 13
Components: V, S, F
Casting Time: 1 standard action
Ranger: 40ft
Area: All creatures within a 40ft radius centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By chanting ancient Words of Creation passed down by Queen Morwel of the eladrin, you cleanse your allies physically and spiritually. A shower of glittering stardust descends over the area, settling on the area and healing them. All dirt and grime is removed from them and any equipment in the area, as well as all damage to them restored. Any creature in the radius is healed, as if by a mass heal spell (maximum 400 hp). Any spells on the targets are treated as being targeted by a greater dispel magic (maximum dispel check of +30), this only applies on spells the targets wish to be removed.

Focus

A perfect sphere of crystallized starlight polished smooth with holy water, worth no less than 15,000 gold.

Seira's Arcane Thesis
Divination
Level: Sor/Wiz 13
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast with a +10 bonus on caster level checks for the purposes of overcoming spell resistance, and with their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.

Summon Shard of Selune
Conjuration (Summoning) [Chaotic, Good]
Level: Clr 13
Components: V, S, DF
Casting Time: 1 round
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned shard of Selune
Duration: Concentration; up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a shard from the Gates of the Moon. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Tashar's Revivification
Abjuration/Conjuration (Healing)
Level: Clr 13
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 hour/level or until discharged; see text

When you are reduced to below zero hit points, you instantly recover hit points equal to the hit points you were reduced to below zero times three. For example, if you took damage that reduced you to -35 hit points, you would heal 105 hit points. Any adjacent allies heal the same amount of hit points. You and any allies healed also halve the type of damage that reduced you below zero hit points for 1 minute.

If the source of damage that reduced you below zero hit points was a spell or spell-like ability, you halve damage from spells and spell-like abilities. If it was a melee or ranged attack, you halve damage from melee or ranged attacks. If the source of damage was a supernatural or extraordinary ability, you halve the damage supernatural or extraordinary abilities. Sources of damage that do not fall into any of these categories provide no benefit.

Regardless, the spell is expended once it is triggered or until the duration expires, whichever comes first.

This spell was made by Tashar, a guardian naga cleric. It is only known to a handful of spellcasters, all of which who obtained it by trading rare spells.

Violet's Abyssal Triumph
Transmutation [Evil]
Level: Sor/Wiz 13
Components: V, S, F, Fiend
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This dread spell channels the waters of the Abyss and River Styx into a willing creature touched. This transforms their body into a living mimicry of black waters. This grants a +4 profane bonus to Constitution, immunity to critical hits and damage reduction 15/epic and good. Your body is fluid and you can become a liquid mass, which allows you to flow under doors, through gaps and other such things. You can get through something as narrow as the gap between a door and the floor, or a crack in a window.

Additionally, your body cannot be slain by normal means. Should you be reduced to zero hit points or less, you instead take no damage and disperse into several puddles of Styx water. In this form you can move the various puddles back together and regain your normal form. While in this puddle form, you are immune to all damage, except for fire and desiccation damage. You suffer double damage from desiccation damage. If reduced to zero hit points in puddle form, you die. Dying in this way overcomes regeneration.

In the case of spells such as fortunate fate, those spells activate first and you only enter puddle form if you still are reduced to zero hit points after they do.

This spell is only known by Violet, Malcanthet and a few heroes who have faced Violet.

Focus

A major artifact dedicated to the Styx.

Vision in the Sky
Divination
Level: Sor/Wiz 13
Components: V, S

This spell functions as greater scrying, except as noted here. The scrying appears as a 1000ft by 1000ft image that can be placed anywhere within sight. It does not need to be on a solid surface; the most common use of this spell is to place it high in the sky for all to see and here. Anyone who can see the image can hear the scrying as well.

Optionally, you may provide the material component for true seeing when you cast this spell. If you do, the scrying gains the benefit of true seeing, allowing those that see it to see invisible creatures and through illusions.

Wall of Superb Dispelling
Abjuration
Level: Clr 13, Sor/Wiz 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: A straight wall whose area is up to one 10ft square/level
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell is identical to wall of dispel magic, except that the dispel effect that of superb dispelling.

War's Echo
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 13
Components: V, S, DF
Casting Time: 1 standard action
Range: 5ft/level
Area: 5ft/level radius emanation based on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

You are surrounded by an aura that darkens all around you, casting about the sounds of war. For yourself and any allies, this aura strengthens you, granting a +4 morale bonus to Strength and Constitution.

Any enemies you face must instead make a Will save or be suffer a -4 morale penalty to Strength and Constitution.

This spell was developed by Tempus's clergy, though some sects of the Red Knight and Garagos have also learned it.

Web of Generosity
Divination/Necromancy [Good]
Level: Clr 13, Community 13, Hlr 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: 1 creature touched/3 levels
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Web of generosity functions as greater status, except that spells of up to 6th level may be cast through the link. In addition, the caster may choose to sacrifice his own life energy to rejuvenate the subjects of this spell. As a standard action, the caster may choose to take damage. This may be any amount of damage up to the caster's current hit points minus one. Each subject of the spell (besides the caster) heals hit points equal to the damage taken by the caster. This damage cannot be prevented or redirected, though the damage may be healed normally.

Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

This spell was developed by Erathaol and is not well known outside of Venya, except for a handful of servants of Sealtiel and Ilmater.

Zephyr's Soul
Transmutation
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell gives you a fly speed of 160ft (perfect). You ignore the effects of wind while you fly, normal winds cannot harm you while under this spell. This flight is no strain on you and you can fly as long as you as the spell lasts without fatigue (though you still get tired normally and from doing other things). If this spell is dispelled or ends prematurely, winds cushion your fall so that you take no damage as you land.

This spell allows you to travel 256 miles in 8 hours, or approximately 32 miles per hour.


14th level:
Spoiler: ShowHide


All-Devouring Hunger
Evocation/Transmutation
Level: Clr 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: Cylinder (10ft wide/level and 5ft high/level)
Duration: Instantaneous; see text
Saving Throw: Reflex half and Will negates; see text
Spell Resistance: Yes

This spell creates a giant maw that appears at a point the caster sees fit. It leaps straight up and attempts to devour any creature within the area. Any creature within the area takes 1d8 points of damage per caster level (maximum 40d8, Reflex halves). In addition, any creature damaged must make a Will save or be affected as if by a dire hunger spell. The caster level of this dire hunger equals the caster's caster level.

Avenging Angel's Strike
Transmutation [Good, Fire]
Level: Clr 14, Pal 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

The weapon touched becomes capable of vanquishing any evil. It becomes a +7 weapon with the holy and fiery blast special abilities. This temporarily overwrites the properties of the weapon touched. Artifacts cannot be affected by this spell.

This spell is primarily known to a small group of avenging angels, who have slowly spread it to worthy mortals in recent centuries.

Focus

The weapon to be affected by this spell.

Breath of Life
Conjuration (Healing) [Good]
Level: Sanctified 14
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: Up to 3 dead creatures/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this spell, you give yourself so that others may live. A number of creatures up to your caster level times three are immediately resurrected. They are restored to full health and hit points, they suffer no chance of a resurrection roll mishap.

Sacrifice

You die. You may be resurrected as normal but suffer a -30% penalty to any resurrection chance rolls. Should you be an outsider, your time to reform is multiplied by ten.

Diamondstorm
Necromancy [Good]
Level: Clr 14
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Evil creature touched
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

Diamondstorm surrounds the touched creature in a personalized storm of tiny, sharp diamond fragments from the forges of Jovar. This requires a touch attack against the target. These fragments cause 10d6 piercing damage per round. In addition, each round the target suffers 1d4 negative levels. A creature who takes negative levels equal or greater than their hit dice dies, in this case by the body tearing itself apart in a burst of holy light. Unlike with many types of negative energy, a creature slain this way does not rise as undead. A successful Fortitude save halves the damage and negates the negative levels for that round.

These diamond shards are bright and sparkle in the light, which grants the target a -40 penalty to any Hide checks for the duration, as well as a -4 penalty to armor class against ranged attacks.

Dolmaya's Scathing Rejection
Evocation [Force]
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius burst, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When you cast this spell, all enemies within range suffer 25d6 points of force damage. They are pushed away from you a number of feet equal to the damage taken, rounded down to the nearest 5ft. A successful Fortitude save halves the damage and negates being moved.

A creature that is pushed into a solid object, such as a wall, takes 5d6 points of damage from the impact but is not moved further. A creature knocked off a cliff, into water or so forth suffers all the normal effects of that.

This spell is a personal secret of Dolmaya and does not pass knowledge of it beyond herself.

Dreamscape
Conjuration (Creation)
Level: Clr 14, Dream 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 minute
Range: 200ft/level; see text
Effect: A dreamscape demiplane; see text
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: No

This spell is somewhat similar to genesis, in that it creates a demiplane. Unlike genesis, it may be cast anywhere. When cast, this spell creates a demiplane in the realm of dreams under the caster's control. A portal to the demiplane appears within 30ft of the caster and lasts for the duration of the spell, any creature can pass through it (even if they would be too large to fit). Effects that stop teleportation or planar travel suppress the portal's functionality, though they do not dispel it.

Within this demiplane, the caster has complete control over the environment and landscape. He may design it as he sees fit when the spell is first cast. With a minute of concentration within the demiplane, the caster can change the features of the demiplane to whatever he wishes. The caster can design terrain hostile to creatures, though the caster has no special immunity to these. Should a situation require a saving throw, the DC is the saving throw for this spell. Unlike genesis, this spell can create life and constructions. Creatures created are loyal to the caster unless he chooses otherwise.

Dreamscape does have certain limitations. First of all, any material in the demplane is merely the stuff of dreams. Material from the dreamscape taken outside of the demiplane immediately vanishes, as do creatures created by the spell. Injuries and effects suffered in the demiplane fade away should a creature leave the demiplane, though creatures slain in the demiplane stay dead. This includes positive effects from materials within the demiplane. For example, a poisoned creature who drinks an antidote made from the material within the demiplane and then leaves is poisoned once more when they leave. For the sake of effects with durations, treat the durations as suspended once countered or negated by something in the demiplane and resumed once the creature leaves the demiplane.

Finally, dreamscape draws on the dreams of the caster. As such, it tends to reflect the caster's true thoughts and feelings. This manifests in various subtle ways and is outside of the caster's control. The exact manifestations vary from casting to casting.

This spell may be dispelled only within the demiplane. Doing so requires superb dispelling or greater magic. Should the dreamscape be dispelled, all real creatures within are shunted to a random plane (50% chance) or their home plane (50% chance). Creatures within the demiplane when the duration expires suffer the same fate.

Duelist's Friend
Divination
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell creates a small sphere of light that floats around the target's head. Only the target can see this sphere. The sphere scans the battlefield with powerful divinations and feeds the target information through telepathy. This is a constant stream of information that seamlessly merges into the target's awareness, vastly increasing his combat abilities. All of these benefits extend to the edge of his vision and is blocked by solid objects.

The target automatically learns the name and race of any creature he sees as well as the results of a Knowledge check (result equals 10 + caster level) to obtain knowledge about the creature automatically. If he wishes to make his own Knowledge check to identify a creature, use whichever is higher.

The target is never flatfooted and cannot be flanked. He automatically senses the location of all invisible, hidden or otherwise unseen creatures. He suffers no penalty attacking such creatures, nor does he suffer any penalty when attacked by then.

The target gains the ability to strike with uncanny accuracy and precision. He ignores any miss chance that would be overcome by true seeing, such as blur or displacement. This also overcomes mirror image and greater mirror image. He also deas an extra 3d6 points of damage against all creatures with melee and ranged attacks, due to being told precisely where to strike to cause maximum damage. This stacks with sneak attack, skirmish or other sources of precision damage and is prevented by the same means that prevent them.

Creatures under mind blank or epic abjurations that block divinations are not affected by this spell and the benefits of it do not apply against them. Creatures with the darkstalker feat are not automatically located if invisible or hidden.

Elle's Triple Boom
Evocation [Electricity, Sonic]
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Two rays
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell conjures two rays from the caster's finger, one electric yellow and the other black. The rays may be aimed independently at different targets in range or at the same target, regardless, hitting a creature with a ray requires a ranged touch attack roll. The electric yellow ray deals 25d6 electricity damage and the black ray deals 25d6 sonic damage. If both rays hit the same target, the mingled energies result in a tremendous sonic boom. This sonic boom deafens and stuns all creatures within 500ft of the target for 3 rounds unless they succeed on a Fortitude save. Additionally, all unattended glass or similar materials within the range are shattered.

The creature targeted by both rays is also subject to being stunned and deafened. The caster is not subject to being stunned or deafened by their casting of this spell.

Material Component

A thunderstone.

Emily's Forceful Strike
Evocation [Force]
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (30ft radius, 100ft high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A column of raw force slams down and obliterates your enemies, dealing 1d6 points of damage per caster level (maximum 45d6) and stunning all creatures within for 1d6 rounds. A successful Reflex save halves the damage and negates the stunning.

Material Component

A handful of glass beads, which are thrown to the ground when you cast this spell.

Empress's Remand
Abjuration
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell is identical to greater dispel magic, except as noted here. The maximum dispel check is +35. Any spell that you dispel you may choose to take command of. A spell you take command of may be transferred as you wish. You may change the creature affected by the spell and instead of dispelling it, bestow that spell on another creature within the range of Empress's Remand. If this is a spell that allows a saving throw and spell resistance, the new target is entitled to those as if it was just cast on the target. The caster level, duration and all other effects of the spell stay the same and continue without interruption.

Material Component

A platinum coin with a crown stamped on it, worth 10 gold.

Eternal Aura
Abjuration
Level: Clr 14, Pal 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

You are surrounded by an aura that makes you seem ancient and yet eternal, like the highest mountains in Creation, and nearly as impossible to bring down. You only suffer half damage from all melee or ranged attacks. Any creature that injures you with such an attack must make a Fortitude save or suffer the damage prevented by this spell. For example, if you are injured by a melee attack for 30 damage, you only take 15 and the creature must make the save or suffer 15 damage.

For every attack past the first a creature makes against you while you are under this spell, their saving throw against this suffers a -3 penalty. This stacks to a maximum of -21.

Fallen's Lament
Enchantment [Evil, Mind-Affecting]
Level: Corrupt 14
Components: V, S, F, Corrupt
Casting Time: 1 hour
Range: Touch
Target: Celestial touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This vile spell is the result of study by the fallen planetar Sasoliel in league with the yugoloths. If the target fails a Will save, they are flooded with evil power. They lose the good subtype and gain the evil subtype, as well as the fallen template. Their alignment shifts to evil on the good-evil axis while the law-chaos axis is not changed. While the change is permanent, the newly fallen celestial may be able to purify themselves (and atone if needed). There is no compulsion to stay evil, save their new outlook and anything they may do as a result of it. The celestial is aware the changes are artificial.

A celestial that succeeds on the saving throw against this spell is thereafter immune to this spell, as is any celestial who fell and atoned or otherwise had a non-good alignment in the past.

This spell ignores any racial ability a celestial would have to block or suppress this spell, such as magic circle against evil, a protective aura or immunity to enchantments or mind affecting magic.

Focus

The soul of a solar, imprisoned within a gemstone or similar object.

Corruption Cost

2d8 points of Wisdom drain.

Greater Circle of Spiritual Protection
Abjuration
Level: Clr 14, Sor/Wiz 14
Components: V, S, M

This spell is identical to circle of spiritual protection, except that it affects outsiders of up to 39 hit dice.

Material Component

A mix of ground up cold iron, silver and diamond dust worth 7,500 gold.

