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Magias de Eberron_d20

Jan 10, 2016

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Sérgio Sanches

Todas as magias do cenário de Eberron
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  • EBERRON SPELL LISTS This material is NOT Open Game Content, and is NOT licensed for public use under the terms of the Open Game License. Dont give this away to anyone else, or if you do, I will not take credit for it. Artificer Infusion List 1st Level

    Ablative Armor: reduce damage from next attack by 5 + caster level (max 15) Armor Enhancement, LesserM*: Armor or shield gains special ability with a +1 bonus market proce

    modifier. Energy AlterationM*: Item using one kind of energy uses another instead. Enhancement Alteration*: Magic shields enhancement bonus applies to shield bash attacks, or magic

    weapons enhancement bonus applies to Two-Weapon Defense. IdentifyM: Determine the properties of magic item. Indisputable Possession: Call an iten back to your hand if it leaves your possession Inflict Light Damage*: Deals 1d8 + 1/level damage (maximum +5) to a construct. Light: Object shines like a torch. Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage. Magic Vestment: Armor or shield gains +1 or better enhancement bonus. Magic Weapon: Weapon gains +1 enhancement bonus Metamagic Scroll: Imbue spell completion item with a metamagic feat Natural Weapon Augmentation, Personal: One of your natural weapons gains special ability with +1

    bonus market price modifier. Pending Potion: Target potion or oil takes effect at a later time Repair Light Damage*: Cures 1d8+1/level damage (max +5) to a construct. Resistance Item*: Item bestows +1 or better resistance bonus on saving throws. Shield of Faith: Aura grants +2 or higher deflection bonus. Skill Enhancement*: Item bestows circumstance bonus on skill checks. Spell Storing Item*: Store one spell in an item. Weapon Augmentation, Personal*: Your weapon gains special ability with a +1 bonus market price.

    2nd Level

    Align Weapon: Weapon becomes good, evil, lawful or chaotic. Armor EnhancementM*: Armor or shield gains special ability with up to +3 bonus market proce

    modifier. Bears Endurance: Subject gains +4 to Constitution for 1 min.level. Bulls Strength: Subject gains +4 to Strength for 1min/level. Cats Grace: Subject gains +4 to Dexterity for 1min/level. Chill Metal: Cold metal damages those who touch it. Construct Essence, Lesser: Grants a living construct qualities of the construct type. Eagles Splendor: Subject gains +4 Charisma for 1min/level. Elemental Prod: Move an elemental creature a short distance Foxs Cunning: Subject gains +4 to Intelligence for 1 min/level. Heat Metal: Malke metal so hot it damages those who touch it. Inflict Moderate Damage*: Deals 2d8 + 1/level damage (maximum +10) to a construct. Lucky Blade: Weapon grants a single reroll of an attack Natural Weapon Augmentation, LesserM: Natural weapon gains special ability with +1 bonus market

    price modifier. Owls Wisdom: Subject gains a +4 to Wisdom for 1 min./level. Reinforce Construct: Construct gains 1d6 +1/level temporary hit points Repair Moderate Damage*: Cures 2d8+1/level damage (max. +10) to a construct. Supress Dragonmark: Supress spell-like abilities of targets dragonmark. Toughen Construct*: Grants construct +2 (or higher) enhancement bonus to natural armor. Unseen Crafter: Invisible force obeys your command and can use the craft skill. Weapon Augmentation, LesserM*: Weapon gains special ability with +1 bonus market price modifier.

  • 3rd Level

    Adamantine Weapon: Transform weapon into adamantine Armor Enhancement, GreaterM*: Armor or shield gains special ability with up to +5 bonus market

    price modifier. Blast Rod: Infused rod stores 1d8/level destructive energy Construct Energy Ward*: Construct gains resistance 10 to specified energy type. Humanoid Essence, Lesser: Grants a construct the ability to accept healing magic. Inflict Serious Damage*: Deals 3d6+1/level damage (max +15) to a construct. Lucky Cape: Cape grants a single reroll of a saving throw Magic Weapon, Greater: Weapon gains +2 or better enhancement bonus. Metamagic Item*: Imbue spell trigger iten with metamagic feat. Power SurgeX*: Charged spell trigger iten gains temporary charges. Repair Serious Damage*: Cures 3d8+1/level damage (max. +15) to a construct. Spell Snare: Dragonshard absorbs a spell or spell-like ability of up to 3rd level Stone ConstructM*: Construct gains DR 10/adamantine Suppress RequirementM*: Item that requires class features, race, ability score, or alignment to

    function to its fullest potential no longer carries that requirement. 4th Level

    Censure Elemental: Deal 2d4 + 1/level damage each round to elemental Concurrent Infusions: Cast three 1st level infusions simultaneously Construct Energy Ward, Greater*: Construct gains immunity to specified energy type. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type. Inflict Critical Damage*: Causes 4d8+1/level damage (max. +20) to a construct Item Alteration*: Item that provides a certain type of bonus provides a different type of bonus to the

    same value or roll. Iron Construct*: Construct gains DR 15/adamantine and takes half damage from acid and fire. Minor Creation: Creates one cloth or wood object. Natural Weapon AugmentationM: Natural weapon gains special ability with up to +3 bonus market

    price modifier. Repair Critical Damage*: Cures 4d8+1/level damage (max. +20) to a construct. Rusting Grasp: Your touch corrodes iron and alloys. Shield of Faith, Legions: Allies gain +3 or higher AC bonus. Weapon AugmentationM*: Weapon gains special ability with up to a +3 bonus market price.

    5th Level

    Construct Essence: As lesser construct essence, but grants more qualities of the construct type. Disrupting Weapon: Melee weapon destroyes undead. Dominate Living Construct: As dominate person, but affecting a living construct. Fabricate: Transforms raw materian into finished items. Inflict Light Damage, Mass: Deals 1d8 damage +1/level to many constructs. Major Creation: As minor creation, plus stone and metal. Repair Light Damage, Mass: Repairs 1d8 damage +1/level for many constructs. Slaying Arrow: Creates a projectile deadly to a specific creature type Wall of Force: Wall is immune to damage. Wall of Stone: Creates a stone wall that can be shaped.

    6th Level

    Blade Barrier: Wall of blades deals 1d6/level damage. Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type. Disable Construct*: Deals 10/level damage to target construct. Globe of Invulnerability: as lesser globe of invulnerability, plus 4th-level spell effects. Hardening*: Items hardness increases by 1 per 2 levels.

  • Humanoid Essence, Greater: Gives a construct the humanoid type Inflict Moderate Damage, Mass: Deals 2d8 damage +1/level to many constructs Move Earth: Digs trenches and builds hills. Natural Weapon Augmentation, GreaterM: Natural weapon gains special ability with up to +5 bonus

    market price modifier. Repair Moderate Damage, Mass: Repairs 2d8 damage +1/level for many constructs. Spell Snare, Greater: Dragonshard absorbs a spell or spell-like ability of up to 6th level. Total Repair*: Repair 10 points/level of damage to a construct. Wall of IronM: 30hp/four levels; can topple onto foes. Weapon Augmentation, GreaterM*: Weapon gains special ability with up to +5 bonus market price

    modifier.

    NEW BARD SPELLS 1ST LEVEL

    Ancient Knowledge: Gain a +5 insight bonus on a single Knowledge check Distracting shadows: -5 penalty to Search and Spot checks in a 20-foot radius spread. Hidden Ward: Hide magical effects on an object.

    2ND LEVEL

    Clothiers Closet: Conjure several sets of clothing Dimensional Leap: Teleport 10/level Insidious Insight: Gain insight bonus on Bluff, Diplomacy, Intimidate and Sense Motive against affected creature. Misrepresent AlignmentF: Projects a false alignment for an object or creature Unseen Crafter: Invisible force obeys your command and can use the craft skill.

    4RD LEVEL

    Insideous Suggestion: Suggestion repeats over and over in creatures mind. Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.

    5TH LEVEL

    Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused. Unfettered Heroism: Spend more than one action point per round plus gain one free action point per round.

    6TH LEVEL

    Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to caster level on one save, or enter prophetic favor as an immediate action.

    NEW CLERIC SPELLS AND DOMAINS 1ST LEVEL

    Detect Dragonmark: Detect and identify dragonmarks within 60ft. Touch of Jorasco: Touch heals up to 2hp/level divided among multiple targets.

    2ND LEVEL

    Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse Magic Weapon, Legions: Allies weapons gain +1 enhancement bonus Sense Weakness: Automatically confirm one critical

  • Shared Healing: Subject creature can cure up to twice your caster level of its own hit points Unseen Crafter: Invisible force obeys your command and can use the craft skill.

    3RD LEVEL

    Furnace Within: Flame bursts from your body, deals 1d8/level damage in 10-ft radius Humanoid Essemce, Lesser: Grants a construct the ability to accept healing magic. Irians Light: Ranged touch attack heals 2d8 damage +1ray/4 levels (max 3) Misrepresent AlignmentF: Projects a false alignment for an object or creature

    4TH LEVEL Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight

    bonus on one Relfex save. 5TH LEVEL

    Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type. Orb of Dancing Death: Orb you control bestows one negative level each round. Scry Trap: Scry attempt against target deals 1d6/level damage and blind scrying creature. Undying Aura: Subject gains immunity to death effects, energy drain, and negative energy; can harm

    one undead or heal one deathless. 6TH LEVEL

    Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to caster level on one save, or entery prophetic favor as an immediate action.

