Jaela's spell selection:
Extras:
AC boosters: Shield of Warding/+5 Sacred, Magic Vestment/+5 Armor, Righteous Might/+2 Natural Armor, Moment of Prescience/+25 Insight.
Offensive Buffs/Attack: Divine Favor/+3 luck, True Strike/+20 insight, Divine Power/+3, Assay Spell Resistance/+10 target CL, Righteous Might/+2 size, Greater Heroism/+4 morale, Holy Transformation, Holy Aura/blinded on melee attack.
Offensive Buffs/Damage: Divine Might/+15, Divine Favor/+3 luck, Turn Anathema/15d6, Good Hope/+2 morale.
Defensive Buffs: Heroes's Feast/fear and poison immunity, Protection from Evil/compulsion and charm immunity, Magic Aura, Resist Energy, Protection from Energy, Spell Immunity, Freedom of Movement, Neutralize Poison/poison immunity, Discern Lies, Hallow, True Seeing, Greater Vigor, Fortunate Fate, Greater Spell Immunity, Mass Death Ward, Holy Aura, Stone Body/immunities.
Temp HP: Aid, Greater Heroism, Fortunate Fate, Contingency/Heal.
Allies: Summon Monster IX/Deva (Heal, Dispel Evil)
Spell Allotment, DCs, Precast Spells:
Spell DC: 25 + spell level
SLA DC: 25 + spell-like ability level
Favored Soul CL 30
Spell-like Ability CL 27
Divine Crusader CL 25
+2CL untyped War domain, +1CL competence Force, +1CL untyped Protection domaint, +1CL untyped Abjuration, +4CL Bead of Karma/10min upon activation (standard), +1CL Vanilla Cake/10min upon consumption (standard)
Permanency/Greater Blindsight (self-cast + spell enhancer) CL36
-Blindsight for 60ft, Transmutation
Permanency/Mantle of Good (self-cast + spell enhancer) CL37
-Spell Resistance vs Evil Spells of CL+12, Abj/Good
Permanency/Prestidigitation
Spells Per Day/Favored Soul:
lvl0 [DC25]: 6
lvl1 [DC26]: 10/10
lvl2 [DC27]: 9/10 (1 precast Divine Insight at CL30, extended)
lvl3 [DC28]: 9
lvl4 [DC29]: 7 (precast GMW at CL20 via gauntlets, Gae Bolg/Gae Dearg/Gae Trocaire)
lvl5 [DC30]: 9
lvl6 [DC31]: 9
lvl7 [DC32]: 8
lvl8 [DC33]: 7/8 (1 precast Righteous Halo at CL30)
lvl9 [DC34]: 8
lvl10 [DC35]: 8
lvl11 [DC36]: 6
lvl12 [DC37]: 4
Spells Per Day/Divine Crusader:
lvl1 [DC26]: 6/7 (1 precast Longstrider at CL25)
lvl2 [DC27]: 7
lvl3 [DC28]: 7
lvl4 [DC29]: 7
lvl5 [DC30]: 6
lvl6 [DC31]: 6
lvl7 [DC32]: 4/5 (1 precast Moment of Prescience at CL25)
lvl8 [DC33]: 4
lvl9 [DC34]: 4
lvl10 [DC35]: 2
No Gear
Cha -10
DC -5
CL 28 Favored Soul, CL 23 Divine Crusader
CL boosters for War and Force active, for Abjuration and Protection gone
-1 lvl11 spell, -2 lvl10 spells, -1 lvl9 spell, -1 lvl8 spell, -1 lvl7 spell, -2 lvl6 spells, -1 lvl5 spell, -1 lvl4 spell, -1 lvl3 spell, -2 lvl2 spells, -1 lvl1 spell.
