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Class Spell-like Abilities |
Detect Evil
|
Save: None |
Time: 1 standard action,
at will
|
Duration: Concentration, up to 40 minutes [D] |
Rng: 60 ft. |
Comp: V, S, DF |
SR: No |
School: Divination |
|
Effect: You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras [creatures, objects, or spells] in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming [see below], and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or [in the case of a cleric] class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a creature or magic item]. If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power: Original Strength | Duration of Lingering Aura Faint | 1d6 rounds Moderate | 1d6 minutes Strong | 1d6 x 10 minutes Overwhelming | 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil 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. |
Source: CR p.266 |
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Target Area: Cone-shaped emanation |
Caster Level: 4 |
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Wayfinder Spell-like Abilities |
Detect Evil
|
Save: None |
Time: 1 standard action,
at will
|
Duration: Concentration, up to 50 minutes [D] |
Rng: 60 ft. |
Comp: V, S, DF |
SR: No |
School: Divination |
|
Effect: You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras [creatures, objects, or spells] in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming [see below], and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or [in the case of a cleric] class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a creature or magic item]. If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power: Original Strength | Duration of Lingering Aura Faint | 1d6 rounds Moderate | 1d6 minutes Strong | 1d6 x 10 minutes Overwhelming | 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil 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. |
Source: CR p.266 |
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Target Area: Cone-shaped emanation |
Caster Level: 5 |
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Light
|
Save: None |
Time: 1 standard action,
at will
|
Duration: 50 minutes |
Rng: Touch |
Comp: V, M/DF |
SR: No |
School: Evocation |
|
Effect: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. |
Source: CR p.304 |
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Target Area: Object touched |
Caster Level: 5 |
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Protection from Evil
|
DC: 11 |
Save: Will negates (harmless) |
Time: 1 standard action,
1/Day
|
Duration: 5 minutes [D] |
Rng: Touch |
Comp: V, S, M/DF |
SR: No; see text |
School: Abjuration |
Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw [if one was allowed to begin with] against any spells or effects that possess or exercise mental control over the creature [including enchantment [charm] effects and enchantment [compulsion] effects]. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force [such as a ghost or spellcaster using magic jar], but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
Source: CR p.327 |
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Target Area: Creature touched |
Caster Level: 5 |
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Paladin Spells | |||||
LEVEL | 0 | 1 | 2 | 3 | 4 |
KNOWN | 0 | 0 | 0 | 0 | 0 |
PER DAY | 0 | 1 | 0 | 0 | 0 |
LEVEL 1 | |||||||||
Bless
|
Save: None |
Time: 1 standard action |
Duration: 1 minutes |
Rng: 50 ft. |
Comp: V, S, DF |
SR: Yes (harmless) |
School: Enchantment |
☐☐☐ | |
Effect: Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
Source: CR p.249 |
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Target Area: The caster and all allies within a 50-ft. burst, centered on the caster |
Caster Level: 1 |
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Bless Water
|
DC: 15 |
Save: Will negates (object) |
Time: 1 minute |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S, M |
SR: Yes (object) |
School: Transmutation |
☐☐☐ |
Effect: This transmutation imbues a flask [1 pint] of water with positive energy, turning it into holy water. |
Source: CR p.249 |
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Target Area: Flask of water touched |
Caster Level: 1 |
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Bless Weapon
|
Save: None |
Time: 1 standard action |
Duration: 1 minutes |
Rng: Touch |
Comp: V, S |
SR: No |
School: Transmutation |
☐☐☐ | |
Effect: This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the DR of evil creatures or striking evil incorporeal creatures [though the spell doesn't grant an actual enhancement bonus]. The weapon also becomes good-aligned, which means it can bypass the DR of certain creatures. [This effect overrides and suppresses any other alignment the weapon might have.] Individual arrows or bolts can be transmuted, but affected projectile weapons [such as bows] don't confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword. |
Source: CR p.250 |
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Target Area: Weapon touched |
Caster Level: 1 |
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Bowstaff
|
Save: Will negates (harmless, object) |
Time: 1 swift action |
Duration: 1 rounds [D] |
Rng: Personal |
Comp: V |
SR: Yes (harmless, object) |
School: Transmutation |
☐☐☐ | |
Effect: The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow's enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon. |
Source: UC p.224 |
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Target Area: one weapon [bow] |
Caster Level: 1 |
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Challenge Evil
|
DC: 15 |
Save: Will negates |
Time: 1 standard action |
Duration: 1 minutes [D] |
Rng: Close (25 ft.) |
Comp: V, DF |
SR: Yes |
School: Enchantment |
☐☐☐ |
Effect: You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends. |
Source: APG p.210 |
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Target Area: one evil creature |
Caster Level: 1 |
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Compel Hostility
|
Save: see text |