    Magic Weapon, Greater Legions: Allies weapons gain +2 or greater enhancement bonus. Semblance of Life: Undead take 3d6 damage per round; intelligent undead also dazed 1 round.

    7TH LEVEL

    Humanoid Essence, Greater:Gives a construct the humanoid type Leech Undeath: Harm undead to gain temporary hit points

    8TH LEVEL:

    Golem Immunity: Grants a construct the magic immunity special quality of a particular golem Illusion Purge: Dispels Illusions within 5ft/level.

    9TH LEVEL

    Feast of Champions*: Food for one creature/level heals and grants comprehensive bonus. CLERIC DOMAINS Air Domain: Balinor Animal Domain: Balinor ARTIFICE DOMAIN Deities: Onatar, the Traveller Granted Power: Gain +4 competence bonus on Craft checks. You cast creation spells at +1 caster level.

    Artifice Domain Spells 1 Animate Rope: Make a rope move at your command. 2 Wood Shape: Rearranges wooden objects to suit you 3 Stone Shape: Sculpts stone into any shape. 4 Minor Creation: Creates one cloth or wood object 5 Fabricate: Transforms raw materials into finished items. 6 Major Creation: as minor creation, plus stone and metal. 7 Hardening*: Items hardness increases by 1 per 2 caster levels.

  • 8 True CreationX*: As major creation, but items are permanent. 9 Prismatic Sphere: As prismatic wall, but surrounds on all sides. Chaos Domain: Dol Dorn, the Shadow, the Traveller CHARM DOMAIN: Deities: Kol Korran Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The charisma increase lasts 1 minute.

    Charm Domain Spells

    1 Charm Person: Makes one person your friend 2 Calm Emotions: Calms creatures, negating emotion effects. 3 Suggestion: Compels subject to follow stated course of action. 4 Heroism: Gives +2 bonus on attack rolls, saves and skill checks. 5 Charm Monster: Makes monster believe it is your ally. 6 Geas/Quest: As lesser geas, plus it affects any creature 7 Insanity: subject suffers continuous insanity 8 Demand: As sending, plus you can send suggestion. 9 Dominate Monster: As dominate person, but any creature.

    COMMERCE DOMAIN: Deities: Kol Korran Granted Power: You gain a +10 competence bonus on Profession checks made to earn a living (not checks to accomplish a specialized task)

    Add Appraise to your list of cleric class skills.

    Commerce Domain Spells 1 Comprehend Languages: You understand all spoken and written languages. 2 Zone of Truth: Subjects within range cannot lie. 3 Tongues: Speak any language 4 Glibness: you gain a +30 on Bluff checks, and your lies can escape magical discerning. 5 True SeeingM: Lets you see all things as they really are. 6 Leomunds Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will. 7 RefugeM: Alters item to transport its possessor to you. 8 Analyze DweomerF: Reveals magical aspects of subject. 9 Polymorth Any Object: Changes any subject into anything else.

    COMMUNITY DOMAIN: Deities: Bolderei Granted Power: You can use calm emotions as a spell-like ability once per day. You also gain a +2 competence bonus on Diplomacy checks.

    Community Domain Spells

    1 Bless: Allies gain a +1 bonus on attack rolls and saves against fear. 2 Status: Monitors condition, position of allies. 3 Prayer: Allies gain +1 bonus on most rolls, enemies take a 1 penalty. 4 Status, Greater*: As status, but cast some spells through bond. 5 Rarys Temepathic Bond: Link lets allies communicate. 6 Heroes Feast: Food for one creature /level cures and grants combat bonuses. 7 RefugeM: Alters item to transport possessor to you. 8 SympathyF: Object or location attracts certain creatures. 9 Heal, Mass: As heal, but with several subjects.

    Death Domain: The Keeper, the Blood of Vol

  • DEATHLESS DOMAIN: Deities: The Undying Court Granted Power: Once per day, you can perform a greater rebuking against deathless creatures in place of one of your turn undead attempts. The greater rebuking is like a normal rebuking except that the deathless creatures that would be rebuked are commanded instead.

    Deathless Domain Spells

    1 Detect Undead: Reveals undead or deathless within 60ft. 2 ConsecrateM: Fills area with positive energy, making undead weaker and deathless stronger. 3 Halt Deathless*: Immobilizes deathless for 1 round/level. 4 Spirit Steed*: Channels an ancient spirit into your steed, increasing its speed and granting other

    benefits. 5 HallowM: Designates location as holy. 6 Create DeathlessM*: Create undying soldier. 7 Control Deathless*: Deathless dont attack you while under your command. 8 Create Greater DeathlessM*: Create undying councilor. 9 Heros Blade*: Channel the spirit of a greater hero into a melee weapon

    DECAYS DOMAIN: Deities: The Keeper Granted Power: You may use a touch of decay once per day. Your touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells). If you touch a living creature including constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct subtype, you deal 2d6 points of damage +1 point per cleric level.

    Deathless Domain Spells

    1 Doom: One subject takes 2 on attack rolls, damage rolls, saves, and checks. 2 Ray of Enfeeblement: Ray deals 1d6+1/two levels Str damage. 3 Contagion: Infects subject with chosen disease. 4 Enervation: Subject gains 1d4 negative levels. 5 Blight: Withers one plant or deals 1d6/level damage to plant creature. 6 Antilife Shell: 10-ft-radius field hedges out living creatures. 7 Withering Palm*: Touch attack deals 1 point Str and 1 point Con damage per 2 caster levels. 8 Horrid Wilting: Deals 1d6/level damage within 30 ft. 9 Energy Drain: Subject gains 2d4 negative levels.

    Destruction Domain: The Devourer, the Mockery DRAGON BELOW DOMAIN:

    Deities: Cults of the Dragon Below Granted Power: You gain Augment Summoning as a bonus feat.

    Dragon Below Domain Spells 1 Cause Fear: One creature of 5HD or less flees for 1d4 rounds 2 Death Knell: Kill dying creatures and gain 1d8 temporary hp, +2 to Ste and +1 caster level. 3 Bestow Curse: -6 to an ability score, -4 on attack rolls, saves and checks; or 50% chance of losing

    each action. 4 Planar Ally, LesserX: Exchange services with a 6HD extraplanar creature. 5 Slay Living: Touch attack kills subject. 6 Planar AllyX: As lesser planar ally, but up to 12HD. 7 Blasphemy: Kills, paralyzes weakens or dazes non-evil subjects.

  • 8 Planar Ally, GreaterX: As lesser planar ally, but up to 18HD. 9 GateX: Connects two planes for traveling or summoning.

    Earth Domain: Balinor, Cults of the Dragon Below Evil Domain: The Devourer, the Fury, the Keeper, the Mockery, the Shadow, the Blood of Vol, the Cults of the Dragon Below. EXORCISM DOMAIN: Deities: Church of the Silver Flame Granted Power: You have the supernatural ability to force possessing spirits out of the bodies they inhabit You make a Charisma check and consult the Turning Undead table (PHBp159), using your Cleric level. If the result from the table is at least equal to the HD of the possessing creature, you force it out of the body. If the spirit belongs to a spellcaster using majic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess the same victim again for 24 hours.

    Exorcism Domain Spells

    1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

    2 Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 min/level. 3 Remove Curse: Frees object or person from curse. 4 Dismissal: Forces a creature to return to native plane. 5 Dispel Evil: +4 bonus against attacks. 6 Banishment: Banishes 2HD/level of extraplanar creatures. 7 Holy Word: Kills, paralyzes, blinds or deafens non-good subjects. 8 Holy AuraF: +4 to AC, +4 to resistance and SR 25 against evil spells. 9 Freedom: Releases creatre from imprisonment.

    FEAST DOMAIN: Deities: Olladra Granted Power: You have immunity to ingested poisons and diseases spread by ingestion.

    Feast Domain Spells

    1 Goodberry: 2d4 berries each cure 1 hp (max 8hp/24 hours) 2 Delay Poison: Stops poison from harming subject for 1 hour/level 3 Create Food and Water: Feeds three humans (or 1 horse)/level. 4 Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. 5 Leomunds Secure Shelter: Creates sturdy cottage. 6 Heroes Feast: Food for one creature per level cures and grants combat bonuses. 7 Mordenkainens Magnificent MansionF: Door leads to extradimensional mansion. 8 Detoxify*: Neutralize poison in 30-ft; radius 9 Feast of Champions*: Food for one creature/level heals and grants comprehensive bonuses.

    Fire Domain: Onatar Good Domain: Church of the Silver Flame, Arawai, Boldrei, Dol Arrah, Dol Dorn, Olladra, Onatar, the Undying Court. Healing Domain: Olladra Knowledge Domain: Aureon Law Domain: Church of the Silver Flame, Aureon, Boldrei, Dol Arrah, the Blood of Vol, the Path of Light. LIFE DOMAIN: Deities: Arawai Granted Power: Once per day, you can grant 1d6 temporary hp +1 per cleric level to a creature you touch.