Contingency/Righteous Might when Jaela casts Holy Transformation
Ring of Counterspelling/Greater Dispel
Favored Soul/lvl0:
Amanuensis, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy Symbol (CC p128)
Favored Soul/lvl1:
(B) Color Spray [standard, 5HD+/stunned for 1 rounds (more effects for 1-4HD), Will negates, SR, 15ft cone, Illus/Pattern, Mind-Affecting]
*Cure Light Wounds [standard, cures 1d8+5 hp, touch, Conj/Healing]
Divine Favor [standard, 1min, +3 luck to attack/damage, personal, Evo]
Sign [standard, 300min, +4 untyped to init, personal, SC p189, Ench/Compulsion, Mind-Affecting] (not precast)
Comprehend Languages [standard, 300min, understand the spoken and written words of other languages, requires touching the creature or writing, personal, CL30, Div] (not precast)
Conviction [standard, 310min, +5 morale to saving throws, touch, SC p52, CL31 Abj] (not precast)
Resurgence [standard, allows a second saving throw against ongoing spell/SLA/Su, touch, SC p174-175, CL31 Abj]
Favored Soul/lvl2:
(B) Aid [standard, 30min, +1 morale to attack and 1d8+10 temp hp, touch, Ench/Compulsion, Mind-Affecting]
*Resist Energy [standard, 310min, energy res 30, touch, CL31 Abj] (not precast)
(B) Hideous Laughter [standard, 30 rounds, subject can take no actions and is prone/needs Int2+/non-Outsiders get +4 on a save, Will negates, SR, close, Ench/Compulsion, Mind-Affecting]
*Lesser Restoration [3 rounds, cures 1d4 ability damage and removes fatigue, touch, Conj/Healing]
Divine Insight [standard, 30hr/until discharges, gives +15 insight to any single skill check, personal, SC p70; precast at CL30, Div]
Lore of the Gods [standard, 300min (600min), +10 insight to all knowledge checks and can make knowledge checks untrained, personal, CC p124, Div, precast at CL30, extended]
Close Wounds [immediate, cures 1d4+5 hp and prevents damage, close, SC p48, Conj/Healing]
*Turn Anathema [standard, 300min, Turn creatures with the Evil subtype as if they were undead, personal, CC p129/custom, Ench/Compulsion, Mind-Affecting/Good] (not precast)
Favored Soul/lvl3:
(B) Rage [standard, 30 rounds+concentration, CL/3 allied creatures get +2 morale to Str and Con/+1 moral to Will/-2 to AC, medium, Ench/Compulsion, Mind-Affecting]
Grace [swift, 30 rounds, +2 sacred to Dex/+10ft untyped to land speed/touch attacks and weapons are good-aligned/glow with illumination for 60ft, personal, SC p107, Transmutation/Good]
Vision of the Omniscient Eye [standard, 30min, +10 insight bonus to Spot, immunity to dazzled and blinded, faerie fire as swift within 60ft if cast with spells to see invisible creatures, personal, CL30, Div/Evo (Light)]
Shield of Warding [standard, 31min, one shield/buckler, +5 sacred to AC and Reflex, touch, SC p188, CL31 Abj]
Knight's Move [swift, move up to 60ft to flank an enemy, SC p129, Transmutation/Teleportation]
Invisibility Purge [standard, 30min, 5xCL=140ft radius sphere negating all forms of invisibility, personal, CL30, Evo]
Magic Vestment [standard, 32hr, armor or shield becomes +5; precast on Millennial Chainmail and animated shield, extended at CL32 War, Transmutation]
Favored Soul/lvl4:
(B) Good Hope [standard, 30min, 30 people get +2 morale to attack/damage/saves/ability checks/skill checks, medium, Ench/Compulsion, Mind-Affecting]
(B) Confusion [standard, 30 rounds, confuses targets!, Will negates, SR, medium, Ench/Compulsion, Mind-Affecting] (table decides effect) (http://www.d20srd.org/srd/spells/confusion.htm)
Recitation [standard, 30 rounds, 60ft radius burst of bright light; +2 luck to AC/attack/saving throws; +3 if worshiping the same religion, SC p170, Conj/Creation]
Moon Bolt [standard, 2 creatures within 15ft; deals 5d4 Strength damage to living creatures/Fort half or makes undead fall helpless for 1d4 rounds/Will negates, SR, long, SC p143, Evo]
Mystic Aegis [immediate, gain SR of 12+CL=43 vs single spell, personal, CL31, Abjuration]
* Dimensional Anchor [standard, 31min, ranged touch vs single target, blocks astral projection/blink/dimension door/ethereal jaunt/etherealness/gate/maze/plane shift/shadow walk/teleport and similar spell-like or psionic abilities, no save, SR, medium, CL31 Abj]
Greater Magic Weapon [standard, 30hr, weapon becomes +5; precast on Gae Bolg at CL30, Transmutation]
Assay Spell Resistance [swift, 30 rounds, +10 to CL to overcome SR of single target, personal, SC p17, Div]
Favored Soul/lvl5:
(B) Mind Fog [standard, 20ft radius/20ft high spreading fog gives a -10 penalty to Wis checks and Will saves for as long as they stay in the fog+2d6 rounds after, Will negates, SR, medium, Ench/Compulsion, Mind-Affecting]
