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Nameless Cleric’s Spells

Animate Dead (241) or more HD are immune to this effect. Cause School [evil]; Level cleric 3, fear counters and dispels remove fear. sorcerer/wizard 4 Casting Time 1 standard action Dispel (272) Components V, S, M (an onyx gem worth at School abjuration; Level bard 3, cleric 3, druid least 25 gp per Hit Die of the undead) 4, paladin 3, sorcerer/wizard 3 Range touch Casting Time 1 standard action Targets one or more corpses touched Components V, S Duration instantaneous Range medium (100 ft. + 10 ft./level) Saving Throw none; Spell Resistance no Target or Area one spellcaster, creature, or This spell turns corpses into undead object skeletons or zombies (see the Pathfinder RPG Duration instantaneous Bestiary) that obey your spoken commands. Saving Throw none; Spell Resistance no The undead can be made to follow you, You can use dispel magic to end one or they can be made to remain in an area and ongoing spell that has been cast on a creature attack any creature (or just a specific kind of or object, to temporarily suppress the magical creature) entering the place. They remain abilities of a magic item, or to counter another animated until they are destroyed. A destroyed spellcaster’s spell. A dispelled spell ends as if its skeleton or zombie can’t be animated again. duration had expired. Some spells, as detailed in Regardless of the type of undead you their descriptions, can’t be defeated by dispel create with this spell, you can’t create more HD magic. Dispel magic can dispel (but not counter) of undead than twice your caster level with a spell-like effects just as it does spells. The effect single casting of animate dead. The desecrate of a spell with an instantaneous duration can’t spell doubles this limit. be dispelled, because the magical effect is The undead you create remain under already over before the dispel magic can take your control indefinitely. No matter how many effect. times you use this spell, however, you can You choose to use dispel magic in one control only 4 HD worth of undead creatures per of two ways: a targeted dispel or a counterspell. caster level. If you exceed this number, all the Targeted Dispel: One object, creature, newly created creatures fall under your control, or spell is the target of the dispel magic spell. and any excess undead from previous castings You make one dispel check (1d20 + your caster become uncontrolled. You choose which level) and compare that to the spell with highest creatures are released. Undead you control caster level (DC = 11 + the spell’s caster level). through the Command Undead feat do not count If successful, that spell ends. If not, compare the toward this limit. same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. Cause Fear (252) DC 13 / DC 13 / For example, a 7th-level caster casts dispel magic, targeting a creature affected by DC 14 stoneskin (caster level 12th) and fly (caster level School necromancy [fear, mind-affecting]; Level 6th). The caster level check results in a 19. This bard 1, cleric 1, sorcerer/wizard 1 check is not high enough to end the stoneskin Casting Time 1 standard action (which would have required a 23 or higher), but Components V, S it is high enough to end the fly (which only Range close (25 ft. + 5 ft./2 levels) required a 17). Had the dispel check resulted in Target one living creature with 5 or fewer HD a 23 or higher, the stoneskin would have been Duration 1d4 rounds or 1 round; see text dispelled, leaving the fly intact. Had the dispel Saving Throw Will partial; Spell Resistance check been a 16 or less, no spells would have yes been affected. The affected creature becomes You can also use a targeted dispel to frightened. If the subject succeeds on a Will specifically end one spell affecting the target or save, it is shaken for 1 round. Creatures with 6 one spell affecting an area (such as a wall of fire). You must name the specific spell effect to Range medium (100 ft. + 10 ft./level) be targeted in this way. If your caster level check Target one living creature is equal to or higher than the DC of that spell, it Duration 1 min./level ends. No other spells or effects on the target are Saving Throw Will negates; Spell Resistance dispelled if your check is not high enough to end yes the targeted effect. This spell fills a single subject with a If you target an object or creature that is feeling of horrible dread that causes it to the effect of an ongoing spell (such as a become shaken. summoned by summon monster), you make a dispel check to end the spell that conjured the Guidance (292) object or creature. School ; Level cleric 0, druid 0 If the object that you target is a magic Casting Time 1 standard action item, you make a dispel check against the item’s Components V, S caster level (DC = 11 + the item’s caster level). If Range touch you succeed, all the item’s magical properties Target creature touched are suppressed for 1d4 rounds, after which the Duration 1 minute or until discharged item recovers its magical properties. A Saving Throw Will negates (harmless); Spell suppressed item becomes non-magical for the Resistance yes duration of the effect. An interdimensional This spell imbues the subject with a opening (such as a bag of holding) is temporarily touch of divine guidance. The creature gets a +1 closed. A magic item’s physical properties are competence bonus on a single attack roll, saving unchanged: A suppressed magic is still a throw, or skill check. It must choose to use the sword (a masterwork sword, in fact). Artifacts bonus before making the roll to which it applies. and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast Inflict Light Wounds (300) DC 14 yourself.