Greater Divine Power
Evocation
Level: Clr 14, War 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions like Divine Power, except you receive an extra attack. This extra attack is not a haste effect and stacks with other sources of extra attacks such as Haste. You gain a +20 enhancement bonus to Strength, and you gain 3 temporary hit points per caster level.

Holy Rebirth
Transmutation [Good]
Level: Sanctified 14
Components: V, S, DF, Sacrifice
Casting Time: 1 week
Range: Personal
Target: You
Duration: Instantaneous

This spell ends mortality and brings eternity. When you cast this spell, you die and are immediately reborn as an outsider. The exact type of outsider depends on your hit dice, patron deity and alignment, though any creature mighty enough to cast this spell can expect to incarnate as no weaker than a throne archon, solar or tulani eladrin.

The sacrifice of this spell is not for nothing. For 1 week after you cast this spell, you do not cause spiritual wounds on the Prime Material. You may visit and travel it freely without risk in that time. Thereafter you are unable to enter the Prime for any means for 1 year, as if you had died on the Prime Material as an outsider.

A non good creature that manages to cast this spell dies and gains no benefit from this spell. Any attempt to cast this spell on another causes the spell to fail. Likewise, a non mortal creature that casts this spell causes it to fail.

Sacrifice

Your life.

Imix's Burning Scream
Evocation [Fire, Sonic]
Level: Duskblade 12, Sor/Wiz 14
Components: V
Casting Time: 1 standard action
Range: 120ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

By casting this spell, you let out a shout that shatters creatures and causes them to burst aflame. All creatures within the cone take 25d6 points of sonic damage and 25d6 points of fire damage with a successful Fortitude save halving the damage taken. Creatures slain by this spell burst apart into flaming pieces which rapidly burn away to ash. This destroys any objects or equipment on the slain creature automatically (save for artifacts or things of similar power).

Instant Forest
Conjuration (Summoning) [Good]
Level: Drd 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: One or more summoned treants
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell summons 1 celestial treant per caster level. These treants serve you without question and will never harm you, even if controlled by another. Treants summoned by this spell have maximum hit points per hit die, a +7 sacred bonus to attack rolls and weapon damage rolls and every attack they make counts as smite evil (as the celestial creature template's smite evil). Any trees affected by a summoned treant's animate trees ability gains the same bonuses.

Material Component

A bit of bark from an elder treant worth 50 gold.

Kassim's Inescapable Tomb
Abjuration/Evocation [Force]
Level: Sor/Wiz 14

This spell is identical to Sekmid's trap, except as noted here. Gusts of wind and ear-splitting screams of sound fill the cylinder. Spells and spell-like abilities cast from within the cylinder require a Concentration check (DC equal to the spell's save DC + 10) to cast due to the conditions. The area inside of the cylinder is treated as being under a dimensional lock spell.

The wind and conditions have no bearing on the magic missiles created by the spell, which still strike true.

This spell is only know to Kassim, Kossuth and a few of his elite wizards, the Sultan of the Efreet and Faerinaal (the latter of which due to a trade).

Light of the Seven Heavens
Abjuration/Evocation [Light, Good]
Level: Clr 14, Pal 12
Components: V, S
Casting Time: 1 full round action
Range: Personal
Area: 70ft burst, centered on you
Duration: Instant
Saving Throw: Will negates (see text)
Spell Resistance: No

You call upon the light from the Seven Heavens to erupt out of you in all directions. All spells with the darkness or shadow descriptor within the burst are suppressed for 7 rounds. Evil creatures within the burst who possess supernatural abilities related to shadows also have these powers suppressed and unavailable for 7 rounds. Evil creatures are allowed a Will save to negate the effects of this burst on them and the spells active on them.

Regardless of the outcome of this, any spell with the darkness or shadow descriptor within the burst is also subject to a dispel check as if by a superb dispelling spell (maximum dispel check +40).

Exactly what powers are related to shadows is left to DM discretion, but a deity's abilities would not be subject to this regardless.


Lightning's Rise
Transmutation
Level: Sor/Wiz 14
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This mighty spell allows you to transform your body to living lightning on injury. Whenever you take damage, you may choose to transform as an immediate action. If you do, you become a mass of electricity invulnerable to most forms of harm. Your size and type do not change. You are immune to all damage in this form except as follows. You take normal damage from force attacks such as magic missile and are vulnerable to any attack that deals damage with water, taking double damage from them and suffering a -10 penalty to any saving throws. This form lasts until the beginning of your next turn. In this form you cannot make attacks of opportunity or cast spells, nor can you move. Once you return to your normal form, this spell ends.

If you were struck by a creature's body or one who struck you with a metal object that provoked you to transform or if either happens when you are transformed, you can attempt to flow into them and flood them with lightning. This deals 50d10 points of electricity damage. Additionally, you can choose to remain as electricity, dealing the damage each round at the beginning of your turn, so long as you are within them. In this case, this form lasts for one round per three caster levels, until the spell expires normally or until the creature you are within dies. At that point, you appear in your normal form adjacent to the creature or the creature's corpse. While you are within a creature, you can take no other actions than to deal it damage, which happens automatically.

Once within a body, you can only be removed with a dispel magic or similar spell targeted at the creature you are within. This spell may be targeted that way and if successfully dispelled, you take 1d6 points of damage per caster level of the spell used and appear adjacent to the creature in your normal form, the spell ended.

Focus

The scale of a blue dragon.

Lixer's Decree
Necromancy [Evil, Fear, Mind-Affecting]
Level: Dread Necromancer 14, Sor/Wiz 14
Components: V
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius emanation, centered on you
Duration: 1 min/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

When you utter the single word of Lixer's decree, all living creatures within the area of the spell (except you) must succeed on a Fortitude save or become cowered. At the start of your turn, each creature both still cowered by this spell and within the area of it suffer 4d12 points of damage. You heal damage equal to the damage dealt, with any remainder gained as temporary hit points, up to a maximum of double your normal hit points. Temporary hit points gained by this spell stack.

Creatures slain by this spell rise as dread wights within one round. These dread wights are under your control until the spell ends, and friendly to you after the spell expires.

This spell has only recently become known to Creation, used by the new Lord of the First to crush those who invade Avernus.

Lunatic Storm
Evocation [Light]
Level: Clr 14, Sor/Wiz 14
Component: V, S, F
Casting Time: 1 full round action
Range: Long (400ft + 40ft/level)
Area: 20ft bursts; see text
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

Lunatic storm causes multiple lunatic's light to explode within the range of the spell. The caster gets one lunatic's light per three caster levels. Each one appears where the caster desires within the range of the spell. Multiple lunatic's light may not overlap, though creatures that occupy more than one square can be caught in more than one assault. Each assault requires a separate saving throw and spell resistance check to resist.

In addition, each light deals 1d6 damage per caster level, to a maximum of 40d6. All other effects are as lunatic's light.

Focus

The eye of any outsider with 20 or more Hit Dice.

Mass Lunar Healing
Conjuration (Healing)
Level: Clr 14, Drd 15, Hlr 14, Pal 13, Rgr 14
Range: Close (25ft + 5ft 2/levels)
Targets: One or more creatures, no two of which can be more than 60ft apart

This spell is identical to lunar healing, except as noted here. The maximum number of hit points restored to each creature is 450.

Mass Monstrous Thrall
Enchantment (Compulsion) [Mind-Affecting]
Level: Domination 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level; no two of which can be more than 100ft apart
Duration: Permanent
Saving Throw: Will negates; see text
Spell Resistance Yes

This spell functions as monstrous thrall except as noted here. The penalty to Will saves is increased to -8. This spell penetrates defensive spells and spell-like abilities of 12th level or lower, such as protection from evil and mind blank. A creature protected must still save, but they do not suffer the -8 penalty. Such spells do not suppress the domination once established. Your control of dominated creatures extends across planes.

Mass Power of the Huntress
Transmutation
Level: Sor/Wiz 14, Drd 14
Range: Close (25ft + 5ft 2/levels)
Targets: One creature/level, no two of which can be more than 30 ft apart

This spell functions as Power of the Huntress, except that it affects multiple targets.

Mortal Bonfire
Evocation [Evil, Fire]
Level: Clr 14, Sor/Wiz 13
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Effect: 1 10ft square/level field of flames
Duration: 1 round/level
Saving Throw: Ref partial
Spell Resistance: No

This spell creates a field of flames that torments mortals while leaving other creatures unharmed. For the sake of this spell, mortals are any creature not an outsider, construct, elemental, undead or fey.

Mortals within the field or who come in contact with it take 1d10 points of fire damage per caster level(max 35d10 damage). This damage is taken each round there is contact or the creature is within the field. A Reflex save halves the damage taken, and if the creature is within 5ft of the edge of the field, the creature is able to escape the field altogether.

The field is considered difficult terrain for mortals, except that it takes four squares of movement to move one square. Likewise, the flames are opaque to mortals, blocking line of sight and line of effect. Non-mortals are not affected by this spell in any way. They are not damaged by the flames, can move through the field without penalty and find the flames to be transparent.

A mortal slain by this spell is reduced to burnt clay, as are any possessions on it (bar artifacts). Any attempt to resurrect the mortal is difficult, resulting in a -70% penalty to the resurrection chance roll.

The shape of this spell may be any the caster wishes, so long as it is contiguous. All squares must be based on solid ground or atop another square.

This spell was developed by Eblis and is used exclusively by him and his most favored Sundered Suns. However, a cabal of Abyssal mages have successfully stolen the spell and converted it to an arcane spell. This version of the spell has been spread about, ironically to mortal wizards suited to using it.

Polar Howl
Evocation [Cold, Sonic]
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 1 40ft radius burst per 5/levels
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell conjures multiple bursts of howling blizzard winds that freeze, disorient and slow creatures within them. Any creature within a burst takes 25d6 points of cold damage and 25d6 points of sonic damage. A creature who takes cold damage from this spell and fails the Fortitude save is slowed for one round per caster level (as if by a slow spell), while a creature who takes sonic damage from this spell and fails the Fortitude save is confused for one round per caster level (as if by a confusion spell).

A creature can be both slowed and confused by this spell if they take both cold and sonic damage. A creature cannot be affected by multiple bursts in a single casting.

Material Components

The tooth of a white or silver dragon, worth no less than 300 gold. A dragon with a breath weapon that deals cold damage does not need to provide the material component.

Purr of Sharess
Abjuration/Evocation [Good, Sonic]
Level: Sor/Wiz 14, Brd 11
Components: V
Casting Time: 1 standard action
Range: 100ft radius emanation
Area: 100ft
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You emit a gentle purr that soothes the righteous and torments the wicked. Using this spell is a standard action, and requires concentration to maintain each round. Good aligned creatures hear a beautiful, soft purr that banishes worries and soothes them, granting them the benefits of sublime revelry for as long as they are in the radius and 5 rounds after they leave. Neutral creatures hear it as a cat's purr, loud but otherwise unremarkable. Evil creatures find it to be a devastating cacophony of growls, causing massive bursts of sonic damage. Each evil creature within the radius of the spell takes 1d6 points of sonic damage per caster level (max 40d6) and is permanently deafened. A successful Fortitude save halves the sonic damage and negates the deafening. Creatures who enter the radius are immediately affected. A creature cannot be affected by this spell more than once per round.

Radiant Storm
Evocation [Light]
Level: Clr 14, Sor/Wiz 14
Component: V, S, F
Casting Time: 1 full round action
Range: Long (400ft + 40ft/level)
Area: 20ft bursts; see text
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

Radiant Storm causes multiple Radiant Assaults to explode within the range of the spell. The caster gets one Radiant Assault per three caster levels. Each one appears where the caster desires within the range of the spell. Multiple Radiant Assaults may not overlap, though creatures that occupy more than one square can be caught in more than one assault. Each assault requires a separate saving throw and spell resistance check to resist.

In addition, each assault deals 1d6 damage per caster level, to a maximum of 40d6. All other effects are as Radiant Assault.

Focus

The eye of any outsider with 20 or more hit dice.

Raging Inferno
Evocation (Fire)
Level: Fire 14, Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell causes an area to immediately fill with flames from all angles. It does 1d6 fire damage per level (max 30d6) and then continues to do this damage every round in the area.  A successful Fortitude save halves this damage. A save must be made every round a creature begins their turn in the area affected. Any creature attempting to enter this area must also make a Fortitude save upon entering. This fire damage also ignores fire resistance and immunity.

Raziel's Zeal
Transmutation [Good]
Level: Clr 14, Pal 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

By casting Raziel's Zeal, you fill the target with a tireless desire to crusade against evil. The target's body burns with zealotry, so much so that they are surrounded by a halo of flames. This flame does not burn anything and sheds light equivalent to the noon sun in a 500ft radius. The zealous flames within the target grant a great deal of power as well. The target is immune to cold, fear, fire and mind-affecting abilities. They also gain a +7 morale bonus to all ability scores.

Roots of Life
Conjuration/Transmutation (Healing)
Level: Hlr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min/level and instantaneous; see text
Saving Throw: None
Spell Resistance: No

This spell connects the target to the Positive Energy Plane and floods the creature with positive energy. The target gains fast healing 30 and a +4 bonus to Constitution. If the target is middle aged or older, they regain any lost Strength, Dexterity and Constitution from aging for the duration of the spell.

The fast healing and bonus to Constitution end when this spell ends. However, any Strength, Dexterity or Constitution restored from aging does not, this change is permanent. This does further prevents additional penalties as the target grows older, though this does nothing to stop any other effects of aging and the target still dies when their time is up.

This spell was created by the Shining Watcher, with the removal of the drawbacks of aging being an unintended side effect. It is only known by the Shining Watcher and a rare few healers native to the Positive Energy Plane.

Sorrow's Touch
Transmutation
Level: Corrupt 14
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

The target's touch, including unarmed attacks and natural weapons, slowly wears away everything the touched creature is. This inflicts 2 points of vile ability damage to all six ability scores per touch.

Creatures who suffer vile ability damage from sorrow's touch and who are not fully healed of it within 1 minute must make a Fortitude save or slip into a black depression. Such creatures are listless, unwilling to do anything except lament their failings and miseries. The only cure is to heal the vile ability damage caused by sorrow's touch. Creatures affected by this ability will cease to see to basic personal needs such as grooming, hygiene, eating and drinking. In all aspects, the creature will sit and wait to die, mired in sorrow.

Corruption Cost

1d6 points of ability damage to all six ability scores.

Soul Reave
Necronancy
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One creature or object (see text)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell directly attacks the soul of the target, inflicting damage that is hard to resist or heal. The target suffers 1d4 points of damage per caster level to a maximum of 45d4, this damage is always considered lethal damage regardless of any regeneration the target possesses, and cannot be healed by magic or fast healing, requiring mundane rest and time to recover from.

Because most creatures do not have a physically present soul, this spell inflicts half damage on most creature types with no damage on a successful save as the body provides a buffer of protection for the soul - most humanoids, dragons, and corporeal undead fall under this.

Most mindless creatures such as golems and unintelligent undead have no soul and thus suffer no effect from this spell.

Outsiders, elementals, and incorporeal undead suffer the full effect as their body and their soul are one indivisible unit.

This spell does not completely destroy a soul however anything killed by it suffers a -50% penalty to their resurrection chance, and contingent methods of resurrection such as a lich's phylactery or a clone spell have a 50% chance of failing. If cast on a creature that is currently being possessed, such as by a magic jar spell, the spell only injures the possessing creature and not the host, though they are treated as a normal mortal even if they are actually an outsider or ghost because the host body acts as a buffer. Casting on the magic jar focus, or a crystal that has been used for a trap the soul spell, injures the creature as though they were an outsider regardless of their creature type.