  • These temporary hp last for a maximum of 1 hour/level. Life Domain Spells

    1 Hide from Undead: Undead cant perceive one subject/level. 2 Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. 3 Plant Growth: Grows vegetation, improves crops. 4 Death Ward: Grants immunity to death spells and negative energy effects. 5 Disrupting Weapon: Melee weapon destroys undead. 6 Animate Objects: Objects attack your foes. 7 Regenerate: Subjects severed limbs grow back, cures 4d8 damage +1/level (maximum +35) 8 Animate Plants: One or more trees animate and fight for you. 9 Heal, Mass: As heal; but with several subjects.

    Luck Domain: Olladra MADNESS DOMAIN: Deities: The Fury, the Cults of the Dragon Below Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: add your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.

    Madness Domain Spells

    1 Confusion, Lesser: One creature acts randomly for 1 round 2 Touch of Madness*: Dazes 1 creature for 1 round/level. 3 Rage: Subject gains +2 Str and Con, +1 on Will saves 2 to AC. 4 Confusion: Makes subject behave oddly for 1 round/level. 5 Bolts of Bedevelment*: One ray/round, dazes for 1d3 rounds. 6 Phantasmal Killer: Fearsome illusion kills one creature or deals 3d6 damage. 7 Insanity: Subject suffers continuous confusion. 8 Maddening Scream*: Subject has 4 to AC, no shield, Reflex save on 20 only. 9 Weird: As phantasmal killer, but affects all within 30 ft.

    Magic Domain: Aureon, the Shadow MEDITATION DOMAIN: Deities: The Path of Light Granted Power: Once per day, you can cast one spell as though it had the Empower Spell feat applied to it. However, you cast the spell at its normal level, not at two levels higher, and use the normal casting time of the spell. You need not know the Empower Spell feat to use this ability. Meditation Domain Spells

    1 Comprehend Languages: You understand all spoken and written languages. 2 Owls Wisdom: Subject gains +4 to Wis for 1 min/level. 3 Locate Object: Senses direction toward object 4 Tongues: Speak any language 5 Spell Resistance: Subject gains SR 12+ level. 6 Find the Path: Shows most direct way to a location. 7 Spell Turning: Reflect 1d4+6 spell levels back at caster. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Astral Projection: Projects you and companions onto Astral Plane.

    NECROMANCER DOMAIN: Deities: The Blood of Vol Granted Power: You cast necromancy spells at +1 caster level.

  • Necromancer Domain Spells

    1 Ray of Enfeeblement: Ray deals 1d6 +1/two levels Str damage 2 Command Undead: Undead creature obeys your commands 3 Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. 4 Enervation: Subject gains 1d4 negative levels. 5 Waves of Fatigue: several targets become fatigued 6 Eyebite: Target becomes panicked, sickened and comatose. 7 Control Undead: Undead dont attack you while under your command. 8 Horrid Wilding: Deals 1d6/level damage within 30ft. 9 Energy Drain: Subject gains 2d4 negative levels.

    PASSION DOMAIN: Deities: The Fury Granted Power: For a total time per day of 1 round per cleric level, as a free action you can act as if under the effect of the rage spell. This granted power is a supernatural effect. Passion Domain Spells

    1 Cause Fear: One creature of 5HD or less flees for 1d4 rounds. 2 Tashas Uncontrollable Hideaous Laughter: Subject loses actions for 1 round/level. 3 Confusion: Makes subject behave oddly for 1 round/level. 4 Crushing Despair: Subjects take 2 on attack rolls, damage rolls, saves and checks. 5 Command, Greater: As command, but affects one subject/level. 6 Heroism, Grater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hit

    points. 7 Song of Discord: Forces targets to attack each other. 8 Ottos Irresistable Dance: Forces subject to dance. 9 Dominate Monster: As dominate person, but any creature.

    Plant Domain: Arawai Protection Domain: Church of the Silver Flame, Boldrei, the Path of Light, the Undying Court. REVERED ANCESTOR DOMAIN:

    Deities: Spirits of the Past Granted Power: You gain Exotic Weapon Proficiency (Valenar double scimitar) as a bonus feat. If

    you already have that feat, you gain Weapon Focus (Valenar double scimitar) instead.

    Revered Ancestor Domain Spells 1 Magic Weapon: Weapon gains a +1 bonus 2 Aid: +1 on attack rolls and saves against feat, 1d8 temporary hp + 1/level (max +10) 3 Heroism: Gives +2 on attack rolls, saves and skill checks 4 Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other

    benefits. 5 Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused 6 Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear;

    temporary hp. 7 VisionMX: As legend lore, but quicker and more strenuous 8 Earthquake: Intense tremor shakes 5-ft/level radius (Valenar call this spell thundering hooves) 9 Heroes Blade: Channel the spirit of a great hero into a melee weapon.

    SHADOW DOMAIN:

    Deities: The Shadow Granted Power: Grant Blind-fight as a bonus feat.

  • Shadow Domain Spells 1 Obscuring Mist: Fog surrounds you. 2 Darkness: 20-ft radius of supernatural shadow. 3 Deeper Darkness: Object sheds supernatural shadow in a 60-ft radius. 4 Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. 5 Shadow Evocation: Mimics evocation below 5th, but only 20% real 6 Shadow Walk: Step into shadow to travel rapidly 7 Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. 8 Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. 9 Shades: As shadow conjuration, but up to 8th level and 80% real.

    Strength Domain: Dol Dorn Sun Domain: Dol Arrah TRANSFORMATION DOMAIN Deities: No deity includes the Transformation domain as part of its portfolio. Any creature with the shapechanger subtype that does not worship a specific deity may select this domain as one of its domain choices. Granted Power: You cast transmutation spells at +1 caster level. Transformation Domain Spells

    1. Enlarge Person: Humanoid Creature doubles in size 2. Alter Self: Assume form of a similar Creature 3. Gaseous Form: Subject becomes insubstantial and can fly slowly 4. Involuntary Shapeshifting: If able to do so, target must change shape 5. Polymorph: Gives one willing subject a new form. 6. Baleful Polymorph: Transforms subject into harmless animal 7. Doppelganger TransformationM: You gain physical and mental bonuses 8. Polymorph any Object: Change any subject into anything else. 9. ShapechangeF: Transforms you into any creature, and change forms once per round.

    Travel Domain: Kol Korran, the Traveler Trickery Domain: The Mockery, the Traveler TRUTH DOMAIN

    Deities: Church of the Silver Flame, the Path of Light Granted Power: You gain a bonus on Sense Motive checks equal to your cleric level. You cast

    divination spells at +1 caster level. Truth Domain Spells 1. Detect Thoughts: Allows listening to surface thoughts 2. Zone of Truth: Subjects within range cannot lie 3. See Invisible: Reveals invisible creatures or objects 4. Discern Lies: Reveals Deliberate Falsehoods 5. True SeeingM: Lets you see all things as they really are 6. Force Shapechange: Forces shapechanger into natural form 7. Illusion Purge: Dispel illusions within 5ft/level 8. Discern Location: Reveals exact location of creature or object 9. True Seeing, Mass: As true seeinf, but affects multiple creatures. War Domain: Dol Arrah, Dol Dorn, the Mockery Water Domain: The Devourer WARFORGED DOMAIN:

  • Deities: The Becoming God, Lord of Blades, Onatar Granted Power: Rebuke, command or bolster construct creatures as an evil cleric rebukes undead. Use

    these abilities a total number of times per day equal to 3 + your Cha modifier. This granted power is a supernatural ability.

    Warforged Domain Spells

    1 Repair Light Damage: Repairs 1d8 + 1/level damage (maximum +5) to a construct. 2 Construct Essence, Lesser: Grants a living construct qualities of the construct type: 3 Stone Construct: Construct gains DR 10/adamantine 4 Repair Critical Damage: Repairs 4d8 + 1/level damage (maximum +20) to a construct. 5 Construct Energy Ward, Greater: Construct gains immunity to specific energy type 6 Iron Construct: Construct gains DR 15/adamantine and takes half damage from acid and fire. 7 Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type. 8 Total Repair: Repair 10/level damage to a construct 9 Summon Warforged Champion: Summons a mighty warforged titan.

    WEATHER DOMAIN

    Deities: Arawai, the Devourer Granted Power: Your vision is unobstructed by nonmagical weather conditions. Add Survival to your

    list of cleric class skills. You gain a +2 bonus on all weather-related Survival checks.

    Weather Domain Spells 1 Obscuring Mist: Fog surrounds you 2 Fog Cloud: Fog obscures vision 3 Call Lightning: Calls down lightning bolts (3d6 per bold) from the sky 4 Sleet Storm: Hampers vision and movement 5 Call Lightning Storm: as call lightning, but 5d6 damage per bolt. 6 Control Winds: Change wind direction and speed. 7 Control Weather: Change weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures 9 Storm of Vengeance: Storm rains acid, lightning and hail.

    NEW DRUID SPELLS Spells marked with a G are available only to druids who are part of the ancient Gatekeeper tradition. Druids with the Gatekeeper feet, or Eldeen rangers of the Gatekeeper sect, add these spells to their spell list. 1st Level

    Detect Aberration*G: Reveals Aberrations within 60 ft. 2nd Level

    Leap into Animal: Merge with an animal and control its actions. Zone of Natural Purity* G: Aberrations in the area become weaker, fey and plants become stronger.

