The following spells are available to all Clerics.
First Level Spells:
Evocation [Good, Light]
Primary Target: Personal
Primary Effect: you radiate bright illumination out to 30 feet, and dim light (shadowy illumination) to the next 30 feet beyond that. Undead and [Evil] Outsiders within 30’ are Dazzled.
Secondary Target: one or two targets in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: Instantaneous
Secondary Effect: the light is released in two ray attacks from your eyes, either directing one ray at each of two targets, or both at the one target. These are resolved with Ranged Touch Attacks, and on a successful hit, each one deals 1d6 Positive Energy damage per 2 Caster Levels (round down, minimum 1d6) to the target – or 1d6 Positive Energy damage per Caster Level (minimum 2d6) to Undead or [Evil] Outsiders.
Updraft
Conjuration (Creation) [Air]
Primary Target: Personal
Primary Effect: you constantly have a breeze pushing upwards on your feet, slowing your descent any time you fall. You drift slowly, only falling at a rate of ten feet per round, and able to glide an equal horizontal distance across at the same time.
Secondary Target: a 30’ radius burst centred on, but not including, you.
Secondary Action: 1 Standard Action
Saving Throw: Reflex Negates
Secondary Duration: Instantaneous
Secondary Effect: a sudden burst of air attempts to launch everyone upwards. All creatures and objects in the area must attempt a Reflex Save, with a special +4 Bonus for creatures larger than Medium, and a special -4 Penalty for creatures smaller than Medium. Failure results in being hurled 10 feet in the air (thus typically taking 1d6 damage from falling) and landing Prone.
Transmutation
Primary Target: Personal
Primary Effect: dagger-like blades sprout from your body, somehow not harming your clothing or interfering with your movement. You can use them to make an attack as though with Armour Spikes (you are treated as proficient with these), and deal Piercing damage equal to 1d6 + your Caster Level (maximum +5) on a successful Grapple attack. If somebody else attempts to grapple you, they suffer this damage as well,
Secondary Target: Touch
Secondary Action: 1 Swift Action
Saving Throw: Reflex half
Secondary Duration: Instantaneous; see text
Secondary Effect: the blades unleash from you into the target, shredding them. They suffer 1d6 Slashing/Piercing damage per caster level, with a Reflex Save for half. For the following three rounds, they continue to suffer damage each round equal to your caster level due to blood loss – this is also halved (or in the case of Evasion, negated) if the Reflex Save was successful.
Curse of Ill Fortune
Transmutation
Primary Target: Personal
Primary Effect: you are surrounded by an aura of bad luck. Any adjacent being that attacks you but misses finds that they stumble and over-extend, putting themselves at greater risk than if they had not attacked at all. They provoke an Attack of Opportunity, and suffer a -2 Luck Penalty to further attack rolls against you, which lasts until the Primary Effects end.
Secondary Target: one living creature
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: 1 minute/level
Secondary Effect: a temporary curse is placed on the target, giving them a -3 Luck Penalty on attack rolls and saving throws. Furthermore, every time they miss any target when making a melee attack, they provoke an Attack of Opportunity. This can be negated by any spell that removes a Bestow Curse spell.
Energized Shield
Abjuration [see text]
Primary Target: Touch [Shield]
Primary Effect: select one energy type of the following: Acid, Cold, Electricity, Fire, Sonic. The shield shifts in appearance, as though made entirely from the energy type in question. Whoever holds the shield has Energy Resistance 5 against the chosen energy type, and deals an extra 1d6 points of that type when making a Shield Bash. The spell has a descriptor matching the energy type chosen.
Secondary Target: the same Shield as the Primary Effect
Secondary Action: 1 Immediate Action
Saving Throw: None
Secondary Duration: 1 Round
Secondary Effect: the energy flares up, increasing the Energy Resistance to 5 points per caster level, and anything that hits them with a natural weapon or non-reach melee weapon suffers 2d6 damage of the chosen energy type.
Infernal Wound
Transmutation [Evil]
Primary Target: Touch [Weapon]
Primary Effect: the affected weapon deals Vile damage – including any sources of extra damage such as magical qualities or class features. The damage is still of the same Type(s), however it is Vile damage and thus is harder to heal.