Certain forms of soul mutilation may render a creature more vulnerable to this spell. The process of becoming a lich for instance will inflict a penalty to spell resistance and the will save of -11 (the caster level required to become a lich). A creature that has benefitted from Violet's skill implantation procedure suffers a penalty to spell resistance and the will save equal to the total number of class levels worth of skills gained.

Space Compression
Transmutation
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Under the effect of this spell space and distance become malleable, able to change at the caster's whim. Once per round as a free action the caster may alter the distance between any two points within its area of effect such that distant squares are treated as adjacent to one another. Once set, the points remain in their new configuration until either the caster resets them or else moves so that one of them falls outside the radius of the spell (based on its 'true' position - this spell cannot be used to extend its own area).

For example a caster can link her present square with one at the edge of the spell's radius and cover several hundred feet with a single five foot step, bypassing any obstacles or attacks of opportunity in her path. Or she may connect her square with that of a distant enemy, allowing melee attacks to be made through the compressed space. Lines or ray attacks can travel through compressed space normally, whereas for a radius effect a cone is projected through compressed space based on the orientation of the squares and the remaining radius of the effect. For example if a 20 foot radius fireball detonates 10 feet to the left of a square that is linked elsewhere, a 10 foot cone is cut out of the fireball's radius moving past that square, and the 10 foot cone then issues forth from the linked square aimed in the same direction drawn from the fireball's point of origin.

A creature threatens normally through linked squares, potentially increasing their melee reach and triggering attacks of opportunity on other creatures moving around them.

Summon Solar
Conjuration (Summoning) [Good]
Level: Clr 14
Components: V, S, DF
Casting Time: 1 round.
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned solar
Duration: Concentration; up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a Solar from the Heavens Above. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Sunstorm
Evocation [Light]
Level: Drd 14, Sun 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 200ft radius burst
Duration: Instantaneous
Saving Throw: Ref half
Spell Resistance: Yes

This spell conjures a barrage of solar flares that explode out, dealing grievous damage to all within the burst. All creatures within the burst suffer 1d8 damage per caster level (maximum 40d8). Undead and creatures vulnerable suffer a -5 penalty to the Reflex save.

The area of this spell is suffused with light equal to daylight for 24 hours after this spell is cast. This light may be negated by a darkness spell of 14th level or higher. This light is treated as real sunlight for creatures vulnerable to it, such as vampires.

Swept Into Immolation
Conjuration/Necromancy (Teleportation)
Level: Clr 14, Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes

You cast this spell and condemn the target to the Elemental Plane of Fire and lay a dreadful curse on them at the same time. A creature that fails the Will saving throw is immediately teleported to a random location within the Elemental Plane of Fire. Additionally, a curse is laid on the target that inflicts them with vulnerability to fire. This vulnerability negates any resistance or immunity to fire the creature has. So long as this vulnerability exists, the creature cannot leave the Elemental Plane of Fire by any means.

The curse from this spell is permanent and can only be removed by a wish or miracle spell that succeeds on an caster level check (DC 11 + caster level of this spell).

While normal means cannot allow the target to leave the Elemental Plane of Fire, a deity native to Fire can banish the target from Fire. If they do, the curse is lifted and the spell ends.

Syala's Blessing
Transmutation
Level: Drd 14
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target of this spell gains a +10 morale bonus to Strength, Dexterity and Constitution.

Thunderous Voice
Transmutation [Good]
Level: Brd 12, Clr 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By calling on the Thunderous Voice, your voice becomes like the pounding roar of a thunderstorm. This fills your voice with overpowering terror, granting you a +40 competence bonus to Intimidate checks. As a standard action while under the effects of this spell, you may intone a condemnation of any evil creatures within 100ft. This unleashes a lightning bolt from you to the creature. Treat this as a lightning bolt spell, except that it only affects the creature and deals 20d6 points of damage. Half of this damage is electricity damage and half is divine power and thus not subject to resistance or immunity to electricity.

Material Component

A rod of lightning and a tiny horn.

Voidcall
Evocation [Evil]
Level: Corrupt 14
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature/level; no two of which can be more than 120ft apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a mournful call and longing incantation, you bring Shar's song to the targets to unravel them to nothingness. The targets take 1d10 points of vile damage per caster level (maximum 40d10) and is afflicted by the Song of Ending disease. A successful Fortitude save halves the damage and prevents being afflicted with the Song of Ending disease.

Corruption Cost

1d8 points of Constitution damage. Sharrans only take 1d4 points of Constitution damage instead.


15th level:
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Assign Planar Traits
Transmutation
Level: Sor/Wiz 15
Components: V, S, M
Casting Time: 1 month
Range: 0ft; see text
Target: 1 demiplane that you created
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You may cast this spell when you are within a demiplane you created, such as with a create demiplane spell. When you cast this spell, you may assign the following planar traits to your demplane: gravity, elemental and energy, alignment and magic. You can set these traits to whatever you wish, so long as they do not conflict with the plane the demiplane is attached to. For example, adding the good aligned alignment trait to a demiplane connected to the Abyss or the fire dominant trait to a demiplane connected to the Elemental Plane of Water.

Note that if you choose the dead magic planar trait that you gain no particular immunity to this dead magic area.

Material Component

A large platinum disk inscribed with diagrams of the planes, worth no less than 500,000 gold.

Automatic Summoning
Conjuration (Summoning) [See Text]
Level: Brd 15, Clr 15, Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels); see text
Effect: One summoned creature and magical auras; see text
Duration: 1 round/level; see text
Saving Throw: None
Spell Resistance: No

Automatic summoning summons monsters just like summon monster 9. It counts as summon monster 9 for the sake of effects and abilities. However, unlike summon monster 9, it creates magical aura around the squares the spell summoned monsters into. Each round on the caster's turn, the summons repeat and new monsters are summoned. This requires no concentration or effort on the part of the caster, nor does it remove the previously summoned monsters.  This repeats every round until the end of the spell's duration.

The creatures summoned are the same as the first batch of creatures summoned. They appear in the same square (or the closest unoccupied square if that square is occupied) and otherwise as as normal for summoned creatures.

Automatic summoning can be dispelled by targeting any of the squares where the summons appear. This stops any further summonings but does not remove creatures that have already been summoned. They last for the normal duration of the spell, until slain or separately dispelled.

Arcane Material Component

A tiny bag and a small (not necessarily lit) candle.

Call Primal Elemental
Conjuration (Calling) [see text]
Level: Clr 15, Drd 15, Sor/Wiz 15
Components: V, S
Casting Time: 10 minutes
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned primal elemental
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell enables you to call a primal elemental to negotiate with for its services. You must know the name of a specific primal elemental to be summoned or otherwise identify it in an unambiguous fashion. Doing so calls the elemental named and allows you to bargain with it for its services.

Bargaining with such a creature is identical to lesser planar ally and related spells, except that primal elementals rarely care for materials or items. Generally, they want services that advance the cause of their element of harm the cause of its opposing element. A primal elemental will never waive payment for its services.

A primal elemental who does not care for the caster's offered services or is attacked by the caster (or allies) will attack.

Due to the size of primal elementals, this spell is usually cast outside or in another wide open space.

The descriptor of the spell matches that of the elemental. For example, summoning a primal fire elemental makes this a spell with the fire descriptor.

Cast to the Malicious Fates
Conjuration (Teleportation)
Level: Sor/Wiz 15
Components: V, S, M
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This wrathful spell plagues the target with uncontrollable, randomized and unfavorable teleports. Every hour the target is teleported to a new, random location. This location is one that unfavorable and unpleasant to the target, though not one that is immediately fatal. These locations range from the embarrassing (a man appearing in the woman's baths) to dangerous (appearing in the arctic wearing summer clothes) to extremely hazardous (appearing in the path of a raging dragon). No matter where the target is teleported, they will never teleport anywhere within 100 miles of what they consider home or a steadfast friend or ally. In addition, if the target finds that any attempts to teleport on his own, such as by casting teleport, using a greater teleport SLA or stepping through a portal instead cause another instance of unfavorable teleportation.  This includes planar teleportation, such as plane shift, but not the direct action of deities or passing over a planar boundary.

Cast to the Malicious Fates can be dispelled as normal, but it treats its caster level as 20 higher for the sake of being dispelled. Anti magic or dead magic areas suppress this spell, though wild magic does not. A wish or miracle cast by 21st level caster can immediately dispel Cast to the Malicious Fates.

Material Component

A scroll of greater teleport.

Change Climate
Transmutation
Level: Clr 15, Drd 15, Sor/Wiz 15
Components: V, S, F
Casting Time: 1 hour
Range: 1 mile/level
Radius: 1 mile/level radius, centered on you
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell allows you to change the climate of the area within the spell's radius. You may change it to any particular climate you wish, which includes temperature, precipitation, winds, humidity and so forth. You are limited to an average high temperature of 140 degrees and an average low temperature of -50 degrees, the limits of the severe heat and extreme cold temperature bands, respectively. Likewise you can have winds, but no more than an average wind speed of 50 miles per hour, the limit of severe winds.

This spell can only be dispelled if you can target the focus of the spell, which must be left where the spell was cast.

Multiple change climate spells cancel each other out and allow normal conditions to prevail where they overlap.

Focus

A droplet of blood from a primal elemental stored in a gemstone worth at least 5,000 gold.

Chauntea's Great Restoration
Transmutation
Level: Drd 15
Components: V, S, M, F, DF
Casting Time: 12 hours
Range: 5 miles/level
Area: 5 miles/level emanation, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting this spell, you cause a wide reaching and complete restoration of the lands within range of this spell. This spell heals any damage to the land, such as pollution, drought, desertification, decay, diseases, curses and ongoing spells. Spells such as diminish plants are automatically dispelled, as is any non epic spell that harms or suppresses the natural state of the land. An epic spell is treated as being affected by a superb dispelling spell with a maximum dispel check of +60. Any magical changes to the natural weather patterns are likewise dispelled (you can choose to exempt beneficial effects as you see fit) as above, while non magical changes are simply corrected.

Lands affected by this spell are instantly restored to full growth and splendor. Dead plants are returned to life, fields are full of fresh growth and farmed out lands are again fertile. Any blocked or lost water sources are restored and rejuvenated, with natural aquifers and the like fully refilled. Exhausted natural resources are restored as well.

The area affected by this spell is forever bountiful after. Crop yields are doubled for the affected land and plants need only 50% of the normal amount of water to survive.

If this spell is cast on the Prime Material Plane, it also heals any spiritual wounds in the area of the spell as if the caster used an unused 15th level spell slot to heal the wound. Any caster level checks to end the spiritual wound are still required.

This spell was created by Chauntea after a Prime Material Plane was nearly destroyed by several disasters. While the spell's knowledge is not hidden, the required focus means it is usually cast only by the greatest and most trusted of Chauntea's servants.

Material Component

Diamonds totaling no less than 50,000 gold.

Focus

A droplet of blood from Chauntea.

Consumptive Dispelling
Abjuration/Necromancy
Level: Clr 15, Sor/Wiz 15, Dread Necromancer 14
Components: V, S, F
Range: Medium (100ft + 10ft/level)
Target: 1 living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You immediately cause the magic around the target to collapse into entropic energies, causing the target to be bereft of protections and drained of life energy. This spell functions as greater dispel magic with a maximum dispel check modifier of +50. For each spell dispelled by consumptive dispelling, the target suffers 1 negative level. Negative levels inflicted by this spell fade in 24 hours and do not result in permanent lost levels.

Focus

The hand of a dire wight of at least 20 hit dice. Creatures with the ability to drain levels by touch do not need a focus to cast this spell. A dread necromancer's enervating touch class features qualifies.

Create City
Conjuration (Creation)
Level: Sor/Wiz 15
Components: V, S, M, F
Casting Time: 8 hours
Range: Long (400ft + 40ft/level)
Effect: A city; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This mighty spell creates a city from nothing. When cast, a city of up to 500ft/level in size is created. This covers all aspects of a city, which includes buildings, roads, wells, a city wall and any other normal features of a city. The city created is of competent but uninspired craftsmanship and uses whatever materials would be practical to use for a city in that location, though you may provide alternative materials to be used if you wish. Should you have ranks in Crafts skills relevant to the city's construction, such as Craft(Stonemasonry) for a city made of stone, and you wish it to be so, you can improve the craftsmanship of the city up to the limits of your Craft skill when you cast this spell.

The exact design of the city is yours to choose, though it must be within the normal limits of local physics as well as the skill of the craftsmanship of the city. Once created, the city is subject to normal wear and tear.

Material Components

Any alternative materials to be used in the construction of the city (optional).

Focus

A carved model of the city to be created, which costs 100 gold per 500ft of size of the city.

Cursed Crystal Prison
Evocation/Necromancy (Earth, Force)
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (20ft radius, 60 ft high)
Duration: 1 min/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

A great eruption of dark blue crystal threaded with strands of force appears at the conclusion of this spell, trapping those nearby within its cruel confines. If a creature succeeds on their reflex save they are flung clear to the nearest unoccupied square at the edge of its area and suffer no further effect. If spell resistance blocks the effect, a creature can move through the crystal as if it weren't there

A creature that fails its save is trapped within the crystal and suffers 20d6 damage each round as well as being unable to move or breathe. The crystal feeds on the life force of its victims - or the unlife force in the case of undead, for it doesn't discriminate and the force aspect makes it particularly effective against spirits. Any creature that dies from the spell's damage causes its radius and height to both increase by 5 feet and the damage dealth by the spell to increase by 1d6 (up to a maximum of 50d6), their bodies reduced to crystalline husks that linger even after the spell ends (this crystal is brittle, cloudy, and of little practical use).

Any creature standing in space the spell's radius expands to encompass must make a reflex saving throw or be entombed inside and suffer its effect. A creature forced to touch its surface via a bull rush or similar attacks suffers half of the spell's damage with no save (spell resistance applies normally) and is not trapped, though if this damage slays them the spell will expand as detailed above. For large creatures which only have some of their squares within the spell's effects, they suffer full damage and lose their dexterity bonus to AC, but but can still breathe and take other actions.

A trapped creature can escape with teleportation as normal, otherwise they must succeed on both a DC 30 strength check and DC 50 escape artist as a full round action to move 5 feet by breaking the crystal and traversing the force fields within. Abilities such as earth glide or incorporealness negate the need for the strength check. The crystal is subject to disintegration effects as normal.

This spell does not deal damage to constructs and objects, although they can still be trapped within.

Focus

A small geode stained with blood.

Dolmaya's Irritated Dismissal
Evocation [Air]
Level: Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

By means of a sudden, unearthly blast of wind, this spell immediately removes a creature from the caster's presence. The target is sent flying up and away at supersonic speeds, propelling them 1000ft per caster level. This travel happens instantaneously and goes upward and away in a parabolic arc. Regardless, this travel deals 30d6 points of damage to the creature, as well as 20d6 points of damage from the fall (damage from the fall may be mitigated normally, but this has no impact on the rest of the spell).

Should the target impact a solid object during this movement, such as a wall or ceiling, they suffer the full 30d6 points of damage and stop moving. This may result in a fall and further damage.

Creatures who have dealt damage to the caster in the past round suffer a -4 penalty to the saving throw.

Material Component

A golden feather.

Dream Travel
Conjuration (Teleportation)
Level: Dream 15
Components: V
Casting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous

When you finish this spell, you cast yourself into the realm of dreams and instantly connect to the dreams of another creature that is asleep. This instantly teleports you and objects up to your maximum load to them with no chance of a mishap. This teleportation functions across planar boundaries and even into most demiplanes. An unwilling creature is allowed a Will save, success causes the teleport to fail. Should the teleport succeed, the creature is awakened by your teleportation (unless asleep as a result of outside means, such as magic, sedatives or so forth). This prevents any chance of a surprise round.