    3rd Level

    Winds Favor: Create strong wind for 1hr/level 4th Level

    Natures Wrath* G: Damages and dazes aberrations, damages other creatures. 7th Level

    Return to Nature* G: Reduces Intelligence and magical abilities of target.

  • NEW PALADIN SPELLS 2ND LEVEL

    Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse Magic Weapon, Legions: Allies weapons gain +1 enhancement bonus

    NEW RANGER SPELLS 2ND LEVEL Leap into Animal: Merge with an animal and control its actions. NEW SORCERER/WIZARD SPELLS 1ST LEVEL Div Ancient Knowledge: Gain a +5 insight bonus on a single Knowledge check Div Detect Dragonmark: Detect and identify dragonmarks within 60ft. Evo Distracting Darkness: -5 penalty on Search and Spot checks in a 20-ft-radius spread. Ill Hidden Ward: Hide magical effects on an object. Div Magecraft*: +5 competence bonus on one Craft check. Trans Repair Light Damage*: Cures 1d8+1/level damage (maximum +5) to a construct. 2ND LEVEL Conj Clothiers Closet: Conjure several sets of clothing Conj Dimensional Leap: Teleport 10/level Div Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse Trans Magic Weapon, Legions: Allies weapons gain +1 enhancement bonus Ench Mindburn: Target loses a spell or infusion each round. Trans Repair Moderate Damage*: Cures 2d8+1/level damage (max +10) to a construct. Div Sense Weakness: Automatically confirm one critical Trans Speaking Stones: Pass a 25-word message between two magically linked stones. Trans Suffer the Flesh: Take Constitution damage to make your spellcasting more potent. Abj Supress DragonmarkF: Supress the spell-like abilities of targets dragonmark. 3RD LEVEL Abj Khyber Trap: Trap extraplanar creature within a Khyber dragonshard. Trans Repair Serious Damage*: Cures 3d8+1/level damage (max +15) to a construct. 4TH LEVEL Trans Repair Critical Damage*: Cures 6d8+1/level damage (max +20) to a construct. Abj Spell Snare: Dragonshard absorbs a spell of up to 3rd level. Conj Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight

    bonus on one Reflex save. 5TH LEVEL Ench Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused. Trans Magic Weapon, Greater Legions: Allies weapons gain +2 or greater enhancement bonus. Necro Orb of Dancing Death: Orb you control bestows one negative level each round. Abj Scry Trap: Scry attempt against target deals 1d6/level damage and blind scrying creature. Evo Storm Touch: Touch deals 9d6 electrical damage and stuns victim for 1 round: Useable a number

    of times equal to level.

  • 6TH LEVEL Trans Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type. Ench Control Elemental: Gain control of an elemental creature. Div Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to

    caster level on one save, or enter prophetic favor as an immediate action. Trans Hardening*: Items hardness increases by 1 per 2 levels. Evo Overwhelming Revelations: Creatures take 2d6 penalty to Wisdom and are confused for 1

    round. 8TH LEVEL Ench Maddening Scream*: Subject has 4 to AC, no shield, Reflex save on 20 only. NEW SPELLS AND INFUSIONS The spells and infusions in this section are presented in alphabetical order. ABLATIVE ARMOR Transmutation Level: Artificer 1 Components: S, M Casting Time: 1 minute Range: Touch Target: Suit of armor touched Duration: 10 min/level Saving Throw: None (object) Spell Resistance: No (object) Armor imbued with this infusion absorbs 5 points of damage from the next attack that deals damage to the creature that wears it (treat this as one-time damage reduction 5/-). Forms of damage that arent affected by damage reduction likewise overcome ablative armor. Once the infused item has prevented damage from a single attack (even if not all the damage reduction is needed), the magic fades. The damage reduction increases by 1 for every caster level above 1st, to a maximum of 15/0 at 10th level. Special: A character with any Mark of Sentinel dragonmark, or with the Favored in House (Deneith0 feat casts this infusion at +1 caster level. Material Component: A shard of scrap metal from a forge.

    ADAMANTINE WEAPON Transmutation Level: Artificer 3 Components: S, M Casting Time: 1 minute Range: Touch Target: Weapon touched Duration: 1 min/level Saving Throw: None (object) Spell Resistance: No (object) This infusion temporarily alters the substance of one weapon, transforming it into adamantine. This effect replaces the properties of any other special material the weapon might be constructed from. Only weapons made of metal can benefit from this infusion.

    Material Component: A pinch of powdered adamantine. ANCIENT KNOWLEDGE Divination Level: Bard 1, sorcerer/wizard 1 Components: V, S, F Casting Time: 1 minute Range: Personal Target: You Duration: 1 hour/level or until discharged You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on particularly difficult academic problems. Before making a Knowledge check, you can ecide to discharge this spell as an immediate action to give yourself a +5 insight bonus on the check. If you do not have any ranks in the Knowledge skill, it is treated as an untrained check. Special: A character with any Mark of Finding dragonmark, or with the Favored in House(Tharashk) feat treats any Knowledge check made in conjunction with this spell as a trained check, even if he doesnt have any ranks

  • in the skill. Focus: A piece of ivory worth at least 100gp, ARCANE SEAL Abjuration Level: Magewright 3, sorcerer/wizard 3 Components: V, S, F Casting Time: 1 standard action Range: Touch Effect: The door, chest or portal touched, up to 30 ft2/level in size. Duration: Permanant Saving Throw: None Spell Resistance: No This spell can be cast upon a door, chest or portal. This magically seals the target and attaches a mystical alarm to this location. The focus of the spell is a platinum key; this key is mystically bound to the target of the spell and cannot be used again. The bearer of the key may freely pass the arcane seal 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. In addition, if the door is opened in any manner, the bearer of the key receives a mental alert: a single word, set when the spell is cast. A knock spell suppresses the seal for 10 minutes. Dispel magic permanently destroys the seal if the dispel check is successful. However, the seal sends its mental alert even if the magic is dispelled. A rogue or artificer can sense the presence of an arcane seal by making a successful Search check (dc28). A rogue or artificer can temporarily disable the alarm using an arcane key. Focus: A finely crafted platinum key worth 50gp. ARMOR ENHANCEMENT Transmutation Level: Artificer 2 As lesser enhancement, but you can choose any special ability whose market price is equivalent to a bonus of up to +3 or up to 35,000gp, such as ghost touch or acid resistance.

    Material Component: An ointment costing 50gp. ARMOR ENHANCEMENT, GREATER Transmutation Level: Artificer 3

    As lesser enhancement, but you can choose any special ability whose market price is equivalent to a bonus of up to +5 or up to 100,000gp, such as etherealness or greater fire resistance. Material Component: An ointment costing 100gp. ARMOR ENHANCEMENT, LESSER Transmutation Level: Artificer 1 Components: S, M Casting Time: 1 minute Range: Touch Target: Armor or shield touched Duration: 10 min/level Saving Throw: None (object) Spell Resistance: No (object) The armor or shield you touch temporarily gains a special ability commonly found on magic armor or shields. You can choose any special ability whose market price is equivalent to a +1 bonus or up to 5,000gp, such as light fortification or shadow. The armor or shield does not need to have an existing enhancement bonus, nor does it gain one when you imbue it with this infusion. Material Component: An ointment made from rare spices and minerals costing 25gp. ASPECT OF THE WEREBEAST Transmutation [Mindset] Level: Druid 4, ranger 4 Components: V, S, shifter Casting Time: 1 round Range: Personal Target: You Duration: 1 min/level When you cast this spell, you tap into your shifter nature to transform yourself into a hybrid of your natural form and a specific animal. This transformation resembles the hybrid forms of some lycanthropes, and grants similar abilityes. When you cast aspect of the werebeast, choose one of the animal forms listed below to determine your hybrid form. Bear: You gain a +4 enhancement to Strength and Constitution. In addition, if you have a natural claw attack, you gain the improved grab special attack. This ability allows you yo make a free grapple attempt against a foe at least one size category smaller than you whenever you hit with your natural claw attack. Tiger: You gain a +4 enhancement bonus to Strength and Dexterity. In addition, you gain the pounce special attack, allowing you to follow a

  • charge with a full attack (including rake attacks) Wolf: You gain a +4 enhancement bonus to Dexterity and Constitution and a +10 feel enhancement bonus to your lant speed. In addition, if you have a natural bite attack, you can attempt to trip your opponent as a free action without making a touch attack or provoking an attack of opportunity. If this trip attempt fails, your opponent cannot react to trip you. Razorclaw shifters tend to prefer the bear or tiger aspects of this spell, while longtooth shifters prefer the wolf aspect. As with other spells and effects, aspect of the werebeast does not stack with itself. You cannot gain multiple benefits from the spell even if you cast it multiple times with different aspects. Mindset: While this spell is prepared, the duration of your shifting is increased by 1 round. BLAST ROD

    Evocation Level: Artificer 3 Components: S, F Casting Time: 1 minute Range: Touch Target: Rod touched Duration: 10 min/level Saving Throw: None (object) Spell Resistance: Yes You store energy within a rod, then unleash it in rays of destructive power. The blast rod can deal a total of 1d8 points of damage per caster level (maximum 10d80, either focused into a single blast, or divided up among multiple blasts.