Time: 1 standard action |
Duration: 1 rounds |
Rng: Personal |
Comp: V, S, M |
SR: see text |
School: Enchantment |
☐☐☐ | |
Effect: Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature's spell resistance, and the creature can attempt a Will saving throw to ignore the compulsion. A summoner casting this spell can choose his eidolon as the target of the spell. |
Source: UC p.226 |
||||||||
Target Area: You |
Caster Level: 1 |
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Create Water
|
Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (25 ft.) |
Comp: V, S |
SR: No |
School: Conjuration |
☐☐☐ | |
Effect: This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
Source: CR p.262 |
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Target Area: Up to 2 gallons of water |
Caster Level: 1 |
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Cure Light Wounds
|
DC: 15 |
Save: Will half (harmless); see text |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless); see text |
School: Conjuration |
☐☐☐ |
Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
Source: CR p.263 |
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Target Area: Creature touched |
Caster Level: 1 |
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Detect Poison
|
Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (25 ft.) |
Comp: V, S |
SR: No |
School: Divination |
☐☐☐ | |
Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy] check prior to the Wisdom check. 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. |
Source: CR p.268 |
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Target Area: Or Area one creature, one object, or a 5-ft. cube |
Caster Level: 1 |
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Detect Undead
|
Save: None |
Time: 1 standard action |
Duration: Concentration, up to 1 minutes [D] |
Rng: 60 ft. |
Comp: V, S, M/DF |
SR: No |
School: Divination |
☐☐☐ | |
Effect: You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's 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 undead 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 undead aura is determined by the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power, as given on the table below. HD | Strength | Lingering Aura Duration 1 or lower | Faint | 1d6 rounds 2-4 | Moderate | 1d6 minutes 5-10 | Strong | 1d6 x 10 minutes 11 or higher | Overwhelming | 1d6 days Each round, you can turn to detect undead 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. |
Source: CR p.269 |
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Target Area: Cone-shaped emanation |
Caster Level: 1 |
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Diagnose Disease
|
Save: None |
Time: 1 standard action |
Duration: Instantaneous |
Rng: Close (25 ft.) |
Comp: V, S |
SR: No |
School: Divination |
☐☐☐ | |
Effect: You determine whether a creature, object, or area carries any sort of disease or infestation [including molds, slimes, and similar hazards], or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature�s disease. The spell can penetrate many 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. |
Source: UM p.216 |
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Target Area: One creature, one object, or a 5-ft. cube |
Caster Level: 1 |
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Divine Favor
|
Save: |
Time: 1 standard action |
Duration: 1 minute |
Rng: Personal |
Comp: V, S, DF |
SR: |
School: Evocation |
☐☐☐ | |
Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have [at least +1, maximum +3]. The bonus doesn't apply to spell damage. |
Source: CR p.273 |
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Target Area: You |
Caster Level: 1 |
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Endure Elements
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 24 hours |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless) |
School: Abjuration |
☐☐☐ |
Effect: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. |
Source: CR p.277 |
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Target Area: Creature touched |
Caster Level: 1 |
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Ghostbane Dirge
|
DC: 15 |
Save: Will negates |
Time: 1 standard action |
Duration: 1 rounds |
Rng: Close (25 ft.) |
Comp: V, S, M/DF |
SR: Yes |
School: Transmutation |
☐☐☐ |
Effect: The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage [50%] from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects. |
Source: APG p.225 |
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Target Area: one incorporeal creature |
Caster Level: 1 |
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Grace
|
Save: |
Time: 1 swift action |
Duration: see text |
Rng: Personal |
Comp: V |
SR: |
School: Abjuration |
☐☐☐ | |
Effect: Until the end of your turn, your movement does not provoke attacks of opportunity. |
Source: APG p.226 |
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Target Area: You |
Caster Level: 1 |
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Hero's Defiance
|
Save: |
Time: 1 immediate action |
Duration: Instantaneous |
Rng: Personal |
Comp: V |
SR: |
School: Conjuration |
☐☐☐ | |
Effect: The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points. If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect. |
Source: APG p.226 |
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Target Area: You |
Caster Level: 1 |
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Honeyed Tongue
|
Save: |
Time: 1 standard action |
Duration: 10 minutes |
Rng: Personal |
Comp: V, M/DF |
SR: |
School: Transmutation |
☐☐☐ | |
Effect: This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature's attitude, taking the highest roll. If this results in a roll low enough to reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check. |
Source: APG p.228 |
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Target Area: You |
Caster Level: 1 |
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Horn of Pursuit
|
Save: None |
Time: 1 standard action |
Duration: 1 round |
Rng: Personal |
Comp: S |
SR: No |