The main utility of this spell is that is circumvents most attempts to stop teleportation. Dimensional anchor, dimensional lock and even a wish or miracle spell cannot stop it, due to the unusual means of travel via the realm of dreams. The only thing that can stop it a deity or similar entity severing the astral links to a location or the target creature being in an antimagic field or dead magic area.

Elle's Great Shooting Star
Universal
Level: Brd 15, Sor/Wiz 15
Casting Time: 1 minute
Range: See text
Target, Effect or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

This spell conjures a shooting star in the sky above that streaks by and can be seen for 100ft per caster level in all directions. This shooting star is visible for one round. Should a creature speak a wish within one round of seeing this shooting star, the wish is granted as if by a wish spell. This spell can grant up to one wish per ten caster levels of the caster. No matter how many wishes it grants, the caster only takes the strain of one wish and those who make the wishes do not suffer any strain at all.

A creature can only benefit from a single wish per casting of this spell, no matter how many wishes they speak in one round.

Emily's Meteor Smite
Evocation [Fire]
Level: Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 10ft/level radius burst, centered on a creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When this spell is cast, a massive meteor slams down from above to obliterate all within its area. This deals 1d8 damage per caster level (maximum 45d8). The area struck is reduced to a crater filled with flash boiled molten rock. Any creature within the radius is treated as being immersed in lava, which deals 20d6 points of damage per round. Creatures may escape this lava as normal, which cools over several minutes. Creatures that survive the fire damage but do not escape are liable to be trapped within the cooling lava.

When cast on an aerial target and thus does not strike solid ground, this spell deals damage but does not create a crater or lava. It may damage objects and buildings within the radius as well as potentially start fires if it strikes a flammable object, such as a tree.

Despite the name and theme of the spell, an open sky is not needed to cast this spell, and it may be cast indoors or underground.

Material Component

An ounce of cold iron from a meteorite.

Endless Swamp
Illusion (Pattern, Shadow, Mind-Affecting)
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10 ft./level radius spread
Duration: 1 hour/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This spell creates a gigantic fetid bog filled with deadly biting insects. Any creature that fails its saving throw feels itself immersed up to the waist in a thick choking swamp and surrounded by thick jagged branches and tangling vines. This leaves them both entangled and sickened, and grants total concealment to any creature more than 5 feet away. Regardless of which direction an affected creature intends to move in, their actual movement is always directly towards the centre of the spell's radius.

Every round on the caster's turn, vicious insects made of shadow-stuff attack all creatures within the spell's radius. Because they are only quasi-real a creature which has saved against the spell's effect or is immune to pattern or mind-affecting effects still suffers from their attacks but only receives 50% damage. A melee touch attack of caster level + intelligence or charisma (whichever ability the caster uses for their spellcasting) + 2 is made against all creatures within the radius, which inflicts 10d6 damage and 1d4 constitution damage.

Feed the Inferno
Abjuration/Transmutation [Fire]
Level: Clr 15, Drd 15
Components: V, S
Range: Medium (100ft + 10ft/level)
Target: 150ft radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting feed the inferno, the caster transforms dispelled magic into the essence of fire. This spell is identical to the area dispel of greater dispel magic with a maximum dispel check of +50. For each spell dispelled by feed the inferno, the caster's melee attacks deal an extra 1d6 points of fire damage for the next 2 rounds (maximum 15d6). A caster with the fire subtype may instead choose to feed on this energy and heal 10 hp per spell dispelled; doing so negates the bonus fire damage from this spell.

Final Penance
Necromancy [Good]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 evil creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When Final Penance is cast, the target creature's life force is torn apart by raw holy judgment. This deals 1d8 points of damage per caster level, to a maximum of 40d8. Against evil outsiders, it instead deals 1d10 points of damage per caster level, to a maximum of 40d10. A Fortitude save is allowed to halve the damage. If the creature is slain by this spell, its life energy explodes out in all directions, laced with holy power. This life force extends in all direction 100ft, healing good creatures an amount equal to the damage the target took from this spell.

Firescape
Evocation/Abjuration [Fire]
Level: Sor/Wiz 15, Fire 15
Components: V, S, M/DF
Casting Time: 10 minutes
Range: Anywhere within the area to be warded
Area: Up to 200 square ft/level (S)
Duration: 1 day/level (D)
Saving Throw: See text
Spell Resistance: No

This spell is used to ward strongholds for creatures native to fiery climates. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

Heat

The entire warded area is superheated. This heat is pleasant to creatures native to fiery climates such as fire elementals and devils. Any creature not immune to fire takes 25d6 points of fire damage per round within the area. The warded building is not affected by this heat, nor are items carried by creatures immune to fire.

Airless

The tremendous heat consumes oxygen fast, making it impossible for creatures that are not of fire to breathe. Creatures that are not immune to fire cannot breathe within the warded area. They risk suffocation as normal for a lack of oxygen. Creatures immune to fire find it easy to breathe and suffer no difficulties.

Water and Cold Repellant

Creatures with the water or cold subtypes find it difficult to enter the warded area. They must succeed on a Will save to do so. A creature that fails this save may not enter the warded area for 24 hours. A creature that succeeds on the save may enter as it pleases for 24 hours.

Water and Cold Suppression

Spells and spell-like abilities with the water or cold descriptors are almost impossible to cast within. A Spellcraft check (DC 60) is required to successfully cast those spells within the warded area. Even if the spell is successfully cast, it suffers a -5 penalty to caster level. A spell reduced to a caster level of zero or lower fizzles.

Dimensional Locking

In addition to the above defenses, the entire area is treated as being under a dimensional lock spell.

The entire warded area radiates overwhelming evocation and abjuration. The effects are resistant to most dispelling magic, requiring superb dispelling or greater to remove. A successful superb dispelling brings down the entire ward.

Material Components

A hunk of brimstone, a silver rod and a burning fire.

Greater Create Demiplane
Conjuration (Creation)
Level: Creation 15, Sor/Wiz 15
Components: V, S, M, F
Casting Time: 1 week
Range: 10000ft; see text

This spell is identical to create demiplane, except as noted here. The demiplane created has an initial maximum radius of 10000ft. At your discretion, you can have simple, non magical animals also populate the newly created demiplane, ones that match the terrain.

You may cast this spell to expand a demiplane created by create demiplane by 10000ft, instead of 1000ft for create demiplane.

Material Component

Diamonds worth no less than 250,000 gold.

Focus

A crystalline sphere the size of a fist worth no less than 100,000 gold. Unlike a normal focus, this focus is consumed when the spell is completed. However, further castings of greater create demiplane to enlarge the demiplane do not require the focus, as it has been directly absorbed by the demiplane.

Greater Foresight
Divination
Level: Drd 15, Hlr 15, Knowledge 15, Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or touch
Target: See text
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This spell functions as foresight, except as noted here. This spell is much more powerful than foresight, the insight bonus to armor class and Reflex saves increases to +7; this spell also grants a +7 insight bonus to initiative.

In addition, you get glimpses of future threats against yourself or the subject of the spell. Once per round as a free action, you may mimic the effects of a divination spell, but you may only ask questions about threats to yourself within the duration of greater foresight and 2 hours afterwards. This mimicked divination bypasses normal protections against divinations, including mind blank, but epic spells and divine abilities foil it.

Greater Form of the Ice King
Transmutation (Polymorph) [Cold]
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You take the form of a primal ice para-elemental (see here). You gain 200 temporary hit points, which expire at the end of the spell. You may use the primal ice para-elemental's primal magic spell-like ability once per casting of the spell. See the polymorph subschool sidebar (CM 91) for more information.

Great Northern Wind
Evocation [Air, Cold]
Level: Drd 15, Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: One 1000ft cube
Duration: Instantaneous and 1 min/level; see text.
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell conjures a massive windstorm of sub-zero cold and frigid snow. This deals 30d6 points of cold damage to all creatures within the area of the spell except for the caster. A Fortitude save halves the damage and negates the following two effects. In addition, creatures that fail the save are knocked prone by the force of the wind. Further, the numbing cold inflicts a -10 penalty to Dexterity (cannot go below 1). Creatures immune to cold are only subject to possibly being knocked prone. Flying creatures that would be knocked prone are instead blown to the southern end of the cube.

The penalty to Dexterity lasts for 1 minute per caster level. All other effects of Great Northern Wind are instantaneous.

Material Component

A handful of snow.

Grudge of the Ages
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you imbue a permanent grudge into your chosen target. This grudge can be against any one person, object or organization. This grudge feels completely natural to the target and adjusts itself to fit the target. This grudge deepens over time, until after a year's time it is the sole motivation for the creature's actions. Everything else in the creature's life will be sacrificed to that end, no matter how self destructive that is.

The true danger of this spell is how difficult it is to detect and remove. Once cast the change is made and no magic can be discerned, nor can the changes be suppressed by means that normally stop enchantments, compulsions or mind-affecting magic. This spell can only be removed by a break enchantment, wish or miracle spell that specifically name this spell to be removed. Generally, it takes a great deal of research or epic level divinations to discern that this spell was used.

When the grudge is something the target already dislikes, the save is made with a -4 penalty. Should it be something the target hates, this penalty increases to -8.

Jarem's Rally
Conjuration (Healing)
Level: Clr 15, Hlr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All creatures within range receive the benefit of a heal spell, except that it can heal a maximum of 450 points of damage.

Jovar's Embrace
Conjuration (Creation) [Good, Lawful]
Level: Clr 15
Components: V, S, F, Archon
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

This spell summons the glittering gems and lustrous metals that decorate Jovar, the Glittering Heaven, and wraps them around the caster in the form of armor. This armor grants you a +21 armor bonus to armor class. The armor blocks incoming spells, spell-like abilities and supernatural abilities as shield of the archons, except it may block up to 3 such attacks per round and it is not subject to being shattered.

This spell was developed by Sealtiel, but he prefers not to attach his name to his creations. This spell is not widely known outside of Jovar.

Focus

A white diamond from Jovar, worth no less than 50,000 gold.

Mass Wrath Of The Elder Treant
Evocation
Level: Drd 15
Targets: 1 creature/level

This spell is identical to wrath of the elder treant, except as noted here. The maximum damage this spell can deal is 45d10 damage.

Miraculous Fate
Conjuration (Healing)
Level: Hlr 15
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: 1 hour/level or until discharged; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell is similar to fortunate fate, but far more powerful. It can heal up to 400 hit points and grants the target fast healing 30 for 1 round per caster level after the heal spell is triggered.

Phoenixfire
Evocation [Fire]
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: One creature; see text
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell conjures a gout of pure, red flames that take the shape of a phoenix. This strikes a single creature for 30d6 points of fire damage with a Reflex save for half damage. Each round past the first, the flames are reborn at the beginning of your turn. They form the same phoenix and strike again. If the previous target is still alive and in range, it will target them again. Otherwise, as a move action, you may designate another target. If you do not, the phoenixfire does not strike that round, but it appears each round for the duration should you choose to in a later round.

You may only have one phoenixfire spell active at once. 

Poisonbane
Conjuration (Healing)
Level: Drd 15
Components: V, S
Casting Time: 1 standard action
Range: 100ft/level
Area: 100ft/level radius emanation
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell halts and purges any poisons that affects any creatures within the area of the spell. This is identical to a neutralize poison spell, except that it also reverses any harm caused by poisons. This happens when the spell is cast and at the beginning of the caster's turn every round thereafter. This reversal includes hit point loss, ability score damage, ability score drain and other effects, such as unconsciousness, though this spell cannot resurrect those slain by poison.

All poisons within the area of the spell are neutralized and ineffective. Poisonous creatures are not poisonous for the duration of the spell, poisonous substances cause no harm to creatures and even spells that cause poison are unable to poison creatures.

This spell was created by a goddess who finished second best in a battle against Talona.

Restore Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell restores an area's connection to the Astral Plane. Doing so allows teleportation and dimensional magics to function properly in the area affected by a sever astral links spell or by the actions of a deity.

Restoring astral links can be dangerous. While it is possible for astral links to sever through unusual duress or by the sever astral links spell, it is most commonly seen in a deity's divine realm or the plane they rule over. Restoring the astral links a deity has severed in her divine realm or plane is guaranteed to get the attention of the deity, who is free to react as they see fit. Sending powerful servants to smite the offending creature is the most likely course of action, though avatars and even the deity herself may choose to appear.

Focus

A handheld replica of a color pool from the Astral Plane, made with a drop from a real color pool.

Restore Divine Connection
Necromancy
Level: Clr 15
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell counters and removes sever divine connection. A caster can only use this to remove sever divine connection if the victim of it follows the same faith.

Sever Astral Links
Abjuration
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 round
Range: Short (25ft + 5ft 2/levels)
Area: 1 100ft cube/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell severs an area's connection to the Astral Plane. Doing so prevents teleportation and dimensional magics from working in the area affected. An area affected can only be restored by a restore astral links spell or a deity using alter reality.

Severing astral links can be dangerous. While there is little risk if done in most locations, doing so on an outer plane or in a deity's divine realm will attract the attention of the deity or planar lord who rules there. This usually provokes the deity to send powerful servants or even an avatar to ascertain the situation and punish the spell caster. A deity and her avatars are capable of teleportation in their own divine realm, even if the astral links are severed, so this spell offers no defense against that happening.

Focus

A silver knife stained with the blood of an astral dreadnought.

Sever Divine Connection
Necromancy
Level: Clr 15
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You call on your hatred of the divine, using it to sever another's faith like a sharp sword. A creature affected by this spell cannot cast divine spells, such spells automatically fail. The following abilities are likewise disabled: Smite, channel energy, shapeshift, divine grace and lay on hands.

The main danger of this spell is that it is almost impossible to remove. It can only be removed by a cleric of the target's faith casting restore divine connection. Alternately, the direct intervention of a deity may free the target from this spell, though the deity must do so in person.

This pair of spells was developed by Eblis after his fall. They are not known beyond Eblis, the Sundered Suns, the Sultan of the Efreet and Asmodeus.

Silverfrost Mist
Conjuration (Creation) [Cold]
Level: Sor/Wiz 15

This spell is identical to silverfrost, except as noted here. The air within the area of the spell is filled with a thin, translucent silver fog. This does not impair visibility at all, but flying creatures within it must make the same Balance check as creatures on the ground. If they fail it, they fall to the ground prone. Trying to fly from being prone requires the same Balance check to successfully fly as it does to stand up.

Solar Pulse
Conjuration/Evocation (Healing) [Light]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 10ft/level radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

From above a massive burst of golden sunshine rejuvenates the living while obliterating the dead. Living creatures within the area of the spell heal 1d8+1 hit points per caster level (maximum 35d8+35) while the undead take the same amount of damage instead and are dazed for one round. A successful Reflex save halves the damage taken and negates the dazing.

A solar pulse automatically dispels any darkness spell within its area of 9th level or lower. Darkness spells of 10th level or higher are not affected.

Starbeam
Evocation [Light]
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: 400ft
Area: Line from your hand
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You emit a beam of starlight that devastates creatures, dealing 1d8 points of damage per caster level (maximum 45d8) to any creature within it. Creatures that fail the save are dragged with the line to the end of the range. While being dragged prevents creatures moved by this spell to slam into each other, it does nothing to protect them from other hazards (such as passing through fire and being burned or falling because the line goes off a cliff, for example).

Focus

A small teardrop shaped star's tear gemstone worth 2,000 gold.