    To use the rod, you designate how many dice of damage you wish to release, then make a ranged touch attack as a standard action against any target within 60 feet. Regardless of whether the attack hits or not, the damage dice you specified are subtracted from the total stored in the rod.

    Focus: the rod to be infused. BOLTS OF BEDEVILMENT Enchantment [Mind-affecting] Level: Madness 5 Components: V, S Casting Time: 1 standard action Range: Medium (100ft + 10ft/level) Target: Armor or shield touched Duration: 1 rounds/level Saving Throw: Will negates Spell Resistance: Yes

    This spell empowers you with the ability to use three ray attacks, one per round, during the period of one round per level. Using a ray attack is a standard action. The ray affects one living creature, clouding his mind so that he takes no actions. The subject is dazed, not stunned, so attackers get no special advantage against him. CENSURE ELEMENTAL

    Abjuration Level: Artificer 4 Components: S, M Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 1 min/level Saving Throw: None (object) or Will half; see text Spell Resistance: No (object) or Yes; see text When artifivers began construction of some of the first elemental vessels, they wanted a way to keep elementals from wreaking havoc prior to being bound. This infusion was developed as a means of conditioning elementals through negative reinforcement.

    Typically cast into a pole or other prod, this infusion creates a field that can harm elemental creatures. When held aloft (a standard action), the infused item deals 2d4 points of damage plis 1 point per caster level (maximum +15) to any elemental creatures within a 20-foot-radius area. This damage repeats each round at the start of the artificers turn as long as the item is held aloft (a standard action). A successful Will save halves the damage, and spell resistance applies against this effect.

    The caster can designate up to one elemental creature per level to have immunity to the effects of the infusion.

    Special: A character with the Mark of Making dragonmark, or with the Favored in House (Cannith) feat casts this spell at a +1 caster level.

    Material Component: a pinch of kiln-hardened mud.

  • CLOTHIERS CLOSET Conjuration (creation) Level: Bard 2, Sorcerer/wizard 2 Components: V, S, M Casting Time: 10 minutes Range: Close (25ft + 5ft/2 levels Target: One or more sets of clothes Duration: 1 hour/level (d); see text Saving Throw: None Spell Resistance: No When you and your companions need to attend a gala reception at the last minute, you need not despair over your clothing. When you cast clothier's closet, you conjure a 3 inch diameter wooden rod up to 10 feet in length between any two upright supports you choose. For example, you could summon the rod to appear between two walls of a corridor or alcove. On the rod hang a number of outfits as determined by you, each of a size and type you specify while the spell is cast. The conjured rod can hold a variety of separate outfits whose total price does not exceed 100gp. The outfit types that you can specify include the following: artisan's outfit (1gp), cleric's vestments (5gp), entertainer's outfit (3gp), explorer's outfit (10gp), cold weather outfit (8gp), courtier's outfit (30gp), monk's outfit (5gp), noble's outfit (75gp), scholar's outfit (5gp), or traveler's outfit (1gp). The conjured clothing is normal in all respects and does not radiate magic. Even after the duration elapses and the rod and hangers disappear, the clothes remain. Special: A character with the Mark of Hospitality dragonmark or with the Favored in House (Ghallanda) feat, can cast this spell without the material component, but the conjured clothing last only as long as the spell's duration. Material Component: A gem worth 100gp. CONSTRUCT ENERGY WARD Abjuration Level: Artificer 3 Components: S Casting Time: 1 round Range: Touch Target: Construct touched Duration: 10 min/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As resist energy except that the target must be a construct.

    CONCURRENT INFUSIONS Transmutation Level: Artificer 4 Components: S, M Casting Time: 1 minutes Range: Touch Target: Object touched Duration: Instantaneous Saving Throw: None (object) Spell Resistance: No (object) You channel your artificer talents through an increased number of minor infusions. When you cast this infusion, you can imbue the target object with the effects of three different 1st level infusions chosen at the time of casting. The infusions function exactly as if you had cast them on the object, and do not count against your daily allotment.

    Material Component: An oak twig with at least three forks along its length. CONSTRUCT ENERGY WARD Abjuration Level:Artificer 3 Components: S Casting Time: 1 round Range: Touch Target: Construct touched Duration: 10 min/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As resist energy except that the target must be a construct. CONSTRUCT ENERGY WARD, GREATER Abjuration Level: Artificer 4 Components: S Casting Time: 1 round Range: Touch Target: Construct touched Duration: 10 min/level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As protection from energy except that the target must be a construct. CONSTRUCT ESSENCE Transmutation Level: Artificer 5, sorcerer/wizard 5 As lesser construct essence with the following additional effects. The living construct becomes

  • immune to critical hits, sneak attacks, ability damage, ability drain, and necromancy effects. The living construct also gains darkvision out to 60 feet. This spell counters and dispels lesser humanoid essence and humanoid essence. If this spell is cast on a creature under the effect of lesser humanoid essence, the latter spell is automatically ended. If this spell is cast on a creature under the effect of humanoid essence, both spells are dispelled and have no effect. It has no effect if cast on a creature under the effect of greater humanoid essence. CONSTRUCT ESSENCE, GREATER Transmutation Level: sorcerer/wizard 9 Saving Throw: Will negates Spell Resistance: Yes As construct essence, with the following additional effects. The target loses the living construct subtype for the duration of the spell. It becomes immune to mind-affecting spells and the abilities and any effect that requires a Fortitude save (unless the effect is harmless or also affects objects). The target living construct is no longer affected by spells that affect living creatures (such as cure light wounds and harm), and spells from the healing sub-school provide no benefit. The target living construct has no Constitution score, although its hit points remain the same. If reduced to 0 to -9 hit points, it is not destroyed, but the spell ends. If reduced to -10 hit points, the living construct is killed as normal. This spell counters and dispells greater humanoid essence, lesser humanoid essence, and humanoid essence. If this spell is cast on a creature under the effect of lesser humanoid essence or humanoid essence, the latter spell is automatically ended. If this spell is cast on a creature under the effect of greater humanoid essence, both spells are dispelled and have no effect.

    CONSTRUCT ESSENCE, LESSER Transmutation Level: Artificer 2, Sorcerer/wizard 2, Warforged 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living construct touched Duration: 1 minute per level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) When this spell is cast upon a construct, it takes on more of the qualities of a true construct. The living construct gains the moderate fortification armor special quality, negating critical hits and sneak attacks 75% of the time. As well. the living constructs gains low-light vision and immunity to nonlethal damage and stunning. This spell counters and dispels lesser homanoid essence. If this spell is cast on a creature under the effect of lesser humanoid essence, both spells are dispelled and have no effect. It has no effect if cast on a creature under the effect of humanoid essence or greater humanoid essence. CONSTRUCT ESSENCE, MASS LESSER Transmutation Level: Artificer 6, Sorcerer/wizard 6, Warforged 7 Range: Close (25ft. + 5.ft/2 levels) Target: One living construct/level, no two of which can be more than 30ft. apart. As lesser construct essence, except as noted above. CONTROL DEATHLESS Necromancy Level: Deathless 7 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft + 5ft/2 levels) Target: Up to 2 HD of deathless creatures/level, no two of which can be more than 30 feet apart. Duration: 1 min/level Saving Throw: Will negates Spell Resistance: Yes This spell enables you to command deathless creatures for a short period of time. You command the creatures by voice, and the creatures understand you no matter what language you speak. Even if vocal communication is impossible (in the area of a

  • silence spell, for instance), the controlled deathless do not attack you. At the end of the spell, the controlled deathless revert to their normal behavior. Intelligent deathless remember that you controlled them. CONTROL ELEMENTAL Enchantment (Compulsion) [Mind-affecting] Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft + 5ft/2 levels) Target: One elemental with HD no greater than twice your caster level Duration: 1 min/level Saving Throw: Will negates Spell Resistance: Yes This spell enables you to command an elemental for a short period of time. While a spellcaster does not normally have line of effect on a bound elemental, which remains bound by a Khyber shard, a caster can establish line of effect by maintaining physical contact with the dragonshard while casting this spell. In such a case, the caster of control elemental would also need to have contact with the Khyber shard binding the elemental, or in the case of an elemental vessel, access to the helm, whenever he whished to give the elemental an order. The elemental is commanded by voice and understands you, no matter what language you speak. Even if the vocal communication is impossible (in the area of a silence spell, for instance), the targeted elemental does not attack you. When the spells duration expires, the target elemental reverts to its normal behavior and remembers that you controlled it. CREATE DEATHLESS Necromancy [Good] Level: Deathless 6 Components: V, S, M Casting Time: 1 hour Range: Close (25ft + 5 ft/2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No Calling on the celestial powers, you restore life to a corpse, creating an undying soldier, a type of deathless creature. Created deathless are not automatically under the control of their animator. If you are capable of commanding deathless, you may attempt to command the deathless as it

    forms. Your campaign may include additional types

    of deathless creatures. Your DM will inform you if you can create different creatures with this spell. No spell can create an ascendant councilor.

