Book of Exalted Deeds Conversion Project: Sanctified Spells This Is Playtest Material spells (including sorcerers, warlocks, and bards) The material here is presented for playtesting and to cannot make use of them except from a scroll or spark your imagination. These game mechanics are in other item. Evil characters cannot cast sanctified draft form, usable in your campaign but not refined by spells, including ones cast from magic items. design iterations or full game development and A sanctified spell usually has no material editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. components (exceptions are noted). Instead, it If you decide you enjoy this material, it will be refined draws power from the sacrifice of the spellcaster based on your feedback, and then it will appear in a in the form of prohibitive taboos, ability drain, or Dungeon Masters Guild book. occasionally greater sacrifices (a level or even the caster’s life). The sacrifice occurs when the These spells are converted directly from source spell’s duration expires. (No sanctified spell has a material in The Book of Exalted Deeds, a permanent duration.) resource book for good characters in D&D 3.5 Edition. For an in-depth analysis of goodness and If a sanctified spell is made into a potion, scroll, how to play it, refer to Chapter 1: “The Nature of wand, or some other magic item, the user of the Good” in The Book of Exalted Deeds (3.5 item makes the sacrifice, not the creator. This Edition). sacrifice, specified in the spell’s descriptive text, is paid each time the item is used. This material is intended to support players who want to play characters relentlessly devoted to Sanctified spells are specific to no character the concepts and causes of goodness. These are class. They are neither inherently arcane nor the characters who cannot fathom the idea of divine spells. allowing evil to flourish, to whom noble ends never justify unethical means, and who would Sanctified Spell List sacrifice everything for their ideals. Exalted characters cut no corners in their quests to 1st-Level Sanctified Spells defend against evil and advance the powers of Twilight Luck good. They dedicate their lives to the pursuit of Divine Inspiration their virtues. Their dedication and devotion are 2nd-Level Sanctified Spells rewarded with access to prowess available only Luminous Armor to those sanctified by such good deeds. Ayailla’s Radiant Burst An * is a reference to something found in the 3rd-Level Sanctified Spells Book of Exalted Deeds (3.5 Edition). These will Phieran’s Resolve be addressed in future installments of our Book Path of the Exalted of Exalted Deeds conversion project and added in Telepathy Tap the final collected product. Brilliant Emanation Hammer of Righteousness Sanctified Magic Celestial Aspect

For those willing to utterly devote themselves to 4th-Level Sanctified Spells good, great power awaits in the form of Sunmantle sanctifiedSample magic. These spells require a great Diamond Spray file sacrifice from the caster in exchange for 5th-Level Sanctified Spells powerful results. Inquisition Spellcasters prepare sanctified spells just as they Curtain of Light do regular spells, and casters who do not prepare Sicken Evil ©2019 Thomas Edrington and Scraigon Earhart-Stokes 2 6th-Level Sanctified Spells 2nd-Level Sanctified Spells Exalted Raiment Luminous Armor Storm of Shards 2nd level abjuration 7th-Level Sanctified Spells Casting Time: 1 action Constricting Chains Range: Touch Rain of Embers Components: Sacrifice: -1 to all Strength checks Phoenix Fire until next rest 8th-Level Sanctified Spells Duration: 1 hour Dragon Cloud This spell, favored among eladrins visiting the 9th-Level Sanctified Spells Material Plane, envelops the target in a Armageddon protective, shimmering aura of light. The Exalted Fury luminous armor resembles a suit of dazzling full Sanctify the Wicked plate, but it is weightless and does not restrict the target’s movement or mobility in any way. In addition to imparting the benefits of a breastplate Sanctified Spell Descriptions (base AC becomes 14), the luminous armor has no maximum Dexterity restriction and no armor check penalty. Luminous armor sheds light st 1 -Level Sanctified Spells equivalent to a daylight spell and counters Twilight Luck darkness spells of 2nd level or lower with which it 1st Level Abjuration comes into contact. In addition, the armor’s Casting Time: 1 action brightness causes opponents to take a -1d4 to Range: Touch penalty on melee attacks made against the target. Components: V, Sacrifice: must have abstained This penalty stacks with the attack penalty from intoxicants for 3 days. suffered by creatures with sunlight sensitivity. Duration: Concentration up to 1 minute At Higher Levels: When you cast this spell using th By means of this spell, the caster can impart the a spell slot of 4 Level or higher, the target gains luck of the fey to one non-evil being. The target a base AC of 17, and the luminous armor can th gains a +1 luck bonus on all saving throws for the counter up to 4 level darkness spells. Opponents duration of the spell. take -1d6 to melee attacks.