Syala's Radiant Restoration
Conjuration (Healing) [Light]
Level: Drd 15
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Effect: Aura of light
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates an aura of pure white light that sheds light in a 10ft radius. This aura surrounds a living creature that you choose within range. Each round at the end of your turn, the living creature surrounded heals 10 hit points per caster level (maximum 400 hit points). You may have the light move to a different living creature in range as a free action on your turn.

The aura of light is impervious to most forms of damage, but it may be dispelled. Negative energy damage equal or higher to the amount this spell heals per round dispels it automatically. The aura of light may be targeted by such attacks as if it were a living creature and has an armor class of 10 + your caster level.

This light does not impair the vision of the creature surrounded by it, nor does it hinder them in any way. The aura's size matches whatever creature it surrounds.

As of now, this spell is only known to Syala.

Vigor of Tempus
Transmutation
Level: Clr 15
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell grants the endless vigor of Tempus to the target. This grants a +18 enhancement bonus to Strength and Constitution, as well as damage reduction 30/-.

This spell is known by only a few clerics of Tempus, the Red Knight and Garagos.



16th level:
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Fifty Little Deaths
Evocation [Force]
Level: Sor/Wiz 16, Drd 16
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 60ft radius spread
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes

This spell creates a vortex of tiny slashing claws, resembling a cat's claws. Any creature within the radius takes 50d6 points of force damage as the claws rip them apart.  Creatures that have dealt damage to a cat or other feline creature in the last 24 hours suffer a -7 penalty to the reflex save and take 50d10 points of damage instead.

Immortality
Transmutation
Level: Hlr 16, Sor/Wiz 16
Components: V, S, M
Casting Time: 1 month
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell grants the target of the spell immortality. They will no longer age and are immune to aging effects (except ones they allow to affect them). They cannot die of old age by any means, though they can still be slain by violence or other means. The creature no longer gains bonuses to Intelligence, Wisdom and Charisma for getting older, but nor do they suffer penalties to Strength, Dexterity or Constitution or getting older. Any bonuses and penalties in place already remain in place.

Material Components

An apple from the Tree of Idun, a potion of youth or other magical item that permanently reduces the age of a creature by at least 1 year. Rare materials worth 500,000 gold are also required.

Mass Nerve Overload
Transmutation
Level: Clr 16
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level; no two of which can be more than 50ft apart
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance

This spell functions as nerve overload, except as noted here. Mass nerve overload can deal a maximum of 45d8 damage.

Perfect Energy Immunity
Abjuration
Level: Clr 16, Drd 16, Hlr 16, Pal 15, Protection 16, Sor/Wiz 16

This spell works as energy immunity, except that it provides immunity to all five types of energy damage (acid, cold, electricity, fire and sonic).


17th level:
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Domiel's Spread of Life
Necromancy
Level: Clr 17, Drd 17, Life 17
Components: V, S, F
Range: 1 mile/level radius centered on the caster
Targets: All undead creatures within the radius

This spell functions as spark of life, except as noted here.

Focus

A diamond imbued with positive energy and worth no less than 40,000 gold.

Rain of Purification
Evocation [Fire, Good]
Level: Sanctified 17
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (250ft radius, 500ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell results in a deluge of burning white-blue fireballs to saturate the area of effect. Each round, this deals 40d8 points of damage to evil creatures within the area of the spell. Half of this damage is fire damage, while the other half is caused by divine power and thus not subject to fire resistance or immunity. Creatures that are in the area of this spell for more than one round are subject to damage each round. Such creatures must make a separate Reflex save each round.

Creatures that take damage from this spell suffer a -7 penalty to attack rolls, saving throws and the caster level of any spells or spell-like abilities with the evil descriptor for 7 days. This penalty can be ended early with a wish or a miracle spell that succeeds on an opposed caster level check against the caster of this spell.

Sacrifice

1d4 points of Strength drain.


18th level:
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Ghostblood
Transmutation
Level: Sor/Wiz 18
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

Ghostblood turns the target's blood to ghostly wisps of air that blow away, leaving the creature without a drop of blood in its body. This spell deals 70d8 points of damage to the target. If the target survives this, they make a DC 10 Constitution check. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the target fails one of these Constitution checks, they begin to suffocate. In the first round they fall unconscious and die of suffocation two rounds later. This suffocation does not depend on air, so being able to breathe is irrelevant to it. It can only be stopped by the target healing as much damage as this spell inflicted. Measures that prevent suffocation, such as a necklace of adaption, do not prevent this suffocation.

A creature that succeeds on the saving throw only loses a majority of its blood. It only takes half damage and is not subject to the suffocation above. Instead, they are subject to slow suffocation, except that the damage begins immediately, occurs every round and deals 5d6 points of non-lethal damage. Like above, this suffocation can only be stopped by healing the damage done by the spell (but not any non-lethal damage that occurs from slow suffocation).

Creatures that do not possess a bloodstream or similar anatomy are not subject to this spell. Creatures that possess blood but do not need to breathe are subject to the damage but not the suffocation.

Greater Web of Generosity
Divination/Necromancy [Good]
Level: Clr 18, Community 18

This spell is identical to web of generosity, except as noted here. Greater web of generosity works across planar boundaries, allows spells of up to 9th level to be cast through the link and also provides a telepathic bond between the caster of the spell and the subjects. This telepathic bond functions across planar boundaries as well.

Mass Raziel's Zeal
Transmutation [Good]
Level: Clr 18, Pal 18
Targets: One or more living creatures, no two of which can be more than 30ft apart

This spell functions as Raziel's zeal, except as noted here.

Saint's Mercy
Conjuration (Creation, Healing)
Level: Clr 18, Hlr 18
Components: V, S, DF
Casting Time: 1 round
Range: 1 mile/level radius centered on yourself
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your invocation of saint's mercy provides every living creature within the range the following benefits:

- They are cleansed of all dirt and grime, as well as cured of all diseases. They heal hit points equal to a day's bed rest.
- A set of clothing, plain but tailored to each creature, appears before them.
- Enough food and water for three meals also appears before them. The food and water provided by this spell is equivalent to a create food and water spell, though you can choose exactly how it appears. The originator of this spell is said to have favored grapes and clear spring water. Plain cups and jugs for the water are also provided.

The objects created by this spell are permanent and not subject to dispel, though they wear out or rot as normal.

True Create Demiplane
Conjuration (Creation)
Level: Creation 18, Sor/Wiz 18
Components: V, S, M, F
Casting Time: 2 weeks
Range: 10000ft/level; see text

This spell is identical to create demiplane, except as noted here. When this spell finishes, you may assign planar traits, as if you cast an assign planar traits spell on this demiplane.  You may choose to connect this demiplane to the Astral Plane to enable teleportation and similar magic, as if by a connect demiplane spell.

You may cast this spell to expand a demiplane created by create demiplane or greater create demiplane by 10000ft/level, instead of the limits for those spells. You may also apply the benefits of a assign planar traits and connect demiplane spell if you wish.

Material Component

Diamonds worth no less than 1,500,000 gold.

Focus

A crystalline sphere the size of a fist worth no less than 100,000 gold. Unlike a normal focus, this focus is consumed when the spell is completed. However, further castings of true create demiplane to enlarge the demiplane do not require the focus, as it has been directly absorbed by the demiplane.



19th level:
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20th level:
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Field of Rejuvenation
Conjuration (Healing)
Level: Clr 20, Drd 20, Hlr 19
Components: V, S, DF
Casting Time: 1 round
Range: 1 mile/level radius centered on the caster
Targets: All allied creatures within the radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

All creatures affected by this spell gain fast healing 10 for the duration of this spell.

Summon Star of Mystra
Conjuration (Summoning) [Good]
Level: Clr 20, Sor/Wiz 20
Components: V, S, DF, Special
Casting Time: 1 round
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned Star of Mystra
Duration: Concentration; up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a Star of Mystra from Dweomerheart It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Special

This spell can only be cast if you have Mystra's personal favor.


21st level:
Spoiler: ShowHide


Field of Restoration
Conjuration (Healing)
Level: Clr 21, Drd 22, Hlr 20
Components: V, S, DF
Casting Time: 1 round
Range: 1 mile/level radius centered on the caster
Targets: All allied creatures within the radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All creatures affected by the spell are greatly restored. They gain the benefits of a greater restoration spell. They instantly recover lost extremities as by a regenerate spell and recover from any other negative condition as if targeted by a heal spell (except for recovering hit points).


22nd level:
Spoiler: ShowHide


Warrior's Boon
Transmutation
Level: Clr 22, War 22
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

Warrior's boon empowers a warrior to wage war and gives several benefits. Any equipment the target carries or touches is affected as if by a greater magic weapon or magic vestment spell with a maximum enhancement bonus of +14. The target's critical threat range increases by 1 (for example, a 18-20 threat weapon becomes 17-20), this stacks with improved critical or keenness, the bonus from this spell applies after the benefits of improved critical or keenness. The target's weapon attacks ignore concealment and cover, including total. Once per round as a free action, the target can gain a +20 insight bonus to any one attack roll.  The target gains a +7 bonus to attack rolls and weapon damage rolls.

Finally, the target gains the following feats for the duration of the spell: combat expertise, combat reflexes, improved combat expertise, improved combat reflexes, power attack.


Retired Spells: [spoiler]

For those spells that were once here and didn't work out. A reason is provided. Spells here are not eligible to be selected, they have been removed from play. They are here purely for reference. Any chronomancy spell goes here by default, as the spells are forbidden by the Temporal Compact. Unlike other spells here, these spells exist, merely sealed away.

Chronomancy. This is provided as an example as it was seen in play.

Detect Temporal Position
Chronomancy
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

This spell allows you to discern if you are in the present or the past. If you are in the past, it informs you of how many years behind the Present you are.

Chronomancy. The Time Leap spells are provided to reference how strong mortal magic is regarding time travel.

Greater Time Leap
Chronomancy
Level: Clr 9, Pal 10, Sor/Wiz 9
Components: V, S, M

This spell is identical to lesser time leap, except that you can travel back 100 years per caster level.

Material Component

A platinum pocket watch work 5000 gold.

Chronomancy. The Time Leap spells are provided to reference how strong mortal magic is regarding time travel.

Lesser Time Leap
Chronomancy
Level: Clr 5, Pal 6, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: Personal and touch
Target: You and touched willing creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows the caster and the creatures touched to travel back in time. This allows you to go back up to one day per caster level and you can affect up to 1 creature per three caster levels. You appear in the same spot as you cast the spell, only in the desired time.

It is possible to appear in a place that is dangerous or even lethal should that place be different from the present time. Unlike conjuration (teleportation) spells, chronomancy spells offer no protection against such an event.

Material Component

A silver pocket watch worth 250 gold.

Chronomancy.

Strike The Past
Chronomancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

By means of a strike the past spell, you deal 1d8 points of damage per caster level to a single creature (max 10d8 damage). However, this damage strikes the creature in the past, at the end of your previous turn. Should this damage kill the creature or otherwise render it unable to act, its previous round's actions are undone. For example, if a minotaur attacks and kills a creature and that round is undone, the effects of that fatal attack are undone.

Chronomancy.

Temporal Body Adjustment
Chronomancy
Level: Clr 6, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you cause a creature's body to revert to a past form and condition. This may be one hour per caster level and changes the target's body to how it was at that time. This includes hit points, general health, any conditions the creature may be affected by and any spells or effects. This spell cannot reverse death and restore slain creatures to life, nor can it return to death a creature that was resurrected within the time this spell can affect.

Injuries or effects from a deity cannot be removed by this spell, as deities are immune to temporal manipulation.

Chronomancy. The Time Leap spells are provided to reference how strong mortal magic is regarding time travel.

Time Leap
Chronomancy
Level: Clr 7, Pal 8, Sor/Wiz 7
Components: V, S, M

This spell is identical to lesser time leap, except that you can travel back 1 year per caster level.

Material Component

A gold pocket watch worth 1000 gold.

Chronomancy.

Time Ripple
Chronomancy
Level: Sor/Wiz 2
Components: V
Casting Time: 1 swift action; see text
Range: Personal
Target: You
Duration: Instantaneous

Time ripple allows you to immediately choose another action in place of another. You may only cast this spell at the end of your turn. Time rewinds to the beginning of your turn, allowing you to act in a different way. You may not take the same actions as you did before. This is specific, not general. If you cast a fireball and then cast time ripple, you could not cast fireball again that turn, but you could cast a different spell. If you moved to a particular square, you could not move there, but you could move to a different square.

Hello action economy abuse.

Mirror's Mimicry
Illusion (Figment)
Level: Sor/Wiz 13
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions as mirror image; however, you sacrifice a small part of your life force to render the images partially real. For each image created you take 8 points of damage. This damage cannot be prevented in any way, and if it is redirected, the spell fails.

Each round, every image may take a standard action. They may perform any action you are capable of. Each image may take a separate action and your normal actions are not constrained. Due to only being partially real, everything is only half-effective. The attack rolls of your mirror images are half of yours, the save DCs are halved, durations are halved, damage is halved, and so forth and so on. The images may not target themselves with beneficial abilities, nor can they effectively heal themselves. However, they can heal the caster or buff him as normal. Any resources used by the mirror images are expended as normal, despite only being half effective.

Focus

A polished mirror engraved with your true name and an image of your true face. This must be of the highest craftsmanship and worth at least 20,000 gold.

An awesome spell, a fun spell and a spell that's been broken one too many times in play. I may adjust this and unban it later, but for now I'm putting it here.

Simmer's Contagious Fireburst
Evocation [Fire]
Level: Sor/Wiz 10
Range: Burst of fire extending 15ft from you

This spell functions as fireburst, except that it affects all creatures within 15ft of you and deals 20d10 fire damage. A creature killed or destroyed by this spell instantly detonates in an identical secondary fireburst, affecting all creatures within range. Each fireburst is considered a separate instance of the spell, though it uses the same saving throws, damage rolls, caster level checks to overcome spell resistance and so forth as the initial burst. Any metamagic that affects this spell affects any other firebursts created by this spell.

The caster is immune to any secondary firebursts created by her casting of this spell.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#3
This is for homebrew psionics. These aren't nearly as used or common, so bear in mind this is more concentrating what little we have. Likewise, as I'm less familiar with psionics, revisions and adjustments are more common. Check the changelog.

5th level:
Spoiler: ShowHide


Dana's Concussive Movement
Psychokinesis [Force]
Level: Psychic Warrior 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes; see text
Power Points: 9

This spell unleashes a burst of concussive force 15ft in radius, centered on you. All creatures within it suffer 9d6 points of force damage and are knocked back 15ft. A successful Fortitude save halves the damage and negates the movement.

You are subject to this spell, except you are not allowed a saving throw or power resistance. However, you can use the force to move 50ft in any direction. If you collide with an object, you take 5d6 points of damage, while if you collide with a creature, you and the creature both take this damage. You can move less than 50ft if you wish, but you must move at least 10ft.

Augment

If you spend 6 additional power points, you can manifest this power as a swift action.


6th level:
Spoiler: ShowHide


Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.  Your physical attacks deal force damage instead of whatever damage they would deal normally.

Augment

For every additional power point you spend, this power's duration increases by 2 rounds.


7th level:
Spoiler: ShowHide


Dana's Adjustment
Psychometabolism (Healing)
Level: Psychic warrior 7
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 13

You know how to heal your body as surely as you know how to damage it. You can channel this insight into a powerful restorative burst that heals almost any malady. By manifesting this power, you heal 6d12 points of damage. You recover any lost extremities as if you were subject to restore extremity. Your overall health is restored, giving you the benefits of psionic restoration.

