D20r:Spells

From Fax Encyclopedicus

Jump to: navigation, search
(finger of death)
Line 25: Line 25:
===Acid Arrow===
===Acid Arrow===
{{d20rSpell
{{d20rSpell
-
   | name = Acid Arrow
+
   | name=Acid Arrow
-
   | desc = Acid, Eternal
+
   | desc=Acid, Eternal
-
   | class1 = Earth
+
   | class1=Earth Domain
-
   | class1level = 2
+
   | class1level=2
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Long (400 ft. + 40 ft./level)
+
   | range=Long (400 ft. + 40 ft./level)
-
   | effect = One arrow of acid
+
   | effect=One arrow of acid
-
   | dur = 1 round + 1 round per three levels
+
   | dur=1 round + 1 round per three levels
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in the following round.  
+
   | rules=A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in the following round.  
-
   | eternal = You fire an arrow as described above, except that it deals 2d4 acid damage, plus additional acid damage on the following round equal to one-third your caster level (round down, minimum 0).
+
   | eternal=You fire an arrow as described above, except that it deals 2d4 acid damage, plus additional acid damage on the following round equal to one-third your caster level (round down, minimum 0).
}}
}}
===Acid Fog===
===Acid Fog===
{{d20rSpell
{{d20rSpell
-
   | name = Acid Fog
+
   | name=Acid Fog
-
   | desc = Acid, Cloud, Eternal
+
   | desc=Acid, Cloud, Eternal
-
   | class1 = Water
+
   | class1=Water Domain
-
   | class1level = 6
+
   | class1level=6
-
   | class2 = Weather
+
   | class2=Weather Domain
-
   | class2level = 6
+
   | class2level=6
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Medium (100 ft. + 10 ft./level)
+
   | range=Medium (100 ft. + 10 ft./level)
-
   | effect = 20' tall cylinder with a 20' radius
+
   | effect=20' tall cylinder with a 20' radius
-
   | dur = 1 round/level
+
   | dur=1 round/level
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = ''Acid fog'' creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.  
+
   | rules=''Acid fog'' creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.  
-
   | eternal = You breathe a 30' cone of acid, dealing 4d6 plus your caster level acid damage to all creatures within its area. Creatures damaged by the acid must make a Fortitude save or be ''slowed'' for one round.
+
   | eternal=You breathe a 30' cone of acid, dealing 4d6 plus your caster level acid damage to all creatures within its area. Creatures damaged by the acid must make a Fortitude save or be ''slowed'' for one round.
}}
}}
===Aid===
===Aid===
{{d20rSpell
{{d20rSpell
-
   | name = Aid
+
   | name=Aid
-
   | desc = Mind-Affecting, Morale
+
   | desc=Mind-Affecting, Morale
-
   | class1 = Enchantment
+
   | class1=Enchantment
-
   | class1level = 2
+
   | class1level=2
-
   | class2 = Glory
+
   | class2=Glory Domain
-
   | class2level = 3
+
   | class2level=3
-
   | class3 = Life
+
   | class3=Life Domain
-
   | class3level = 2
+
   | class3level=2
-
   | class4 = Luck
+
   | class4=Luck Domain
-
   | class4level = 2
+
   | class4level=2
-
   | class5 = Might
+
   | class5=Might Domain
-
   | class5level = 2
+
   | class5level=2
-
   | class6 = War
+
   | class6=War Domain
-
   | class6level = 2
+
   | class6level=2
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = Living creature touched
+
   | target=Living creature touched
-
   | dur = 1 min./level
+
   | dur=1 min./level
-
   | save = Will negates (harmless)
+
   | save=Will negates (harmless)
-
   | SR = Yes (harmless)
+
   | SR=Yes (harmless)
-
   | flavor =  
+
   | flavor=
-
   | rules = ''Aid'' grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level.  
+
   | rules=''Aid'' grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level.  
-
   | eternal =  
+
   | eternal=
}}
}}
-
===Air Walk===
+
===Air Domain Walk===
{{d20rSpell
{{d20rSpell
-
   | name = Air Walk
+
   | name =Air Domain Walk
-
   | desc = Air, Transport
+
   | desc =Air Domain, Transport
-
   | class1 = Air
+
   | class1 =Air Domain
-
   | class1level = 4
+
   | class1level=4
-
   | class2 = Sylphic Tradition
+
   | class2=Sylphic Tradition
-
   | class2level = 4
+
   | class2level=4
-
   | class3 = Travel
+
   | class3=Travel Domain
-
   | class3level = 4
+
   | class3level=4
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | area = Gargantuan or smaller creature touched
+
   | area=Gargantuan or smaller creature touched
-
   | dur = 10 min./level
+
   | dur=10 min./level
-
   | save = None
+
   | save=None
-
   | SR = Yes (harmless)
+
   | SR=Yes (harmless)
-
   | flavor =  
+
   | flavor=
-
   | rules = The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.
+
   | rules=The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Line 110: Line 110:
You can cast ''air walk'' on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of ''air walk'' (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.  
You can cast ''air walk'' on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of ''air walk'' (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.  
-
   | eternal =  
+
   | eternal=
}}
}}
===Alarm===
===Alarm===
{{d20rSpell
{{d20rSpell
-
   | name = Alarm
+
   | name=Alarm
-
   | desc = Abjuration, Detection, Eternal
+
   | desc=Abjuration, Detection, Eternal
-
   | class1 = Rune Magic
+
   | class1=Rune Magic
-
   | class1level = 1
+
   | class1level=1
-
   | class2 = Wealth
+
   | class2=Wealth Domain
-
   | class2level = 2
+
   | class2level=2
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | area = 20 ft. radius emanation centered on a point in space
+
   | area=20 ft. radius emanation centered on a point in space
-
   | dur = 2 hours/level
+
   | dur=2 hours/level
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = ''Alarm'' sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
+
   | rules=''Alarm'' sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
''Mental Alarm'': A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A ''silence'' spell has no effect on a mental alarm.
''Mental Alarm'': A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A ''silence'' spell has no effect on a mental alarm.
Line 139: Line 139:
''Alarm'' can be made permanent with a ''permanency'' spell.  
''Alarm'' can be made permanent with a ''permanency'' spell.  
-
   | eternal = As a swift action, you modify the shape of your next spell with a range other than "personal" into a "ward". Rather than its typical effects, you place it within an unoccupied square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell, and you must place the spell on a solid surface.
+
   | eternal=As a swift action, you modify the shape of your next spell with a range other than "personal" into a "ward". Rather than its typical effects, you place it within an unoccupied square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell, and you must place the spell on a solid surface.
The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected. Spells that require an attack roll make the attack roll when triggered, substituting your caster level for your Base Attack Bonus. A spell that allows a saving throw or Spell Resistance modified by this spell uses its original save DCs and caster level, rather than this spell's save DC and caster level.
The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected. Spells that require an attack roll make the attack roll when triggered, substituting your caster level for your Base Attack Bonus. A spell that allows a saving throw or Spell Resistance modified by this spell uses its original save DCs and caster level, rather than this spell's save DC and caster level.
Line 150: Line 150:
===Align Weapon===
===Align Weapon===
{{d20rSpell
{{d20rSpell
-
   | name = Align Weapon
+
   | name=Align Weapon
-
   | desc = Aligned
+
   | desc=Aligned
-
   | class1 = Glory
+
   | class1=Glory Domain
-
   | class1level = 2
+
   | class1level=2
-
   | class2 = War
+
   | class2=War Domain
-
   | class2level = 2
+
   | class2level=2
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = Weapon (or bundle of up to fifty pieces of ammunition) touched
+
   | target=Weapon (or bundle of up to fifty pieces of ammunition) touched
-
   | dur = 1 min./level
+
   | dur=1 min./level
-
   | save = Will negates (harmless, object)
+
   | save=Will negates (harmless, object)
-
   | SR = Yes (harmless, object)
+
   | SR=Yes (harmless, object)
-
   | flavor =  
+
   | flavor=
-
   | rules = ''Align weapon'' makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.  
+
   | rules=''Align weapon'' makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.  
-
   | eternal =  
+
   | eternal=
}}
}}
===Analyze Dweomer===
===Analyze Dweomer===
{{d20rSpell
{{d20rSpell
-
   | name = Analyze Dweomer
+
   | name=Analyze Dweomer
-
   | desc = Detection
+
   | desc=Detection
-
   | class1 = Astrology
+
   | class1=Astrology
-
   | class1level = 6
+
   | class1level=6
-
   | class2 = Magic
+
   | class2=Magic Domain
-
   | class2level = 6
+
   | class2level=6
-
   | class3 = Wealth
+
   | class3=Wealth Domain
-
   | class3level = 6
+
   | class3level=6
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = One object or creature per caster level
+
   | target=One object or creature per caster level
-
   | dur = 1 round/level (D)
+
   | dur=1 round/level (D)
-
   | save = Will negates
+
   | save=Will negates
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | flavor=
-
   | rules = You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a swift action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
+
   | rules=You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a swift action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
A creature receives a saving throw to ignore this effect. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
A creature receives a saving throw to ignore this effect. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
''Analyze dweomer'' does not function when used on an artifact.  
''Analyze dweomer'' does not function when used on an artifact.  
-
   | eternal =  
+
   | eternal=
}}
}}
-
===Animal Growth===
+
===Animal Domain Growth===
{{d20rSpell
{{d20rSpell
-
   | name = Animal Growth
+
   | name=Animal Growth
-
   | desc = Polymorph
+
   | desc=Polymorph
-
   | class1 = Animal
+
   | class1=Animal
-
   | class1level = 4
+
   | class1level=4
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Medium (100 ft. + 10 ft./level)
+
   | range=Medium (100 ft. + 10 ft./level)
-
   | target = Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
+
   | target=Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
-
   | dur = 1 min./level
+
   | dur=1 min./level
-
   | save = Fortitude negates (harmless)
+
   | save=Fortitude negates (harmless)
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | flavor=
-
   | rules = A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, altering its ability scores and other attributes as appropriate for a size change. The animal's space and reach change as appropriate to the new size, but its speed does not change.
+
   | rules=A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, altering its ability scores and other attributes as appropriate for a size change. The animal's space and reach change as appropriate to the new size, but its speed does not change.
The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
Line 222: Line 222:
Multiple magical effects that increase size do not stack.  
Multiple magical effects that increase size do not stack.  
-
   | eternal =  
+
   | eternal=
}}
}}
-
===Animal Messenger===
+
===Animal Domain Messenger===
{{d20rSpell
{{d20rSpell
-
   | name = Animal Messenger
+
   | name=Animal Messenger
-
   | desc = Mind-Affecting
+
   | desc=Mind-Affecting
-
   | class1 = Animal
+
   | class1=Animal
-
   | class1level = 2
+
   | class1level=2
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = One Tiny animal
+
   | target=One Tiny animal
-
   | dur = One day/level
+
   | dur=One day/level
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
+
   | rules=You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or item it carries.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or item it carries.
Alternatively, you may provide the messenger a single creature whose description you provide. The messenger gains a general sense of direction towards the creature and travels that way immediately. A creature under the effects of ''nondetection'', ''misdirection'', or similar obfuscating magic confuses the creature, and it instead heads in a random direction. If the messenger never meets a creature that fits the description you describe before the spell wears off, it returns to its normal life: however, should it meet the creature you describe, it actively tries to get the creature's attention and then provide it any item it carries.
Alternatively, you may provide the messenger a single creature whose description you provide. The messenger gains a general sense of direction towards the creature and travels that way immediately. A creature under the effects of ''nondetection'', ''misdirection'', or similar obfuscating magic confuses the creature, and it instead heads in a random direction. If the messenger never meets a creature that fits the description you describe before the spell wears off, it returns to its normal life: however, should it meet the creature you describe, it actively tries to get the creature's attention and then provide it any item it carries.
-
   | eternal =  
+
   | eternal=
}}
}}
-
===Animal Shapes===
+
===Animal Domain Shapes===
{{d20rSpell
{{d20rSpell
-
   | name = Animal Shapes
+
   | name=Animal Shapes
-
   | desc = Polymorph
+
   | desc=Polymorph
-
   | class1 = Animal
+
   | class1=Animal
-
   | class1level = 8
+
   | class1level=8
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = Up to one willing creature per level, all within 30 ft. of each other
+
   | target=Up to one willing creature per level, all within 30 ft. of each other
-
   | dur = 1 hour/level (D)
+
   | dur=1 hour/level (D)
-
   | save = None
+
   | save=None
-
   | SR = Yes (harmless)
+
   | SR=Yes (harmless)
-
   | flavor =  
+
   | flavor=
-
   | rules = You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.  
+
   | rules=You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.  