Divine Inspiration Ayailla’s Radiant Burst nd 1st level Divination 2 level Evocation Casting Time: 1 action Casting Time: 1 action Range: Touch Range: Self (60-foot cone) Components: Sacrifice: -1 to all strength checks Components: Sacrifice: -1 to all Strength checks until next rest until next rest Duration: 1 minute Duration: Instantaneous This spell helps to tip the momentum of combat Shards of heavenly light spray from your in the favor of good, granting limited precognitive fingertips. Evil creatures in a 60-foot cone must ability that enables the spell’s recipient to make a Constitution saving throw or become circumvent the defenses of evil opponents. blinded for 1 round. The luminous shards also The target of the spell gains a +3 sacred bonus on sear the flesh of evil creatures, dealing 2d6 points all Sampleattack rolls made against evil creatures. This of damage. A successful Dexterityfile save halves the bonus does not apply to attacks made against damage. non-evil creatures.

©2019 Thomas Edrington 3 At Higher Levels: When you cast this spell using Telepathy Tap a spell slot of 3rd level or higher, the damage 3rd level divination increases by 1d6 for each slot level above 2nd. Casting Time: 1 action Range: Self 3rd-Level Sanctified Spells Components: V, Sacrifice: -1 to all Strength Phieran’s Resolve checks until next rest Duration: Concentration up to one minute 3rd level abjuration You can overhear the telepathic conversations of Casting Time: 1 action other creatures within 30 feet of you. Telepathy Range: 20 feet tap does not allow you to detect the Components: Sacrifice: -1 to all Strength checks uncommunicated thoughts of creatures or until next rest understand conversations spoken in languages Duration: Instantaneous you do not comprehend. In an area where Phieran’s resolve (named after the exalted god of numerous telepathic conversations are occurring suffering, endurance, and perseverance) was at the same time, you must specify the creatures devised to combat wielders of vile magic. This you wish to overhear during a given round. You spell grants targets a +4 bonus on saving throws can separate and decipher the telepathic against spells cast by evil aligned creatures. messages of a number of creatures equal to 1 + your Intelligence bonus. Telepathy tap does not allow you to overhear the telepathic Path of the Exalted conversations of creatures protected by a mind rd 3 level divination blank spell, nor does it grant the ability to Casting Time: 1 action telepathically communicate with other creatures. Range: Self At Higher Levels: If you cast this level with a Components: V, Sacrifice: Abstinence (must not spell slot above 3rd level, the area of effect cast divination spells for 24 hours prior to casting increases by 10 feet for each spell level above 3rd. this spell) Duration: Instantaneous Path of the exalted allows the caster to consult Brilliant Emanation her deity (or an agent of her deity) to help make a 3rd level evocation difficult decision. This decision is usually more Casting Time: 1 action complex than a simple morality question. It may Range: Self involve strategizing, choosing a particular lead to Components: Sacrifice: -1 to all Strength checks follow in an investigation, deciding who to help, until next rest or other difficult choices. The deity or agent Duration: Concentration up to 1 minute simply helps the character examine a known situation from a number of different angles and This spell causes a divine glow to radiate from makes a recommendation about the correct path any reflective objects worn or carried by the to take. This spell does not reveal unknown caster, including metal armor. At the beginning of factors, but merely helps the caster analyze your turn, evil creatures within 100 feet that have known elements. The spell ends when the deity line of sight of the caster are blinded unless they or agent has provided sufficient guidance for the succeed on a Constitution saving throw. Non-evil caster to arrive at a decision. If the caster is out of characters perceive the brilliant light emanating favor with her deity, this spell may not work until from the caster but are not blinded by it and do the caster atones. not suffer any negative effects from it. SampleEvil creatures that make theirfile saving throw are not blinded but are distracted, taking a –1 penalty on any attacks made within the spell’s area for