Augment

For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.

Dana's Counter
Clairsentience
Level: Psychic warrior 7
Power Points: 13

As perfect riposte, except as noted here. You can make the attack of opportunity even if the attack hits you. You gain a +1 bonus to the attack roll and weapon damage roll per 10 points of damage you suffered from the attack (maximum +5). Resolve the attack of opportunity after the attack that triggers it deals damage to you.

Augment

If you spend 6 additional power points, you can manifest this power as a swift action.


8th level:
Spoiler: ShowHide


Ataxia
Psychokinesis [Chaotic, Sonic]
Level: Psion/wilder 8
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25ft + 5 ft/2 levels)
Area: 20ft burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes
Power Points: 15

A discordant shriek emits from a point you designate, sonic waves blasting out to scramble nerves and damage sensitive tissue. All enemies in the area suffer a -6 penalty on attack rolls, skill checks, and ability checks, as well as 1d4 points of Dexterity damage. All of this is halved by a Fortitude save.

In addition, if the Fortitude save is failed, they suffer a physical malady for 1d4+1 rounds. Roll 1d100 to determine effects.

1-25 Blindness
26-50 Deafness
51-75 Nauseated
76-90 Stunned
91-100 Paralyzed

Creatures immune to sonic effects and those who lack nervous systems or the ability to feel pain (oozes, constructs, undead, most elementals) are immune to this power. Creatures vulnerable to sonic effects take 6d6 damage in addition to the effects above.

Augment

For every two power points you spend, the save DC increases by 1.

Dana's Endurance
Psychometabolism (Healing)
Level: Psychic Warrior 8
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 15

You manifest a burst of power that grants you 75 temporary hit points, fast healing 8 and a +5 bonus to Fortitude saving throws. As an immediate action, you can end this spell to gain mettle for a Fortitude save. You must do this after the Fortitude save is called for but before you roll it.

You retain the +5 bonus to Fortitude saves for the save you gain mettle for.

Augment

For every additional power point you spend, the number of temporary hit points you gain increases by 5 and the fast healing increases by 1.

Dana's Fuck You Breath
Psychometabolism [Sonic]
Level: Psychic Warrior 8
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex halves
Power Resistance: Yes
Power Points: 15

You emit a cone of pure sonic scorn that deals 17d6 sonic damage to any targets within the area.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

Debonah's Physical Awakening
Psychometabolism (Healing)
Level: Psychic warrior 8
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 15

When you invoke this power, your body's supernatural healing accelerates many times over. Your fast healing or regeneration (or both, if applicable) triples. For example, fast healing 10 becomes fast healing 30. Additionally, you heal 4 points of ability damage each round to each ability score that has been damaged, as well as recover from fatigue and exhaustion.

The benefits of this spell only apply if you have permanent fast healing or regeneration, such as a racial ability or the fast healing feat. If you do not have permanent fast healing or regeneration, you cannot select this power.

Augment

For every additional 10 power points you spend, you increase the multiplier to your fast healing or regeneration by 1 (quadruple, quintuple and so on).


9th level:
Spoiler: ShowHide


Astral Ingress
Psychoportation
Level: Psion/wilder 9
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100ft + 10 ft/level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 17

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment

If you spend an additional 4 power points, the duration of this power becomes minutes/level.

Dana's Leap
Psychoportation (Teleportation)
Level: Psychic Warrior 9
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and touch
Targets: You and up to one touched willing creature/3 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Power Points: 17

This power allows teleportation identical to greater teleport, except as noted here.

Augment

If you spend 4 additional power points, you can teleport between planes, as if by a gate spell.

Dana's Stygian Body
Psychometabolism
Level: Psychic Warrior 9
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 17

Your entire body and all your possessions become as pitch black as you make yourself a conduit for the forces of death. Any creature that touches you or strikes you in combat with a melee weapon suffers a negative level. For each negative level you bestow with this power, you gain 5 temporary hit points. These hit points lasts until expended or for one hour, whichever comes first. Negative levels bestowed by this power expire after 20 hours and never become permanent negative levels.

Undead creatures that strike you heal 5 points and you take 5 hit points of damage.

Augment

For every 10 additional power points you spend, you increase the negative levels you bestow by one.

Debonah's Mental Awakening
Clairsentience
Level: Psychic warrior 9
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level
Power Points: 17

This power awakens your mind and allows it to process information far faster than usual. This turns your a dynamo in battle, outpacing everyone else. You gain a +6 insight bonus to attack rolls, weapon damage rolls and armor class for the duration of this power.

Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in the astral, such as a creature's movements or location, if that creature or object fails a Will save. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment

If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentence.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

For every 2 power points spent in either of the above augmentations, the power's DC increases by 1.

Psionic Heal
Psychometabolism (Healing)
Level: Egoist 9
Display: Material
Manifesting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance Yes (harmless)
Power Points: 17

Psionic heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 170 hit points.

Psionic heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

Augment

For each additional power point you spend, the hit points recovered by this spell increase by 10.


10th level:
Spoiler: ShowHide


Becklee's Brilliant Blast
Psychometabolism
Level: Psychic Warrior 10
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 21

This power creates a massive cone of raw force that deals 21d6 points of damage. This power damages any unattended objects within it, including walls. This power can burrow up to 20ft into solid walls, stone and other such things. Creatures and objects protected by more than 20ft of a wall or similar object do not take any damage from this power.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium (100 ft. + 10 ft./level)
Area: One explosion in a 20ft radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 21

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 10
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target or Area:   One manifester, creature, or object; or 20ft radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 21

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.



11th level:
Spoiler: ShowHide


Becklee's Exasperated Revenge
Psychometabolism [Force]
Level: Psychic warrior 11
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 24

When you manifest this power, a barely visible red aura of ectoplasm surrounds you. Should you be reduced to zero or less hit points while under the effects of this power by a creature, this creature immediately suffers 24d6 points of force damage and you heal hit points equal to the damage dealt. This healing can save you from death, and if the hit points recovered leave you in negative hit points but still alive, you are automatically disabled instead of dying or stable.

This power unerringly seeks the source of damage. A ranged attack or spell does not fool it and it strikes at the creature the attack originated from. This power cannot strike beyond planar boundaries, except for ethereal creatures, but can strike the creature over any distance, so long as they are on the same plane.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

Mistdawn Crystal
Metacreativity (Creation) [Mind-Affecting]
Level: Psion/wilder 11
Display: Auditory, material and visual
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Crystal shard
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: No
Power Points: 24

When you manifest this power, a sleek and sharp crystal shard appears in your hand. It is misty white with rays of yellow sunshine peeking through. You throw it at a target in range, this requires a ranged touch attack roll. A creature struck by the mistdawn crystal takes 24d6+24 points of piercing damage and must make a Will save.

Those that fail the save find themselves in a misty mountain valley. They find themselves unable to escape the valley by any means (except as noted below). In truth the creature is trapped in a mental prison and is unable to see, hear or perceive the real world. Creatures remain trapped within until they perish or are freed with a wish or miracle spell, or the reality revision power.

A creature trapped is still wholly in the real world and can be affected as normal. A creature trapped is aware of any injuries as normal, but cannot discern the cause. A creature who suspects or is aware of the nature of this power can attempt a Wisdom check as a full round action with the DC equal to the power's save DC. Success frees them and ends the effect.

The Will save and any means to escape the misty valley have no bearing on the damage-dealing aspect of this power. Immunity to mind-affecting effects prevents the misty valley effect, but does not prevent the damage dealt by this power.

Due to a quirk of this power, creatures who have visited Solania gain a +4 bonus to the Will save and the Wisdom check to escape the misty valley effect. Natives of Solania are immune to the misty valley aspect of this power.

Augment

For every additional power point you spend, this power's damage increases by 1d6+1.

For every 2 additional power points you spend, this power's save DC increases by 1.


12th level:
Spoiler: ShowHide


Ascetic's Awakening
Psychometabolism [Good]
Level: Psion/wilder 12
Display: Mental, visual
Manifesting Time: 1 round
Range: Touch
Target: Non-evil mortal touched
Duration: 1 min/level
Power Points: 27

You evoke a direct connection to the foggy hills of Solania and expose the target to the glory of Pistis Sophia. This causes the target to undergo an immediate metamorphosis. The target's skin becomes sky blue as they become vaguely feminine in features. They are possessed by a powerful calm and appear completely serene. The target is immune to effects that would induce negative emotions within her, such as fear, rage, crushing despair or similar effects. In addition to this, ascetic's awakening grants the following benefits to the target.

- +4 insight bonus to all ability scores.
- A +7 insight bonus to armor class.
- True seeing, as per psionic true seeing.
- The target gains the following powers as psi-like abilities with a manifester level equal to his hit dice: constrictor's touch, empathic transfer, celestial conduit, psionic heal and timeless body. Each ability may only be used once for the duration of this power.

This power is taxing on the target. They are exhausted once the duration expires.

For the sake of this ability, a mortal is any creature that is not an outsider, undead, elemental, construct or fey.

Becklee's Psychic Shell
Psychokinesis
Level: Psychic warrior 12
Display: Visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 27

This power surrounds you in a pale blue shell of psychic energy. This grants you a +14 armor bonus to armor class and a +7 insight bonus to armor class. Additionally this shell protects you from the following conditions: ability damage, ability drain, dazed, deafened, exhausted, fatigued, nauseated, petrified, sickened and stunned.

Worldstep
Psychoportation (Teleportation)
Level: Psychic warrior 12
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 27

With a sound that resembles shattering glass, this power allows you to teleport. As a move action you may teleport anywhere you wish. Should this be on the same plane, this functions as greater teleport. Should it instead be on another plane, this functions as greater plane shift.



13th level:
Spoiler: ShowHide


Body Psicana
Psychometabolism
Level: Psychic warrior 13
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 30

The manifestation of this power fills your body with psychic energies that manipulate the space around you. This manipulation of space grants you a 50% miss chance against any attack that targets you (but not area attacks), as well as a +6 deflection bonus to armor class. Additionally, due to this distorted space, your reach increases by 10ft and your movement speed by 30ft.

Augment

If you spend 4 additional power points, the deflection bonus to armor class increases by 1.



14th level:
Spoiler: ShowHide


Becklee's Supernatural Ward
Telepathy [Mind-Affecting]
Level: Psychic warrior 14
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 day/level
Power Points: 33

Becklee's supernatural ward grants the benefits of a psionic mind blank power as well as power resistance equal to your manifester level + 10.



15th level:
Spoiler: ShowHide


Lifedraw
Psychometabolism
Level: Psychic warrior 15
Display: Visual
Manifesting Time: 1 standard action
Range: 300ft
Targets: 1 living creature/level
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 36

A burst of energy drains life from all the targets, which deals 36d6 points of damage to all targets. You heal the total damage done, with any excess gained as temporary hit points up to double your maximum hit points, and with any further excess lost. A successful Fortitude save halves the damage.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#4
Changelog

To keep track of edits and changes, as much for my reference as anything else. Once I get around to editing the pile of homebrewed spells, I'll post those changes here.