Secondary Target: one living creature in Close Range
Secondary Action: 1 Standard Action
Saving Throw: Fortitude Negates
Secondary Duration: Instantaneous
Secondary Effect: the target suffers a horrific injury of evil origins. They instantly suffer 1d8 Magical Slashing damage per 2 caster levels (round down), except it is Vile damage, and also take 4 points of Constitution damage from blood loss.
Transmutation
Primary Target: Personal
Primary Effect: You gain Blindsight out to 30 feet
Secondary Target: Party
Secondary Action: 1 Standard Action
Saving Throw: None (Harmless)
Secondary Duration: 1 minute
Secondary Effect: all targets gain Blindsight out to 60 feet and Blindsense out to 120 feet. This also instantaneously removes any temporary Blindness from everyone affected.
Darkfire
Evocation [Fire]
Primary Target: Personal
Primary Effect: you hold a ball of dark flames that do not emit light but are as visible as real fire to those with Darkvision. Every round, you may make a single Melee Touch Attack as a Standard Action that, on a successful hit, deals 1d6 Fire damage per 2 caster levels.
Secondary Target: 1 target in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: Fortitude Partial
Secondary Duration: 1 round per level
Secondary Effect: you hurl the dark fire at the target, and they suffer 1d6 Fire damage per level, with a Fortitude Save for half. If they fail the save, they are also trapped in the darkness that surrounds their face – if they do not have Darkvision, they are treated as Blind. Other creatures that have Darkvision treat the target as being lit by Fairy Fire.
Planar Storm
Conjuration (Creation) [1 Alignment; see text]
Primary Target: Personal
Primary Effect: planar water droplets of the chosen alignment (Chaotic, Evil, Good, Lawful) spray around you in a 20 foot radius, impairing hearing and visibility – all creatures in the area suffer a -4 Penalty on Listen, Spot and Search checks (including you). Additionally, ranged attacks made into, out of, or through the storm suffer a -4 Penalty to the attack roll. This also extinguishes unprotected flames and has a 50% chance to extinguish protected flames. Creatures of the opposing alignment suffer a -4 Penalty to Caster Level checks, Turn Resistance and Spell Resistance in the area. This has the same alignment descriptor as the type of water.
Secondary Target: all in a 20’ radius 20’ high cylinder
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: Concentration (limit of 1 round per level)
Secondary Effect: all in the area are doused with either Anarchic, Axiomatic, Holy or Unholy Water, depending on the alignment of the spell. Creatures of an opposing alignment suffer 2d6 damage per round, and Outsiders with the opposing alignment Subtype suffer 5d6 damage.
Evocation [Sonic]
Primary Target: Personal
Primary Effect: your words are explosively powerful and scary. Any time you successfully Demoralise a foe, you also deal 1d6 + half your Caster Level in Sonic damage to them.
Secondary Target: 10’ radius spread centred on you
Secondary Action: 1 Standard Action
Saving Throw: Fortitude Half
Secondary Duration: Instantaneous
Secondary Effect: all creatures in the area who have a different alignment on both axes suffer 1d4 Sonic damage per Caster Level. Those in the area who have a different alignment on only one axis suffer half the damage. Either way, a successful Fortitude Save halves the damage suffered. Creatures with the same alignment as you suffer no effect.
Planar Exchange
Conjuration (Calling) [see text]
Primary Target: Personal
Primary Effect: you gain either the Anarchic, Axiomatic, Celestial or Fiendish template. This grants the spell the [Chaos], [Law], [Good] or [Evil] descriptor accordingly.
Secondary Target: Personal
Secondary Action: 1 Immediate Action
Saving Throw: None
Secondary Duration: 1 round per level (D)
Secondary Effect: you vanish to a safe planar bubble in whichever plane is appropriate, and in your place a Tiger appears, with the same template that the spell granted you. Despite being yanked from its own plane, it will act under your control. If it is slain, you suffer 2d6 points of damage and the effect ends early. When this ends, you return to where the creature was (or as close as possible) and the creature returns to its own plane.
Illusion (Pattern)
Primary Target: Personal
Primary Effect: you are surrounded by an eerie illusory mist that makes people feel like they have already lost the battle. Any creature that hits you with a melee attack must pass a Will Save or be Dazed for one round.
