New SpellsBard SpellsCleric SpellsDruid SpellsSorcerer/Wizard SpellsLife DomainGranted Power: Once per day, you can cast a single Conjuration (Healing) spell targeting only willing subjects as a swift action instead of a standard action. Spells with longer casting times or with any unwilling subjects are not affected.
- 1 Lesser Vigor: Creature heals 1 hp/round (max 15 rounds).
- 2 Close Wounds: Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate).
- 3 Mass Lesser Vigor: Subjects gain fast healing 1.
- 4 Panacea: Removes most afflictions.
- 5 Revivify: Restore recently dead to life with no level loss.
- 6 Greater Restoration: As restoration, plus restores all levels and ability scores.
- 7 Fortunate Fate: Target immediately receives a heal if killed by damage.
- 8 Mass Heal: As heal, but with several subjects.
- 9 True Resurrection: As resurrection, plus remains aren’t needed.
Astral SnareAbjurationLevel: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Effect: An astral snare
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
This spell creates a magical trap that ensnares teleporting travelers. When you cast it, designate a location on another plane (other than the Astral Plane). Any attempt at teleportation to or directly through that location is at risk of being caught in the snare.
The snare covers an area up to a 100 foot radius around the chosen location. Any teleportation effect passing through the area is halted in the middle of its effect, leaving the travelers stranded on the Astral Plane in the general area in which this spell was cast. A successful caster level check (DC 11 + your caster level) allows a teleportation effect to bypass the snare. Additionally, you can specify a password or define certain criteria of teleporters that the snare selects for or ignores (such as by race, name, alignment, number of travelers, and so forth). If any of the travelers within a given teleportation effect match the snare's criteria, the snare tries to catch all of the travelers.
In order to select a location to ensnare travelers, either you must have a strong, personal connection to the location (for example, your home or your place of birth), you must possess an object closely tied to the location (for example, a stone from a building's foundation), or it must be the last place you were at before entering the Astral plane. For each of these criteria the location meets beyond the first, the DC to bypass the snare increases by 5.
Teleportation effects that do not go through the Astral plane are not caught by this spell. Non-teleportation travel (such as
shadow walk or
astral caravan) is also unimpeded. Certain particularly powerful effects, such as the transport travelers option of the
wish spell, are also capable of ignoring this spell.
This spell can only be cast on the Astral plane. It has no effect within other planes.
Astral snare can be found and disarmed as a magical trap, both at the chosen location and at the place of casting on the Astral Plane.
Astral snare can be made permanent with the
permanency spell only if the location meets all three of the specified criteria (you have a personal connection to it, and you possess an object tied to it, and it was the place from which you entered the Astral plane. This requires a minimum caster level of 15th and a 3500 experience point cost.
Material Component: 25 gp of powdered silver and an iron bar.
Locate DeathDivinationLevel: Cleric 2, Druid 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: 1 mile/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When cast,
locate death instantly reveals to you the exact distance and direction of the location at which the last creature within the spell's range died. This only detects the deaths of creatures with 1/2 or more HD that died within the past week; creatures with less HD simply do not register, and the metaphysical echoes of deaths more than a week past are too faded to detect. If multiple creatures died at the exact same moment, only the nearest is detected. This spell does not reveal any information about the dead creature other than the location of its death. A creature that died and was moved or even animated as undead or returned to life are still detected (as the event of their death is what registers to this spell, not the dead creature itself). Creatures that are not alive and thus do not die (such as Constructs and Undead) do not register to this spell. If no valid creatures within range have died within the past week, this spell indicates it by providing no location.
This spell is somewhat ineffective in the wilderness and in large cities where the natural predation of animals and larger vermin frequently occurs, masking the deaths of more important entities.
Material Component: A drop of blood.
Minor ShadesIllusion (Shadow)Level: Sor/Wiz 1
This spell functions like
shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 0th level or lower.
Miracle/WishUniversalLevel: Cleric 9, Luck 9, Sor/Wiz 9
Components: V, XP; See text
Casting Time: 1 standard action; See text
Range: Medium (100 ft. + 10 ft./level); See text
Target, Effect, or Area: See text
Duration: Instantaneous; See text
Saving Throw: Will negates (harmless); See text
SR: Yes; See text
Miracle and Wish are actually the same spell, much like Geas and Quest. Divine spellcasters commonly refer to it as
miracle, while arcane spellcasters call the same spell
wish.
Miracle/wish fundamentally alters the fabric of the universe. While specific spells may offer more raw power in their focused field,
miracle/wish can produce nearly any imaginable effect. A
miracle/wish can do any of the following:
- Duplicate a castable spell of 8th level or lower. You must know the spell and be able to cast it (have it prepared, have an appropriate unused spell slot, etc.).
- Duplicate a known, uncastable spell of 7th level or lower. You must know the spell. This usage costs 50 xp per spell level.
- Duplicate an unknown spell of 6th level or lower. You need not know the spell, but it must be on your spell list and may not be a prohibited spell (such as being from a banned school or having an alignment descriptor opposed to your deity's alignment). This usage costs 100 xp per spell level.