5/11/14: Ported over spell list and integrated in spells found all around.
5/11/14: Added 4 spells from Marianne: 0: Morning Aid, Soothe Hangover 7th: Frigid Touch 9th: Visage of the Tarrasque.
5/11/14: Added 5 spells from Faerinaal: 10th: Body Softening, True Vulnerability 11th: Faerinaal's Internal Revolt, Faerinaal's Lullaby, 18th: Ghostblood.
5/11/14: Added 4 spells form Amea: 7th: Summon Drowned 10th: Summon Monster X, Summon Stygian Chilblain 11th: Amea's Mental Partition.
5/11/14: Added 5 spells from Belial: 12th: Nerve Overload 13th: Darkfire Impalement 14th: Mass Monstrous Thrall 15th: Firescape 16th: Mass Nerve Overload.
5/11/14: Added 3 spells from Seira: 3rd: Seira's Unicorn Arrow 10th: Seira's Unicorn Apocalypse 12th: Glorious Rally.
5/11/14: Added 1 domain from Cerulean Joy: Redemption.
5/11/14: Added 2 spells from Vel Custos: 11th: Heresy's Reward, Tyr's Senses.
5/11/14: Added 3 spells from Dispater: 12th: Dispater's Perfect Sight 13th: Dispater's Iron Sheathe 15th: Consumptive Dispelling.
5/11/14: Added 1 spell from a miscellaneous source: 8th: Superior Flight.
5/11/14: Added 1 spell from Tor Salinus: 8th: Salt Armor.
5/11/14: Added 1 spell from Amaryl: 5th: Greater Arrow Mind.
5/11/14: Added 1 spell from Syala: 12th: Wrath of the Elder Treant.
5/11/14: Added 1 spell from Latha: 11th: Latha's Sunmantle.
5/11/14: Added 1 spell from Antenora: 7th: Opal Inviolability.
5/11/14: Added 1 spell from a miscellaneous source: 9th: Serene Wind
5/11/14: Added 1 spell form Janessa: 9th: Janessa's Scornful Barrier
5/11/14: Added 1 spell from Telastryiryn: 9th: Telastryiryn's Aquatic Crown
5/11/14: Added 3 spells from Barachiel: 12th: Burst of Glory 14th: Thunderous Voice 15th: Final Penance.
6/6/14: Fixed some issues with Boneyard's Embrace.
6/6/14: Added 3 spells from The Father: 9th: Mass Dire Hunger 13th: Father's Embrace 14th: All-Devouring Hunger.
6/8/14: Added 1 spell from Domiel: 17th: Domiel's Spread of Life.
6/12/14: Fixed a typo in Darkfire Impalement.
6/14/14: Fixed a few style issues in Morwel's Blessing.
6/14/14: Added 4 spells from Erathaol: 13th: Web of Generosity 15th: Automatic Summoning, Greater Foresight 18th: Greater Web of Generosity.
6/23/14: Fixed some issues with Martyr's Kiss.
6/30/14: Added 10 spells from Raziel: 10th: Mass Valiant Fury 12th: Greater Fire Storm 14th: Raziel's Zeal, 15th: Feed the Inferno 16th: Perfect Energy Immunity 17th: Rain of Purification 18th: Mass Raziel's Zeal 20th: Field of Rejuvenation 21st: Field of Restoration 22nd: Warrior's Boon. These will be reviewed later for tweaks.
7/6/14: Celestial Valor is now the 10th level spell for the Good domain.
7/8/14: Mass Regenerate added to the 11th level paladin spell list.
7/8/14: Legion's Gates and Burst of Glory are now 12th level paladin spells.
10/13/14: Morwel's Blessing is now a 14th level druid spell.
10/17/14: Added 3 spells from Sealtiel: 13th: Antimagic Zone, Wall of Superior Dispelling 15th: Jovar's Embrace.
10/21/14: Added 17 spells from Phoebe: 11th: Lunar Healing, Moonlight Revelation, Selune's Rejection, Selune's Sight, Shardread Weapon 12th: Gift of Prophecy, Greater Moon Lust, Moonfire Tear 13th: Eternal Moonrise, Instant Regeneration, Moon Barrage, Summon Shard of Selune 14th: Dreamscape, Lunatic Storm, Mass Lunar Healing 15th: Call Primal Elemental, Dream Travel.
11/24/14: Miracle of Uncursing added to the 10th level bard spell list.
11/24/14: Summon Monster 10 added to the 10th level bard spell list.
11/24/14: Faerinaal's Internal Revolt and Faerinaal's Lullaby are now 11th level bard spells. Revolt is one of the few non-sonic, direct damage spells for a bard, incidentally.
11/24/14: Mass Regenerate is now a bard 12 spell.
11/24/14: Superb Dispelling is now a bard 11 spell.
11/24/14: Beauty Triumphant and Glorious Rally are now bard 12 spells.
11/24/14: Fixed terminology issues in wall of superb dispelling.
12/27/14: Added 2 spells from Nassrapk: 0: Chaos Ripple 2nd: Nassrapk's Scolding.
12/27/14: Added 5 spells from Eblis: 5th: Smite Soul 9th: Mass Smite Soul 14th: Mortal Bonfire 15th: Restore Divine Connection, Sever Divine Connection.
1/11/15: Added 1 spell from Wavera: 5th: Wavera's Parry.
1/18/15: Fixed an omission in mortal bonfire.
1/27/15: Fixed a minor formatting issue.
1/27/15: Added 1 domain from Shar: Loss.
5/29/15: Typo cleanup.
7/3/15: Added 2 spells from B5: 2nd: Blind the Third Eye 3rd: Auril's Ice Arrow.
12/7/15: Fixed Gathgorian's fireball not having the fire descriptor.
3/17/16: Fixed some terminology issues.
3/19/16: Added 3 spells from B3: 5th Blood of the Astral Troll 10th: Create Astral Island, Vlaakith's Haste.
3/20/16: Fixed a typo in the previous changelog update. No, two slashes aren't needed, dur.
3/20/16: Cleaned up a few minor style issues in might of the planetar.
3/20/16: Clarified how opal inviolability works and added the missing good descriptor to it.
3/20/16: Added 1 spell from misc: 0: Misteyes. This one's from an old thing I was working on ages ago, as in nearly a decade or so.
3/23/16: Fixed a minor issue in create astral island. A clarification on what type of rock is created by the spell was lost in editing.
4/5/16: Added 1 spell from B5: 0: Breeze.
4/8/16: Added 1 spell from Graxanaxy: 7: Explosive Escape.
4/9/16: Moved changelog down a post to fit in a section for new psionic powers.
4/9/16: Added 1 power from Tryll: 8: Ataxia.
4/10/16: Added 1 power from Dana: 7: Dana's Adjustment.
4/10/16: Added 3 powers from Pistis Sophia: 9: Psionic Heal 11: Mistdawn Crystal 12: Ascetic's Awakening. Notably, mistdawn crystal was rewritten and refined, which I'd meant to do for some time. It was moved up to 11th level from 10th and may receive a further adjustment once I do some homework.
4/10/16: Added 2 powers from Debonah: 8: Debonah's Physical Awakening 9: Debonah's Mental Awakening.
4/10/16: Formatting for the psionic section is now correct.
4/10/16: Added 1 spell from misc: 4: Lasting Invisibility.
5/1/16: Added 1 spell from ???: 11: Sharran Nightfall.
5/6/16: Added 3 spells from the spiritual wounds article: 2nd: Identify Wound 10th: Circle of Spiritual Protection 14: Greater Circle of Spiritual Protection
5/12/16: Added 1 spell from Eldath: 10: Cleansing Rain.
5/16/16: Small clarification to Blood of the Astral Troll.
5/16/16: Changed Crushing Fist of Talos to a 9th level sor/wiz spell. This reflects the changes to Canderella.
5/16/16: Altered Enviolate Spell to be less of a mess. It's one of my earliest epic spells and it shows. Expect more here later.
5/16/16: Added 18 spells from the polymorph subschool booster: 1: Badgerform. 3: Least Form of the Ice Spirit 4: Draconic Champion, Lesser Form of the Ice Spirit, Pixieshape 5: Form of the Ice Spirit 6: Greater Form of the Ice Spirit 7: Heavenly Hunter's Form, Least Form of the Ice King 8: Predator of the Crystal Waves, Lesser Form of the Ice King 9: Body of the Astral Deva, Sharran Avenger 10: Champion of the Pit, Form of the Ice King, Planet Defender 12: Star Defender 15: Greater Form of the Ice King.
5/19/16: Minor clarification to focused missile.
5/19/16: Made Sandalphon's Unerring Projectile a force spell and switched to force damage. To be totally honest, the spell's broken mechanically, since a first level spell shouldn't progress that long and have that big a payout. It's a legacy spell from over a decade ago (and an edition, it originated in 2nd edition in an old campaign), so it gets a special pass.
5/22/16: Added 1 spell from Surraruthru: 7: Awaken Magical Beast.
5/24/16: Added 1 spell from B1: 6: Elle's Electric Elevation.
5/28/16: Small correction to Telay's Ice Horror. Nothing important, just cleaning up some minor issues with older spells.
5/28/16: A few cleanups to Syala's Awaken Defender of the Home. I may remove this entirely, depending if I get around to revising that old template.
5/28/16: Telay's ice statue merged into Telay's ice horror. It's one spell now.
5/28/16: Fixes to serene wind. Old spell cleanup.
5/28/16: Fixes to ring the bell. Also increased the damage by 2d6, as it felt a bit weak.
7/9/16: Fixed and issue with Glaciante's Spiteful Ward being V, S, M and requiring an arcane focus. It's now V, S, F. Also added a few clarifications.
7/9/16: Streamlined epic mage armor. It's 100% the same and you know what you're getting if you take it.
7/9/16: Minor streamlining to Volcanic Genesis.
7/11/16: A few grammar and style fixes.
7/11/16: Added 1 spell from Mirajane: 10: Mirajane's Revelation.
7/19/16: Removed the force descriptor from salt armor.
7/19/16: Minor typo corrections.
7/19/16: Minorly clarified and cleaned up purr of Sharess.
7/19/16: Added 4 spells from the anti teleportation booster: 4: Teleport Scrambler 6: Ley Line Travel 15: Restore Astral Links, Sever Astral Links.
7/26/16: Added a missing target line in wizard's grace. I continue to clean up older spells.
8/2/16: Superb Dispelling is now the Magic 11 domain spell.
8/2/16: Mirajane's Revelation has had its duration increased from 1 round/10 levels to 1 round/7 levels.
8/2/16: Rewrote Miracle of Health and Miracle of Uncursing slightly. They're exactly the same, just better written now. Those were some of the old spells I'd meant to revise.
8/4/16: Energy Immunity is now the Protection 10 domain spell.
8/4/16: Mass Freedom of Movement is now the Time 10 domain spell.
8/4/16: Rain of Desolation is the Water 12 domain spell.
8/4/16: Mass Freedom of Movement is now the Travel 10 domain spell.
8/4/16: Legion's Gates is now the Travel 12 domain spell.
8/4/16: Added 1 spell from Jaela: 10: Miracle of Life.
8/11/16: Added 1 spell from Moore: 3: Carrying Voice.
9/7/16: Added 1 spell from B3: 12: Sandalphon's Amazing Barrage.
9/7/16: Added 1 power from Dana: 7: Dana's Counter.
9/9/16: Added 1 spell from misc: 16: Immortality.
9/10/16: Added 1 spell from Sylvie: 3: Sylvie's Speedy Appraisal.
9/18/16: Slight clarification to warrior's boon.
9/18/16: Removed enviolate spell. It was the second or third epic spell I ever did and boy does it show. It may reappear completely revised or it might not.
9/18/16: Added the corrupt component to a few corrupt spells that were missing it.
9/20/16: Added 3 spells from Jaela: 10: Gae Assail, Jaela's Teleport Block. 11: Stigma.
9/22/16: Added 3 spells from misc: 7: Mass Greater Magic Weapon, Mass Magic Vestment 11: Beaming Blade.
9/24/16: Added 3 spells from an old project: 3: Catfriend, Telepathy 4: Cat's Reflexes. Telepathy's from a bit about fiend cultists while the cat spells are from a thing about a cult of Sharess. Neither got out of the planning phases and these fragments are most of the worthwhile content from them.
9/24/16: Added 1 spell from B3: 10: Create Living Spell.
9/24/16: A few style fixes on really old spells. Just tidying up.
9/25/16: Added 2 spells from the Vastwoods: 2: Improved Blockade 3: Mass Blockade.
9/26/16: Exceedingly minor typo correction in Umut's greater magic missile, just added a space where one should be.
10/2/16: Added 2 spells from B3: 10: War's Blessing 11: Fog Trap.
10/2/16: Added 1 spell from Surraruthru: 6: Magical Beast Growth.
12/2/16: Added 1 spell from Moore: 7: Greater Improvisation.
12/2/16: Typo correction.
12/25/16: Merry Christmas!
1/7/17: Added 1 spell from Canderella: 10: Canderella's Sudden Thunderbolts.
1/7/17: Typos.
1/7/17: Added 1 spell from Afina: 11: Call Wild Hound.
1/7/17: Thanks to B3 research, Surge of Hope is now a brd 6 spell as well.
1/8/17: Added 1 spell from Sage Vul'lath: 11: Many Moments of Prescience.
1/16/17: Added 1 spell from B3: 11: Mass Wall of Greater Dispel Magic.
1/16/17: Added 1 spell from Surraruthru: 10: Superior Mighty Wallop.
2/23/17: Added 3 spells from Emerelda: 3: Forest Surge. 4: Aquatic Leap, Forest Healing.
4/20/17: Added 1 spell from B3: 10: Greater True Seeing.
4/29/17: Added 1 spell from B3: 11: Terror Fog.
6/6/17: Create Living Spell is now the magic 10 domain spell.
6/7/17: Miracle of Health is now the renewal 10 domain spell.
6/7/17: Added 1 spell from B3: Greater Cone of Cold.
6/7/17: Superior Mighty Wallop is now the war 11 domain spell.
6/7/17: Many Moments of Prescience is now the time 11 domain spell.
6/7/17: Fixed a typo in Burst of Glory. Thanks Cor.
6/7/17: Added 1 belated spell from B3: Bibliotheca Arcana.
6/27/17: Added 2 spells from Surraruthru: 8: Beauty of the Dragon Princess, Endurance of the Dragon Princess.
4/15/18: Added 1 spell from Alicia: 10: Ravaging Touch.
4/15/18: Added 1 spell from Alicia: 12: Flux Grasp.
4/16/18: Added 1 power from Dana: 5: Dana's Concussive Movement.
4/20/18: Added 1 spell from Elle: 2: Elle's Shocker.
4/22/18: Added 4 spells from Moore: 10: Greater Snowsong, Sonic Shattering. 11th: Lliira's Joy. 12th: Oberon's Blade.
4/26/18: Summon Planetar is now the good 11 domain spell.
4/26/18: Burst of Glory is now the good 12 domain spell. I may change this when I finish and review.
4/26/18: Miracle of Life is now the healing 10 domain spell.
4/26/18: Mass Regenerate is now the healing 11 domain spell.
4/26/18: Instant Regeneration is now the healing 13 domain spell.
4/26/18: Many Moments of Prescience is now the fate 11 domain spell.
4/29/18: Greater True Seeing is now the knowledge 10 domain spell.
4/29/18: Gift of Prophecy is now the knowledge 12 domain spell. This may change once I review.
5/17/18: Added 1 spell from Lucy: 10: Superior Shadow Evocation.
5/20/18: Added 1 spell from Jarem: 13: War's Echo.
5/29/18: Added Stone Skewers as a sor/wiz 10 spell. Also clarified some things, it was an early spell.
6/1/18: Hot patched Kiss of the Martyr. Added mortal to the target line and clarified what a mortal is.
6/1/18: Added 4 spells from Sulia: 0: Glowing Water, Tinder Spark. 10: Mass Superior Vigor, 12: Noble's Demand.
6/1/18: Added 1 spell from B6: 2: Dragonfire Burst.
6/1/18: Added 1 spell from Moore: 8: Sing the Holy Choir.
6/2/18: Added 3 spells from Seira: 11: Seira's Unicorn Rainbow 12: Greater Dispelling Breath 13: Blazing Radiance
6/4/18: Added 1 spell from Seira: 11: Three-Fold Breath.
6/7/18: Added 2 spells from Alyssa: 4: Blade of the Vampire 11: Blade of the Righteous.
6/7/18: Added 1 spell from Seira: 13: Seira's Arcane Thesis.
6/7/18: Added a retired spells section for those spells that didn't work out, most likely for being broken in some way.
6/8/18: Added 5 spells from B6: 2: Paladin's Mercy 12: Sekmid's Trap 13: Kassim's Sky Flower, Makim's Acid Hunters 14: Kassim's Inescapable Tomb.
6/13/18: Glorious Rally is now the courage 12 domain spell.
6/19/18: Added 3 spells from Seira: 10: Seira's Glorious Visage, 12: Seira's Majestic Visage, Seira's Draconic Visage.
6/19/18: Greater Polar Ray is now the cold 13 domain spell.
6/19/18: Icedawn's Armor is now the cold 11 domain spell.
6/27/18: Added 1 spell from Seira: 12: Seira's Portal Network.
7/7/18: Added 1 spell from Xera: 7: Xera's Life Bolt.
7/8/18: Added 1 spell from Alyssa: 11: Alyssa's Burst of Inspiration.
7/9/18: Raised the damage of Great Northern Wind to 30d6 (+5d6 boost), I've felt I aimed a little low with that spell, even counting the large radius.
7/9/18: Added 4 spells from Jarem: 3: Pawn's Gambit, Queen's Movement 6: Red Knight's Skill 8: Knight's Gambit.
7/9/18: Added 1 spell from Donald: 8: Lathander's Touch.
7/9/18: Added 5 powers from Tryll: 6: Force of Will 9: Astral Ingress, Examine Astral Reverbations 10: Echoing Implosion, Greater Dispel Psionics.
7/9/18: Tweaked up Lathander's Touch on reflection. I'd been going back and forth on the damage range during prep.
7/12/18: Added 1 spell from Elle: 11: Elle's Deceptive Bolt.
7/15/18: Typo correction for Gathgorian's Fireball.'
7/18/18: Typo.
7/19/18: Fixed a mechanically irrelevant typo in identify wound.
7/19/18: Added 1 spell from Alyssa: 11: Alyssa's Aerial Assembly.
7/21/18: Fixed some wording issues with Morwel's Blessing.
7/21/18: Moved Elle's Deceptive Bolt to the right spell level.
7/23/18: Typo.
7/23/18: Added 4 powers from Dana: 8: Dana's Endurance, Dana's Fuck You Breath 9: Dana's Leap, Dana's Stygian Body.
7/23/18: Typos. AGAIN.
7/23/18: Added 3 spells from B6: 3: Presip's Life Walk 4: Presip's Healing Fist 7: Presip's Life Jaunt.
7/27/18: Added 1 spell from Jetina: 13: Jetina's Deathlessness.
7/30/18: Red Knight's Skill is now a pal 6 spell. Considering it's a faith exclusive spell right now and the Red Knight does have some paladins, this feels reasonable.
8/11/18: Typos.
8/21/18: Some general cleanups and corrections, all stylistic with no mechanical changes.
8/22/18: Edited a bit of old, problematic text out of Magic Disjunction.
8/22/18: Typos.
8/22/18: Raziel's Zeal is now a pal 14 spell.
8/22/18: Perfet Energy Immunity is now a pal 15 spell.
8/22/18: A few minor typo corrections in Thunderous Voice.
8/22/18: Mass Raziel's Zeal is now a pal 18 spell.
9/9/18: Added 1 spell from Alicia: 14: Space Compression.
9/10/18: Hellball is now a duskblade 10 spell.
9/10/18: Superb Dispelling is now a duskblade 11 spell.
9/10/18: Energy Immunity is now a duskblade 10 spell.
9/10/18: Queen's Displeasure is now a duskblade 11 spell.
9/10/18: Visage of the Tarrasque is now a duskblade 9 spell.
9/10/18: Greater Polar Ray is now a duskblade 12 spell.
9/10/18: Mass Energy Immunity is now a duskblade 12 spell.
10/9/18: Added 1 new spell from B6: 7: Syllen's Switch.
10/9/18: Added 9 spells from Imix: 9: Disintegrating Burst 10: Corruptor's Touch, Titan's Surge 11: Imix's Desiccating Aura, Imix's Wreath 12: Disintegrating Blast, Mass Titan's Surge 13: Imix's Touch 14: Imix's Burning Scream
10/9/18: Added 2 spells from Donald: 8: Dispelling Slap, Sonic Handshake.
10/10/18: Added 1 spell from Alyssa: 12: Visions of the Past.
10/10/18: Added 1 domain from Beezlebub: Perfection.
10/10/18: Added 1 spell from Moore: 10: Antimagic Sound.
10/10/18: Added 1 spell from Naeys: 12: Naeys' Mind Theater.
10/11/18: Adeed 1 spell from the Spell Booster: 13: Kascha's Curse.
10/12/18: Added 1 spell from the Spell Booster: 13: Malcanthet's Kiss.
10/12/18: Added 1 spell from B6: 9: Vampiric Assault.
10/13/18: Added 1 spell from the Spell Booster: 14: Voidcall.
10/14/18: Added 1 spell from the Spell Booster: 13: Mercane's Insight.
10/14/18: Added 1 spell from Alyssa: 6: Battlemage's Touch.
10/15/18: Added 1 spell from the Spell Booster: 13: Blessing of the Throne.
10/15/18: Added 1 spell from misc: 10: Star Explosion.
10/16/18: Added 1 spell from the Spell Booster: 11: Silverfrost.
10/17/18: Added 1 spell from the Spell Booster: 8: Miranda's Banecrush.
11/7/18: Added 1 spell from the Spell Booster: 14: Syala's Blessing.
11/7/18: Added 1 spell from the Spell Booster: 14: Avenging Angel's Strike.
11/7/18: Added 1 spell from the Spell Booster: 13: Cresiel's Valiant Stand.
11/7/18: Added 1 spell from Moore: 12: Lightbound.
11/7/18: Added 1 spell from the Spell Booster: 14: Emily's Forceful Strike.
11/7/18: Added 1 spell from the Spell Booster: 12: Emily's Miraculous Gift.
11/7/18: Added 1 spell from the Spell Booster: 8: Opal Protection.
11/7/18: Added 1 spell from the Spell Booster: 15: Silverfrost Mist.
11/7/18: Added 1 spell from the Spell Booster: 15: Solar Pulse.
11/7/18: Added 1 spell from the Spell Booster: 8: Song of the Elements.
11/7/18: Added 1 spell from the Spell Booster: 15: Starbeam.
11/7/18: Added 1 spell from the Spell Booster: 20: Summon Star of Mystra.
11/8/18: Added 1 retired spell from Chronomancy: 1: Detect Temporal Position.
11/8/18: Added 1 spell from B6: 9: Humble Words.
11/12/18: Typo correction.
11/27/18: Added 5 spells from B6: 4: Clouds for Armor 5: Greater Bestow Wound 6: Greater Carrying Voice 7: Ability Hamstring 14: Greater Divine Power
11/30/18: Added 1 spell from Seira: 12: Mass Spiritual Weapon.
12/2/18: Typos.
12/2/18: Added 1 spell from Ebony: 10: Ebony's Whisper.
12/11/18: Added 1 spell from B6: 10: Raise Island.
12/16/18: Fixed a small error in Dream Travel.
12/16/18: Added 1 spell from Jetina: 9: Martyr's Crown.
12/16/18: Added 1 spell from B6: 11: Dragon's Burst.
12/16/18: Added 3 retired spells from Chronomancy: 5: Lesser Time Leap 6: Time Leap 9: Greater Time Leap.
12/16/18: Added 1 retired spell from Chronomancy: 2: Time Ripple.
12/16/18: Added 1 retired spell from Chronomancy: 6: Temporal Body Adjustment.
12/25/18: MERRY CHRISTMAS!
12/28/18: Added 1 spell from B6: 13: Tashar's Revivification.
12/28/18: Added 1 spell from B6: 14: Polar Howl.
1/23/19: Added 7 spells from B6: 7: Danatha's Improvisation 12: Bredanalundalum's Wit, Iosodaelanaja's Endless Sight 13: Zephyr's Soul 14: Duelist's Friend, Lightning's Rise, Sorrow's Touch
1/23/19: Added 1 domain from B6: Music.
1/30/19: Fixed a mistake in Queen's Displeasure.
2/4/19: Minor typo cleanup. Or, not of. Stupid typos.
2/4/19: Added 1 spell from misc: 0: Stomach Balm. I did it as part of a more granulated take on healing magic, it's worth posting as a cantrip.
2/14/19: Added 1 domain from Moore: Inspiration.
3/4/19: Added 1 spell from Alyssa: 6: Tenacious Curse Dispel.
3/11/19: Fixed a spoiler tag tangle.
3/16/19: Fixed an issue in dragon's burst.
3/18/19: Added 1 spell from Elle: 14: Elle's Triple Boom.
4/7/19: Added 3 spells from B6: 11: Body Sculpting, Sulnor's Show Fate. 14: Swept Into Immolation.
4/8/19: Added 1 spell from Lixer: 14: Lixer's Decree.
5/17/19: Added 1 spell from B6: 9: Acid Cry.
5/18/19: Added 1 spell from Moore: 5: Moore's Quick Gather.
5/18/19: Added 1 spell from Alyssa: 11: Solar Convex Focal.
5/19/19: Added 1 spell from B6: 15: Chauntea's Great Restoration.
5/22/19: Fixed a typo and a small mistake in opal protection.
5/23/19: Added 1 spell from Alyssa: 8: Water Blasting.
5/23/19: Added 1 spell from B6: 6: Balor Lord Nimbus.
5/25/19: Added 3 spells from B6: 8: Volcanic Burst 10: Eye of the Burning King, Heroism of Ashes
5/28/19: Added 1 spell from Alyssa: 3: Flash Bolt.
5/28/19: Added 4 spells from Surraruthru: 8: Agility of the Dragon Princess, Insight of the Dragon Princess, Mind of the Dragon Princess, Strength of the Dragon Princess.
5/31/19: Added 1 spell from Moore: 10: Moore's Modified Spell Theft.
5/31/19: Added 1 spell from Seira: 10: Seira's Fireburst.
5/31/19: Added 8 spells from Dolmaya: 8: Dolmaya's Force Ray 11: Dolmaya's Presence, Queen's Reverie 12: Greater Control Weather, Throne of the Empress 13: Vision in the Sky 14: Dolmaya's Scathing Rejection, Empress's Remand.
6/7/19: Simmer's Contagious Fireburst is now in retired spells. I may retool it later but it's been broken one too many times for my tastes. For now it's banned, I'll come back to it later.
6/11/19: Added 5 spells from multiple sources: 4: Seira's Healing Flames, Seira's Phantom Battle 5: Seira's Fiery Leap 9: Asgeroth's Castigation 10: Asgeroth's Groundbreaker.
6/11/19: Added 1 spell from Alyssa: 7: Field of Blades.
6/17/19: Adjusted Imix's Desiccating area, cleaned up some unclear language.
6/18/19: Added 1 spell from Seira: 10: Cauldron's Hearth.
8/14/19: Added 1 spell from B6: 10: Anathemic Knowledge.
8/17/19: Added 1 spell from Latha: 14: Sunstorm.
8/18/19: Added 1 spell from Moore: 10: Greater Heal.
8/21/19: Typo cleanup in Asgeroth's Groundbreaker. No, it's not 15d6 per CL.
8/21/19: Added 1 spell from Xandra: 11: Waters of Lunia.
8/24/19: Added 1 spell from B6: 12: Crystalle's Barrage.
8/24/19: Added 1 spell from Latha: 12: Sunrise.
8/25/19: Added 1 spell from B6: 10: Prismatic Bomb.
8/28/19: Greater Fire Storm is now the 13th level spell for the Sun Domain.
8/31/19: Energy Immunity is now the 10th level spell for the Sun Domain.
9/7/19: Added 1 spell from Xandra: 13: Black Glass Splash.
9/19/19: Added 1 spell from Mystra: 10: Discern Curse.
10/3/19: Added 1 spell from Moore: 12: Moore's Marvelous Invisibility.
10/3/19: Added 1 spell from Xandra: 13: Magic Missile Massacre. The add on effect is purely a warmage managing a bit of versatility through sheer excess.
11/6/19: Added 1 spell from Alyssa: 9: Ectoplasmic Terrain.
11/6/19: Added 1 spell from Moore: 11: Commune With Deity.
12/25/19: MERRY CHRISTMAS!
12/25/19: Added 1 spell from Donald: 9: Donald's Crash.
12/25/19: Added 1 spell from Alicia. 14: Soul Reave.
12/29/19: Added 2 spells from the Shining Watcher: 13: Mass Resurrection 14: Roots of Life.
12/29/19: Added 1 spell from Moore: 13: Commune With Knowledge.
12/31/19: Typo cleanup.
4/8/20: Added 1 spell from Moradin: 12: Life of the Earth.
4/13/20: Legion's Gate is now the 12th level spell for the Army Domain.
4/14/20: Added 1 spell from Alicia: 15: Cursed Crystal Prison.
4/15/20: Added 1 spell from Moore: 14: Raging Inferno.
4/20/20: Added epic duskblade spell list from nagging. Do note that this may not be kept up to date with all homebrew, so check the full duskblade list.
4/22/20: Added 1 spell from Syala: 15: Syala's Radiant Restoration.
4/25/20: Added 1 spell from Moore: 11: Celestia's Inspiration.
4/25/20: Added 1 spell from Sanzha: 11: Lyrical Waters.
4/27/20: Gae Assail is moved from a clr 10 to a clr 11 spell.
4/27/20: Burst of Glory's damage vs fiends/undead/negative energy creatures capped down to 25d12.
4/27/20: Flux Grasp's damage goes down from 40d12 to 35d10.
4/27/20: Lightbound's damage increased to 35d6.
4/27/20: Blazing Radiance is down from 40d12 to 35d10, see how that works for it. Greater Polar Ray is down to 40d8. Imix's Touch down to 35d10 and the ongoing damage is reduced to 1d10 for the sake of consistency. Magic Missile Massacre reduced to 70 missiles.
5/16/20: Added 1 power from Dana (or whomever she borrowed it from): 10: Becklee's Brilliant Blast.
5/21/20: Added 1 spell from Elle: 15: Elle's Great Shooting Star.
5/21/20: Added 1 spell from Jarem: 15: Vigor of Tempus.
5/25/20: Added 1 spell from Dolmaya: 15: Create City.
5/26/20: Added 5 spells B6: 12: Create Demiplane 13: Connect Demiplane 15: Assign Planar Traits, Greater Create Demiplane 18: True Create Demiplane.
11/28/20: Added 1 spell from B6: 15: Poisonbane.
11/28/20: Added 1 spell from B6: 15: Dolmaya's Irritated Dismissal.
11/30/20: Added 1 spell from B6: 15: Phoenixfire.
11/30/20: Added 1 spell from misc: 4: Heavenly Lore.
3/21/21: Added 1 spell from Alyssa: 12: The Queen's Eyes.
4/5/21: Added 1 spell from Alicia: 15: Endless Swamp.
4/19/21: Typo cleanup. How did I manage to get Greater Control Weather in the Ws for 12th level magic?
4/20/21: Added 2 spells from Syala: 15: Change Climate, Mass Wrath of the Elder Treant.
4/20/21: Added 2 spells from Cresiel: 14: Eternal Aura, Holy Rebirth.
4/27/21: Added 1 spell from Jetina: 15: Miraculous Fate.
4/27/21: Added 1 power from Dana: 11: Becklee's Exasperated Revenge.
5/4/21: Added 1 spell from Jarem: 15: Jarem's Rally.
5/4/21: Added 2 spells from Emily: 14: Diamondstorm 15: Emily's Meteor Smite
5/5/21: Added 1 spell from Sharrans: 12: Shadowfriend.
5/5/21: Added 1 spell from B6: 13: Elemental Army.
5/6/21: Added 1 spell from misc: 15: Grudge of the Ages.
5/6/21: Added 1 spell from B6: 15: Gond's Grand Ship.
5/10/21: Added 2 spells from Moore: 12 Life Of Sacrifice 13: Learn The Past.
5/11/21: Added 1 spell from Moore: 12: Learn Knowledge.
5/11/21: Added 5 powers from Becklee: 12: Becklee's Psychic Shell, Worldstep 13: Body Psicana 14: Becklee's Supernatural Ward 15: Lifedraw
5/12/21: Added 1 spell from Simmer: 11: Simmer's Lava Wall.
5/12/21: Added 1 spell from misc: 18: Saint's Mercy.
5/13/21: Added 1 spell from Seira: 12: Dragon's Hoard.
5/18/21: Added 1 spell from Ilmater: 14: Breath of Life.
5/18/21: Added 1 spell from Violet: 13: Violet's Abyssal Triumph.
5/18/21: Added 1 spell from Syala: 14: Instant Forest
5/21/21: Added 1 retired spell from Chronomancy: 5. Strike the Past.
5/21/21: Added 2 spells from B6: 10: Mass Scrying 14: Eyes of Beezlebub.
5/28/21: Added 1 spell from (spoilers): 11: Tears of Rebirth.
5/28/21: Added 1 spell from Alyssa: 11: Grace of Prey.
5/31/21: Added 1 spell from Ranbar (belatedly): 8: Ranbar's Smite.
12/13/21: We're back with one new spell from Moore: 13: Magic Of Yesterday.
12/16/21: Added 1 spell from Moore: 14: Light Of The Seven Heavens.
1/20/22: Added 1 spell from B6: 5: Twomind.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Temporary home for this, adjusting posts.