Secondary Target: eight 10’ cubes extending straight from you
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: 1 round/level
Secondary Effect: the cubes are filled with illusory mist, and this mist travels away from you at the rate of 10’ per round, or just hangs in place – your choice at the time of activation. Either way, any creature touched by them is Dazed for one round on a failed Will Save. A moderate wind disperses the mist in 4 rounds and a strong wind disperses it in 1 round.
Life’s Grace
Abjuration
Primary Target: Touch
Primary Effect: the touched creature becomes immune to all magical [Death] effects, Energy Drain, and Negative Energy. In addition, it is immune to the following when caused by the innate (not class-based, Spells or magic items) special attacks of an Undead creature: Ability Damage, Ability Drain, Disease.
Secondary Target: same as the Primary Target
Secondary Action: 1 Standard Action
Saving Throw: None (Harmless)
Secondary Duration: Instantaneous
Secondary Effect: the target is freed from all harmful Necromancy effects and any harmful effects caused by Undead even if not subject to the limits above.
Conjuration (Summoning) [see text]
Primary Target: Personal
Primary Effect: any time you kill a living creature that is Medium or larger, a Spider Swarm bursts forth from the corpse one round later. Although it is not under your control, it won’t attack you and will look for your enemies to attack in the immediate vicinity. The swarms have either the Anarchic, Axiomatic, Celestial or Fiendish template, giving this spell the [Chaos], [Law], [Good] or [Evil] descriptor respectively.
Secondary Target: a point within Close Range
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: 10 minutes per level
Secondary Effect: you summon eight Large Monstrous Spiders with the same planar template as the swarms above. These are under your control, and gain an Enhancement Bonus to their attack and damage rolls equal to your Wisdom Bonus. At Caster Level 15, you instead summon eight Huge Monstrous Spiders with the relevant template, at Caster Level 18 you instead summon eight Gargantuan Monstrous Spiders with the relevant template, and if for some reason your Caster Level is higher than 20 you summon eight Colossal Monstrous Spiders with the relevant template.
Spiritual Guardian
Evocation [Force]
Primary Target: Personal
Primary Effect: you are protected by a ghostly knight of pure force, providing you with a Deflection Bonus to Armour Class of +1 per 3 caster levels (round up). Furthermore, it strikes out at incorporeal attackers – any Incorporeal creature that attempts a melee attack against you is attacked with an Attack Bonus equal to your Caster Level, dealing magical Force damage equal to 1d8 plus your Wisdom Bonus.
Secondary Target: one attacker
Secondary Action: 1 Immediate Action
Saving Throw: Fortitude Partial
Secondary Duration: Instantaneous
Secondary Effect: this is activated in response to an attack. The attacker suffers 1d6 Force damage per 2 levels (round up), with a Fortitude Save for half. On a failed save, they also suffer a Penalty to the attack roll equal to half your level, for the one attack.
Visage of the Deity
Transmutation [see text]
Primary Target: Personal
Primary Effect: you take on aspects of your deity or the divine qualities you value the most, or simply become more divine in your own right. You gain either the Anarchic, Axiomatic, Celestial or Fiendish Template, in the process granting this spell the [Chaos], [Law], [Good] or [Evil] descriptor respectively. Additionally, if you successfully hit a foe one or more times during your turn, then the target must attempt a Will Save at the end of your turn or Cower for one round. This aspect is a [Mind-Affecting] [Fear] effect. If it is more appropriate for you, you can instead have the (Complete Arcane) Pseudonatural Template (applying no descriptor) or the Element Template (granting the relevant elemental descriptor).
Secondary Target: Emanation out to Close Range
Secondary Action: 1 Standard Action
Saving Throw: Will Negates and None (Harmless); see text
Secondary Duration: 1 minute and Instantaneous; see text
Secondary Effect: for a brief moment, you radiate intense glory, and all enemies within the area must pass a Will Save, otherwise they will Cower as a [Mind-Affecting] [Fear] effect for the duration. Additionally, allies within the area are allowed an instant extra saving throw against any non-Instantaneous effects afflicting them, providing the effect allowed a saving throw to begin with.