Wall of Stone [standard, creates 30 5ft squares of stone, no SR, medium, Conj/Creation, Earth]
Crown of Flame [standard, 30min, evil outsiders/evil fey/evil undead within 10ft radius are hurt for 2d6 per round, no save, SR, BoED, Evo/Good]
Righteous Might [standard, 30 rounds, personal, Transmutation]
* True Seeing [standard, 30min, see through everything within 120ft, 250gp material component, touch, Div] 3 components available
Greater Vigor [standard, 35 rounds, fast healing 4, touch, SC p229, Conj/Healing]
Break Enchantment [1 minute, frees victims from enchantments, transmutations and curses, CL31 Abj]
Favored Soul/lvl6:
(B) Greater Heroism [standard, 30min, +4 morale on attack/saves/skill checks and immunity to fear and 20 temp hp, touch, Ench/Compulsion, Mind-Affecting]
(B) Mislead [standard, 30 rounds/concentration+3 rounds, cloaks you with Greater Invisibility/creates illusionary double you can command, none/Will disbelief, no SR, close, Illus/Figment, Glamer]
* Harm [standard, 150 damage to living/Will half, SR, touch, Necro]
Heal [standard, cures 150 hp to living and removes ability damage/negative levels/conditions; acts as Harm to undead, touch, Conj/Healing]
* Stone Body [standard, 30min, gain DR10/adamantine and immunity to conditions and +4str/-4dex enhancement, personal, SC p207, Transmutation]
Lucent Lance [standard, ranged touch vs single target; blinded 1 round/dazzled 30 rounds/takes 15d6 damage in bright light, no save, SR, close, SC p134, Transmutation/Light]
Greater Dispel Magic [standard, 1d20+30 vs 11+enemy's CL, success counters spell/dispels everything in 20ft radius, no save, no SR, medium, CL31 Abj/+20 cap]
Bolt of Glory [standard, ranged touch vs single target; 15d12 vs evil outsiders/undead/negative energy plane natives; 7d12 vs others except good outsiders/positive energy plane natives, no save, SR, close, SC p35-37, Evo/Good]
Favored Soul/lvl7:
(B) Prismatic Spray [standard, effects according to table/8HD or less blinded for 2d4 rounds, saves according to table, SR, 60ft cone, Evo]
Greater Plane Shift [standard, precisely plane shifts up to 8 willing targets/single unwilling target; will negates; SR, touch, SC p159, Conj/Teleportation]
Radiant Assault [standard, 20ft radius burst, 15d6 damage and dazed for 1d6 rounds/Will half and only dazzled for 1d6 rounds, SR, long, SC p164, Evo/Light]
Holy Transformation/Movanic Deva [standard, 30 rounds, gain +4str/+4con/+4 to saves sacred; gain 10ft aura of +4 resistance to saves and +4 deflection to AC vs evil, personal, SC p116/custom, Transmutation/Good]
Fortunate Fate [standard, 300min, casts Heal on you if you are killed/taken to -30 or below, SC p100, Conj/Healing] (not precast)
Blood to Water [standard, deals 2d6 Con damage up to 5 living creatures within 30ft from each other, fort half, SR, close, SC p33, Necro]
Disintegrate [standard, ray of 40d6 damage to any creature/destroys 10ft cube of matter, 5d6 on a save, Fort, SR, medium, Transmutation]
Favored Soul/lvl8:
(B) Greater Planar Ally [10min, calls up to three elementals/outsiders serving your deity totaling up to 18HD, called creature performs task in return for payment, no save, no SR, Conj/Calling]
(B) Maze [standard, banishes one person for the next 10min/he needs to plane shift out or take a full round action and pass an Int check DC20 to escape, no save, SR, close, Conj/Teleportation]
Brilliant Aura [standard, 30 rounds, weapons carried by CL/2=15 creatures gain brilliant blade effects/brilliant energy special ability: gives off light as a torch (20-foot radius), ignores nonliving matter, negates armor and shield bonuses to AC including any enhancement bonuses to that armor (dexterity, deflection, dodge, natural armor, and other such bonuses still apply), cannot harm undead, constructs, and objects, CL30, Transmutation]
Mass Death Ward [standard, 30min, 30 creatures, immunity to death effects, energy drain and negative energy/negative levels, close, SC p61, Necro]
Lion's Roar [standard, 120ft radius burst, 10d8 sonic damage to enemy creatures and stuns them for a round/1d8+20 temp hp and +1 morale to allies on attack and saves vs fear, Fort half and removes stun, SR, personal, SC p133, Evo/Sonic]
Righteous Halo [standard, 30hr, gives +4 sacred to Cha/immediate action discharges spell for +8 Cha for one round, personal, precast at CL30, custom]
Chain Counterspell [standard, medium, 1d20+35 vs 11+enemy's CL, success counters spell, no save, no SR, close, CL31 Abj/+25 cap]
* Earthquake
Favored Soul/lvl9:
(B) Weird [standard, those within 30ft of each other get whatever phantasmal killer was houseruled into, Illus/Phantasm, Fear/Mind-Affecting]
Mass Heal [standard, heals 250hp for those within 30ft of each other, close, Conj/Healing]
Sublime Revelry [1 round, 31min, those within 30ft of each other take only half damage from melee and ranged attacks and are immune to mind-affecting effects; pre-existing pain effects are removed, and pre-existing mind-affecting effects are suppressed, close, BoED, CL31 Abj]
Miracle [Evo]
Gate [standard, medium, Conj/Creation or Calling]
* Summon Elemental Monolith [standard, 30 rounds, summons an elemental monolith (CA p156), requires concentration, close, Conjuration (Summoning)]
Summon Monster IX [standard, 30 rounds, summons critters from the list!, close, Conjuration (Summoning)] (list is here) (http://www.giantitp.com/forums/showthread.php?255219-The-Summoner-s-Desk-Reference-D-amp-D-3-5)
Favored Soul/lvl10:
Celestial Valor [standard, 31 rounds, 31 targets gain a +8 sacred bonus to saving throws against fear and calm emotions/crushing despair/similar emotional effects, a +4 sacred bonus to attack rolls, weapon damage rolls, armor class and saving throws, and any weapon they use counts as a holy weapon for the duration, granting 2d6 extra damage against evil targets (doesn't stack if the weapon already has the holy special property), medium, CL31, Abj]
Curse of Inadequacy [standard, CL30, 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, saves made at a -5 penalty, can only be removed by a remove curse, wish or miracle cast by a 24th level spellcaster, Will negates, SR, touch, Enchantment/Mind-Affecting]
Miracle of Life [1 round, 1 mile radius, heals every living creature within the range 1d4+5 hit points and deals an identical amount of damage to undead creatures, cast at CL-5=25 for this spell, CL30, Conjuration/Healing]
Cleansing Rain [standard, 30 rounds, evil creatures in 80ft radius, 80ft high cylinder take 20d6 points of acid damage per round of exposure; evil outsiders suffer a -4 penalty to the Reflex save, Reflex half, SR, medium, Evocation/Good, sacrifice 1d4 strength drain]
Gae Assail [standard, ray 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, no damage to good/neutral targets, no save, SR, CL30, medium, Evocation/Good]
Jaela's DDoS [standard, 31 rounds, 50xCL=1450ft radius sphere blocks all dimensional travel, no save, no SR, personal, CL 31, Abj]
Favored Soul/lvl11:
Superb Dispelling [standard, 1d20+41 vs 11+enemy's CL, success counters spell/targeted dispel, no save, no SR, medium, CL31 Abj]
Stigma [standard, devils and lawful evil fallen angels take 1d10 points of damage per caster level (maximum 30d10) within 40ft radius burst, receive brand that mocks them and requires a wish or miracle spell by a 24th level spellcaster, Will half and negates brand, SR, CL30, Evocation/Divination (Good)]
Moonlight Revelation [standard, 30 rounds, silvery glow provides light in a 120ft radius around you, any creature within the radius of the light suffers a -40 penalty to Hide checks, 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 and suffer a -5 penalty to armor class while within the spell's radius, no save, no SR, personal, CL30, Divination/Good]
Terror Fog [standard, 30 rounds, the fog has all the properties of solid fog (you are immune to all effects); you appear in the fog wherever you wish; your reach changes and you always threaten anyone within the fog with you; those threatened by you are considered flanked with you, no save, no SR, 100ft radius/100ft high, CL30, Conjuration]
Hanna's Charge [standard, 6 rounds (CL/5) all allies within a 70ft radius gain a +5 bonus to attack rolls when charging and deal double damage with a charge attack; can charge through difficult terrain, no save, no SR, personal, CL30, Transmutation]
BLANK
Favored Soul/lvl12:
Burst of Glory [standard, single ranged touch roll vs everyone in range; 30d12 vs evil outsiders/undead/negative energy plane natives; 15d12 vs others except good outsiders/positive energy plane natives, no save, SR, CL30, close, SC p35-37, Evo/Good]
Nerve Overload [standard, causes unbelievable pain to the target; dealing 30d8 points of damage and stunning them for 4 rounds, Fort negates stun only, SR, CL30, medium, Transmutation]
Beauty Triumphant [standard, +10 enhancement to charisma; +cha mod (+15) to AC as deflection, any creature within 60ft must make will save if normally attracted to you or end up Fanatic towards you/not mind-affecting or charm, Will negates charm, no SR, personal]
Unless otherwise specified Divine Crusader spells are prepared quickened, War spells are twinned.