School: Evocation |
☐☐☐ | |
Effect: You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring dragon. These notes can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds at any point during the spell�s duration as a free action, and each sounding can be short or long, allowing you to send very simple coded messages. |
Source: UM p.223 |
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Target Area: 3 peals of a horn |
Caster Level: 1 |
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Knight's Calling
|
DC: 15 |
Save: Will negates |
Time: 1 standard action |
Duration: 1 round |
Rng: Close (25 ft.) |
Comp: V, DF |
SR: Yes |
School: Enchantment |
☐☐☐ |
Effect: You compel an enemy to come and fight you. On its turn, the target moves its speed toward you, avoiding any other dangers along its path [including any movement that would provoke attacks of opportunity]. The target may do nothing but move on its turn. If the target ends its move adjacent to you, you can make an attack of opportunity against the target. |
Source: APG p.230 |
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Target Area: one creature |
Caster Level: 1 |
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Know the Enemy
|
Save: None |
Time: 1 minute |
Duration: Instantaneous |
Rng: Personal |
Comp: V, S, DF |
SR: No |
School: Divination |
☐☐☐ | |
Effect: You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus. |
Source: UM p.226 |
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Target Area: You |
Caster Level: 1 |
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Liberating Command
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 immediate action |
Duration: instantaneous |
Rng: Close (25 ft.) |
Comp: V |
SR: Yes (harmless) |
School: Transmutation |
☐☐☐ |
Effect: If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level 20. This spell has no effect if the target could not get free by using the Escape Artist skill [for example, if he were under the effects of a hold person spell or paralyzed by Strength damage]. |
Source: UC p.233 |
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Target Area: one creature |
Caster Level: 1 |
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Litany of Sloth
|
DC: 15 |
Save: Will negates |
Time: 1 swift action |
Duration: 1 round |
Rng: Close (25 ft.) |
Comp: V, S, DF |
SR: Yes |
School: Enchantment |
☐☐☐ |
Effect: With a litany against the wages of sloth, you slow the target's defenses. The target cannot make attacks of opportunity or cast spells defensively. While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title. |
Source: UC p.235 |
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Target Area: one creature |
Caster Level: 1 |
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Longshot
|
Save: |
Time: 1 standard action |
Duration: 1 minutes |
Rng: Personal |
Comp: V, S, M/DF |
SR: |
School: Transmutation |
☐☐☐ | |
Effect: This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by the subject. |
Source: UC p.236 |
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Target Area: You |
Caster Level: 1 |
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Magic Weapon
|
DC: 15 |
Save: Will negates (harmless, object) |
Time: 1 standard action |
Duration: 1 minutes |
Rng: Touch |
Comp: V, S, DF |
SR: Yes (harmless, object) |
School: Transmutation |
☐☐☐ |
Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike [instead, see magic fang]. A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. |
Source: CR p.310 |
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Target Area: Weapon touched |
Caster Level: 1 |
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Protection from Chaos
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 minutes [D] |
Rng: Touch |
Comp: V, S, M/DF |
SR: No; see text |
School: Abjuration |
☐☐☐ |
Effect: This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target. |
Source: CR p.327 |
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Target Area: Creature touched |
Caster Level: 1 |
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Protection from Evil
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 minutes [D] |
Rng: Touch |
Comp: V, S, M/DF |
SR: No; see text |
School: Abjuration |
☐☐☐ |
Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw [if one was allowed to begin with] against any spells or effects that possess or exercise mental control over the creature [including enchantment [charm] effects and enchantment [compulsion] effects]. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force [such as a ghost or spellcaster using magic jar], but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
Source: CR p.327 |
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Target Area: Creature touched |
Caster Level: 1 |
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Rally Point
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 minutes [D] |
Rng: 5 ft. |
Comp: V, S, DF |
SR: Yes (harmless) |
School: Enchantment |
☐☐☐ |
Effect: You create a spot that has the power to briefly hearten any good creature who comes into contact with it. A good creature who enters this square [even if simply as part of its normal move] gains a +2 morale bonus on attacks, saving throws, and 2 temporary hit points per caster level for 1 round. Nongood creatures gain no benefit from this spell. A creature cannot benefit more than once from the same casting of this spell. |
Source: APG p.237 |
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Target Area: one 5-ft. square |
Caster Level: 1 |
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Read Magic
|
Save: |
Time: 1 standard action |
Duration: 10 minutes |
Rng: Personal |
Comp: V, S, F |
SR: |
School: Divination |
☐☐☐ | |
Effect: You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level]. Read magic can be made permanent with a permanency spell. |
Source: CR p.330 |
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Target Area: You |
Caster Level: 1 |
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Resistance
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 minute |