Evocation [Light]
Primary Target: Party
Primary Effect: the wielded and natural weapons of the party light up with spirals of dancing light, enough to provide half as much illumination as a torch. More importantly, every single attack deals an extra 1d8 points of untyped damage, or 2d6 for creatures with Daylight Powerlessness or Daylight Vulnerability.
Secondary Target: 20’ radius Burst within Long Range of all of the Primary Targets
Secondary Action: 1 Standard Action
Saving Throw: Will Partial
Secondary Duration: Instantaneous
Secondary Effect: the dancing lights blast away from the primary targets and focus in a brilliant sphere of light that deals 1d6 damage per level, with a Will Save for half. Those that fail the saving throw are also Dazed for 1d6 rounds, whereas those that pass the save are merely Dazzled. Sightless creatures are completely immune to this, whereas this also causes the effects of bright sunlight to creatures vulnerable to such.
Slime Wave
Conjuration (Summoning)
Primary Target: Personal
Primary Effect: you are covered in a layer of green slime that doesn’t affect you or your equipment. You can affect things with this slime with a melee touch attack (causing one round of exposure), and any creature that hits you with a natural or non-reach melee weapon is also affected by it, as is any creature grappling you each round.
Secondary Target: 30’ Cone
Secondary Action: 1 Standard Action
Saving Throw: Reflex negates
Secondary Duration: 1 round/level
Secondary Effect: a wave of green slime washes out away from you, affecting everything in the area that fails a Reflex Save. Each creature in the area is covered with one patch of green slime. The slime also remains on the ground, dissolving dropped objects and presenting a hazard for anyone who enters the area. All of the slime – that on the ground and that on creatures – evaporates at the end of the duration.
Transmutation [Electricity]
Primary Target: Personal
Primary Effect: you transform into a being of wind and lightning, with a [Good] Fly speed of 40 feet and immunity to non-magical ranged attacks. You are unaffected by natural and magical wind, and can discharge a bolt of electricity from your eyes with a Standard Action at will. This has a range of 100 feet and requires a Ranged Touch Attack. This deals 1d6 Electricity damage per 2 levels (round up).
Secondary Target: Personal
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: 1 minute
Secondary Effect: you are dispersed into a giant column of wind, clouds and lightning, becoming a 20’ radius 100’ tall Cylinder with a movement speed of 30 feet. You may allow other creatures to move freely within this area, but other creatures smaller than Colossal size must pass a Fortitude Save in order to enter. Ranged attacks cannot be made into, out of, within or through this area, although you (and anybody within) are still subject to any Area of Effect that partially or fully covers you. Any source of Electricity damage within 50 feet of you is redirected harmlessly into you. You cannot make weapon attacks, but can still cast spells or activate Secondary Effects, and can unleash a Gust of Wind or Sound Burst with a Swift Action each round (using the Save DC of this spell).
Veil of Undeath
Necromancy
Primary Target: Personal
Primary Effect: your Type changes to Undead [Dark Minded, Unliving]. This means you have Immunity to Morale and [Fear] effects (but not [Mind-Affecting] effects generally), you heal normally, and others have a -10 Penalty to Bluff, Diplomacy and Intimidate checks made to influence you. You retain a Constitution score, can benefit from Regeneration but are subject to non-lethal damage, you are not instantly destroyed upon reaching 0 hit points, and you are only subject to extra damage from Critical Hits and Sneak Attack if the attacker has at least one rank in Knowledge (Religion). You are immune to Poison, Paralysis, Stunning, Disease, [Death] effects, Fatigue, Exhaustion, Ability Drain, Energy Drain, and damage to physical Ability Scores. You are healed by Inflict spells and damaged by cure spells.
Secondary Target: all living creatures in a 20’ radius Burst within Medium Range
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: 10 minutes
Secondary Effect: the creatures are cursed with the taint of undeath. If slain before the duration expires, then once the duration does expire, they rise as Revenant or Swordwraith, whichever seems more relevant at the time. They are not automatically placed under your control.
Note: if using ‘Crawling Darkness’ rules for Undeath and Necromancy, this spell has the [Evil] descriptor. If using ‘Playing With Fire’, it does not, although afflicting unwilling targets with the Secondary Effect is an evil action.