-
   | eternal =  
+
   | eternal=
}}
}}
===Animate Dead===
===Animate Dead===
{{d20rSpell
{{d20rSpell
-
   | name = Animate Dead
+
   | name=Animate Dead
-
   | desc = Animation, Eternal
+
   | desc=Animation, Eternal
-
   | class1 = Eternal
+
   | class1=Eternal
-
   | class1level = 2
+
   | class1level=2
-
   | class2 = Thanaturgy
+
   | class2=Thanaturgy
-
   | class2level = 3
+
   | class2level=3
-
   | class3 = Undeath
+
   | class3=Undeath Domain
-
   | class3level = 3
+
   | class3level=3
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = One or more corpses touched
+
   | target=One or more corpses touched
-
   | dur = Instantaneous
+
   | dur=Instantaneous
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
+
   | rules=This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
Line 299: Line 299:
''Zombies:'' A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.  
''Zombies:'' A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.  
-
   | eternal = As a standard action, you may create a skeleton or zombie as described above. However, the creature only remains animated for one hour, and you may only animate one creature this way: animating another immediately causes the first to return to death.
+
   | eternal=As a standard action, you may create a skeleton or zombie as described above. However, the creature only remains animated for one hour, and you may only animate one creature this way: animating another immediately causes the first to return to death.
}}
}}
===Animate Plants===
===Animate Plants===
{{d20rSpell
{{d20rSpell
-
   | name = Animate Plants
+
   | name=Animate Plants
-
   | desc = Animation
+
   | desc=Animation
-
   | class1 = Plant
+
   | class1=Plant Domain
-
   | class1level = 7
+
   | class1level=7
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = One Large plant per three caster levels or all plants within range; see text
+
   | target=One Large plant per three caster levels or all plants within range; see text
-
   | dur = 1 round/level or 1 hour/level; see text
+
   | dur=1 round/level or 1 hour/level; see text
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
+
   | rules=You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.
Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.
Line 326: Line 326:
''Entangle:'' Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an ''entangle'' spell except as noted here.
''Entangle:'' Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an ''entangle'' spell except as noted here.
-
   | eternal =  
+
   | eternal=
}}
}}
===Antilife Shell===
===Antilife Shell===
{{d20rSpell
{{d20rSpell
-
   | name = Antilife Shell
+
   | name=Antilife Shell
-
   | desc = Abjuration
+
   | desc=Abjuration
-
   | class1 = Darkness
+
   | class1=Darkness Domain
-
   | class1level = 6
+
   | class1level=6
-
   | class2 = Life
+
   | class2=Life Domain
-
   | class2level = 8
+
   | class2level=8
-
   | class3 = Water
+
   | class3=Water Domain
-
   | class3level = 6
+
   | class3level=6
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = 10 ft.
+
   | range=10 ft.
-
   | area = 10 ft. radius emanation centered on you
+
   | area=10 ft. radius emanation centered on you
-
   | dur = 10 min./level (D)
+
   | dur=10 min./level (D)
-
   | save = None
+
   | save=None
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | flavor=
-
   | rules = You bring into being a mobile energy field that prevents the entrance of most types of living creatures.
+
   | rules=You bring into being a mobile energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, humanoids, magical beasts, magical humanoids, oozes, plants, and vermin, but not avatars, constructs, outsiders, or creatures with the undead subtype. An affected creature cannot enter, but any spells or ranged attacks they may have can pass through the barrier.
The effect hedges out animals, aberrations, dragons, fey, humanoids, magical beasts, magical humanoids, oozes, plants, and vermin, but not avatars, constructs, outsiders, or creatures with the undead subtype. An affected creature cannot enter, but any spells or ranged attacks they may have can pass through the barrier.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.  
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.  
-
   | eternal =  
+
   | eternal=
}}
}}
===Antimagic Field===
===Antimagic Field===
{{d20rSpell
{{d20rSpell
-
   | name = Antimagic Field
+
   | name=Antimagic Field
-
   | desc = Abjuration, Eternal
+
   | desc=Abjuration, Eternal
-
   | class1 = Alchemy
+
   | class1=Alchemy
-
   | class1level = 7
+
   | class1level=7
-
   | class2 = Darkness
+
   | class2=Darkness Domain
-
   | class2level = 7
+
   | class2level=7
-
   | class3 = Magic
+
   | class3=Magic Domain
-
   | class3level = 7
+
   | class3level=7
-
   | time = 1 standard action  
+
   | time=1 standard action  
-
   | range = 10'
+
   | range=10'
-
   | target = 10' radius emanation centered on you
+
   | target=10' radius emanation centered on you
-
   | dur = 1 min./level (D)
+
   | dur=1 min./level (D)
-
   | save = None or Will negates; see text
+
   | save=None or Will negates; see text
-
   | SR = No; see text
+
   | SR=No; see text
-
   | flavor =  
+
   | flavor=
-
   | rules = An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to all magical effects, including spells, spell-like abilities, and supernatural abilities (but not preternatural abilities). Likewise, it prevents the functioning of any magic items or spells within its confines.
+
   | rules=An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to all magical effects, including spells, spell-like abilities, and supernatural abilities (but not preternatural abilities). Likewise, it prevents the functioning of any magic items or spells within its confines.
An ''antimagic field'' suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an ''antimagic field'' counts against the suppressed spell's duration.
An ''antimagic field'' suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an ''antimagic field'' counts against the suppressed spell's duration.
Line 382: Line 382:
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
-
   | eternal = As an immediate action, you may cast this spell to counter a spell as it is being cast. You must be aware of the spell being cast, and you must make a caster level check to counter the spell as normal.
+
   | eternal=As an immediate action, you may cast this spell to counter a spell as it is being cast. You must be aware of the spell being cast, and you must make a caster level check to counter the spell as normal.
}}
}}
===Antipathy===
===Antipathy===
{{d20rSpell
{{d20rSpell
-
   | name = Antipathy
+
   | name=Antipathy
-
   | desc = Eternal, Mind-Affecting
+
   | desc=Eternal, Mind-Affecting
-
   | class1 = Darkness
+
   | class1=Darkness Domain
-
   | class1level = 8
+
   | class1level=8
-
   | class2 = Enchantment
+
   | class2=Enchantment
-
   | class2level = 9
+
   | class2level=9
-
   | class3 = Fate
+
   | class3=Fate Domain
-
   | class3level = 8
+
   | class3level=8
-
   | class5 = Fear
+
   | class5=Fear Domain
-
   | class5level = 9
+
   | class5level=9
-
   | class6 = Wealth
+
   | class6=Wealth Domain
-
   | class6level = 8
+
   | class6level=8
-
   | time = 1 hour
+
   | time=1 hour
-
   | range = Close (25 ft. + 5 ft./2 levels)
+
   | range=Close (25 ft. + 5 ft./2 levels)
-
   | target = One location (up to a 10-ft. cube/level) or one object
+
   | target=One location (up to a 10-ft. cube/level) or one object
-
   | dur = 2 hours/level (D)
+
   | dur=2 hours/level (D)
-
   | save = Will partial
+
   | save=Will partial
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | flavor=
-
   | rules = You cause an object or location to emanate magical vibrations that repel a specific kind of intelligent creature as defined by you. The kind of creature to be affected must be named specifically: a creature subtype is not specific enough.
+
   | rules=You cause an object or location to emanate magical vibrations that repel a specific kind of intelligent creature as defined by you. The kind of creature to be affected must be named specifically: a creature subtype is not specific enough.
Creatures of the designated kind feel an overpowering urge to leave the area or to avoid the affected item.
Creatures of the designated kind feel an overpowering urge to leave the area or to avoid the affected item.
Line 413: Line 413:
''Antipathy'' counters and dispels ''sympathy''.  
''Antipathy'' counters and dispels ''sympathy''.  
-
   | eternal = You cause an object or location to emanate magical vibrations that repel all creatures. An invisible field surrounds your selected target and stretches out in a 10' radius, creating a sphere. Creatures entering the sphere must make a Will save or become sickened while within the sphere's bounds.
+
   | eternal=You cause an object or location to emanate magical vibrations that repel all creatures. An invisible field surrounds your selected target and stretches out in a 10' radius, creating a sphere. Creatures entering the sphere must make a Will save or become sickened while within the sphere's bounds.
A creature inside the sphere's area when you cast the spell is unaffected until it leaves and enters again. The sphere lasts for one round per caster level before dissipating.
A creature inside the sphere's area when you cast the spell is unaffected until it leaves and enters again. The sphere lasts for one round per caster level before dissipating.
Line 420: Line 420:
===Antiplant Shell===
===Antiplant Shell===
{{d20rSpell
{{d20rSpell
-
   | name = Antiplant Shell
+
   | name=Antiplant Shell
-
   | desc = Abjuration
+
   | desc=Abjuration
-
   | class1 = Plant
+
   | class1=Plant Domain
-
   | class1level = 4
+
   | class1level=4
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | class3 =  
+
   | class3=
-
   | class3level =  
+
   | class3level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = 10 ft.
+
   | range=10 ft.
-
   | target = 10 ft. radius emanation centered on you
+
   | target=10 ft. radius emanation centered on you
-
   | dur = 10 min./level (D)
+
   | dur=10 min./level (D)
-
   | save = None
+
   | save=None
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | flavor=
-
   | rules = This spell functions as ''antilife shell'', except it only hedges out creatures of the Plant type, and as otherwise noted here.
+
   | rules=This spell functions as ''antilife shell'', except it only hedges out creatures of the Plant type, and as otherwise noted here.
-
   | eternal =  
+
   | eternal=
}}
}}
Line 461: Line 461:
===Arcane Lock===
===Arcane Lock===
{{d20rSpell
{{d20rSpell
-
   | name = Arcane Lock
+
   | name=Arcane Lock
-
   | desc = Abjuration, Curse, Eternal
+
   | desc=Abjuration, Curse, Eternal
-
   | class1 = Magic
+
   | class1=Magic Domain
-
   | class1level = 2
+
   | class1level=2
-
   | class2 = Rune Magic
+
   | class2=Rune Magic
-
   | class2level = 2
+
   | class2level=2
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = Door, chest, or portal touched, up to 30 sq. ft./level in size
+
   | target=Door, chest, or portal touched, up to 30 sq. ft./level in size
-
   | dur = Permanent
+
   | dur=Permanent
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = An ''arcane lock'' spell cast upon a door, chest, or portal magically locks it. You can freely pass your own ''arcane lock'' without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful ''dispel magic'' or ''knock'' spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A ''knock'' spell does not remove an ''arcane lock'': it only suppresses the effect for 10 minutes.
+
   | rules=An ''arcane lock'' spell cast upon a door, chest, or portal magically locks it. You can freely pass your own ''arcane lock'' without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful ''dispel magic'' or ''knock'' spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A ''knock'' spell does not remove an ''arcane lock'': it only suppresses the effect for 10 minutes.
Optionally, you may specify a password, which if spoken aloud allows the speaker to bypass the ''arcane lock.''
Optionally, you may specify a password, which if spoken aloud allows the speaker to bypass the ''arcane lock.''
-
   | eternal = A door, chest, or portal touched is locked and cannot be opened through any means (password, key, ''knock'', or virtue of being the spellcaster) for two rounds. However, this effect may still be dispelled as normal.
+
   | eternal=A door, chest, or portal touched is locked and cannot be opened through any means (password, key, ''knock'', or virtue of being the spellcaster) for two rounds. However, this effect may still be dispelled as normal.
}}
}}
===Arcane Sight===
===Arcane Sight===
{{d20rSpell
{{d20rSpell
-
   | name = Arcane Sight
+
   | name=Arcane Sight
-
   | desc = Detection, Eternal
+
   | desc=Detection, Eternal
-
   | class1 = High Arcana
+
   | class1=High Arcana
-
   | class1level = 3
+
   | class1level=3
-
   | class2 = Wealth
+
   | class2=Wealth Domain
-
   | class2level = 3
+
   | class2level=3
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Personal
+
   | range=Personal
-
   | target = You
+
   | target=You
-
   | dur = 1 minute/level
+
   | dur=1 minute/level
-
   | save =  
+
   | save=
-
   | SR =  
+
   | SR=
-
   | flavor =  
+
   | flavor=
-
   | rules = This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a ''detect magic'' spell, but ''arcane sight'' does not require concentration and discerns aura location and power more quickly.
+
   | rules=This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a ''detect magic'' spell, but ''arcane sight'' does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within 120 feet. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the ''detect magic'' spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to identify them, as normal. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a non-spell effect.)
You know the location and power of all magical auras within 120 feet. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the ''detect magic'' spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to identify them, as normal. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a non-spell effect.)
If you concentrate on a specific creature within 120 feet of you as a move action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.  
If you concentrate on a specific creature within 120 feet of you as a move action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.  
-
   | eternal = This spell functions as described above, but its casting time is reduced to one swift action, and its duration reduced to one round per two levels.
+
   | eternal=This spell functions as described above, but its casting time is reduced to one swift action, and its duration reduced to one round per two levels.