©2019 Thomas Edrington 4 the duration of the spell. Creatures must be able • Eyes of the Firre: Red flames fill the to see visible light to be affected by this spell. target’s eyes. As an action, the target can deal 2d6 points of fire damage to any single creature or object within 60 feet, Hammer of Righteousness simply by gazing at it (no attack roll 3rd level evocation required). Casting Time: 1 action • Horns of the Cervidal: Ramlike horns Range: 150 feet sprout from the target’s head. It gains a Components: Sacrifice: -1 to all Strength checks Gore attack, which counts as a natural until next rest weapon and does 1d6 + Strength damage. Duration: Instantaneous lf the creature moves at least 20 feet in a A great warhammer of positive energy springs straight line toward a target and then hits into existence, launches toward a target that you it with a gore attack on the same turn, the can see within the range of the spell, and strikes target takes an extra 2d6 damage. If the unerringly. The hammer of righteousness deals target is a creature, it must succeed on a 5d6 points of force damage to the target, or 5d8 if DC 15 Strength saving throw or be the target is evil. A successful Constitution save knocked prone. Any summoned or called halves the damage. creature struck by the horns is dismissed instantly. At Higher Levels: If you cast this spell with a spell slot of 4th level or higher, the damage • Wings of the Astral Deva: Angelic wings increases by 1d6 (or 1d8 against evil creatures) sprout from the target’s back and grant a for each slot level above 3rd. fly speed of 100 feet. Although these attributes change the target’s Celestial Aspect appearance, other celestials do not recognize the target as a celestial being (unless the target 3rd level evocation happens to be one). If the creature tries to Casting Time: 1 action disguise itself as a celestial, consult the Player’s Range: Touch Handbook for the appropriate Disguise check DC. Components: V, Sacrifice: -1 to all Strength checks until next rest Duration: Concentration up to 10 minutes 4th-Level Sanctified Spells The target can assume one of several celestial Sunmantle th traits, chosen from selection below. As a free 4 level Abjuration action, the target can choose a different celestial Casting Time: 1 action trait, but the target cannot change traits more Range: Touch than once during a given round. Components: S, Sacrifice: -2 to all Strength • Armblade of the Sword Archon: One of checks until next rest the target’s arms reshapes into a blade Duration: Concentration up to 10 minutes that functions as a +1 longsword. On a This spell cloaks the target in a wavering cloak of successful attack the weapon deals +2d6 light that illuminates an area around the target as flaming or radiant damage (caster’s a daylight spell and counters darkness spells of 3rd choice). The caster may also choose to level or lower. However, its ability to generate create a short sword version instead of bright light is not the spell’s primary function. the normal longsword sized blade. The The sunmantle grants the target resistance to Sampletarget cannot hold anything in the damage from nonmagical attacksfile and effects. affected arm, and the armblade cannot be Furthermore, if the target is struck by a melee disarmed or destroyed. attack that deals hit point damage, a tendril of