Counterspell: When dispel magic is DC 15 DC 16 used in this way, the spell targets a spellcaster School necromancy; Level cleric 1 and is cast as a counterspell. Unlike a true Casting Time 1 standard action counterspell, however, dispel magic may not Components V, S work; you must make a dispel check to counter Range touch the other spellcaster’s spell. Target creature touched Duration instantaneous Divine Favor (273) Saving Throw Will half; Spell Resistance yes School ; Level cleric 1, paladin 1 When laying your hand upon a creature, Casting Time 1 standard action you channel negative energy that deals 1d8 Components V, S, DF points of damage + 1 point per caster level Range personal (maximum +5). Target you Since undead are powered by negative Duration 1 minute energy, this spell cures such a creature of a like Calling upon the strength and wisdom of amount of damage, rather than harming it. a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster Inflict Moderate Wounds (300) DC 15 levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage. DC 16 School necromancy; Level cleric 2 Doom (274) This spell functions like inflict light DC 13 DC 13 DC wounds, except that you deal 2d8 points of 14 damage + 1 point per caster level (maximum School necromancy [fear, mind-affecting]; Level +10). cleric 1 Casting Time 1 standard action Components V, S, DF target. If you do not, the weapon continues to Inflict Serious Wounds (301) DC 16 attack the previous round’s target. On any round School necromancy; Level cleric 3 that the weapon switches targets, it gets one This spell functions like inflict light attack. Subsequent rounds of attacking that wounds, except that you deal 3d8 points of target allow the weapon to make multiple attacks damage + 1 point per caster level (maximum if your base attack bonus would allow it to. Even +15). if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move Spiritual Weapon (348) action. School evocation [force]; Level cleric 2 A spiritual weapon cannot be attacked Casting Time 1 standard action or harmed by physical attacks, but dispel magic, Components V, S, DF disintegrate, a sphere of annihilation, or a rod of Range medium (100 ft. + 10 ft./level) cancellation affects it. A spiritual weapon’s AC Effect magic weapon of force against touch attacks is 12 (10 + size bonus for Duration 1 round/level (D) Tiny object). Saving Throw none; Spell Resistance yes If an attacked creature has spell A weapon made of force appears and resistance, you make a caster level check (1d20 attacks foes at a distance, as you direct it, + caster level) against that spell resistance the dealing 1d8 force damage per hit, + 1 point per first time the spiritual weapon strikes it. If the three caster levels (maximum +5 at 15th level). weapon is successfully resisted, the spell is The weapon takes the shape of a weapon dispelled. If not, the weapon has its normal full favored by your deity or a weapon with some effect on that creature for the duration of the spiritual significance or symbolism to you (see spell. below) and has the same threat range and The weapon that you get is often a force critical multipliers as a real weapon of its form. It replica of your deity’s own personal weapon. A strikes the opponent you designate, starting with cleric without a deity gets a weapon based on one attack in the round the spell is cast and his alignment. A neutral cleric without a deity continuing each round thereafter on your turn. It can create a spiritual weapon of any alignment, uses your base attack bonus (possibly allowing provided he is acting at least generally in accord it multiple attacks per round in subsequent with that alignment at the time. The weapons rounds) plus your Wisdom modifier as its attack associated with each alignment are as follows: bonus. It strikes as a spell, not as a weapon, so chaos (battleaxe), evil (light flail), good for example, it can damage creatures that have (warhammer), law (longsword). damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The DEATH DOMAIN (PHB 186) weapon always strikes from your direction. It Death Touch: You may use a death does not get a flanking bonus or help a touch once per day. Your death touch is a combatant get one. Your feats or combat actions ability that produces a death effect. do not affect the weapon. If the weapon goes You must succeed on a melee touch attack beyond the spell range, if it goes out of your against a living creature (using the rules for sight, or if you are not directing it, the weapon touch spells). When you touch, roll 1d6 per cleric returns to you and hovers. level you possess. If the total at least equals the Each round after the first, you can use a creature’s current hit points, it dies (no save). move action to redirect the weapon to a new