    Material Components: a clay pot filled with grave dirt and another filled with pure water. The spell must be cast on a dead body. You must place a moonstone gem worth at least 50gp per HD of the deathless to be created into the mouth or eyesocket of each corpse. The magic of the spell turns these gems into worthless dust. CREATE GREATER DEATHLESS Necromancy [Good] Level: Deathless 8 Components: V, S, M Casting Time: 1 hour Range: Close (25ft + 5 ft/2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No

    As create deathless except that this spell

    allows you to create an undying councilor, a more powerful and intelligent deathless creature.

    Your campaign may include additional types of deathless creatures. Your DM will inform you if you can create different creatures with this spell. CREATE SPIRIT IDOL Necromancy Level: Cleric 4 Components: V, S, M, XP Casting Time: 1 hour Range: Touch Target: Corpse touch Duration: Instantaneous Saving Throw: None Spell Resistance: No This ritual binds the subjects soul to his physical remains, preventing its passage to Dolurrh. This is a voluntary effect; the subjects spirit must be willing, or the spell automatically fails. Once bound to the body, the spirit remains in a state of torpor. If a speak with dead spell is cast upon a spirit idol by a caster whose alignment matches the alignment of the spirit in life, the spirit is woken to consciousness for 1 minute per caster level of the speak with dead effect. In this state, it can percieve its surroundings and communicate

  • verbally (in any language it knew in life) with the caster of speak with dead. (This effect occurs instead of the normal effect of speak with dead.) The spirit idols communication is typically brief, cryptic or repetetive, but does not intentionally give false answers. A spirit idol can be restored to life by raise dead or similar means. The spell preserves both the body and spirit perfectly, allowing such magic to be cast after the usual time limit has expired. If the body is destroyed or dismembered, the spell effect is broken and the soul passes into Dolurrh. Material Component: A clay pot filled with grave dirt and another filled with pure water. XP Cost: 100XP DANCING BLADE Transmutation Level: Bard 5, sorcerer/wizard 5 Components: V, S, F Casting Time: 1 standard action Range: Touch Effect: weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: No With a word and a gesture, the sword in your hand leaps to life with a swooping salute.

    This spell animates a melee weapon currently in your possession, causing it to fight as you direct it. Once each round as a free action, you can direct the blade to attack an adjacent fow (a weapon with reach can always attack a foe 10 feet away). The weapon's bonus on attack rolls is equal to your caster level + your key ability modifier, plus any enhancement bonus the weapon might have. It deals damage equal to the normal damage of the weapon, plus your key ability modifier and any enhancement bonus or other bonus on damage inherent in the weapon. The weapon attacks once per round. Despite the spell's name, it works on any melee weapon (not just blades).

    While your weapon is dancing, it cannot make attacks of opportunity, and you are not considered armed with the weapon. It remains in your space and accompanies you everywhere, whether you move by physical or magical means. The weapon cannot be disarmed.

    Focus: The melee weapon that serves as the target of the spell.

    DETECT ABERRATION Divination Level: Druid 1 (Gatekeeper) Components: V, S, DF Casting Time: 1 standard action Range: 60 Target: cone shaped emanation Duration: Concentration, up to 1 min/level (D) Saving Throw: None Spell Resistance: No You can detect the presence of aberrations by observing the disruption of the natural order around them. The amount of information revealed depends on how long you study a particular area.

    1st round: Presence or absence of aberration 2nd round: Number of aberrations in the area

    and the strength of the strongest aberrations aura. If the strongest aberration auras strength is overwhelming (see below) and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

    3rd round: The strength and location of each aberrations aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

    Aura strength: The strength of an aberrations aura is determined by HD of the aberration, as given on the following table.

    HD Strength 1 or less Faint 2-4 Moderate 5-10 Strong 11 or more Overwhelming

    Unlike similar spells, detect aberration does not reveal lingering auras.

    Each round, you can turn to detect aberrations in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    DETECT DRAGOMNARK Divination Level: Cleric 1, sorcerer/wizard 1 Components: V, S, M/DF Casting Time: 1 standard action Range: 60 Target: cone shaped emanation Duration: Concentration, up to 10 min/level (D) Saving Throw: None Spell Resistance: No

  • You can sense the presence of dragonmarks. The amount of information you receive about a particular dragonmark depends on how long you study a particular area or subject. 1st round: Presence or absence of a dragonmark. 2nd round: Number of dragonmarks in the area and the type (aberrant, least lesser, greater, Siberys) of the most potent mark. 3rd round: The location of each dragonmarks aura. If the onjects or creatures bearing the dragonmarks are in line of sight, you can attempt Spellcraft checks to determine the name of the spell-like ability granted by the mark (see page 47 of the Eberron Campaign Setting for the appropriate DC). If you beat the DC by 5 or more, you also learn whether the marks spell-like ability has any remaining uses for the day. Arcane Material Component: A scale from a true dragon (not an item found in a normal spell component pouch) DETECT MANIFEST ZONE Divination Level: Adept 1, Cleric 1, Paladin 1, Sorcerer/wizard 1 Components: V, S, M/DF Casting Time: 1 standard action Range: 120 Target: 120-ft-radius emanation, centered on you. Duration: Concentration, up to 10 min/level (D) Saving Throw: None Spell Resistance: No You can sense the presence of manifest zones, areas in which the energies and traits of another plane leak over into the world of Eberron. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of a manifest zone. (In some cases, manifest zones are obvious to the naked eye. In such instances, you gain no new information on the first round.) If the zone is in range but not in your line of sight, you discern its direction but not its exact location. 2nd Round: Age of the manifest zone. You gain a very general sense of how long it has existed, as indicated on the following table. If the zone is going to fade within the next 24 hours, you learn that, as well. Otherwise, you gain no sense of how long it will last. 3rd Round: The plane to which the manifest zone is connected. If the zone is small, and fits entirely within the area of your spell, you learn exact borders and dimensions. If the zone is

    larger than that, you do not know the precise location or dimension of the zone outside your spell area. The Spell can penetrate barriers, but a thin sheet of lead, 1 inch of common metal, 1 foot of stone, or 3 feet of wood or dirt blocks it. MANIFEST ZONE AGE CATEGORIES

    CATEGORY AGE Nascent Less than 1 day New 1-30 days Young 1-12 months Mature 1-10 years Old 11-100 years Ancient More than 100 years.

    DETONATE The creature you point at explodes in a massive spray of fire. Evocation [Death, Fire] Level: Sorcerer/Wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Medium (100ft + 10ft/level) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: Yes If the target fails its saving throw, this spell slays the creature, and the explosion extends out to a 20-foot-radius burst around it. Creatures in this area take 1d6 points of fire damage per caster level (maximum 20d6), though they can attempt Reflex saves for half damage. The exploded creature's remains are scattered and vaporized, leaving nothing but dry ash.

    If the target succeeds on its saving throw, it is wracked by a series of small explosions and takes 7d6 points of fire damage. If this damage kills the creature, it explodes as described above.

    Detonate has no effect on creatures that have immunity to fire.

    Material Component: A tindertwig and a piece of string

  • DETOXIFY Conjuration (Healing) Level: Feast 8 Components: V, S, DF Casting Time: 1 standard action Range: 30 Target: creatures and objects in 30ft radius spread Duration: Instantaneous and 10 min/level; see text Saving Throw: Will negates (object) Spell Resistance: Yes (object) You detoxify any sort of venom within 30 fet of you. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, ability damage, or effects that dont go away on their own. This effect is instantaneous; no immunity to later poisoning is conveyed by the spell.

    The venom of any creature affected by the spell loses its potency for 10 minutes per caster level.

    Any poison in the air, in food, on weapons or traps, or otherwise in the radius of the spell is instantly neutralized. DIMENSION SHUFFLE With a slight shimmer of energy and an audible pop, a number of creatures around you disappear and reappear in new positions. Conjuration (Teleport) Level: Sorcerer/Wizard 5 Components: V Casting Time: 1 standard action Range: Close (25 ft + 5ft/2 levels) Targets: One creature/level, no two of which are more than 30 ft. apart. Duration: Instantaneous Saving Throw: Will negates, see text Spell Resistance: Yes You instantly transfer any subject creature from its current location to any other spot within 30 feet. You must have line of sight to its new location. An unwilling creature can make a Will saving throw to negate this effect. The creature must be placed on solid ground capable of supporting its weight. If you attempt to place a creature within a solid object or into a space where it cannot fit, the spell fails.

    DIMENSION STEP All the creatures you target with this spell gain a dark, shimmering pattern of runes on their shoes and feet. The runes blaze with arcane light for a moment. Less than a second later, the targets have shifted position on the battlefield. Conjuration (Teleport) Level: Sorcerer/Wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft + 5ft/2 levels) Targets: One willing creature/3 levels, no two of which are more than 30 feet apart. Duration: Instantaneous Saving Throw: Fortitude negates, harmless Spell Resistance: Yes (harmless) This spell allows you to make a short teleport. All creatures targeted by this spell can teleport a distance equal to their base land speed. A target can teleport to any square within its line of sight. This movement does not provoke attacks of opportunity. A creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above. DIMENSIONAL LEAP Conjuration (Teleportation) Level: Bard 2, sorcerer/wizard 2 Components: V Casting Time: 1 standard action Range: 10-feet/level Target: you and touched objects Duration: Instantaneous Saving Throw: None Spell Resistance: No You instantly transfer yourself from your current location to another spot within range. The distance traveled must be an increment of 10 feet. You always arrive at exactly the spot desired, whether simply by visualizing the area or by stating directions and distance. You can bring along any objects you are touching as the spell is cast, so long as their weight doesnt exceed your maximum load. You cannot bring along other creatures.