- Duplicate any spell of 5th level or lower. This can be any spell on any spell list, even if it is prohibited to you. This usage costs 200 xp per spell level.
- Undo the harmful effects of certain spells, such as feeblemind or insanity. Such spells specifically call out miracle/wish as a method of undoing their effects. This usage targets a specific creature or spell aura.
- Transport travelers. A miracle/wish can lift you and up to one creature per caster level within range and place those creatures anywhere else on any plane. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. This is not a teleportation effect. This usage costs 500 xp.
- Undo misfortune. A miracle/wish can undo a single recent event. The spell forces a reroll of any roll made since the beginning of your last turn. Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. The spell targets the creature (or object) that made the roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
A duplicated spell functions in all ways as the duplicated spell (including range, area, saving throws, casting time, and components), but the save DCs are as for a 9th-level spell. Metamagic and other spell modifications can be applied to
miracle/wish, but only affect the duplicated spell if they could be applied to the duplicated spell.
XP Cost: Certain uses of
miracle/wish have XP costs, as described above. A
miracle/wish that duplicates a spell with an existing XP cost uses the sum of both costs.
Summon Living Spell IConjuration (Summoning) [See text]Level: Bard 1, Cleric 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
SR: No
This spell summons a living spell. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. The magic of this spell allows you to communicate basic commands to the creature, enabling you to direct it not to attack, to attack particular enemies, or to perform other simple actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Living Spell table. You choose which kind of living spell to summon, and you can change that choice each time you cast the spell. You do not need to be able to cast or even know the spell upon which the living spell is based.
A summoned living spell cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use
summon living spell to summon a living spell, it is a spell of that school, in addition to being a Conjuration (summoning) spell, and it has all of that spell's descriptors.
Arcane Focus: A tiny facsimile of a spellbook.
1st Level | School |
Living acid splash (CL 1st) | Conjuration (Creation) [Acid] |
Living flare (CL 1st) | Evocation [Light] |
Living ray of frost (CL 1st) | Evocation [Cold] |
2nd Level | School |
Living bane (CL 1st) | Enchantment (Compulsion) [Fear, Mind-Affecting] |
Living faerie fire (CL 1st) | Evocation [Light] |
Living hypnotism (CL 1st) | Enchantment (Compulsion) [Mind-Affecting] |
Living sleep (CL 1st) | Enchantment (Compulsion) [Mind-Affecting] |
3rd Level | School |
Living burning hands (CL 2nd) | Evocation [Fire] |
Living color spray (CL 2nd) | Illusion (Pattern) [Mind-Affecting] |
Living entangle (CL 3rd) | Transmutation |
Living ray of enfeeblement (CL 3rd) | Necromancy |
4th Level | School |
Living acid arrow (CL 3rd) | Conjuration (Creation) [Acid] |
Living glitterdust (CL 3rd) | Conjuration (Creation) |
Living scorching ray (CL 4th) | Evocation [Fire] |
Living silence (CL 3rd) | Illusion (Glamer) |
Living sound burst (CL 3rd) | Evocation [Sonic] |
Living web (CL 4th) | Conjuration (Creation) |
5th Level | School |
Living deep slumber (CL 5th) | Enchantment (Compulsion) [Mind-Affecting] |
Living dispel magic (CL 6th) | Abjuration |
Living fireball (CL 5th) | Evocation [Fire] |
Living lightning bolt (CL 5th) | Evocation [Electricity] |
Living ray of exhaustion (CL 6th) | Necromancy |
Living searing light (CL 7th) | Evocation |
Living stinking cloud (CL 5th) | Conjuration (Creation) |
6th Level | School |
Living chaos hammer (CL 8th) | Evocation [Chaotic] |
Living crushing despair (CL 9th) | Enchantment (Compulsion) [Mind-Affecting] |
Living dimensional anchor (CL 8th) | Abjuration |
Living enervation (CL 7th) | Necromancy |
Living fear (CL 7th) | Necromancy [Fear, Mind-Affecting] |
Living holy smite (CL 8th) | Evocation [Good] |
Living ice storm (CL 8th) | Evocation [Cold] |
Living order's wrath (CL 8th) | Evocation [Lawful] |
Living resilient sphere (CL 7th) | Evocation [Force] |
Living shout (CL 8th) | Evocation [Sonic] |
Living unholy blight (CL 8th) | Evocation [Evil] |
7th Level | School |
Living cloudkill (CL 9th) | Conjuration (Creation) |
Living cone of cold (CL 9th) | Evocation [Cold] |
Living dispel magic (CL 10th) | Abjuration |
Living flame strike (CL 9th) | Evocation [Fire] |
Living mind fog (CL 9th) | Enchantment (Compulsion) [Mind-Affecting] |
Living symbol of pain (CL 9th) | Necromancy [Evil] |
Living symbol of sleep (CL 9th) | Enchantment (Compulsion) [Mind-Affecting] |
8th Level | School |
Living blade barrier (CL 11th) | Evocation [Force] |
Living disintegrate (CL 11th) | Transmutation |
Living greater dispel magic (CL 11th) | Abjuration |
Living freezing sphere (CL 11th) | Evocation [Cold] |
Living repulsion (CL 11th) | Abjuration |
Living symbol of fear (CL 11th) | Necromancy [Fear, Mind-Affecting] |
Living symbol of persuasion (CL 11th) | Enchantment (Charm) [Mind-Affecting] |
9th Level | School |
Living blasphemy (CL 13th) | Evocation [Evil, Sonic] |
Living delayed blast fireball (CL 13th) | Evocation [Fire] |
Living dictum (CL 13th) | Evocation [Lawful, Sonic] |
Living fire storm (CL 13th) | Evocation [Fire] |
Living holy word (CL 13th) | Evocation [Good, Sonic] |
Living prismatic spray (CL 13th) | Evocation |
Living reverse gravity (CL 13th) | Transmuation |
Living symbol of weakness (CL 13th) | Necromancy |
Living symbol of stunning (CL 13th) | Enchantment (Compulsion) [Mind-Affecting] |
Living sunbeam (CL 13th) | Evocation [Light] |
Living waves of exhaustion (CL 13th) | Necromancy |
Living word of chaos (CL 13th) | Evocation [Chaotic, Sonic] |
Summon Living Spell IIConjuration (Summoning) [See text for summon living spell I]Level: Bard 2, Cleric 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like
summon living spell I, except that you can summon one living spell from the 2nd-level list or 2 living spells of the same kind from the 1st-level list.