©2019 Thomas Edrington 5 light lashes out at the attacker, striking Curtain of Light unerringly and dealing 5 radiant damage. 5th level Evocation Because of the brilliance of the sunmantle, Casting Time: 1 action creatures sensitive to bright light (such as ) Range: 120 feet take the usual penalties when in the light radius Components: V, S, Sacrifice: -2 to all Strength of the sunmantle. checks until next rest Duration: Concentration up to 1 minute Diamond Spray An immobile, vertical curtain of brilliant light th 4 level Evocation energy springs into existence. This barrier cannot Casting Time: 1 action pass through spaces occupied by creatures and Range: 60 feet objects, but it can bend around them. The curtain Components: V, S, M (Diamond dust worth at is 1 inch thick and is composed of ten 10-foot-by- least 100gp), Sacrifice: -2 to all Strength checks 10-foot panels. until next rest One side of the curtain, selected by you, sends Duration: Instantaneous forth flashes of light, dealing 2d4 points of A blast of diamondlike shards springs from your radiant damage to evil creatures within 10 feet. hand and extends outward in a glittering cone. The curtain deals this damage when it appears Evil creatures in the area are blinded for 1 and at the start of the caster’s turn each round. In minute. The spell also deals 6d6 points of radiant addition, the curtain deals 5d6 points of radiant damage. The damage affects only evil creatures. A damage to any evil creature passing through it. successful Dexterity save reduces the damage by Contact with the curtain deals double damage to half but does not negate the blinded condition. undead creatures. Curtain of light counters any magical darkness of th th 5 level or lower with which it comes into 5 -Level Sanctified Spells contact. Any magical darkness of 5th level or Inquisition higher counters curtain of light. The curtain of th 5 level Enchantment light is impervious to all physical attacks and Casting Time: 1 action spells except antimagic field, dispel magic. Range: 60 feet Components: Sacrifice: -2 to all Constitution checks until next rest Sicken Evil th Duration: 10 minutes 5 level Necromancy With this spell, the caster compels the target Casting Time: 1 action creature to divulge information it may be hiding. Range: Self If the target fails a Charisma save, it is forced to Components: V, S, Sacrifice: -2 to all Strength reply to up to 5 of the caster’s questions, speak checks until next rest truthfully, and not respond in such a way that the Duration: Concentration up to 1 minute answers provided may be misleading. The Glittering light fills a 20-foot-radius sphere questions posed may be answered with a simple centered on you. Any evil creature that enters or yes or no, or they may require a more detailed starts its turn inside the sphere must succeed on response. This spell cannot be used to force the a Constitution save or become incapacitated as it target to divulge information it doesn’t know, and is wracked with sobs over its past misdeeds. the target creature is unable to fabricate lies of any kind while under the spell’s hold. Once 5 questionsSample have been answered, the spell ends. file

©2019 Thomas Edrington 6 6th-Level Sanctified Spells Choose an evil creature within range that you can Exalted Raiment see. You call upon the heavenly powers to bind a 6th level abjuration creature in writhing chains of scintillating light. The chains are anchored to the nearest immobile Casting Time: 1 action object (usually the ground), and the target must Range: Touch make a successful Dexterity save or become Components: V, S, Sacrifice: -2 to all Strength restrained. While restrained by these chains, if checks until next rest the creature attempts to cast a spell, it must Duration: Concentration up to 10 minutes succeed on a Constitution save (DC 10 + spell You imbue a robe, priestly garment, or outfit of level) or lose the spell and expend the spell slot. regular clothing with . The spell At the beginning of the target's turn, the chains bestows the following effects for its duration: automatically constrict the bound creature for 3d6 points of bludgeoning damage each round, • +3 bonus to AC unless the caster (as a free action) commands the • Resistance to any damage from an attack, chains not to deal damage during any given spell, or special ability from an evil round. As an action, a creature may attempt a creature. Strength saving throw to break the chains and end the spell. • Advantage on saving throws against spells. Rain of Embers 7th level conjuration Storm of Shards 6th level evocation Casting Time: 1 action Range: 150 feet Casting Time: 1 action Components: V, S, Sacrifice: -1 to all Strength Range: Self (80-foot radius) checks until next rest Components: V, S, Sacrifice: -1 to all Strength Duration: Concentration up to 1 minute checks until next rest Duration: Concentration up to 1 minute This spell causes orange, star-like embers to rain steadily from above in a 40-foot-wide, 120-foot Shards of heavenly light rain down from above. high cylinder centered on a point within range. Non-good creatures the enter or start their turn Evil creatures that enter or start their turn in the in a space within 80 feet of you must succeed on a area take 5d6 bludgeoning damage and 5d6 fire Constitution save or become blinded damage. A creature can make a Dexterity saving permanently. The light shards also slice the flesh throw and take half damage with a successful of evil creatures, dealing 12d6 points of slashing save. A shield (or shield spell) provides a +2 damage. A successful Dexterity save halves the cover bonus on the Dexterity save. A creature damage. using its shield (or shield spell) to block the rain of embers in this way cannot use its AC bonus until the start of its next turn. 7th-Level Sanctified Spells Constricting Chains 7th level evocation Casting Time: 1 action Range: 150 feet Components: V, S, Sacrifice: -1 to all Strength checksSample until next rest file Duration: Concentration up to 1 minute