BBEG’s Spells

Animate Dead (241) or more HD are immune to this effect. Cause School necromancy [evil]; Level cleric 3, fear counters and dispels remove fear. sorcerer/wizard 4 Casting Time 1 standard action Desecrate (265) Components V, S, M (an onyx gem worth at School evocation [evil]; Level cleric 2 least 25 gp per Hit Die of the undead) Casting Time 1 standard action Range touch Component V, S, M (a vial of unholy water and Targets one or more corpses touched 25 gp worth (5 pounds) of silver dust, all of Duration instantaneous which must be sprinkled around the area), DF Saving Throw none; Spell Resistance no Range close (25 ft. + 5 ft./2 levels) This spell turns corpses into undead Area 20-ft.-radius emanation skeletons or zombies (see the Pathfinder RPG Duration 2 hours/level Bestiary) that obey your spoken commands. Saving Throw none; Spell Resistance yes The undead can be made to follow you, This spell imbues an area with negative or they can be made to remain in an area and energy. The DC to resist negative channeled attack any creature (or just a specific kind of energy within this area gains a +3 profane creature) entering the place. They remain bonus. Every undead creature entering a animated until they are destroyed. A destroyed desecrated area gains a +1 profane bonus on all skeleton or zombie can’t be animated again. attack rolls, damage rolls, and saving throws. An Regardless of the type of undead you undead creature created within or summoned create with this spell, you can’t create more HD into such an area gains +1 hit points per HD. of undead than twice your caster level with a single casting of animate dead. The desecrate Dispel Magic (272) spell doubles this limit. School abjuration; Level bard 3, cleric 3, druid The undead you create remain under 4, paladin 3, sorcerer/wizard 3 your control indefinitely. No matter how many Casting Time 1 standard action times you use this spell, however, you can Components V, S control only 4 HD worth of undead creatures per Range medium (100 ft. + 10 ft./level) caster level. If you exceed this number, all the Target or Area one spellcaster, creature, or newly created creatures fall under your control, object and any excess undead from previous castings Duration instantaneous become uncontrolled. You choose which Saving Throw none; Spell Resistance no creatures are released. Undead you control You can use dispel magic to end one through the Command Undead feat do not count ongoing spell that has been cast on a creature toward this limit. or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in Cause Fear (252) DC 14 / DC 15 / their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) DC 15 spell-like effects just as it does spells. The effect School necromancy [fear, mind-affecting]; Level of a spell with an instantaneous duration can’t bard 1, cleric 1, sorcerer/wizard 1 be dispelled, because the magical effect is Casting Time 1 standard action already over before the dispel magic can take Components V, S effect. Range close (25 ft. + 5 ft./2 levels) You choose to use dispel magic in one Target one living creature with 5 or fewer HD of two ways: a targeted dispel or a counterspell. Duration 1d4 rounds or 1 round; see text Targeted Dispel: One object, creature, Saving Throw Will partial; Spell Resistance or spell is the target of the dispel magic spell. yes You make one dispel check (1d20 + your caster The affected creature becomes level) and compare that to the spell with highest frightened. If the subject succeeds on a Will caster level (DC = 11 + the spell’s caster level). save, it is shaken for 1 round. Creatures with 6 If successful, that spell ends. If not, compare the same result to the spell with the next highest Casting Time 1 