}}
}}
===Arcane Sight, Greater===
===Arcane Sight, Greater===
{{d20rSpell
{{d20rSpell
-
   | name = Arcane Sight, Greater
+
   | name=Arcane Sight, Greater
-
   | desc = [Detection]
+
   | desc=[Detection]
-
   | class1 = Alchemy
+
   | class1=Alchemy
-
   | class1level = 7
+
   | class1level=7
-
   | class2 = High Arcana
+
   | class2=High Arcana
-
   | class2level = 7
+
   | class2level=7
-
   | class3 = Wealth
+
   | class3=Wealth Domain
-
   | class3level = 7
+
   | class3level=7
-
   | time =  
+
   | time=
-
   | range =  
+
   | range=
-
   | target =  
+
   | target=
-
   | dur =  
+
   | dur=
-
   | save =  
+
   | save=
-
   | SR =  
+
   | SR=
-
   | flavor =  
+
   | flavor=
-
   | rules = This spell functions as ''arcane sight'' except as noted here, and you do not need to make skill checks or concentrate to obtain information: you receive the information for creatures you see within range automatically.
+
   | rules=This spell functions as ''arcane sight'' except as noted here, and you do not need to make skill checks or concentrate to obtain information: you receive the information for creatures you see within range automatically.
-
   | eternal =  
+
   | eternal=
}}
}}
===Arise===
===Arise===
{{d20rSpell
{{d20rSpell
-
   | name = Arise
+
   | name=Arise
-
   | desc = Animation, Healing
+
   | desc=Animation, Healing
-
   | class1 = Death
+
   | class1=Death Domain
-
   | class1level = 5
+
   | class1level=5
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = Touched creature that has fallen below 0 HP in the last minute and has less than 0 HP
+
   | target=Touched creature that has fallen below 0 HP in the last minute and has less than 0 HP
-
   | dur = 1 round/level
+
   | dur=1 round/level
-
   | save = Fortitude negates (harmless)
+
   | save=Fortitude negates (harmless)
-
   | SR = Yes (harmless)
+
   | SR=Yes (harmless)
-
   | flavor =  
+
   | flavor=
-
   | rules = The creature touched immediately regains consciousness, stabilizes, and gains Hit Points equal to half their total maximum.
+
   | rules=The creature touched immediately regains consciousness, stabilizes, and gains Hit Points equal to half their total maximum.
Hit Points gained from this spell disappear at the end of this spell's duration: a dead creature animated in this way that has not received healing from an alternative source returns to death after the spell ends, and an unconscious or dying creature that has not received healing from an alternative source returns to their previous status.
Hit Points gained from this spell disappear at the end of this spell's duration: a dead creature animated in this way that has not received healing from an alternative source returns to death after the spell ends, and an unconscious or dying creature that has not received healing from an alternative source returns to their previous status.
-
   | eternal =  
+
   | eternal=
}}
}}
===Armor of Darkness===
===Armor of Darkness===
{{d20rSpell
{{d20rSpell
-
   | name = Armor of Darkness
+
   | name=Armor of Darkness
-
   | desc = Abjuration, Darkness
+
   | desc=Abjuration, Darkness
-
   | class1 = Darkness
+
   | class1=Darkness Domain
-
   | class1level = 4
+
   | class1level=4
-
   | class2 =  
+
   | class2=
-
   | class2level =  
+
   | class2level=
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Touch
+
   | range=Touch
-
   | target = Creature touched
+
   | target=Creature touched
-
   | dur = 10 minutes/level
+
   | dur=10 minutes/level
-
   | save = None
+
   | save=None
-
   | SR = No
+
   | SR=No
-
   | flavor =  
+
   | flavor=
-
   | rules = This spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Should the subject already have darkvision, they instead increase the range of that darkvision 30 feet. Finally, the subject gains a +2 bonus on saving throws against any spells or effects with the [Light] or [Radiant] descriptors.
+
   | rules=This spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Should the subject already have darkvision, they instead increase the range of that darkvision 30 feet. Finally, the subject gains a +2 bonus on saving throws against any spells or effects with the [Light] or [Radiant] descriptors.
-
   | eternal =  
+
   | eternal=
}}
}}
Line 625: Line 625:
{{d20rSpell|
{{d20rSpell|
name=Armor of Ice|
name=Armor of Ice|
-
desc=Cold, Eternal|
+
desc=Cold Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=Touch|
range=Touch|
Line 709: Line 709:
{{d20rSpell|
{{d20rSpell|
name=Armor of Wind|
name=Armor of Wind|
-
desc=Air, Eternal|
+
desc=Air Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=Touch|
range=Touch|
Line 761: Line 761:
class1=Astrology|
class1=Astrology|
class1level=2|
class1level=2|
-
class2=Fate|
+
class2=Fate Domain|
class2level=2|
class2level=2|
class3=|
class3=|
Line 774: Line 774:
time=8 hours|
time=8 hours|
range=Touch|
range=Touch|
-
target=Animal or tree touched|
+
target=Animal Domain or tree touched|
area= |
area= |
effect= |
effect= |
Line 790: Line 790:
An ''awakened'' tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).|
An ''awakened'' tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).|
eternal= |
eternal= |
-
class1=Animal|
+
class1=Animal Domain|
class1level=5|
class1level=5|
-
class2=Life|
+
class2=Life Domain|
class2level=5|
class2level=5|
nocat=1
nocat=1
Line 826: Line 826:
''Baleful polymorph'' may be removed by ''remove curse'' or ''break enchantment'' cast at an equal or higher caster level.|
''Baleful polymorph'' may be removed by ''remove curse'' or ''break enchantment'' cast at an equal or higher caster level.|
eternal= |
eternal= |
-
class1=Hex|
+
class1=Hex Domain|
class1level=6|
class1level=6|
-
class2=Moon|
+
class2=Moon Domain|
class2level=6|
class2level=6|
nocat=1
nocat=1
Line 847: Line 847:
rules=Enemies within ''bane's'' emanation take a -1 penalty on attack rolls, saving throws, and skill checks. A successful Will save or spell resist renders you immune to the effects of a particular ''bane'' spell, but a new casting or a ''bane'' spell from another source requires an independent saving throw. |
rules=Enemies within ''bane's'' emanation take a -1 penalty on attack rolls, saving throws, and skill checks. A successful Will save or spell resist renders you immune to the effects of a particular ''bane'' spell, but a new casting or a ''bane'' spell from another source requires an independent saving throw. |
eternal= |
eternal= |
-
class1=Death|
+
class1=Death Domain|
class1level=1|
class1level=1|
-
class2=Fear|
+
class2=Fear Domain|
class2level=1|
class2level=1|
-
class3=Hex|
+
class3=Hex Domain|
class3level=1|
class3level=1|
nocat=1
nocat=1
Line 870: Line 870:
rules=A ''banishment'' spell is a more powerful version of the ''dismissal'' spell. It enables you to force extraplanar creatures back to their home plane. As many as 2 Hit Dice of creatures per Caster Level can be banished.|
rules=A ''banishment'' spell is a more powerful version of the ''dismissal'' spell. It enables you to force extraplanar creatures back to their home plane. As many as 2 Hit Dice of creatures per Caster Level can be banished.|
eternal= |
eternal= |
-
class1=Glory|
+
class1=Glory Domain|
class1level=7|
class1level=7|
class2= |
class2= |
Line 893: Line 893:
The enhancement bonus provided by ''barkskin'' stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.|
The enhancement bonus provided by ''barkskin'' stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.|
eternal= |
eternal= |
-
class1=Plant|
+
class1=Plant Domain|
class1level=2|
class1level=2|
class2= |
class2= |
Line 925: Line 925:
Bestow curse counters remove curse.|
Bestow curse counters remove curse.|
eternal= |
eternal= |
-
class1=Fate|
+
class1=Fate Domain|
class1level=3|
class1level=3|
-
class2=Fear|
+
class2=Fear Domain|
class2level=4|
class2level=4|
-
class3=Hex|
+
class3=Hex Domain|
class3level=4|
class3level=4|
nocat=1
nocat=1
Line 986: Line 986:
class2=Enochian Magic|
class2=Enochian Magic|
class2level=7|
class2level=7|
-
class3=Hex|
+
class3=Hex Domain|
class3level=8|
class3level=8|
nocat= 1
nocat= 1
Line 994: Line 994:
{{d20rSpell|
{{d20rSpell|
name=Biting Winds|
name=Biting Winds|
-
desc=Air, Eternal|
+
desc=Air Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=Medium (100' + 10'/level)|
range=Medium (100' + 10'/level)|
Line 1,029: Line 1,029:
The spell can be cast on a point in space, but the effect is stationary. You can cast the spell on a creature or object and the effect then radiates from that source and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.|
The spell can be cast on a point in space, but the effect is stationary. You can cast the spell on a creature or object and the effect then radiates from that source and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 1,056: Line 1,056:
A ''blade barrier'' provides cover against attacks made through up to two squares of it. Three or more squares of cover provided by a ''blade barrier'' instead provides total cover.|
A ''blade barrier'' provides cover against attacks made through up to two squares of it. Three or more squares of cover provided by a ''blade barrier'' instead provides total cover.|
eternal=|
eternal=|
-
class1=Creation|
+
class1=Creation Domain|
class1level=7|
class1level=7|
-
class2=Glory|
+
class2=Glory Domain|
class2level=6|
class2level=6|
-
class3=War|
+
class3=War Domain|
class3level=6|
class3level=6|
nocat= 1
nocat= 1
Line 1,079: Line 1,079:
rules=''Bless'' fills your allies with courage. Each ally within the area gains a +1 morale bonus on attack rolls, saving throws, and skill checks.|
rules=''Bless'' fills your allies with courage. Each ally within the area gains a +1 morale bonus on attack rolls, saving throws, and skill checks.|
eternal=|
eternal=|
-
class1=Courage|
+
class1=Courage Domain|
class1level=1|
class1level=1|
-
class2=Luck|
+
class2=Luck Domain|
class2level=1|
class2level=1|
-
class3=Might|
+
class3=Might Domain|
class3level=1|
class3level=1|
nocat= 1
nocat= 1
Line 1,102: Line 1,102:
rules=This spell imbues a flask of liquid with divine energies, transforming it into an equal amount of holy water. This spell has the Polymorph descriptor only if the flask touched contains a liquid other than water.|
rules=This spell imbues a flask of liquid with divine energies, transforming it into an equal amount of holy water. This spell has the Polymorph descriptor only if the flask touched contains a liquid other than water.|
eternal=|
eternal=|
-
class1=Water|
+
class1=Water Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 1,117: Line 1,117:
time=1 standard action|
time=1 standard action|
range=Touch|
range=Touch|
-
target=Plant or Plant creature touched|
+
target=Plant Domain or Plant creature touched|
area=|
area=|
effect= |
effect= |
Line 1,127: Line 1,127:
This spell has no effect on the soil or surrounding plant life.|
This spell has no effect on the soil or surrounding plant life.|
eternal=|
eternal=|
-
class1=Cold|
+
class1=Cold Domain|
class1level=5|
class1level=5|
-
class2=Death|
+
class2=Death Domain|
class2level=4|
class2level=4|
class3=Thanaturgy|
class3=Thanaturgy|
Line 1,152: Line 1,152:
Creatures that fail their Reflex save must also make a Fortitude save or be permanently blinded. |
Creatures that fail their Reflex save must also make a Fortitude save or be permanently blinded. |
eternal=|
eternal=|
-
class1=Sun|
+
class1=Sun Domain|
class1level=4|
class1level=4|
class2=|
class2=|
Line 1,175: Line 1,175:
rules=The targeted creature must make a Fortitude save or be permanently blinded or deafened, whichever you choose.|
rules=The targeted creature must make a Fortitude save or be permanently blinded or deafened, whichever you choose.|
eternal=As above, except the range is Close (25' +5' /2 levels) and the blindness only lasts for 1d3 rounds.|
eternal=As above, except the range is Close (25' +5' /2 levels) and the blindness only lasts for 1d3 rounds.|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=2|
class1level=2|
class2=Eternal|
class2=Eternal|
class2level=2|
class2level=2|
-
class3=Fear|
+
class3=Fear Domain|
class3level=3|
class3level=3|
-
class4=Hex|
+
class4=Hex Domain|
class4level=2|
class4level=2|
-
class5=Star|
+
class5=Star Domain|
class5level=3|
class5level=3|
nocat= 1
nocat= 1
Line 1,228: Line 1,228:
class2=Eternal|
class2=Eternal|
class2level=3|
class2level=3|
-
class3=Star|
+
class3=Star Domain|
class3level=4|
class3level=4|
-
class4=Time|
+
class4=Time Domain|
class4level=3|
class4level=3|
nocat= 1
nocat= 1
Line 1,253: Line 1,253:
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).|
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).|
eternal=|
eternal=|
-
class1=Luck|
+
class1=Luck Domain|
class1level=2|
class1level=2|
class2=Phantasmagoria|
class2=Phantasmagoria|
class2level=2|
class2level=2|
-
class3=Protection|
+
class3=Protection Domain|
class3level=2|
class3level=2|
nocat= 1
nocat= 1
Line 1,276: Line 1,276:
rules=This spell grants the caster the ability to make one ray attack per round as a swift action. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.|
rules=This spell grants the caster the ability to make one ray attack per round as a swift action. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.|
eternal=|
eternal=|
-
class1=Madness|
+
class1=Madness Domain|
class1level=4|
class1level=4|
class2=|
class2=|
Line 1,306: Line 1,306:
You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings. The spell cannot reach those who make a successful Will save.|
You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings. The spell cannot reach those who make a successful Will save.|
eternal=|
eternal=|
-
class1=Madness|
+
class1=Madness Domain|
class1level=8|
class1level=8|
class2=|
class2=|
Line 1,335: Line 1,335:
class1=Alchemy|
class1=Alchemy|
class1level=4|
class1level=4|
-
class2=Hex|
+
class2=Hex Domain|
class2level=4|
class2level=4|
class3=High Arcana|
class3=High Arcana|
class3level=4|
class3level=4|
-
class4=Luck|
+
class4=Luck Domain|
class4level=5|
class4level=5|
-
class5=Magic|
+
class5=Magic Domain|
class5level=5|
class5level=5|
nocat= 1
nocat= 1
Line 1,348: Line 1,348:
===Burning Hands===
===Burning Hands===
{{d20rSpell
{{d20rSpell
-
   | name = Burning Hands
+
   | name=Burning Hands
-
   | desc = Eternal, Fire
+
   | desc=Eternal, Fire
-
   | class1 = Fire
+
   | class1=Fire Domain
-
   | class1level = 1
+
   | class1level=1
-
   | class2 = Promethean Magic
+
   | class2=Promethean Magic
-
   | class2level = 1
+
   | class2level=1
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = 15 ft.
