Spell Compendium Spell Descriptions

Plane Shift, Greater
Conjuration (Teleportation)
Level: Clr 7, Sor/Wiz 8

You and the others link hands, and you concentrate on the forked copper rod. You rap the fork against your thigh and speak the words of the spell. You know where you’re going, and as the landscape around you fades, a new plane takes shape around you.

This spell functions like plane shift (PH 262), except that if you have visited the desired location, the spell takes you to the precise location (rather than 5 to 500 miles distant).

Radiant Assault
Evocation [Light]
Level: Clr 7, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

With outstretched hand, you gesture toward the area where the spell will come into effect. An instant later a blast of multicolored light fills that area.

This spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every direction within the area designated by you. This kaleidoscopic burst of energy deals 1d6 points of damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead.

Sightless creatures are unaffected by this spell.

    Focus: An eye from any outsider that has 4 or more Hit Dice.

Ray of Flame
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

A burning ray shoots out at the target from your upturned palm. The sound of a crackling fire follows the ray’s path.

You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save; see Catching on Fire, DMG 303).

    Focus: A small, polished glass lens.

Recitation
Conjuration (Creation)
Level: Clr 4, Purification 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: All allies within a 60-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies.

The spell affects all allies within the spell’s area at the moment you cast it. Your allies gain a +2 luck bonus to AC, on attack rolls, and on saving throws, or a +3 luck bonus if they worship the same deity as you.

    Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.

Repair Critical Damage
Transmutation
Level: Sor/Wiz 4

The smell of grease and the distant echo of clanking gears greet your senses as you complete this spell. Upon touching the intended construct, the grease smell and gear sounds disappear. Major dents and scratches disappear from the construct, as do cuts, tears, and abrasions.

This spell functions like repair light damage, except that you repair 4d8 points of damage +1 point per caster level (maximum +20) to a construct.

Repair Light Damage
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

As a sculptor massaging a rough spot of clay into something less abrasive, your touch smooths over the dents and dings of the construct you touch.

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).

Repair Minor Damage
Transmutation
Level: Sor/Wiz 0

As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct’s surface.

This spell functions like repair light damage, except that you repair 1 point of damage to a construct.

Repair Moderate Damage
Transmutation
Level: Sor/Wiz 2

Your touch eliminates the wear and tear from the construct’s body.

This spell functions like repair light damage, except that you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.

Repair Serious Damage
Transmutation
Level: Sor/Wiz 3

With a touch, you mold the battered construct’s form to be more like it was on its day of creation.

This spell functions like repair light damage, except that you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.

Righteous Wrath of the Faithful
Enchantment (Compulsion)[Mind-Affecting]
Level: Clr 5, Purification 7
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Targets: Allies within a 30-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

When you cast this spell, you fire your allies and companions with a divine madness or fury, greatly enhancing their combat ability.

Allies gain one additional melee attack each round, at their highest attack bonus, when making a full attack. (This additional attack is not cumulative with other effects that grant extra attacks, such as a haste spell.) They also gain a +3 morale bonus on melee attack rolls and damage rolls. (This bonus on melee attack rolls does stack with the bonus provided by haste.)

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