    If this spell would put you in a place that is already occupied by a solid body, the spell fails.

    Special: A character with any Mark of Passage dragonmark, or the Favored in House (Orien) feat, uses his character level rather than his caster level to determine the distance teleported.

  • DISABLE CONSTRUCT Transmutation Level: Artificer 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Construct touched Duration: ConceInstantaneous Saving Throw: Will half; see text Spell Resistance: Yes Disable construct transmutes the structure of a construct to deal 10 points of damage per caster level ( to a maximum of 150 points at 15th level). If the construct successfully saves, disable construct deals half this amount, but it cannot reduce the targets hit points to less than 1. DISCERN SHAPESHIFTER Divination Level: sorcerer/wizard 3 Components: V, S, M Casting Time: 1 round Range: Personal Target: You By taking a standard action to concentrate, you can see the true form of creatures within 60 feet. Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can't determine what other forms it might be capable of assuming. For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider). Material Component: A balm of honey and lotus flowers, applied to your eyelids.

    DISTRACTING SHADOWS Evocation [Darkness] Level: Bard 1, sorcerer/wizard 1 Components: V, M Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 24 hours (D) Saving Throw: No This spell causes an onject to radiate distracting shadows in a 10-foot-radius spread. Casual scrutiny of an affected area doesnt reveal anything out of the ordinary; however, cracks, crannies, corners, hidden traps, and secret entrances or exits within the area become harder to spot. Creatures within the area or looking into it are subliminally confused by the distracting shadows and take a 5 penalty on all Spot and Search checks. However, the shadows do not provide sufficient concealment for a creature to make a Hide check. Distracting shadows counters or dispels any light or darkness spell of equal or lower level. Distracting shadows can be made permanent with a permanency spell (minimum caster level 10th: cost 1,000XP). Special: A character with any Mark of Shadow dragonmark or with the Favored in House (Phiarlan or Thuranni) feat, can cast this spell to fill a 20-foot-radius spread. Material Component: A bit of bat fur and either a drop of pitch or a piece of coal. DIVINE RETALIATION

    A spectra weapon composed of pure energy springs into existence next to you. Each time a foe strikes you, the weapon springs into action, chopping into your foe and dealing a grievous wound. Evocation (Force) Level: Cleric 3, Paladin 4 Components: V, S, DF Casting Time: 1 swift action Range: 0 ft Effect: Magic weapon of force Duration: 1 round Saving Throw: None Spell Resistance: No This spell creates a divine weapon that mimic's your deity's favored weapon. Any time you are struck for damage by a melee attack, this weapon strikes at your foe. It has a base attack bonus

  • equal to your caster level + your Strength modifier or Wisdom modifier (your choice). It deals damage as per your deity's favored weapon, and is of a size equal to your current size. The weapon gains a bonus on damage rolls equal to 1-1/2 times your Strength modifier or Wis modifier (your choice).

    There is no limit to the number of attacks this weapon can make. If a hydra bites at and hits you six times, this weapon in turn strikes at the hydra six times. The weapon has reach or range appropriate to it's type. It shares a space with you. If you are Large or larger, it counts as occupying each square of the space you fill. DOMINATE LIVING CONSTRUCT Enchantment(Compulsion)[Mind-Affecting] Level: Artificer 5 Components: V, S, Casting Time: 1 roundClose (25 ft/ + 5 ft/2 levels) Target: One living construct Duration: One day/level Saving Throw: Will negate Spell Resistance: Yes As the spell dominate person, except that it affects a living construct. DOPPELGANGER TRANSFORMATION Transmutation [Mindset] Level: Transformation 7 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level You take on some of the qualities of a doppelgander, gaining improved mental and physical abilities. When you cast this spell, you gain a +4 enhancement bonus to Wisdom and a +2 enhancement bonus to Strength, Dexterity, Constitution and Charisma. Your skin toughens, granting you a +4 natural armor bonus to AC (though this doesn;t stack with existing natural armor). You also gain darkvision out to 60 feet and are immune to sleep and charm effects for the duration of the spell. Special: Changeling spellcasters cast this spell at +1 caster level. Mindset: While this spell is prepared, you gain a +2 bonus on Bluff and Disguise checks and a +2 bonus on saving throws against sleep and charm effects.

    ELEMENTAL PROD Transmutation Level: Artificer 2 Components: S Casting Time: 1 minute Range: Touch Target: Staff or pole touched Duration: 1 min/level Saving Throw: None (object) Spell Resistance: No (object) The need to control elementals more easily during the binding process led to the creation of an infusion that imbues a staff or pole with the ability to move elementals.

    As a standart action, the wielder of an elemental prod can gesture with the staff, indicating the starting and ending position for a target elemental creature. The total distance covered must be no greater than 10 feet + 5 feet/2 caster levels. The target creature immediately understands the command to mkove, and it can elect to be pushed along without resisting. Elementals that choose to resist take 1d6 points of damage and are moved only 5 feet in the desired direction. EMBRACE OF ENDLESS DAY Conjuration Level: Cleric 4, Paladin 3 Components: V, S, DF Casting Time: 1 minute Range: Touch Target: creature touched Duration: 1 minute/level or until expended Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

    You imbue a target with positive energy

    which he can then release, in controlled amounts or all at once. You bestow 3 points of positive energy per caster level (maximum 30).

    The target can expend this energy to heal with a touch or harm creatures vulnerable to positive energy, as a paladins lay on hands ability. Each point of positive energy removes or deals 1 point of damage.

    The target also gains a +1 sacred bonus on saves against necromantic and death effects until all the bestowed energy has been expended.

  • ENERGY ALTERATION Transmutation Level: Artificer 1 Components: S, M Casting Time: 1 round Range: Touch Target: Magic item touched Duration: 10 min/level Saving Throw: Will negates (object) Spell Resistance: Yes (Object) You alter an item that employs an energy type or grants protection from an energy type, to employ or protect against a different energy type. For example, you could change a +2 flaming battleaxe to a +2 frost battleaxe, or a ring of minor energy resistance (acid) to a ring of minor energy resistance (sonic). The amount of damage dealt by energy, protection offered from energy, and all other effects remain the same.

    Material Component: An alchemical ointment formed from materials representing all five energy types and costing 50gp.

    ENHANCED SHIFTING Transmutation Level: Druid 3 Components: V, shifter Casting Time: 1 swift action Range: Personal Target: You Duration: See text You use divine energy to enhance the power of your shifting ability. This spell functions only if cast while you are shifting, and lasts until your shifting ends. While shifting, you receive the following benefits: The bonus granted to the ability score

    govorned by your shifter trait improves from +2 to +4.

    If you gain a natural weapon while shifting, you gain a bonus on damage rolls with that natural weapon of +1 per four caster levels (maximum +5).

    If you gain a new form or movement while shifting (or if an existing form of movement is improved), you gain an enhancement bonus of +10 feet to that movement form.

    The duration of your shifting is extended by 1 round per 4 caster levels (maximum +5 rounds).

    ENHANCEMENT ALTERATION Transmutation Level: Artificer 1 Components: S Casting Time: 1 round Range: Touch Target: Weapon or shield touched Duration: 10 min/level Saving Throw: Will negates (object) Spell Resistance: Yes (object) This spell has two distinct versions, both involving an alteration of an existing enhancem,ent bonus. If you imbue a shield with this infusion, some or all of its enhancement bonus applies to shield bash attacks made with the shield instead of to the wielders shield bonus to Armor Class. You can choose any portion of its enhancement bonus to shift in this fashion.

    If you imbue a weapon with this infusion, some or all of its enhancement bonus applies to the wielders Armor Class if he chooses to fight defensively, uses the total defense action, uses the Combat Expertise feat, or uses the weapon in his off hand and has the Two-Weapon Defense feat. This enhancement bonus you shift no longer applies to the wielders attack rolls and damage rolls with the weapon. As with the shield version, you can choose any portion of its enhancement bonus to shift in this fashion.

    If the weapon or shield is attended, the wielder can make a Will saving throw to negate the effect.

    EXPOSE THE DEAD Divination Level: Cleric 2, paladin 2, sorcerer/wizard 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) You gain a sixth sense that allows you to better locate undead creatures, as well as to investigate corpses. Your eyes turn white while under the effect of the spell, making it seem as though you were blind (although you can see as well as normal). While this spell is in effect, you gain an insight bonus equal to your caster level (maximum +10) on Survival checks made to track undead, and you can follow undead tracks with a DC above 10 as if you had the Track feat. You gain the same insight bonus on Listen and Spot checks made against undead creatures.