+
   | range=15 ft.
-
   | area = Cone-shaped burst
+
   | area=Cone-shaped burst
-
   | dur = Instantaneous
+
   | dur=Instantaneous
-
   | save = Reflex partial; see text
+
   | save=Reflex partial; see text
-
   | SR = Yes
+
   | SR=Yes
-
   | flavor =  
+
   | flavor=
-
   | rules = A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 8d4). Flammable materials and creatures that fail a Reflex save catch on fire. A character can extinguish itself or burning items as a full-round action.
+
   | rules=A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 8d4). Flammable materials and creatures that fail a Reflex save catch on fire. A character can extinguish itself or burning items as a full-round action.
-
   | eternal = You make a touch attack that inflicts 1d6 fire damage, plus additional fire damage equal to one-half your caster level. A touched creature must make a Reflex save or catch on fire.
+
   | eternal=You make a touch attack that inflicts 1d6 fire damage, plus additional fire damage equal to one-half your caster level. A touched creature must make a Reflex save or catch on fire.
}}
}}
Line 1,379: Line 1,379:
rules=This spell interrupts an opponent who is in the process of casting a spell. The target must make a Concentration check at DC 20 + caster level + spell level or lose the spell. If they fail the check, they also take 1d4 points of fire damage per level of the spell lost, and 1d4 points of nonlethal damage per each of their caster levels.|
rules=This spell interrupts an opponent who is in the process of casting a spell. The target must make a Concentration check at DC 20 + caster level + spell level or lose the spell. If they fail the check, they also take 1d4 points of fire damage per level of the spell lost, and 1d4 points of nonlethal damage per each of their caster levels.|
eternal=|
eternal=|
-
class1=Fire|
+
class1=Fire Domain|
class1level=5|
class1level=5|
class2=|
class2=|
Line 1,580: Line 1,580:
class1=Raghnialt's Kiss|
class1=Raghnialt's Kiss|
class1level=5|
class1level=5|
-
class2=Storm|
+
class2=Storm Domain|
class2level=5|
class2level=5|
-
class3=Weather|
+
class3=Weather Domain|
class3level=5|
class3level=5|
nocat= 1
nocat= 1
Line 1,593: Line 1,593:
time=1 standard action|
time=1 standard action|
range=Close (25' + 5'/2 level)|
range=Close (25' + 5'/2 level)|
-
target=Animals within a 30' radius burst|
+
target=Animal Domains within a 30' radius burst|
area=|
area=|
effect=|
effect=|
Line 1,603: Line 1,603:
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. |
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. |
eternal=|
eternal=|
-
class1=Animal|
+
class1=Animal Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 1,628: Line 1,628:
class1=Eternal|
class1=Eternal|
class1level=1|
class1level=1|
-
class2=Fear|
+
class2=Fear Domain|
class2level=1|
class2level=1|
class3=|
class3=|
Line 1,655: Line 1,655:
class1=Raghnialt's Kiss|
class1=Raghnialt's Kiss|
class1level=6|
class1level=6|
-
class2=Storm|
+
class2=Storm Domain|
class2level=6|
class2level=6|
class3=|
class3=|
Line 1,690: Line 1,690:
class1=Eternal|
class1=Eternal|
class1level=6|
class1level=6|
-
class2=Fire|
+
class2=Fire Domain|
class2level=6|
class2level=6|
-
class3=Sun|
+
class3=Sun Domain|
class3level=6|
class3level=6|
nocat= 1
nocat= 1
Line 1,721: Line 1,721:
class1=Enchantment|
class1=Enchantment|
class1level=1|
class1level=1|
-
class2=Trickery|
+
class2=Trickery Domain|
class2level=1|
class2level=1|
class3=|
class3=|
Line 1,731: Line 1,731:
{{d20rSpell|
{{d20rSpell|
name=Chill Metal|
name=Chill Metal|
-
desc=Cold, Eternal, Metal|
+
desc=Cold Domain, Eternal, Metal|
time=1 standard action|
time=1 standard action|
range=Close (25' + 5'/2 levels)|
range=Close (25' + 5'/2 levels)|
Line 1,750: Line 1,750:
class1=Alchemy|
class1=Alchemy|
class1level=1|
class1level=1|
-
class2=Cold|
+
class2=Cold Domain|
class2level=2|
class2level=2|
class3=Eternal|
class3=Eternal|
Line 1,777: Line 1,777:
{{d20rSpell|
{{d20rSpell|
name=Chill Touch|
name=Chill Touch|
-
desc=Cold, Entropy, Eternal|
+
desc=Cold Domain, Entropy, Eternal|
time=1 standard action|
time=1 standard action|
range=Personal|
range=Personal|
Line 1,792: Line 1,792:
Undead creatures you successfully strike with your touch attack do not take the entropic damage but instead must make a Will save or flee, panicked, for 1d3 rounds. As this is not a [Morale] effect, undead are not immune to this panicking.|
Undead creatures you successfully strike with your touch attack do not take the entropic damage but instead must make a Will save or flee, panicked, for 1d3 rounds. As this is not a [Morale] effect, undead are not immune to this panicking.|
eternal=This spell functions identically when prepared as an eternal spell, except the duration is "1 round".|
eternal=This spell functions identically when prepared as an eternal spell, except the duration is "1 round".|
-
class1=Cold|
+
class1=Cold Domain|
class1level=1|
class1level=1|
class2=Eternal|
class2=Eternal|
Line 1,839: Line 1,839:
In addition, after damage is inflicted, 1d4 HD worth of living creatures per caster level (maximum 20d4) are crippled by the spell's power. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Creatures that fail their saving throws are immediately reduced to -1 HP and are dying.|
In addition, after damage is inflicted, 1d4 HD worth of living creatures per caster level (maximum 20d4) are crippled by the spell's power. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Creatures that fail their saving throws are immediately reduced to -1 HP and are dying.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=6|
class1level=6|
class2=|
class2=|
Line 1,868: Line 1,868:
class2=Eternal|
class2=Eternal|
class2level=3|
class2level=3|
-
class3=Knowledge|
+
class3=Knowledge Domain|
class3level=3|
class3level=3|
nocat= 1
nocat= 1
Line 1,901: Line 1,901:
Directing the spell to a new target is a move action.|
Directing the spell to a new target is a move action.|
eternal=|
eternal=|
-
class1=Might|
+
class1=Might Domain|
class1level=8|
class1level=8|
class2=|
class2=|
Line 1,930: Line 1,930:
If you take an action that creates a sustained and obvious change in the subject's environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.|
If you take an action that creates a sustained and obvious change in the subject's environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.|
eternal=As above, except the casting time is "1 swift action" and the duration is "1 round".|
eternal=As above, except the casting time is "1 swift action" and the duration is "1 round".|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=4|
class1level=4|
class2=Eternal|
class2=Eternal|
Line 1,953: Line 1,953:
rules=As ''cloud mind'' except as noted here. Each creature is affected individually.|
rules=As ''cloud mind'' except as noted here. Each creature is affected individually.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=7|
class1level=7|
class2=|
class2=|
Line 1,964: Line 1,964:
===Cobra Fangs===
===Cobra Fangs===
{{d20rSpell|
{{d20rSpell|
-
name = Cobra Fangs |
+
name=Cobra Fangs |
-
desc = Eternal, Poison, Polymorph |
+
desc=Eternal, Poison, Polymorph |
-
time = 1 standard action |
+
time=1 standard action |
-
range = Personal |
+
range=Personal |
-
target = You |
+
target=You |
-
dur = 1 round/level (D) |
+
dur=1 round/level (D) |
-
save = None (harmless) |
+
save=None (harmless) |
-
SR = No (harmless) |
+
SR=No (harmless) |
-
flavor = |
+
flavor=|
-
rules = You grow a pair of venomous fangs. These fangs can be used as a bite natural attack, if you do not have one already. If you already possess a bite natural attack, instead increase your effective size category with your bite attack by one size (to a maximum of two size category increases, with other similar size-increasing effects). In either instance, your bite attack is (or becomes) your primary natural attack.
+
rules=You grow a pair of venomous fangs. These fangs can be used as a bite natural attack, if you do not have one already. If you already possess a bite natural attack, instead increase your effective size category with your bite attack by one size (to a maximum of two size category increases, with other similar size-increasing effects). In either instance, your bite attack is (or becomes) your primary natural attack.
This bite attack deals 1d4 damage. At caster level 4 and every four caster levels thereafter, your bite attack gains a +1 enhancement bonus (so that a sixteenth level caster's bite attack would be treated as a +4 weapon).
This bite attack deals 1d4 damage. At caster level 4 and every four caster levels thereafter, your bite attack gains a +1 enhancement bonus (so that a sixteenth level caster's bite attack would be treated as a +4 weapon).