Rng: Touch |
Comp: V, S, M/DF |
SR: Yes (harmless) |
School: Abjuration |
☐☐☐ |
Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. |
Source: CR p.334 |
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Target Area: Creature touched |
Caster Level: 1 |
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Restoration (Lesser)
|
DC: 15 |
Save: Will negates (harmless) |
Time: 3 rounds |
Duration: Instantaneous |
Rng: Touch |
Comp: V, S |
SR: Yes (harmless) |
School: Conjuration |
☐☐☐ |
Effect: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. |
Source: CR p.334 |
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Target Area: Creature touched |
Caster Level: 1 |
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Sanctify Corpse
|
Save: None |
Time: 1 standard action |
Duration: 24 hours |
Rng: Touch |
Comp: V, S, DF, M |
SR: No |
School: Evocation |
☐☐☐ | |
Effect: This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes [such as a shadow, vampire, or wraith], that effect is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day. Sanctify corpse can be made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp. |
Source: UM p.236 |
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Target Area: Corpse touched |
Caster Level: 1 |
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Stalwart Resolve
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 rounds |
Rng: Touch |
Comp: V, S, DF |
SR: Yes (harmless) |
School: Enchantment |
☐☐☐ |
Effect: Stalwart resolve was originally created to temporarily aid those suffering from certain afflictions. The recipient of stalwart resolve ignores the effects of ability damage and penalties to a single ability score of your choice, except that damage equal to or greater than the ability score still causes unconsciousness or death. This applies whether or not the ability damage or penalty happened before or during the spell's duration, and whether or not multiple sources are involved. This spell has no effect on ability drain. |
Source: PFSFG p.58 |
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Target Area: Creature touched |
Caster Level: 1 |
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Sun Metal
|
DC: 15 |
Save: Fortitude negates (object) |
Time: 1 standard action |
Duration: 1 rounds [see text] |
Rng: Touch |
Comp: V, S |
SR: Yes (object) |
School: Transmutation |
☐☐☐ |
Effect: The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon's wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage. |
Source: UC p.245 |
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Target Area: one melee weapon |
Caster Level: 1 |
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Tactical Acumen
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 rounds [D] |
Rng: 30ft. |
Comp: V, S, M/DF |
SR: Yes (harmless) |
School: Enchantment |
☐☐☐ |
Effect: Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess 4. |
Source: UC p.246 |
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Target Area: The caster and all allies within a 30-ft.-radius burst, centered on the caster |
Caster Level: 1 |
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Unbreakable Heart
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 standard action |
Duration: 1 rounds |
Rng: Close (25 ft.) |
Comp: V, S |
SR: Yes (harmless) |
School: Enchantment |
☐☐☐ |
Effect: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place. |
Source: ISWG p.296 |
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Target Area: One creature |
Caster Level: 1 |
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Veil of Positive Energy
|
DC: |
Save: |
Time: 1 standard action |
Duration: 10 minutes [D] |
Rng: Personal or 5 ft.; see text |
Comp: V, S, DF |
SR: |
School: Abjuration |
☐☐☐ |
Effect: You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you. |
Source: APG p.254 |
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Target Area: You or all creatures within 5 ft.; see text |
Caster Level: 1 |
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Virtue
|
Save: None |
Time: 1 standard action |
Duration: 1 min. |
Rng: Touch |
Comp: V, S, DF |
SR: Yes (harmless) |
School: Transmutation |
☐☐☐ | |
Effect: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. |
Source: CR p.365 |
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Target Area: Creature touched |
Caster Level: 1 |
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Wartrain Mount
|
Save: None |
Time: 1 minute |
Duration: 1 hours |
Rng: Close (25 ft.) |
Comp: V, S, M |
SR: Yes |
School: Enchantment |
☐☐☐ | |
Effect: You instill the target animal with the combat training general purpose [see the Handle Animal skill, Core Rulebook 98]. This supersedes the animal�s previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained purpose and known tricks. |
Source: UM p.248 |
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Target Area: One indifferent or friendly animal |
Caster Level: 1 |
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Word of Resolve
|
DC: 15 |
Save: Will negates (harmless) |
Time: 1 immediate action |
Duration: Instantaneous |
Rng: Close (25 ft.) |
Comp: V, DF |
SR: Yes (harmless) |
School: Abjuration |
☐☐☐ |
Effect: You focus your aura on one ally, allowing it to reroll a failed saving throw against a charm or fear effect with a +4 sacred bonus. If you do not have the aura of courage class ability, this spell has no effect on the target�s fear. If you do not have the aura of resolve class ability, this spell has no effect on any charm effects on the target. |
Source: UM p.249 |
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Target Area: One ally |
Caster Level: 1 |
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* = Domain/Specialty Spell |
Class Spells |
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Wayfinder Spells |
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* = Domain/Specialty Spell |
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* = Domain/Specialty Spell |
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* = Domain/Specialty Spell |