Divine Crusader/lvl1:
True Strike x6 [+20 insight on next attack, personal, Div]
Longstrider [23hr, +10ft to land speed, personal, precast at CL23, Transmutation]
Divine Crusader/lvl2:
True Strike x3
Fog Cloud
Gentle Repose
Locate Object
Minor Image
Divine Crusader/lvl3:
Protection from Energy
Remove Disease
Water Breathing
Haste x3
Fly
Divine Crusader/lvl4:
Freedom of Movement x3
Control Water x2
Divine Power x2[CL27 War, swift]
Divine Crusader/lvl5:
Flame Strike x4[CL27 War, swift]
Persistent Image x2
Divine Crusader/lvl6:
Antimagic Field x2
Blade Barrier [CL27 War, swift]
Find the Path
Heroes's Feast
Twinned Cone of Cold
Divine Crusader/lvl7:
Spell Turning [260min, 1d4+6 spell levels are turned on original caster/spells that have you as a targets/not melee touch spells, personal, CL26 Abj] (not precast)
Greater Restoration [dispels all negative levels, reverses level drain, removes all magical penalties/damage/drain to ability scores, eliminates fatigue/exhaustion/insanity/confusion and similar mental effects, CL25 Conj/Healing]
Moment of Prescience x3 [25hr or until discharged, +25 insight on any one attack roll, opposed ability or skill check, saving throw or to AC vs single attack even if flat-footed, Div]
Divine Crusader/lvl8:
Foresight x2[CL27 War, swift; 270min, +2 insight to AC and Reflex, never surprised or flat-footed, Div, War] (not precast)
Twinned Horrid Wilting [any and all living creatures within 60ft take 20d6 damage/20d8 for water elementals and plant creatures, fort half, SR, long, Necro]
Phase Door
Divine Crusader/lvl9:
Time Stop x2 [1d4+1 rounds acting free to move/self-buff/battlefield control/summons, Transmutation]
Prismatic Sphere [CL26 Abj]
Twinned Quickened Horrid Wilting
Divine Crusader/lvl10:
Energy Immunity [standard, 26 hours, immunity to one type of energy, touch, CL26, Abj] (not precast)
Greater Displacement [Illusion, CL25]
SLA/lvl1:
Protection from Evil (Sp) 3/day [standard, 27min, +2 deflection to AC vs Evil/+2 resistance to saves vs Evil/blocks mental influence, touch]
Bless (Sp) 1/day [standard, 27min, 50ft radius burst, +1 morale on attacks, personal]
Detect Evil (Sp) at will [standard, 60ft cone to detect Evil, no save, no SR, personal]
SLA/lvl2:
Aid (Sp) 1/day
SLA/lvl3:
Daylight (Su) at will [standard, 270min, daylight for 60ft radius, touch] (not precast)
Cure Serious Wounds (Sp) 1/day [standard, cures 3d8+15 hp, touch]
Remove Disease (Sp) 1/day [standard, cures all disease and parasites, no save, no SR, touch]
SLA/lvl4:
Neutralize Poison (Sp) 1/day [standard, 270min, immunity to poisons for the duration, touch] (not precast)
Holy Smite (Sp) 1/day [standard, 20ft radius burst, 5d8 damage to evil creatures/10d6 to evil outsiders and blinds targets for a round, Will half and removes blindness, SR, medium]
Discern Lies (Sp) at will [standard, 27 rounds, 27 creatures, discern whether targets knowingly lie, will negates, no SR, close]
SLA/lvl5:
Hallow (Sp) 1/day [standard, building within 40ft radius is warded against undead and with one secondary effect, save vs secondary effect, SR vs secondary effect, touch]
Dispel Evil (Sp) 1/day [standard, 27 rounds, +4 deflection to AC vs Evil/Dispel any evil effect with touch, no save, no SR/Send evil creature to its home plane, Will negates, SR, touch]
SLA/lvl6:
Resurrection (Sp) 1/day
SLA/lvl7:
Holy Word (Sp) 1/day [standard, 40ft radius burst, paralyzes/blinds/deafens evil creatures based on level, no save, SR, personal]
SLA/lvl8:
Holy Aura (Sp) 3/day [standard, 27 rounds, 20ft radius burst, 27 people receive +4 deflection to AC/+4 resistance to saves/SR25 vs Evil/blocks mental influence, Fort save or attacker is blinded for a round if a warded person is attacked successfully, no SR, personal]