Conjuration (Summoning) [see text]
Primary Target: Personal
Primary Effect: you summon multiple loyal creatures (either 30 Bralani, 30 Equinals, 45 Hound Archons, 50 Formian Warriors, 15 Movanic Deva, 15 Blue Slaad, 30 Chain Devils, 30 Mezzoloth or 30 Babau) to within Close Range of you. They fight your enemies, protect you, and serve you to the limits of their abilities and alignments. When the last of these is banished or slain, the Primary Effects automatically end and the Secondary Effects trigger instantly. This has Alignment Descriptors that match the creatures summoned. These creatures cannot use their own Summoning abilities.
Secondary Target: Personal
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: 1 hour
Secondary Effect: you summon another batch identical to the first set of creatures, except also with a number of commanders based on the initial type: Bralani receive 4 Firre, Equinals receive 4 Ursinals, Chain Devils receive 1 Ice Devil, Babau receive 1 Nalfeshnee, Hound Archons receive 1 Trumpet Archon, Movanic Deva receive 1 Astral Deva, Blue Slaad receive 4 Grey Slaad, Formian Warriors receive 4 Formian Myrmarch, and Mezzoloth receive 1 Ultroloth.
The following options are available to all Monks.
Fighting Styles:
- While Active, any target hit by your Slam attack is Sickened for 3 rounds. There is no Saving Throw against this, but it doesn’t have additional affect against those already Sickened.
- While Active, any target hit by your Slam attack is Staggered for 1 round, with no saving throw.
- While Active, you are immune to Possession, as though benefiting from Protection From Evil.
- While Active, any time you successfully hit an opponent within melee reach or they attack you and miss, you may elect to swap positions with them as a Free Action.
- While Active, if you hit an opponent with your Slam attack, you may attempt a Grapple check to Attach yourself to them. You remain attached until they break free or you choose to release them, even after the Fighting Style ends.
- While Active, your Slam attack carries an Injury or Contact Poison of your choice, providing the listed DC is no more than 10 + half your level + your Wisdom Bonus, selected when the Style is learned. This choice doesn’t change later, though the Save DC becomes 10 + half your level + your Wisdom Bonus. With a Standard Action, you may instead spit this out in a Close Range Cone.
- While Active, your Slam attack carries a Bestow Curse effect. The Save DC is 10 + half your level + your Wisdom Bonus.
- While Active, you emit true sunlight out to 60 feet. This also Dispels all magical [Darkness] effects with a Caster Level less than your level.
- While Active, you adopt the shape of a tiger: you gain the Size, Speed, Natural Armour, Strength, Dexterity, Constitution (Hit Points are unaffected), Natural Weapons, Skill Bonuses, Special Attacks and Special Qualities, and become a quadruped that cannot speak or hold items. Any Fighting Style Ability that references your Slam (which you no longer have) instead affects your Claw and Bite attacks. All equipment is fused harmlessly into your body, no longer having any effect.
- Once Activated, you instantly expel all possessing creatures from their hosts within 15’ of you. While Active, your Slam deals an extra 1d6 Untyped damage per level to Incorporeal creatures of the [Spirit] Subtype, and creatures that are Astrally Projecting (you strike the projection, not their body).
- While Active, any creature hit by your Slam attack must pass a Fortitude Save (DC 10 + half your level + your Wisdom Bonus) or suffer a Baleful Polymorph effect.
- While Active, you take on the form of a Dire Tiger: you gain the Size, Speed, Strength, Dexterity, Constitution (Hit Points are unaffected), Natural Armour, Natural Weapons, Skill Bonuses, Special Attacks and Special Qualities, and become a quadruped that cannot speak or hold items. Any Fighting Style Ability that references your Slam (which you no longer have) instead affects your Claw and Bite attacks. All equipment is fused harmlessly into your body, no longer having any effect. At level 16 or higher, you also apply the Half Dragon (Blue) template, except the breath weapon can be used at will and has a Save DC of 10 + half your level + your Wisdom Bonus.
- While Active, your Slam attack forces all creatures hit to attempt a Fortitude Save (DC 10 + half your level + your Wisdom Bonus). Failure results in permanent Petrification.