Upon successfully biting an opponent, you may discharge the spell as an immediate action to poison the bitten target. This is an injury poison that has the same DC as this spell, inflicting 1d6 points of damage each round. Staving off the poison requires a number of successful saves equal to the caster's Charisma modifier. |
Upon successfully biting an opponent, you may discharge the spell as an immediate action to poison the bitten target. This is an injury poison that has the same DC as this spell, inflicting 1d6 points of damage each round. Staving off the poison requires a number of successful saves equal to the caster's Charisma modifier. |
-
eternal = You grow a pair of fangs, as above, except you cannot discharge the spell to inflict poison on your opponent, the spell's duration is "1 round", and this spell can be cast as an immediate action. |
+
eternal=You grow a pair of fangs, as above, except you cannot discharge the spell to inflict poison on your opponent, the spell's duration is "1 round", and this spell can be cast as an immediate action. |
-
class1 = Lernaen |
+
class1=Lernaen |
-
class1level = 1 |
+
class1level=1 |
-
nocat = 1
+
nocat=1
}}
}}
-
===Cold Snap===
+
===Cold Domain Snap===
{{d20rSpell|
{{d20rSpell|
-
name=Cold Snap|
+
name=Cold Domain Snap|
-
desc=Cold, Eternal|
+
desc=Cold Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=Long (400' + 40'/level)|
range=Long (400' + 40'/level)|
Line 2,054: Line 2,054:
rules=This spell functions identically to ''command undead'', except it may only affect creatures of the Plant type, and as noted here.|
rules=This spell functions identically to ''command undead'', except it may only affect creatures of the Plant type, and as noted here.|
eternal=|
eternal=|
-
class1=Plant|
+
class1=Plant Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 2,085: Line 2,085:
class1=Thanaturgy|
class1=Thanaturgy|
class1level=2|
class1level=2|
-
class2=Undeath|
+
class2=Undeath Domain|
class2level=1|
class2level=1|
class3=|
class3=|
Line 2,110: Line 2,110:
class1=High Arcana|
class1=High Arcana|
class1level=1|
class1level=1|
-
class2=Knowledge|
+
class2=Knowledge Domain|
class2level=1|
class2level=1|
-
class3=Magic|
+
class3=Magic Domain|
class3level=1|
class3level=1|
class4=Rune|
class4=Rune|
Line 2,122: Line 2,122:
{{d20rSpell|
{{d20rSpell|
name=Cone of Cold|
name=Cone of Cold|
-
desc=Cold, Eternal|
+
desc=Cold Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=60'|
range=60'|
Line 2,135: Line 2,135:
A creature damaged by ''cone of cold'' that does not successfully make a Reflex save must additionally make a Fortitude save or be immobilized for one round per level. A creature immobilized in this way that takes fire damage equal to twice this spell's caster level immediately ends the immobilization.|
A creature damaged by ''cone of cold'' that does not successfully make a Reflex save must additionally make a Fortitude save or be immobilized for one round per level. A creature immobilized in this way that takes fire damage equal to twice this spell's caster level immediately ends the immobilization.|
eternal=As above, except the damage is measured in d6s and creatures that fail their Reflex save do not have to check to see if they are immobilized.|
eternal=As above, except the damage is measured in d6s and creatures that fail their Reflex save do not have to check to see if they are immobilized.|
-
class1=Cold|
+
class1=Cold Domain|
class1level=6|
class1level=6|
class2=Eternal|
class2=Eternal|
Line 2,141: Line 2,141:
class3=Jotunnskyn|
class3=Jotunnskyn|
class3level=5|
class3level=5|
-
class4=Storm|
+
class4=Storm Domain|
class4level=6|
class4level=6|
nocat= 1
nocat= 1
Line 2,162: Line 2,162:
class1=Enchantment|
class1=Enchantment|
class1level=3|
class1level=3|
-
class2=Hex|
+
class2=Hex Domain|
class2level=4|
class2level=4|
-
class3=Madness|
+
class3=Madness Domain|
class3level=3|
class3level=3|
-
class4=Moon|
+
class4=Moon Domain|
class4level=4|
class4level=4|
nocat= 1
nocat= 1
Line 2,237: Line 2,237:
A successful initial Fortitude save negates the disease entirely, but a failed initial save followed by one or more subsequent successful Fortitude saves does not end the disease: once the disease has been inflicted successfully, it is no longer a magical effect and must be treated as if it were a traditional disease, albeit one with an increased save DC.|
A successful initial Fortitude save negates the disease entirely, but a failed initial save followed by one or more subsequent successful Fortitude saves does not end the disease: once the disease has been inflicted successfully, it is no longer a magical effect and must be treated as if it were a traditional disease, albeit one with an increased save DC.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=3|
class1level=3|
-
class2=Hex|
+
class2=Hex Domain|
class2level=3|
class2level=3|
class3=Thanaturgy|
class3=Thanaturgy|
Line 2,285: Line 2,285:
target=Object touched|
target=Object touched|
area=|
area=|
-
effect=Magical, heatless flame|
+
effect=Magic Domainal, heatless flame|
dur=Permanent|
dur=Permanent|
save=Will negates (object)|
save=Will negates (object)|
Line 2,293: Line 2,293:
class1=Eternal|
class1=Eternal|
class1level=4|
class1level=4|
-
class2=Fire|
+
class2=Fire Domain|
class2level=4|
class2level=4|
class3=High Arcana|
class3=High Arcana|
class3level=2|
class3level=2|
-
class4=Moon|
+
class4=Moon Domain|
class4level=3|
class4level=3|
class5=Promethean Magic|
class5=Promethean Magic|
class5level=2|
class5level=2|
-
class6=Sun|
+
class6=Sun Domain|
class6level=3|
class6level=3|
nocat= 1
nocat= 1
Line 2,324: Line 2,324:
''Increase:'' You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.|
''Increase:'' You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 2,349: Line 2,349:
Suicidal or self-destructive commands are simply ignored.|
Suicidal or self-destructive commands are simply ignored.|
eternal=|
eternal=|
-
class1=Plant|
+
class1=Plant Domain|
class1level=8|
class1level=8|
class2=|
class2=|
Line 2,376: Line 2,376:
class1=Thanaturgy|
class1=Thanaturgy|
class1level=7|
class1level=7|
-
class2=Undeath|
+
class2=Undeath Domain|
class2level=6|
class2level=6|
class3=|
class3=|
Line 2,403: Line 2,403:
In addition, with a move action, you may move a held cloud or vapor effect in any direction up to 30'. |
In addition, with a move action, you may move a held cloud or vapor effect in any direction up to 30'. |
eternal=|
eternal=|
-
class1=Air|
+
class1=Air Domain|
class1level=6|
class1level=6|
class2=|
class2=|
Line 2,419: Line 2,419:
range=Long (400' + 40'/level)|
range=Long (400' + 40'/level)|
target=|
target=|
-
area=Water in a volume of 10'/level by 10'/level by 2'/level (S)|
+
area=Water Domain in a volume of 10'/level by 10'/level by 2'/level (S)|
effect= |
effect= |
dur=10 minutes/level (D)|
dur=10 minutes/level (D)|
Line 2,434: Line 2,434:
class1=Ondinic Tradition|
class1=Ondinic Tradition|
class1level=4|
class1level=4|
-
class2=Storm|
+
class2=Storm Domain|
class2level=4|
class2level=4|
-
class3=Water|
+
class3=Water Domain|
class3level=4|
class3level=4|
nocat= 1
nocat= 1
Line 2,444: Line 2,444:
{{d20rSpell|
{{d20rSpell|
name=Control Weather|
name=Control Weather|
-
desc=Air|
+
desc=Air Domain|
time=10 minutes|
time=10 minutes|
range=2 miles|
range=2 miles|
Line 2,459: Line 2,459:
''Control weather'' can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.|
''Control weather'' can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.|
eternal=|
eternal=|
-
class1=Air|
+
class1=Air Domain|
class1level=8|
class1level=8|
-
class2=Cold|
+
class2=Cold Domain|
class2level=7|
class2level=7|
-
class3=Storm|
+
class3=Storm Domain|
class3level=7|
class3level=7|
class4=Sylphic Tradition|
class4=Sylphic Tradition|
class4level=9|
class4level=9|
-
class5=Water|
+
class5=Water Domain|
class5level=7|
class5level=7|
-
class6=Weather|
+
class6=Weather Domain|
class6level=7|
class6level=7|
nocat= 1
nocat= 1
Line 2,491: Line 2,491:
{{d20rSpell|
{{d20rSpell|
name=Control Winds|
name=Control Winds|
-
desc=Air, Force|
+
desc=Air Domain, Force|
time=1 standard action|
time=1 standard action|
range=40'/level|
range=40'/level|
Line 2,515: Line 2,515:
*A tornado (175+ mph) destroys all non-fortified buildings and often uproots large trees.|
*A tornado (175+ mph) destroys all non-fortified buildings and often uproots large trees.|
eternal=|
eternal=|
-
class1=Air|
+
class1=Air Domain|
class1level=5|
class1level=5|
class2=Raghnialt's Kiss|
class2=Raghnialt's Kiss|
class2level=5|
class2level=5|
-
class3=Storm|
+
class3=Storm Domain|
class3level=5|
class3level=5|
class4=Sylphic Tradition|
class4=Sylphic Tradition|
class4level=5|
class4level=5|
-
class5=Weather|
+
class5=Weather Domain|
class5level=5|
class5level=5|
nocat= 1
nocat= 1
Line 2,551: Line 2,551:
{{d20rSpell|
{{d20rSpell|
name=Create Food and Water|
name=Create Food and Water|
-
desc=Creation|
+
=Creation|
time=10 minutes|
time=10 minutes|
range=Close (25' + 5'/2 levels)|
range=Close (25' + 5'/2 levels)|
Line 2,564: Line 2,564:
One casting of this spell provides nourishment for three Small or Medium creatures for 24 hours. Creatures larger than Medium (such as as horse) only receive a third as much nourishment per size category: one casting feeds a Large creature for 24 hours (or three Large creatures for 8 hours), one Huge creature for 8 hours, and so on. Creatures smaller than Small don't require as much sustenance, so each casting allows three times as many creatures to feed: one casting feeds 9 Tiny or 27 Diminutive creatures, for instance.|
One casting of this spell provides nourishment for three Small or Medium creatures for 24 hours. Creatures larger than Medium (such as as horse) only receive a third as much nourishment per size category: one casting feeds a Large creature for 24 hours (or three Large creatures for 8 hours), one Huge creature for 8 hours, and so on. Creatures smaller than Small don't require as much sustenance, so each casting allows three times as many creatures to feed: one casting feeds 9 Tiny or 27 Diminutive creatures, for instance.|
eternal=|
eternal=|
-
class1=Creation|
+
class1=Creation Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 2,589: Line 2,589:
class1=Thanaturgy|
class1=Thanaturgy|
class1level=8|
class1level=8|
-
class2=Undeath|
+
class2=Undeath Domain|
class2level=7|
class2level=7|
class3=|
class3=|
Line 2,622: Line 2,622:
rules=This spell functions like ''create undead'', except that you can create more powerful and intelligent sorts of undead: nightwings, nightcrawlers, and nightwalkers. The type or types of undead you can create is based on your caster level, as shown on the table below.|
rules=This spell functions like ''create undead'', except that you can create more powerful and intelligent sorts of undead: nightwings, nightcrawlers, and nightwalkers. The type or types of undead you can create is based on your caster level, as shown on the table below.|
eternal=|
eternal=|
-
class1=Undeath|
+
class1=Undeath Domain|
class1level=9|
class1level=9|
class2=|
class2=|
Line 2,659: Line 2,659:
class1=Thanaturgy|
class1=Thanaturgy|
class1level=6|
class1level=6|
-
class2=Undeath|
+
class2=Undeath Domain|
class2level=5|
class2level=5|
class3=|
class3=|
Line 2,681: Line 2,681:
{{d20rSpell|
{{d20rSpell|
name=Create Water|
name=Create Water|
-
desc=Creation, Water|
+
=Creation, Water|
time=1 standard action|
time=1 standard action|
range=Close (25' + 5'/2 levels)|
range=Close (25' + 5'/2 levels)|
Line 2,694: Line 2,694:
Alternatively, this spell can be used to extinguish a non-magical fire of campfire size or smaller. A magical fire of torch size or smaller (such as a ''continual flame'') can also be suppressed by this spell for a number of rounds equal to your caster level.|
Alternatively, this spell can be used to extinguish a non-magical fire of campfire size or smaller. A magical fire of torch size or smaller (such as a ''continual flame'') can also be suppressed by this spell for a number of rounds equal to your caster level.|
eternal=|
eternal=|
-
class1=Cold|
+
class1=Cold Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 2,719: Line 2,719:
You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100' of you. You cannot command any swarm to move more than 100' away from you, and if you move more than 100' from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100').|
You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100' of you. You cannot command any swarm to move more than 100' away from you, and if you move more than 100' from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100').|
eternal=|
eternal=|
-
class1=Animal|
+
class1=Animal Domain|
class1level=7|
class1level=7|
class2=|
class2=|
Line 2,742: Line 2,742:
rules=An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.|
rules=An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.|
eternal=As above, except the range is altered to "Close (25' + 5'/2 levels)", and the spell is a targeted spell that affects a single creature.|
eternal=As above, except the range is altered to "Close (25' + 5'/2 levels)", and the spell is a targeted spell that affects a single creature.|
-
class1=Death|
+
class1=Death Domain|
class1level=3|
class1level=3|
class2=Enchantment|
class2=Enchantment|
Line 2,748: Line 2,748:
class3=Eternal|
class3=Eternal|
class3level=3|
class3level=3|
-
class4=Fear|
+
class4=Fear Domain|
class4level=4|
class4level=4|
-
class5=Hex|
+
class5=Hex Domain|
class5level=3|
class5level=3|
nocat= 1
nocat= 1
Line 2,783: Line 2,783:
Directing the spell to a new target is a move action.|
Directing the spell to a new target is a move action.|