©2019 Thomas Edrington 7 Phoenix Fire 9th-Level Sanctified Spells 7th level conjuration Armageddon 9th level conjuration Casting Time: 1 action Range: 60 feet Casting Time: 1 action Components: V, S, M (a tail feather from a Range: 60 feet phoenix, worth 40 gp) Sacrifice: You die, and Components: V, S, Sacrifice: 1 character level suffer resurrection penalties. Duration: Concentration up to 1 hour Duration: 10 minutes The caster opens a portal to one of the good- You immolate yourself, consuming your flesh in a aligned outer planes and calls forth celestials to cloud of flame 20 feet high and 30 feet in aid in battle against the most fearsome forces of diameter. You die. Any creature that enters or evil. The spell takes place over a period of time. starts its turn within the cloud takes 15d6 The first round, 2d4 avorals* arrive. Two rounds damage. Neutral characters take half damage later, a ghaele eladrin* arrives to join the fight. (and a successful Dexterity save reduces that Two rounds later, an astral deva* arrives. Once further in half ), while good characters take no these creatures appear, they serve the caster for damage at all. Half of the damage dealt by the the duration of the spell. The spell’s duration spell against any creature is fire; the rest results begins the instant the first celestials appear. At directly from divine power and is therefore not the end of the spell’s duration, all summoned subject to being reduced by resistance to fire- celestials disappear at once. The celestials only based attacks. When the spell ends, you rise from heed the summons if the caster is of good the ashes as if restored to life by a resurrection alignment and there are evil foes to fight. After spell. their arrival, the celestials obey the caster explicitly and never attack her, even if someone else manages to gain control over them. She can 8th-Level Sanctified Spells dismiss them singly or in groups at any time. Dragon Cloud 8th level conjuration Exalted Fury Casting Time: 1 action 9th level evocation Range: 60 feet Components: V, S, Sacrifice: 1 character level Casting Time: 1 action Duration: Concentration up to 1 hour Range: Self (40-foot radius) Components: V, Sacrifice: You die You must cast this spell outdoors, in a place Duration: Concentration up to 10 minutes where clouds are visible. It calls forth a spirit of elemental air, binds it to a nearby cloud (either a Uttering a single, awesomely powerful syllable of normal cloud or storm cloud), and gives it a the Words of Creation, your body erupts in the dragonlike form. Upon forming, the dragon- same holy power that shaped the universe at its shaped cloud swoops toward you, arriving at a birth. All evil creatures within the area take point you direct within range of the spell. Once it damage equal to your current hit points +200. arrives, you can command the dragon cloud like a Sacrifice: You die. You can be raised only by summoned creature with all the attributes, means of a true resurrection spell. proficiencies, and abilities of an Adult Silver Dragon. The dragon cloud speaks Auran. At the end of the spell’s duration, the dragon cloud evaporates into nothingness as the bound elemental spirit returns to its home plane. The dragonSample cloud cannot pass through liquids or solid file objects.

©2019 Thomas Edrington 8 Sanctify the Wicked 9th level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a diamond worth at least 1,000gp), Sacrifice: 1 character level Duration: Concentration up to 10 minutes Choose a single evil aligned target you can see within range. The target must succeed on a Wisdom save or this spell tears the foul, corrupted soul from its body and traps it in a diamond receptacle (the spell’s focus). The creature’s soulless body instantly withers or molders into dust. Trapped in the gem, the evil soul undergoes a gradual transformation. The soul reflects on past evils and slowly finds within itself a spark of goodness. Over time, this spark grows into a burning fire. After one year, the trapped creature’s soul adopts the alignment of the spell’s caster (lawful good, chaotic good, or neutral good). Once the soul’s penitence is complete, shattering the diamond reforms the creature’s original body, returns the creature’s soul to it, and transforms the whole into a sanctified creature (see Exalted Monsters). If the diamond is shattered before the soul has found penitence, the evil creature’s body and soul are fully restored; he creature’s state is just as it was before the spell was cast. The creature retains the memory of having been trapped in the gem, and it regards the spell’s caster as a hated enemy who must be destroyed at all costs. The diamond receptacle has a hardness of 20 and 1 hit point. Sample file

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