  • In addition, you gain an insight bonus equal to your caster level (maximum +10) on Search checks made when examining a dead body, and you are treated as if you had the Investigate feat when doing so. Finally, while this spell is active, increase the save DC of any speak with dead spell you cast by 2. Arcane Material Component: A dwarf's fingerbone. EXTEND SHIFTING Transmutation Level: Druid 1, Ranger 1, sorcerer/wizard 1 Components: V, shifter Casting Time: 1 swift action Range: Personal Target: You Duration: Instantaneous When you cast this spell while shifting, you magically extend the duration of that use of your shifting ability by 4 rounds. When that use of your shifting ends, you become fatigued for 10 minutes. If you are already fatigued, or if another effect causes you to become fatigued during this time, you become exhausted. FEAST OF CHAMPIONS Conjuration (Creation) Level: Cleric 9, Feast 9 Components: V, S, DF Casting Time: 10 minutes Range: 25 + 5/2 levels Target: feast for one creature/level Duration: 1 hour + 12 hours ; see text Saving Throw: None Spell Resistance: No You bring forth a magnificent feast, including a grand table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all disease, sickness, nausea, fatigue and exhaustion. Any poison affecting a creature is neutralized, and creatures sharing the feast become immune to poison for 12 hours. The nectarlike beverage that is part of the feast cures 2d6 points of damage +1 point per caster level (max +20) and grants 1d8 temporary hit points +1 per two caster levels (maximum +10). The food of the feast grants each creature that partakes a +1 morale bonus on attack rolls, skill checks, ability checks and saving throws, and immunity to fear effects for 12 hours.

    If the feast is interrupted for any reason, the spell is ruined and all effects are negated.

    FORCE HAMMER Evocation [Force] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5ft/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes Force hammer is designed to bring down a single opponent without causing lasting harm. You fire a ray of force at a single target, taking a ranged touch attack. If you hit, the bolt deals 1d4 points of non-lethal damage per level (maximum 10d4). If the target fails a Fortitude save, it is dazed for one round. (A successful saving throw does not reduce the damage.) Force hammer has no effect on nonliving creatures or objects. Creatures that are immune to non-lethal damage cannot be dazed by this spell. FORCE SHAPECHANGE Abjuration Level: Truth 6 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature/level Duration: 1 round/level Saving Throw: Will partial Spell Resistance: Yes When you cast this spell, you specify targets you know or believe to be shapechangers. Any shapechangers targeted by the spell takes 3d10 points of damage from wracking pain and reverts to its true form for the duration of the spell. A successful save negates the reversion and halves the damage dealt. For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider).

  • FURNACE WITHIN Evocation [Fire, Mindset] Level: Cleric 3, sorcerer/wizard 2 Components: V, S, DF, dwarf Casting Time: 1 standard action Range: 10 ft. Area: 10-ft-radius burst, centered on you. Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes The dwarves of the Mror Holds embrace an ancient connection to the fiery heart of the Ironroot Mountains. Throughout their long history, dwarf spellcasters have sought to tap this kinship with their mountain homes and turn it into a more literal expression of the fiery dwarf heart. When you cast this spell, you release a great burst of energy that deals 1d8 points of fire damage per two caster levels (maximum 5d8). The blast of flame sets fire to combustables and damages objects in the area. If an interposing barrier shatters or breaks due to damage from this spell, the blast of heat may continue beyond the barrier if the area permits; otherwise it stops at the barier just as any spell does. Mindset: The energies you manipulate while preparing this spell cause an intense heat to well up within you. Although it doesn't harm you, this heat makes your unarmed strikes, natural weapon attacks, and melee attacks with metallic weapons deal 1 point of fire damage in addition to their normal damage. This heat dissipates when the spell is cast. GLIMPSE OF ETERNITY Enchantment (Compulsion) [Mind-Affecting] Level: Bard 5, sorcerer/wizard 5, Revered Ancestor 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25ft. + 5ft./2 levels) Duration: 1 round/3 levels Saving Throw: Will partial; see text Spell Resistance: Yes You call upon the ancestral memory and experience of the long-lived elves, visiting all the burden of that knowledge on a single creature. The target of teh spell takes 1d6 points of nonlethal damage per caster level (maximum 15d6) and is confused for the duration of the spell unless it makes a Will save. A successful save results in half damage and negates the confusion.

    Elves and similarly long-lived creatures are affected normally by this spell. No creature can experience millenia of knowledge in such a short time without feeling its weight. Material component: A pinch of dust from an hourglass. GLIMPSE OF THE PROPHECY Divination Level: Bard 6, cleric 6, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level or until discharged You gain powerful insight into the workings of the draconic Prophecy, granting you inner strength and a potent sixth sense in relation to your surroundings. You gain a +1 insight bonus on Armor Class and a +1 insight bonus on saving throws for the duration of the spell. Once during the spell's duration, you can gain an insight bonus equal to one-half your caster level (maximum +10) on any saving throw. Activating this effect is an immediate action, but it must be done before you make the roll to be modified. Once this ability is used, the spell ends. If you have the Dragon Prophesier feat, you can enter a state of prophetic favor as an immediate action instead of a full-round action while this spell is in effect. This still counts as one of your daily uses of prophetic favor. Once this ability is used, the spell ends. You cannot have more than one glimpse of the Prophecy spell active on you at the same time. GOLEM IMMUNITY Transmutation Level: Cleric 8, sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: Touch Target: Construct touched Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes The construct touched gains the magical immunity special quality of a particular golem, chosen at the time of casting. The construct's body becomes covered with a thin skin of clay, flesh, iron, or stone (depending on the type of golem immunity chosen), and it gains immunity

  • to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the construct, depending on the type of golem immunity conferred by the spell. Clay: a move earth spell drives the construct back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the construct (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake spell cast directly at the construct stops it from moving on its next turn and deals 5d10 points of damage. The construct gets no saving throw against any of these effects. Any magical attack against the construct that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the construct to exceed its full normal hit points, it gains an excess as temporary hit points. The construct gets no saving throw against magical attacks that deal acid damage. Flesh:A magical attack that deals cold or fire damage slows the construct (as a slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the construct and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the construct to exceed its full hit point, it gains any excess as temporary hit points. The construct gets no saving throw against attacks that deal electrical damage. Iron: A magical attack that deals electricity damage slows the construct (as a slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the construct and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the construct to exceed its full hit point, it gains any excess as temporary hit points. The construct gets no saving throw against attacks that deal fire damage. The construct is affected as an iron construct by rust attacks, such as that of a rust monster or a rusting grasp spell, regardless of its original composition. Stone: A transmute rock to mud. spell slows the construct (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock acts as a Total Repair spell. A stone to flesh spell does not actually change the construct's structure but negates its immunity to magic for 1 full round.

    HALT DEATHLESS Necromancy Level: Deathless 3 Components: V, S, DF Casting Time: 1 standard action Range: 100 + 10/level Target: up to three deathless, no two of which can be more than 30 ft apart Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell renders up to three deathless creatures immobile. If the spell is successful, it renders the deathless paralyzed for the duration of the spell (similar to the effect of hold person on a living creatre). The effect is broken if the halted creatures are attacked or take damage. HARDENING Transmutation Level: Artifice 7, Artificer 6, Sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: one item of a volume no greater than 1- cu. Ft/level; see text Duration: Permanant Saving Throw: None Spell Resistance: Yes (object) This spell increases the hardness of materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more durable, and so on. For every two caster levels, add 1 point of hardness to the material targeted by the spell. This hardness increase improves only the materials resistance to damage. Nothing else is modified by the improvement. For example, a longsword (hardness 10) affected by a hardening spell cast by a 12th level caster would have a new hardness of 16 for purposes of ignoring damage caused by an opponents successful sunder attempt. The swords hit points, attack and damage modifiers, and other factors are not affected. The hardening spell does not in any way affect the items resistance to other forms of transformation. Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on. This spell affects up to 10 cubic feet of material per level of the caster. If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

  • HEROS BLADE Necromancy Level: Deathless 9 Components: V, DF Casting Time: 1 standard action Range: Touch Target: melee weapon touched Duration: 1 min/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) You channel the spirit of a mighty elf hero of old into a melee weapon. For the duration of the spell, the weapon gains the following benefits. The weapon deals an extra 2d6 points of damage to evil creatures, or an extra 2d8 points of damage to evil outsiders and undead. Con a critical hit, the weapon deals an extra 2d10 points of damage to evil creatures and an extra 2d12 points of damage to evil outsiders and undead. (Against undead, the weapon damage is not multiplied on a critical hit, but the undead creature still takes increased damage from this effect. Other creatures immune to extra damage from critical hits do not take extra damage from this effect.) The weapon becomes good-aligned, allowing the weapon to overcome the damage reduction of certain evil creatures. The weapons threat range doubles, as though it were effected by a keen edge spell (this does not stack with the benefit of the keen special ability or the keen edge spell, but it does stack with the benefit of the Improved Critical feat). When it scores a critical hit against an evil foe, the weapon blinds and deafens the opponent for 1d4 rounds (a successful Will save negates the blindness). Spell resistance applies to this effect. When the weapon scores a critical hit against an evil extraplanar creature, the creature must make a successful Will save or be instantly banished back to its home plane. A creature so banished cannot return for at least 24 hours. Spell resistance applies to this effect. HIDDEN WARD Illusion (Glammer) Level: Bard 1, sorcerer/wizard 1 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: Object touched Duration: 24 hours; see text Saving Throw: None Spell Resistance: No

    This spell helps disguise the presence of any spells (including glyph of warding) that have been cast upon the target object. If detect magic or a similar effect is used to detect the presence of magical auras on the object, the caster must succe