eternal=|
eternal=|
-
class1=Might|
+
class1=Might Domain|
class1level=9|
class1level=9|
class2=|
class2=|
Line 2,795: Line 2,795:
{{d20rSpell|
{{d20rSpell|
name=Crystallize|
name=Crystallize|
-
desc=Cold, Eternal|
+
desc=Cold Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=Touch|
range=Touch|
Line 2,829: Line 2,829:
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to twice your Hero Value.|
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to twice your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 5d8 Hit Points, plus your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 5d8 Hit Points, plus your Hero Value.|
-
class2=Healing|
+
class2=Healing Domain|
class2level=4|
class2level=4|
-
class3=Life|
+
class3=Life Domain|
class3level=4|
class3level=4|
class1=Eternal|
class1=Eternal|
Line 2,852: Line 2,852:
rules=This spell functions as ''cure critical wounds'', except as noted here.|
rules=This spell functions as ''cure critical wounds'', except as noted here.|
eternal=|
eternal=|
-
class1=Healing|
+
class1=Healing Domain|
class1level=8|
class1level=8|
class2=|
class2=|
Line 2,877: Line 2,877:
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to your Hero Value.|
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 1d8 Hit Points, plus your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 1d8 Hit Points, plus your Hero Value.|
-
class2=Healing|
+
class2=Healing Domain|
class2level=1|
class2level=1|
-
class3=Life|
+
class3=Life Domain|
class3level=1|
class3level=1|
class1=Eternal|
class1=Eternal|
Line 2,900: Line 2,900:
rules=This spell functions as ''cure light wounds'', except as noted here.|
rules=This spell functions as ''cure light wounds'', except as noted here.|
eternal=|
eternal=|
-
class1=Healing|
+
class1=Healing Domain|
class1level=5|
class1level=5|
-
class2=Life|
+
class2=Life Domain|
class2level=5|
class2level=5|
class3=|
class3=|
Line 2,925: Line 2,925:
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to your Hero Value.|
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 2d8 Hit Points, plus your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 2d8 Hit Points, plus your Hero Value.|
-
class2=Healing|
+
class2=Healing Domain|
class2level=2|
class2level=2|
-
class3=Life|
+
class3=Life Domain|
class3level=2|
class3level=2|
class1=Eternal|
class1=Eternal|
Line 2,948: Line 2,948:
rules=This spell functions as ''cure moderate wounds'', except as noted here.|
rules=This spell functions as ''cure moderate wounds'', except as noted here.|
eternal=|
eternal=|
-
class1=Healing|
+
class1=Healing Domain|
class1level=6|
class1level=6|
class2=|
class2=|
Line 2,973: Line 2,973:
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to twice your Hero Value.|
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also heals an additional amount of Hit Points equal to twice your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 3d8 Hit Points, plus your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature heals 3d8 Hit Points, plus your Hero Value.|
-
class2=Healing|
+
class2=Healing Domain|
class2level=3|
class2level=3|
-
class3=Life|
+
class3=Life Domain|
class3level=3|
class3level=3|
class1=Eternal|
class1=Eternal|
Line 2,996: Line 2,996:
rules=This spell functions as ''cure serious wounds'', except as noted here.|
rules=This spell functions as ''cure serious wounds'', except as noted here.|
eternal=|
eternal=|
-
class1=Healing|
+
class1=Healing Domain|
class1level=7|
class1level=7|
-
class2=War|
+
class2=War Domain|
class2level=7|
class2level=7|
class3=|
class3=|
Line 3,046: Line 3,046:
You may voluntarily burn out a light in a bright flash as a standard action. Creatures within 5' of the flash must make a Fortitude save or be blinded for one round and dazzled for an additional minute: those that succeed are instead only dazzled for two rounds.|
You may voluntarily burn out a light in a bright flash as a standard action. Creatures within 5' of the flash must make a Fortitude save or be blinded for one round and dazzled for an additional minute: those that succeed are instead only dazzled for two rounds.|
eternal=As above, except you may not burn out the lights.|
eternal=As above, except you may not burn out the lights.|
-
class1=Star|
+
class1=Star Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,055: Line 3,055:
}}
}}
-
===Darkness===
+
===Darkness Domain===
{{d20rSpell|
{{d20rSpell|
-
name=Darkness|
+
name=Darkness Domain|
desc=Darkness|
desc=Darkness|
time=1 standard action|
time=1 standard action|
Line 3,073: Line 3,073:
If ''darkness'' is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.|
If ''darkness'' is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=1|
class1level=1|
-
class2=Moon|
+
class2=Moon Domain|
class2level=2|
class2level=2|
class3=|
class3=|
Line 3,096: Line 3,096:
rules=The touched creature gains the darkvision ability (usable out to 60') for the duration of this spell. A touched creature that already possesses darkvision instead increases the effective range of their darkvision by 30' for the duration of this spell.|
rules=The touched creature gains the darkvision ability (usable out to 60') for the duration of this spell. A touched creature that already possesses darkvision instead increases the effective range of their darkvision by 30' for the duration of this spell.|
eternal=As above, except the range is reduced to "Personal" and the target is altered to "You".|
eternal=As above, except the range is reduced to "Personal" and the target is altered to "You".|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=2|
class1level=2|
class2=Eternal|
class2=Eternal|
class2level=2|
class2level=2|
-
class3=Moon|
+
class3=Moon Domain|
class3level=2|
class3level=2|
nocat= 1
nocat= 1
Line 3,123: Line 3,123:
''Daylight'' brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.|
''Daylight'' brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.|
eternal=|
eternal=|
-
class1=Sun|
+
class1=Sun Domain|
class1level=3|
class1level=3|
-
class2=Weather|
+
class2=Weather Domain|
class2level=3|
class2level=3|
class3=|
class3=|
Line 3,146: Line 3,146:
rules=The targeted creature must make a Will saving throw or be dazed for one round.|
rules=The targeted creature must make a Will saving throw or be dazed for one round.|
eternal=As above, except the spell does not affect creatures with more Hit Dice than your Caster Level.|
eternal=As above, except the spell does not affect creatures with more Hit Dice than your Caster Level.|
-
class1=Time|
+
class1=Time Domain|
class1level=2|
class1level=2|
class2=|
class2=|
Line 3,155: Line 3,155:
}}
}}
-
===Death Knell===
+
===Death Domain Knell===
{{d20rSpell|
{{d20rSpell|
-
name=Death Knell|
+
name=Death Domain Knell|
desc=Death|
desc=Death|
time=1 standard action|
time=1 standard action|
Line 3,169: Line 3,169:
rules=You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer Hit Points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary Hit Points and a +2 bonus to Strength. Additionally, your effective Caster Level goes up by +1, improving spell effects dependent on Caster Level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per Hit Die of the subject creature.|
rules=You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer Hit Points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary Hit Points and a +2 bonus to Strength. Additionally, your effective Caster Level goes up by +1, improving spell effects dependent on Caster Level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per Hit Die of the subject creature.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=2|
class1level=2|
-
class2=Fate|
+
class2=Fate Domain|
class2level=2|
class2level=2|
class3=|
class3=|
Line 3,178: Line 3,178:
}}
}}
-
===Death Ward===
+
===Death Domain Ward===
{{d20rSpell|
{{d20rSpell|
-
name=Death Ward|
+
name=Death Domain Ward|
desc=Abjuration, Eternal|
desc=Abjuration, Eternal|
time=1 standard action|
time=1 standard action|
Line 3,196: Line 3,196:
''Death ward'' does not protect against other sorts of attacks even if those attacks might be lethal.|
''Death ward'' does not protect against other sorts of attacks even if those attacks might be lethal.|
eternal=As above, except the casting time is reduced to "One immediate action", the range is reduced to "Personal", the target is altered to "You", and the duration is reduced to "One round".|
eternal=As above, except the casting time is reduced to "One immediate action", the range is reduced to "Personal", the target is altered to "You", and the duration is reduced to "One round".|
-
class1=Courage|
+
class1=Courage Domain|
class1level=4|
class1level=4|
-
class2=Death|
+
class2=Death Domain|
class2level=4|
class2level=4|
class3=Eternal|
class3=Eternal|
class3level=4|
class3level=4|
-
class4=Fate|
+
class4=Fate Domain|
class4level=4|
class4level=4|
-
class5=Life|
+
class5=Life Domain|
class5level=4|
class5level=4|
-
class6=Luck|
+
class6=Luck Domain|
class6level=4|
class6level=4|
-
class7=Protection|
+
class7=Protection Domain|
class7level=5|
class7level=5|
class8=Thanaturgy|
class8=Thanaturgy|
Line 3,215: Line 3,215:
}}
}}
-
===Deathwatch===
+
===Death Domainwatch===
{{d20rSpell|
{{d20rSpell|
-
name=Deathwatch|
+
name=Death Domainwatch|
desc=Detection|
desc=Detection|
time=1 standard action|
time=1 standard action|
Line 3,231: Line 3,231:
''Deathwatch'' sees through any spell or ability that allows creatures to feign death, but cannot see through ''invisibility'' or similar effects: you must be able to normally detect the creature in order to determine its status with ''deathwatch''.|
''Deathwatch'' sees through any spell or ability that allows creatures to feign death, but cannot see through ''invisibility'' or similar effects: you must be able to normally detect the creature in order to determine its status with ''deathwatch''.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=1|
class1level=1|
-
class2=Life|
+
class2=Life Domain|
class2level=1|
class2level=1|
class3=Thanaturgy|
class3=Thanaturgy|
Line 3,256: Line 3,256:
''Daylight'' brought into an area of ''deeper darkness'' (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.|
''Daylight'' brought into an area of ''deeper darkness'' (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=2|
class1level=2|
class2=|
class2=|
Line 3,299: Line 3,299:
rules=Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can't take the same actions again (if its foe is dead, or the subject has run out of spells, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.|
rules=Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can't take the same actions again (if its foe is dead, or the subject has run out of spells, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.|
eternal=|
eternal=|
-
class1=Time|
+
class1=Time Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,324: Line 3,324:
class1=Eternal|
class1=Eternal|
class1level=1|
class1level=1|
-
class2=Healing|
+
class2=Healing Domain|
class2level=1|
class2level=1|
class3=Lernaen Magic|
class3=Lernaen Magic|
Line 3,349: Line 3,349:
The glowing bead created by ''delayed blast fireball'' can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10'). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.|
The glowing bead created by ''delayed blast fireball'' can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10'). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.|
eternal=|
eternal=|
-
class1=Fire|
+
class1=Fire Domain|
class1level=7|
class1level=7|
class2=Promethean Magic|
class2=Promethean Magic|
Line 3,399: Line 3,399:
rules=This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of entropic damage. The only way to restore life to a character who has failed to save against this spell is to use the ''true resurrection'' function of the Last Rites feat.|
rules=This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of entropic damage. The only way to restore life to a character who has failed to save against this spell is to use the ''true resurrection'' function of the Last Rites feat.|
eternal=|
eternal=|
-
class1=Time|
+
class1=Time Domain|
class1level=8|
class1level=8|
-
class2=War|
+
class2=War Domain|
class2level=8|
class2level=8|
class3=|
class3=|
Line 3,462: Line 3,462:
rules=This spell functions like ''detect'', except it only discovers the presence of living creatures: creatures that are 'unalive', such as those of the Construct type or Undead subtype, do not register when using ''detect living''. A living creature that wishes to appear as an unliving creature may do so with a successful Will save. Creatures with the Lifelike subtype register both for this spell and for ''detect undead''.|
rules=This spell functions like ''detect'', except it only discovers the presence of living creatures: creatures that are 'unalive', such as those of the Construct type or Undead subtype, do not register when using ''detect living''. A living creature that wishes to appear as an unliving creature may do so with a successful Will save. Creatures with the Lifelike subtype register both for this spell and for ''detect undead''.|
eternal=|
eternal=|
-
class1=Life|
+
class1=Life Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,510: Line 3,510:
rules=This spell functions like ''detect'', except it detects hidden doors, compartments, or other concealed hatchwork. |
rules=This spell functions like ''detect'', except it detects hidden doors, compartments, or other concealed hatchwork. |
eternal=|
eternal=|
-
class1=Earth|
+
class1=Earth Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,533: Line 3,533:
rules=This spell functions like ''detect'', except it detects the presence of natural hazards (such as quicksand, loose soil, deadfalls, sinkholes, or potential cave-ins). |
rules=This spell functions like ''detect'', except it detects the presence of natural hazards (such as quicksand, loose soil, deadfalls, sinkholes, or potential cave-ins). |
eternal=|
eternal=|
-
class1=Earth|
+
class1=Earth Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 3,562: Line 3,562:
''3rd Round:'' Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast ''detect thoughts'' again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.|
''3rd Round:'' Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast ''detect thoughts'' again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.|
eternal=|
eternal=|
-
class1=Knowledge|
+
class1=Knowledge Domain|
class1level=2|
class1level=2|
class2=|
class2=|
Line 3,612: Line 3,612:
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.|
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.|
eternal=|
eternal=|
-
class1=Luck|
+
class1=Luck Domain|
class1level=4|
class1level=4|
-
class2=Travel|
+
class2=Travel Domain|
class2level=4|
class2level=4|
class3=|
class3=|
Line 3,642: Line 3,642:
class2=High Arcana|
class2=High Arcana|
class2level=4|
class2level=4|
-
class3=Moon|
+
class3=Moon Domain|
class3level=4|
class3level=4|
class3=Rune Magic|
class3=Rune Magic|
Line 3,696: Line 3,696:
This spell has no effect on Plant creatures.|
This spell has no effect on Plant creatures.|
eternal=|
eternal=|
-
class1=Plant|
+
class1=Plant Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 3,748: Line 3,748:
class1=Astrology|
class1=Astrology|
class1level=8|
class1level=8|
-
class2=Knowledge|
+
class2=Knowledge Domain|
class2level=8|
class2level=8|
-
class3=Wealth|
+
class3=Wealth Domain|
class3level=8|
class3level=8|
nocat= 1
nocat= 1
Line 3,777: Line 3,777:
class1=Eternal|
class1=Eternal|
class1level=1|
class1level=1|
-
class2=Madness|
+
class2=Madness Domain|
class2level=1|
class2level=1|
class3=Phantasmagoria|
class3=Phantasmagoria|
class3level=1|
class3level=1|
-
class4=Trickery|
+
class4=Trickery Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 3,900: Line 3,900:
class2=High Arcana|
class2=High Arcana|
class2level=3|
class2level=3|
-
class3=Magic|
+
class3=Magic Domain|
class3level=3|
class3level=3|
nocat= 1
nocat= 1
Line 3,921: Line 3,921:
class1=High Arcana|
class1=High Arcana|
class1level=6|
class1level=6|
-
class2=Magic|
+
class2=Magic Domain|
class2level=6|
class2level=6|
class3=|
class3=|
Line 3,942: Line 3,942:
rules=The subject of this spell appears to be about 2' away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, ''displacement'' does not prevent enemies from targeting the creature normally. ''True seeing'' reveals its true location.|
rules=The subject of this spell appears to be about 2' away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, ''displacement'' does not prevent enemies from targeting the creature normally. ''True seeing'' reveals its true location.|
eternal=|
eternal=|
-
class1=Luck|
+
class1=Luck Domain|
class1level=3|
class1level=3|
-
class2=Time|
+
class2=Time Domain|
class2level=3|
class2level=3|
class3=|
class3=|
Line 3,967: Line 3,967:
As with ''augury'', multiple ''divinations'' about the same topic by the same caster use the same dice result as the first ''divination'' spell and yield the same answer each time.|
As with ''augury'', multiple ''divinations'' about the same topic by the same caster use the same dice result as the first ''divination'' spell and yield the same answer each time.|
eternal=|
eternal=|
-
class1=Fate|
+
class1=Fate Domain|
class1level=4|
class1level=4|
class2=|
class2=|
Line 3,990: Line 3,990:
rules=Calling upon the power of your faith, you grant a +1 luck bonus on attack and weapon damage rolls for every three caster Levels you have (at least +1, maximum +3) to the touched creature. This bonus doesn't apply to spell damage.|
rules=Calling upon the power of your faith, you grant a +1 luck bonus on attack and weapon damage rolls for every three caster Levels you have (at least +1, maximum +3) to the touched creature. This bonus doesn't apply to spell damage.|
eternal=|
eternal=|
-
class1=Courage|
+
class1=Courage Domain|
class1level=1|
class1level=1|
-
class2=Fate|
+
class2=Fate Domain|
class2level=1|
class2level=1|
-
class3=Luck|
+
class3=Luck Domain|
class3level=1|
class3level=1|
-
class4=War|
+
class4=War Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 4,015: Line 4,015:
rules=The touched creature gains a +1 divine bonus to their Hero Value, a +6 enhancement bonus to their Strength score, and 1 temporary Hit Point per Caster Level.|
rules=The touched creature gains a +1 divine bonus to their Hero Value, a +6 enhancement bonus to their Strength score, and 1 temporary Hit Point per Caster Level.|
eternal=|
eternal=|
-
class1=Glory|
+
class1=Glory Domain|
class1level=4|
class1level=4|
-
class2=Might|
+
class2=Might Domain|
class2level=4|
class2level=4|
-
class3=War|
+
class3=War Domain|
class3level=4|
class3level=4|
nocat= 1
nocat= 1
Line 4,089: Line 4,089:
You may have a maximum number of ''dominated'' animals equal to one-half your Caster Level (rounded down) simultaneously. Exceeding this limitation causes the oldest spell to expire immediately.|
You may have a maximum number of ''dominated'' animals equal to one-half your Caster Level (rounded down) simultaneously. Exceeding this limitation causes the oldest spell to expire immediately.|
eternal=|
eternal=|
-
class1=Animal|
+
class1=Animal Domain|
class1level=3|
class1level=3|
class2=|
class2=|
Line 4,112: Line 4,112:
rules=This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. A creature already shaken instead becomes frightened. ''Doom'' cannot escalate fear from frightened to panicked.|
rules=This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. A creature already shaken instead becomes frightened. ''Doom'' cannot escalate fear from frightened to panicked.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=1|
class1level=1|
-
class2=Fate|
+
class2=Fate Domain|
class2level=1|
class2level=1|
-
class3=Fear|
+
class3=Fear Domain|
class3level=1|
class3level=1|
-
class4=Hex|
+
class4=Hex Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 4,124: Line 4,124:
==E==
==E==
-
===Earthquake===
+
===Earth Domainquake===
{{d20rSpell|
{{d20rSpell|
-
name=Earthquake|
+
name=Earth Domainquake|
desc=Earth|
desc=Earth|
time=1 standard action|
time=1 standard action|
Line 4,152: Line 4,152:
A pinned creature can escape this condition with a successful Strength check or Acrobatics check against this spell's save DC.|
A pinned creature can escape this condition with a successful Strength check or Acrobatics check against this spell's save DC.|
eternal=|
eternal=|
-
class1=Earth|
+
class1=Earth Domain|
class1level=8|
class1level=8|
class2=Oreadic Tradition|
class2=Oreadic Tradition|
Line 4,161: Line 4,161:
}}
}}
-
===Earthsight===
+
===Earth Domainsight===
{{d20rSpell|
{{d20rSpell|
-
name=Earthsight|
+
name=Earth Domainsight|
desc=Earth|
desc=Earth|
time=1 minute|
time=1 minute|
Line 4,203: Line 4,203:
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.|
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.|
eternal=|
eternal=|
-
class1=Fire|
+
class1=Fire Domain|
class1level=9|
class1level=9|
-
class2=Water|
+
class2=Water Domain|
class2level=9|
class2level=9|
class3=|
class3=|
Line 4,230: Line 4,230:
class1=Alchemy|
class1=Alchemy|
class1level=1|
class1level=1|
-
class2=Cold|
+
class2=Cold Domain|
class2level=1|
class2level=1|
class3=Jotunnskyn|
class3=Jotunnskyn|
Line 4,238: Line 4,238:
class5=Raghnialt's Kiss|
class5=Raghnialt's Kiss|
class5level=1|
class5level=1|
-
class6=Storm|
+
class6=Storm Domain|
class6level=1|
class6level=1|
-
class7=Sun|
+
class7=Sun Domain|
class7level=1|
class7level=1|
-
class8=Weather|
+
class8=Weather Domain|
class8level=1|
class8level=1|
nocat= 1
nocat= 1
Line 4,263: Line 4,263:
A creature that suffers Hero Value damage reduces all abilities and effects based upon their Hero Value (such as the Heroic Strike feat or a Paladin's Lay on Hands ability). A creature who's Hero Value has been reduced to zero or less loses all class features until their Hero Value rises to a positive value. A creature who's Hero Value has been reduced to a negative amount equal to one-half their level (that is, the creature's unadjusted Hero Value as a negative score) dies instantly. Hero Value damage is recovered at the same time and in the same methods as ability score damage. Any effect that removes ability damage also removes an equal amount of Hero Value damage.|
A creature that suffers Hero Value damage reduces all abilities and effects based upon their Hero Value (such as the Heroic Strike feat or a Paladin's Lay on Hands ability). A creature who's Hero Value has been reduced to zero or less loses all class features until their Hero Value rises to a positive value. A creature who's Hero Value has been reduced to a negative amount equal to one-half their level (that is, the creature's unadjusted Hero Value as a negative score) dies instantly. Hero Value damage is recovered at the same time and in the same methods as ability score damage. Any effect that removes ability damage also removes an equal amount of Hero Value damage.|
-
class1=Undeath|
+
class1=Undeath Domain|
class1level=6|
class1level=6|
class2=|
class2=|
Line 4,298: Line 4,298:
class2=Eternal|
class2=Eternal|
class2level=2|
class2level=2|
-
class3=Glory|
+
class3=Glory Domain|
class3level=1|
class3level=1|
-
class4=Might|
+
class4=Might Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 4,319: Line 4,319:
rules=This spell functions like ''enlarge person'' except as noted here.|
rules=This spell functions like ''enlarge person'' except as noted here.|
eternal=|
eternal=|
-
class1=War|
+
class1=War Domain|
class1level=4|
class1level=4|
class2=|
class2=|
Line 4,335: Line 4,335:
range=Medium (100' + 10'/level)|
range=Medium (100' + 10'/level)|
target= |
target= |
-
area=Plants in a 20' radius spread|
+
area=Plant Domains in a 20' radius spread|
effect= |
effect= |
dur=2 rounds/level (D)|
dur=2 rounds/level (D)|
Line 4,342: Line 4,342:
rules=Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a Strength check or Acrobatics check against this spell's DC. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.|
rules=Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a Strength check or Acrobatics check against this spell's DC. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.|
eternal=|
eternal=|
-
class1=Plant|
+
class1=Plant Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 4,365: Line 4,365:
rules=The touched creature gains a deflection bonus to AC equal to 1/3 your Caster Level (round down, minimum +1). |
rules=The touched creature gains a deflection bonus to AC equal to 1/3 your Caster Level (round down, minimum +1). |
eternal=As above, except the range is reduced to "Personal", the target is reduced to "You", and the duration is reduced to "1 round/level (D)".|
eternal=As above, except the range is reduced to "Personal", the target is reduced to "You", and the duration is reduced to "1 round/level (D)".|
-
class1=Air|
+
class1=Air Domain|
class1level=1|
class1level=1|
class2=Eternal|
class2=Eternal|
class2level=1|
class2level=1|
-
class3=Luck|
+
class3=Luck Domain|
class3level=1|
class3level=1|
-
class4=Star|
+
class4=Star Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 4,477: Line 4,477:
In addition, magical writing (such as ''explosive runes'') must be touched to be ''erased', and you also must succeed on a dispel check (as ''dispel magic''). If you fail to erase magical writing that has an effect when read or activated, you accidentally activate that writing instead.|
In addition, magical writing (such as ''explosive runes'') must be touched to be ''erased', and you also must succeed on a dispel check (as ''dispel magic''). If you fail to erase magical writing that has an effect when read or activated, you accidentally activate that writing instead.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 4,529: Line 4,529:
class2=Eternal|
class2=Eternal|
class2level=1|
class2level=1|
-
class3=Time|
+
class3=Time Domain|
class3level=1|
class3level=1|
-
class4=Travel|
+
class4=Travel Domain|
class4level=1|
class4level=1|
nocat= 1
nocat= 1
Line 4,574: Line 4,574:
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful ''dispel magic'' or ''erase'' spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.|
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful ''dispel magic'' or ''erase'' spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.|
eternal=|
eternal=|
-
class1=Earth|
+
class1=Earth Domain|
class1level=2|
class1level=2|
class2=Promethean Magic|
class2=Promethean Magic|
Line 4,597: Line 4,597:
rules=You gain a gaze attack for the duration of this spell. Creatures affected by your gaze must make a Will save or be struck by one of the conditions on the below table, determined randomly. Each effect lasts for the duration indicated on the table.|
rules=You gain a gaze attack for the duration of this spell. Creatures affected by your gaze must make a Will save or be struck by one of the conditions on the below table, determined randomly. Each effect lasts for the duration indicated on the table.|
eternal=|
eternal=|
-
class1=Madness|
+
class1=Madness Domain|
class1level=7|
class1level=7|
class2=|
class2=|
Line 4,641: Line 4,641:
You must make an appropriate Craft check to ''fabricate'' specific items.|
You must make an appropriate Craft check to ''fabricate'' specific items.|
eternal=|
eternal=|
-
class1=Creation|
+