Summon Living Spell IIIConjuration (Summoning) [See text for summon living spell I]Level: Bard 3, Cleric 3, Sor/Wiz 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like
summon living spell I, except that you can summon one living spell from the 3rd-level list, 2 living spells of the same kind from the 2nd-level list, or 4 living spells of the same kind from the 1st-level list.
Summon Living Spell IVConjuration (Summoning) [See text for summon living spell I]Level: Bard 4, Cleric 4, Sor/Wiz 4
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like
summon living spell I, except that you can summon one living spell from the 4th-level list, 2 living spells of the same kind from the 3rd-level list, or 4 living spells of the same kind from a lower-level list.
Summon Living Spell VConjuration (Summoning) [See text for summon living spell I]Level: Bard 5, Cleric 5, Sor/Wiz 5
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like
summon living spell I, except that you can summon one living spell from the 5th-level list, 2 living spells of the same kind from the 4th-level list, or 4 living spells of the same kind from a lower-level list.
Summon Living Spell VIConjuration (Summoning) [See text for summon living spell I]Level: Bard 6, Cleric 6, Sor/Wiz 6
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like
summon living spell I, except that you can summon one living spell from the 6th-level list, 2 living spells of the same kind from the 5th-level list, or 4 living spells of the same kind from a lower-level list.
Summon Living Spell VIIConjuration (Summoning) [See text for summon living spell I]Level: Bard 7, Cleric 7, Sor/Wiz 7
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like
summon living spell I, except that you can summon one living spell from the 7th-level list, 2 living spells of the same kind from the 6th-level list, or 4 living spells of the same kind from a lower-level list.
Summon Living Spell VIIIConjuration (Summoning) [See text for summon living spell I]Level: Bard 8, Cleric 8, Sor/Wiz 8
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like
summon living spell I, except that you can summon one living spell from the 8th-level list, 2 living spells of the same kind from the 7th-level list, or 4 living spells of the same kind from a lower-level list.
Summon Living Spell IXConjuration (Summoning) [See text for summon living spell I]Level: Bard 9, Cleric 9, Sor/Wiz 9
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like
summon living spell I, except that you can summon one living spell from the 9th-level list, 2 living spells of the same kind from the 8th-level list, or 4 living spells of the same kind from a lower-level list.
Precognitive JauntConjuration (Teleportation)/DivinationLevel: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: None
Spell Resistance: No
This spell combines a constant divination that looks ahead a moment into your future for any harm that may befall you, plus a repeated conjuration that teleports you slightly out of the way of oncoming attacks. You gain a +1 insight bonus to your Armor Class and on all saving throws, as the divination warns you of incoming attacks, and a +2 competence bonus to your Armor Class and on Reflex saves as you are shunted away from them (for a total +3 bonus to AC and Reflex saves, and +1 to Fort and Will saves).
Additionally, when you cast this spell, you can specify a single criterion that will discharge the spell, ending its effects in order to teleport you entirely out of harm's way. This criterion must only involve observable effects of an attack (for example, an area spell or an acid effect) or its effects on you (for example, paralyzing you or killing you). If you would be subject to such an attack, this spell discharges to teleport you up to 30 feet out of danger. If you were subject to an area attack, the spell attempts to teleport you to just outside the nearest edge of its area. If you were subject to an individually-targeted attack, it attempts to teleport you out of range or to outside your attacker's line of effect, whichever is closer. This will never attempt to teleport you into an environment that is obviously even more dangerous (such as under lava or inside a solid object).
Change Log
22/6/2017: Reposted to Min Max Forum.
10/6/2016: First compiled.
TODO:
- Spell lists.