standard action caster level. Repeat this process until you have Components V, S, DF dispelled one spell affecting the target, or you Range personal have failed to dispel every spell. Target you For example, a 7th-level caster casts Duration 1 minute dispel magic, targeting a creature affected by Calling upon the strength and wisdom of stoneskin (caster level 12th) and fly (caster level a deity, you gain a +1 luck bonus on attack and 6th). The caster level check results in a 19. This weapon damage rolls for every three caster check is not high enough to end the stoneskin levels you have (at least +1, maximum +3). The (which would have required a 23 or higher), but bonus doesn’t apply to spell damage. it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been Doom (274) DC 14 DC 15 DC dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have 15 been affected. School necromancy [fear, mind-affecting]; Level You can also use a targeted dispel to cleric 1 specifically end one spell affecting the target or Casting Time 1 standard action one spell affecting an area (such as a wall of Components V, S, DF fire). You must name the specific spell effect to Range medium (100 ft. + 10 ft./level) be targeted in this way. If your caster level check Target one living creature is equal to or higher than the DC of that spell, it Duration 1 min./level ends. No other spells or effects on the target are Saving Throw Will negates; Spell Resistance dispelled if your check is not high enough to end yes the targeted effect. This spell fills a single subject with a If you target an object or creature that is feeling of horrible dread that causes it to the effect of an ongoing spell (such as a monster become shaken. summoned by summon monster), you make a dispel check to end the spell that conjured the Freedom of Movement (287) object or creature. School abjuration; Level bard 4, cleric 4, druid If the object that you target is a magic 4, ranger 4 item, you make a dispel check against the item’s Casting Time 1 standard action caster level (DC = 11 + the item’s caster level). If Components V, S, M (a leather strip bound to you succeed, all the item’s magical properties the target), DF are suppressed for 1d4 rounds, after which the Range personal or touch item recovers its magical properties. A Target you or creature touched suppressed item becomes non-magical for the Duration 10 min./level duration of the effect. An interdimensional Saving Throw Will negates (harmless); Spell opening (such as a bag of holding) is temporarily Resistance yes (harmless) closed. A magic item’s physical properties are This spell enables you or a creature you unchanged: A suppressed magic sword is still a touch to move and attack normally for the sword (a masterwork sword, in fact). Artifacts duration of the spell, even under the influence of and deities are unaffected by mortal magic such magic that usually impedes movement, such as as this. paralysis, solid fog, slow, and web. All combat You automatically succeed on your maneuver checks made to grapple the target dispel check against any spell that you cast automatically fail. The subject automatically yourself. succeeds on any combat maneuver checks and Counterspell: When dispel magic is Escape Artist checks made to escape a grapple used in this way, the spell targets a spellcaster or a pin. and is cast as a counterspell. Unlike a true The spell also allows the subject to counterspell, however, dispel magic may not move and attack normally while underwater, work; you must make a dispel check to counter even with slashing weapons such as axes and the other spellcaster’s spell. or with bludgeoning weapons such as flails, hammers, and maces, provided that the Divine Favor (273) weapon is wielded in the hand rather than School evocation; Level cleric 1, paladin 1 hurled. The freedom of movement spell does not, however, grant water breathing. Inflict Serious Wounds (301) DC 17