List of epic domain spells. For any 10th+ level domain spell and for everyone's reference.

Epic Domain Spells: [spoiler]

Cold

10: Dire Winter
11: Icedawn's Armor
13: Greater Polar Ray

Community

13: Web of Generosity
18: Greater Web of Generosity

Courage

10: Mass Valiant Fury
12: Glorious Rally

Diabolic

10: Tyranny

Domination

14: Mass Monstrous Thrall

Dream

14: Dreamscape
15: Dream Travel

Fate

11: Many Moments of Prescience

Fire

11: True Meteor Swarm
12: Greater Fire Storm
15: Firescape

Glory

10: Celestial Valor
12: Burst of Glory

Good

10: Celestial Valor
11: Summon Planetar
12: Burst of Glory

Healing

10: Miracle of Life
11: Mass Regenerate
13: Instant Regeneration

Joy

13: Lliira's Joy

Knowledge

10: Greater True Seeing
12: Gift of Prophecy
15: Greater Foresight

Life

17: Domiel's Spread of Life

Luck

11: Many Moments of Prescience

Magic

10: Create Living Spell
11: Superb Dispelling
13: Antimagic Zone

Moon

10: Moonrise
13: Eternal Moonrise

Pain

10: Belial's Mercy

Protection

10: Energy Immunity
13: Antimagic Zone
16: Perfect Energy Immunity

Renewal

10: Miracle of Health

Sun

11: Sunlance

Time

10: Mass Freedom of Movement
11: Many Moments of Prescience

Travel

10: Mass Freedom of Movement
12: Legion's Gates

War

10: War's Blessing
11: Superior Mighty Wallop
22: Warrior's Boon

Water

10: Greater Cone of Cold
11: Fog Trap
12: Rain of Desolation

Wrath (BoED version)

12: Wrath of the Heavens
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?