Mass Charm Monster (Sp) 1/day [standard, 27 days, affects 54HD of creatures/at least one creature regardless of HD, Will negates, SR, close]
SLA/lvl9:
Summon Monster IX [celestials only] (Sp) 1/day: [standard, 27 rounds, summons Coatl/Leonal/Celestial roc (http://www.d20srd.org/srd/spells/summonMonsterIX.htm), close]
*Greater Restoration [dispels all negative levels, reverses level drain, removes all magical penalties/damage/drain to ability scores, eliminates fatigue/exhaustion/insanity/confusion and similar mental effects, Conj/Healing]
*Magic Disjunction [all the magical effects and items within a 40ft radius burst, 1d20+32 vs 11+enemy's CL, success counters spell/targeted dispel, no save, no SR, close, CL22 Abj/+30 cap]
Custom Spells:
Prismatic Wall
Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 4 ft./level wide, 2 ft./level high
Duration: 10 min./level (D)
Saving Throw: See text
Spell Resistance: See text
Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.
The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.
The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a magic disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
Prismatic wall can be made permanent with a permanency spell.
Order Color Effect of Color Negated By
1st Red 20 points fire damage (Reflex half)
Stops nonmagical ranged weapons. Cone of Cold
2nd Orange 40 points acid damage (Reflex half)
Stops magical ranged weapons. Gust of Wind
3rd Yellow 80 points electricity damage (Reflex half)
Stops poisons, gases, and petrification. Disintegrate
4th Green Poisoned for 2d6 points of Con damage (Fortitude negates)
Stops breath weapons. Passwall
5th Blue Stunned for 1d6 rounds (Fortitude negates)
Stops divination and mental attacks. Magic Missile
6th Indigo Insane, as insanity spell (Will negates)
Stops all spells. Daylight
7th Violet Sent to another plane (Will negates)
Energy field destroys all objects and effects. Dispel Magic
The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).
Might of the Planetar [cast within Spellstaff, Transmutation]
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 pulverise 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 Armour. You gain a slam attack that inflicts 2d8 + 1-1/2 your strength modifier. You gain the benefits of the Blind-Fight and Power Attack feats as well.
Righteous Halo [Transmutation, Good/Light]
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.
Superior Vigor [clr8, 35 rounds/45 max, grants fast healing 8, Conj/Healing]
Superior Vigor
Conjuration (Healing)
Level: Clr 8, Drd 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
Weird [any and all creatures within 30ft of each other, each affected as with Phantasmal Nightmare except that on a successful Fort save on top of the 3d6 points of damage they also take 1d4 points of temporary Strength damage and are stunned for 1 round, Illus/Phantasm, Fear/Mind-Affecting]
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.
Magic Disjunction [all the magical effects and items within a 40ft radius burst, 1d20+26 vs 11+enemy's CL, success counters spell/targeted dispel, no save, no SR, close, CL22 Abj/+30 cap]
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 and divinities are unaffected by mortal magic such as this.
Note: This spell replaces Mage's Disjunction.
Gae Assail
Evocation [Good]
Level: Clr 10
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
Jaela's DDoS
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.
Superb Dispelling
Abjuration
Level: Brd 11, Sor/Wiz 11, Clr 11, Drd 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.
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 varaint of heresy's reward.