Guidance (292) DC 18 School divination; Level cleric 0, druid 0 School necromancy; Level cleric 3 Casting Time 1 standard action This spell functions like inflict light Components V, S wounds, except that you deal 3d8 points of Range touch damage + 1 point per caster level (maximum Target creature touched +15). Duration 1 minute or until discharged Saving Throw Will negates (harmless); Spell Resistance yes Protection from Energy (327) This spell imbues the subject with a School abjuration; Level cleric 3, druid 3, touch of divine guidance. The creature gets a +1 ranger 2, sorcerer/wizard 3 competence bonus on a single attack roll, saving Casting Time 1 standard action throw, or skill check. It must choose to use the Components V, S, DF bonus before making the roll to which it applies. Range touch Target creature touched Duration 10 min./level or until discharged Inflict Critical Wounds (300) DC 19 Saving Throw Fortitude negates (harmless); School necromancy; Level cleric 4 Spell Resistance yes (harmless) This spell functions like inflict light Protection from energy grants temporary wounds, except that you deal 4d8 points of immunity to the type of energy you specify when damage + 1 point per caster level (maximum you cast it (acid, cold, electricity, fire, or sonic). +20). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Inflict Light Wounds (300) DC 14 Protection from energy overlaps (and does not stack with) resist energy. If a character DC 15 DC 16 is warded by protection from energy and resist School necromancy; Level cleric 1 energy, the protection spell absorbs damage Casting Time 1 standard action until its power is exhausted. Components V, S

Range touch Target creature touched Resistance (334) Duration instantaneous School abjuration; Level bard 0, cleric 0, druid Saving Throw Will half; Spell Resistance yes 0, paladin 1, sorcerer/wizard 0 When laying your hand upon a creature, Casting Time 1 standard action you channel negative energy that deals 1d8 Components V, S, M/DF (a miniature cloak) points of damage + 1 point per caster level Range touch (maximum +5). Target creature touched Since undead are powered by negative Duration 1 minute energy, this spell cures such a creature of a like Saving Throw Will negates (harmless); Spell amount of damage, rather than harming it. Resistance yes (harmless)

You imbue the subject with magical Inflict Moderate Wounds (300) DC 16 energy that protects it from harm, granting it a +1 resistance bonus on saves. DC 17 Resistance can be made permanent School necromancy; Level cleric 2 with a permanency spell. This spell functions like inflict light wounds, except that you deal 2d8 points of Spiritual Weapon (348) damage + 1 point per caster level (maximum School evocation [force]; Level cleric 2 +10). Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Effect magic weapon of force Duration 1 round/level (D) The weapon that you get is often a force Saving Throw none; Spell Resistance yes replica of your deity’s own personal weapon. A A weapon made of force appears and cleric without a deity gets a weapon based on attacks foes at a distance, as you direct it, his alignment. A neutral cleric without a deity dealing 1d8 force damage per hit, + 1 point per can create a spiritual weapon of any alignment, three caster levels (maximum +5 at 15th level). provided he is acting at least generally in accord The weapon takes the shape of a weapon with that alignment at the time. The weapons favored by your deity or a weapon with some associated with each alignment are as follows: spiritual significance or symbolism to you (see chaos (battleaxe), evil (light flail), good below) and has the same threat range and (warhammer), law (longsword). critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and DEATH DOMAIN (PHB 186) continuing each round thereafter on your turn. It Death Touch: You may use a death uses your base attack bonus (possibly allowing touch once per day. Your death touch is a it multiple attacks per round in subsequent supernatural ability that produces a death effect. rounds) plus your Wisdom modifier as its attack You must succeed on a melee touch attack bonus. It strikes as a spell, not as a weapon, so against a living creature (using the rules for for example, it can damage creatures that have touch spells). When you touch, roll 1d6 per cleric damage reduction. As a force effect, it can strike level you possess. If the total at least equals the incorporeal creatures without the reduction in creature’s current hit points, it dies (no save). damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.