class1=Creation Domain|
class1level=5|
class1level=5|
class2=|
class2=|
Line 4,664: Line 4,664:
rules=A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, ''blur, displacement, invisibility'', or similar effects. The light is too dim to have any special effect on creatures vulnerable to light. The ''faerie fire'' can be blue, green, or violet, according to your choice at the time of casting. The ''faerie fire'' does not cause any harm to the objects or creatures thus outlined.|
rules=A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness, ''blur, displacement, invisibility'', or similar effects. The light is too dim to have any special effect on creatures vulnerable to light. The ''faerie fire'' can be blue, green, or violet, according to your choice at the time of casting. The ''faerie fire'' does not cause any harm to the objects or creatures thus outlined.|
eternal=|
eternal=|
-
class1=Fire|
+
class1=Fire Domain|
class1level=1|
class1level=1|
-
class2=Moon|
+
class2=Moon Domain|
class2level=1|
class2level=1|
-
class3=Sun|
+
class3=Sun Domain|
class3level=1|
class3level=1|
nocat= 1
nocat= 1
Line 4,676: Line 4,676:
{{d20rSpell|
{{d20rSpell|
name=Faithful Hound|
name=Faithful Hound|
-
desc=Creation|
+
=Creation|
time=1 standard action|
time=1 standard action|
range=Close (25' + 5'/2 levels)|
range=Close (25' + 5'/2 levels)|
Line 4,712: Line 4,712:
rules=You grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary Hit Points equal to 1d10 + 1 per Caster Level (maximum +10).|
rules=You grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary Hit Points equal to 1d10 + 1 per Caster Level (maximum +10).|
eternal=As above, except you only gain 1d10 temporary Hit Points, the spell's duration is reduced to "1 round", and the casting time is reduced to "one immediate action".|
eternal=As above, except you only gain 1d10 temporary Hit Points, the spell's duration is reduced to "1 round", and the casting time is reduced to "one immediate action".|
-
class1=Courage|
+
class1=Courage Domain|
class1level=3|
class1level=3|
class2=Eternal|
class2=Eternal|
class2level=3|
class2level=3|
-
class3=Fate|
+
class3=Fate Domain|
class3level=2|
class3level=2|
-
class4=Protection|
+
class4=Protection Domain|
class4level=3|
class4level=3|
class5=Thanaturgy|
class5=Thanaturgy|
class5level=3|
class5level=3|
-
class6=Undeath|
+
class6=Undeath Domain|
class6level=2|
class6level=2|
nocat= 1
nocat= 1
}}
}}
-
===Fear===
+
===Fear Domain===
{{d20rSpell|
{{d20rSpell|
-
name=Fear|
+
name=Fear Domain|
desc=Morale|
desc=Morale|
time=1 standard action|
time=1 standard action|
Line 4,741: Line 4,741:
rules=An invisible cone of terror causes each creature in the area to become frightened unless it succeeds on a Will save. An already-frightened creature is instead panicked. If the Will save succeeds, the creature is shaken for 1 round, and fear does not escalate.|
rules=An invisible cone of terror causes each creature in the area to become frightened unless it succeeds on a Will save. An already-frightened creature is instead panicked. If the Will save succeeds, the creature is shaken for 1 round, and fear does not escalate.|
eternal=|
eternal=|
-
class1=Darkness|
+
class1=Darkness Domain|
class1level=4|
class1level=4|
-
class2=Fear|
+
class2=Fear Domain|
class2level=4|
class2level=4|
class3=|
class3=|
Line 4,753: Line 4,753:
{{d20rSpell|
{{d20rSpell|
name=Feather Fall|
name=Feather Fall|
-
desc=Air, Transport|
+
desc=Air Domain, Transport|
time=1 immediate action|
time=1 immediate action|
range=Close (25' + 5'/2 levels)|
range=Close (25' + 5'/2 levels)|
Line 4,772: Line 4,772:
''Feather fall'' works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.|
''Feather fall'' works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.|
eternal=|
eternal=|
-
class1=Air|
+
class1=Air Domain|
class1level=1|
class1level=1|
class2=|
class2=|
Line 4,797: Line 4,797:
class1=Enchantment|
class1=Enchantment|
class1level=5|
class1level=5|
-
class2=Fear|
+
class2=Fear Domain|
class2level=6|
class2level=6|
-
class3=Madness|
+
class3=Madness Domain|
class3level=6|
class3level=6|
nocat= 1
nocat= 1
Line 4,820: Line 4,820:
class1=Alchemy|
class1=Alchemy|
class1level=2|
class1level=2|
-
class2=Animal|
+
class2=Animal Domain|
class2level=2|
class2level=2|
class3=Enochian Magic|
class3=Enochian Magic|
Line 4,826: Line 4,826:
class4=Eternal|
class4=Eternal|
class4level=2|
class4level=2|
-
class5=Glory|
+
class5=Glory Domain|
class5level=2|
class5level=2|
-
class5=Might|
+
class5=Might Domain|
class5level=2|
class5level=2|
nocat= 1
nocat= 1
Line 4,849: Line 4,849:
class1=Alchemy|
class1=Alchemy|
class1level=6|
class1level=6|
-
class2=Animal|
+
class2=Animal Domain|
class2level=6|
class2level=6|
-
class3=Glory|
+
class3=Glory Domain|
class3level=6|
class3level=6|
nocat= 1
nocat= 1
Line 4,874: Line 4,874:
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).|
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).|
eternal=|
eternal=|
-
class1=Luck|
+
class1=Luck Domain|
class1level=6|
class1level=6|
-
class2=Moon|
+
class2=Moon Domain|
class2level=6|
class2level=6|
-
class3=Sun|
+
class3=Sun Domain|
class3level=6|
class3level=6|
-
class3=Travel|
+
class3=Travel Domain|
class3level=6|
class3level=6|
nocat= 1
nocat= 1
Line 4,899: Line 4,899:
rules=The touched creature gains a luck bonus on Awareness checks made to locate traps equal to your Hero Value for the duration of this spell. This spell provides no knowledge or means of disarming traps, just locating them.|
rules=The touched creature gains a luck bonus on Awareness checks made to locate traps equal to your Hero Value for the duration of this spell. This spell provides no knowledge or means of disarming traps, just locating them.|
eternal=|
eternal=|
-
class1=Luck|
+
class1=Luck Domain|
class1level=2|
class1level=2|
class2=|
class2=|
Line 4,922: Line 4,922:
rules=The targeted creature must make a Fortitude save or be immediately brought down to -1 Hit Points and rendered dying. A creature that succeeds on its Fortitude save instead takes 3d6 plus your Hero Value entropic damage.|
rules=The targeted creature must make a Fortitude save or be immediately brought down to -1 Hit Points and rendered dying. A creature that succeeds on its Fortitude save instead takes 3d6 plus your Hero Value entropic damage.|
eternal=|
eternal=|
-
class1=Death|
+
class1=Death Domain|
class1level=7|
class1level=7|
-
class2=Fate|
+
class2=Fate Domain|
class2level=7|
class2level=7|
class3=Thanaturgy|
class3=Thanaturgy|
class3level=7|
class3level=7|
-
class3=Undeath|
+
class3=Undeath Domain|
class3level=7|
class3level=7|
nocat= 1
nocat= 1
}}
}}
-
===fire seeds===
+
===Fire Domain seeds===
-
===fire shield===
+
===Fire Domain shield===
-
===fire shield (chill only)===
+
===Fire Domain shield (chill only)===
-
===fire storm===
+
===Fire Domain storm===
-
===fire trap===
+
===Fire Domain trap===
-
===fireball===
+
===Fire Domainball===
=== Fissure ===
=== Fissure ===
{{d20rSpell|
{{d20rSpell|
Line 5,004: Line 5,004:
{{d20rSpell|
{{d20rSpell|
name=Freezing Glance|
name=Freezing Glance|
-
desc=Cold, Gaze|
+
desc=Cold Domain, Gaze|
time=1 standard action|
time=1 standard action|
range=Personal|
range=Personal|
Line 5,026: Line 5,026:
{{d20rSpell|
{{d20rSpell|
name=Frozen Grasp|
name=Frozen Grasp|
-
desc=Cold|
+
desc=Cold Domain|
time=1 standard action|
time=1 standard action|
range=Touh|
range=Touh|
Line 5,174: Line 5,174:
{{d20rSpell|
{{d20rSpell|
name=Icy Clutch|
name=Icy Clutch|
-
desc=Cold|
+
desc=Cold Domain|
time=1 standard action|
time=1 standard action|
range=Touch|
range=Touch|
Line 5,281: Line 5,281:
{{d20rSpell|
{{d20rSpell|
name=Iron Lung|
name=Iron Lung|
-
desc=Air, Eternal|
+
desc=Air Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=Close (25' + 5/2 levels)|
range=Close (25' + 5/2 levels)|
Line 5,387: Line 5,387:
===mage armor===
===mage armor===
===mage's sword===
===mage's sword===
-
===magic aura===
+
===Magic Domain aura===
-
===magic circle against alignment===
+
===Magic Domain circle against alignment===
-
===magic jar===
+
===Magic Domain jar===
=== Magic Missile===
=== Magic Missile===
{{D20rSpell
{{D20rSpell
-
   | name = Magic Missile
+
   | name=Magic Domain Missile
-
   | desc = Eternal, Force
+
   | desc=Eternal, Force
-
   | class1 = Eternal
+
   | class1=Eternal
-
   | class1level = 1
+
   | class1level=1
-
   | class2 = High Arcana
+
   | class2=High Arcana
-
   | class2level = 1
+
   | class2level=1
-
   | class3 = Star
+
   | class3=Star Domain
-
   | class3level = 2
+
   | class3level=2
-
   | time = 1 standard action
+
   | time=1 standard action
-
   | range = Medium (100 ft. + 10 ft./level)
+
   | range=Medium (100 ft. + 10 ft./level)
-
   | target = Up to five creatures, no two of which can be more than 15 ft. apart
+
   | target=Up to five creatures, no two of which can be more than 15 ft. apart
-
   | dur = Instantaneous
+
   | dur=Instantaneous
-
   | save = None
+
   | save=None
-
   | SR = Yes
+
   | SR=Yes
-
   | rules = A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
+
   | rules=A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
-
   | eternal = You fire a single missile as described above.
+
   | eternal=You fire a single missile as described above.
}}
}}
-
===magic stone===
+
===Magic Domain stone===
-
===magic vestment===
+
===Magic Domain vestment===
-
===magic weapon===
+
===Magic Domain weapon===
-
===magic weapon, greater===
+
===Magic Domain weapon, greater===
===major creation===
===major creation===
===major image===
===major image===
Line 5,495: Line 5,495:
=== Mighty Wrath of the Hydra ===
=== Mighty Wrath of the Hydra ===
{{d20rSpell|
{{d20rSpell|
-
name=Mighty Wrath of the Hydra|
+
name=Might Domainy Wrath of the Hydra|
desc=Poison, Polymorph|
desc=Poison, Polymorph|
time=1 full-round action|
time=1 full-round action|
Line 5,639: Line 5,639:
{{d20rSpell|
{{d20rSpell|
name=Permafrost|
name=Permafrost|
-
desc=Cold|
+
desc=Cold Domain|
time=10 minutes|
time=10 minutes|
range=0'|
range=0'|
Line 5,736: Line 5,736:
===planar binding, greater===
===planar binding, greater===
===plane shift===
===plane shift===
-
===plant growth===
+
===Plant Domain growth===
===poison===
===poison===
===polar ray===
===polar ray===
Line 5,748: Line 5,748:
===programmed image===
===programmed image===
===project image===
===project image===
-
===protection from alignment===
+
===Protection Domain from alignment===
-
===protection from arrows===
+
===Protection Domain from arrows===
-
===protection from energy===
+
===Protection Domain from energy===
-
===protection from spells===
+
===Protection Domain from spells===
===pyrotechnics===
===pyrotechnics===
Line 6,025: Line 6,025:
{{d20rSpell|
{{d20rSpell|
name=Snowball|
name=Snowball|
-
desc=Cold|
+
desc=Cold Domain|
time=1 standard action|
time=1 standard action|
range=Medium (100' + 10'/level)|
range=Medium (100' + 10'/level)|
Line 6,107: Line 6,107:
{{d20rSpell|
{{d20rSpell|
name=Spray of Ice|
name=Spray of Ice|
-
desc=Cold, Eternal|
+
desc=Cold Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=Close (25' + 5'/2 levels)|
range=Close (25' + 5'/2 levels)|
Line 6,127: Line 6,127:
{{d20rSpell|
{{d20rSpell|
name=Spreading Frost|
name=Spreading Frost|
-
desc=Cold|
+
desc=Cold Domain|
time=1 standard action|
time=1 standard action|
range=Close (25' + 5'/2 levels)|
range=Close (25' + 5'/2 levels)|
Line 6,148: Line 6,148:
nocat= 1
nocat= 1
}}
}}
-
===starbeam===
+
===Star Domainbeam===
-
===stardust===
+
===Star Domaindust===
-
===starlight===
+
===Star Domainlight===
===statue===
===statue===
===status===
===status===
Line 6,198: Line 6,198:
===stone tell===
===stone tell===
===stoneskin===
===stoneskin===
-
===storm of vengeance===
+
===Storm Domain of vengeance===
=== Sudden Storm ===
=== Sudden Storm ===
{{d20rSpell|
{{d20rSpell|
Line 6,246: Line 6,246:
===summon nature's ally VIII===
===summon nature's ally VIII===
===summon swarm===
===summon swarm===
-
===sun shield===
+
===Sun Domain shield===
-
===sunbeam===
+
===Sun Domainbeam===
-
===sunburst===
+
===Sun Domainburst===
===symbol of death===
===symbol of death===
===symbol of fear===
===symbol of fear===
Line 6,340: Line 6,340:
===temporal acceleration===
===temporal acceleration===
===temporal stasis===
===temporal stasis===
-
===time hop===
+
===Time Domain hop===
-
===time regression===
+
===Time Domain regression===
===tiny hut===
===tiny hut===
===tongues===
===tongues===
Line 6,360: Line 6,360:
==U==
==U==
-
===undeath to death===
+
===Undeath Domain to death===
===unseen servant===
===unseen servant===
Line 6,370: Line 6,370:
{{d20rSpell|
{{d20rSpell|
name=Venomlink|
name=Venomlink|
-
desc=Creation, Poison|
+
=Creation, Poison|
time=1 standard action|
time=1 standard action|
range=Touch and close range (25' + 5'/2 levels); see text|
range=Touch and close range (25' + 5'/2 levels); see text|
Line 6,394: Line 6,394:
{{d20rSpell|
{{d20rSpell|
name=Greater Venomlink|
name=Greater Venomlink|
-
desc=Creation, Poison|
+
=Creation, Poison|
time=1 standard action|
time=1 standard action|
range=Medium (100' + 10'/level)|
range=Medium (100' + 10'/level)|
Line 6,706: Line 6,706:
nocat= 1
nocat= 1
}}
}}
-
===water breathing===
+
===Water Domain breathing===
-
===water walk===
+
===Water Domain walk===
===waves of exhaustion===
===waves of exhaustion===
===waves of fatigue===
===waves of fatigue===
Line 6,718: Line 6,718:
{{d20rSpell|
{{d20rSpell|
name=Wintrous Ascension|
name=Wintrous Ascension|
-
desc=Cold, Eternal|
+
desc=Cold Domain, Eternal|
time=1 standard action|
time=1 standard action|
range=Personal|
range=Personal|

Revision as of 18:04, 15 August 2014

Personal tools
Google AdSense