Hand of the Faithful
Level: Clr 4, Pal 3
Components: V, S, DF
Casting Time: 1 minute
Range: 10 ft
Area: 10-ft.-radius emanation centered on a point in space
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You summon the protective field, and the shimmering border limns out along the floor, carrying with it the ephemeral image of blocking hands.
You create an immobile zone of warding that is permeable to those of your religion but repels all others. Creatures that have the same deity as you, or are wearing the holy symbol of your deity, can enter and move within the warded area unhindered. Other creatures that try to enter or move within the area must make a Fortitude save each round or be stunned for 1 round. If the creature’s only action is to try to move completely out of the area, the ward does not hinder it. Once a creature succeeds on its saving throw, it is no longer affected by that casting of hand of the faithful.
This spell has the alignment components of your deity, so if your deity is good and lawful, this is a lawful and good spell.
Healing Lorecall
Level: Clr 2, Drd 2, Rng 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
With a mint leaf under your tongue, you whisper quiet words of soothing comfort. You feel a divine touch guiding your healing hand.
A caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the subject of the spell, in addition to the spell’s normal effects: dazed, dazzled, or fatigued. A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened.
Also, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total ranks in Heal for your caster level. The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell.
Arcane Material Component: A mint leaf.
Horizikaul’s Cough (Sonic Snap)
Evocation [Sonic]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
You bark the last word of the spell, and that word takes life, streaking toward your target and exploding in a shout.
You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell.
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
You bark the last word of the spell, and that word takes life, streaking toward your target and exploding in a shout.
You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell.
Knight’s Move
Level: Clr 3/Pal 2
Components: V, S, DF
Casting Time: 1 swift action
Range: 5 ft./2 levels; see text
Target: You
The ground before you appears overlaid with a chessboard pattern, with certain squares of the chessboard glowing softly red. Time stops for you as you move without walking to the indicated location.
You can teleport with a limited distance and a circumspect form of movement. You can instantly move up to 5 feet per two caster levels with this spell, but you must end this movement in a square that leaves you flanking an enemy.
Know Opponent
Level: Brd 3, Clr 3
Components: S, DF
Casting Time: 1 standard action
Range: (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You feel your eyes glow with magical energy as you complete the spell. You see luminous words appear in the air above your spell’s target. The words describe the creature’s strengths or weaknesses, as you desire.
You gauge the strengths and weaknesses of an opponent to gain combat advantages. Upon casting this spell, you learn a number of strengths or weaknesses of the target equal to one, plus one strength or weakness per two caster levels (maximum four). You can choose to learn strengths, weaknesses, or some combination thereof that you specify. If a creature has more strengths or weaknesses than you can learn with a single casting, you learn the most powerful ones first. Thus, if a monster can use finger of death at will and has resistance to sonic 5, you would learn about finger of death first.
Strengths can include attack forms and special abilities (including spelllike abilities or supernatural abilities). Weaknesses include vulnerability to
an energy type.
For example, suppose a 7th-level cleric casts know opponent on a blackarmored warrior, choosing to learn one strength and two weaknesses. The warrior fails his save, and the DM informs the cleric’s player that the opponent has the ability to drain energy (a strength), is adversely affected by sunlight, and can be repelled by a holy symbol (both weaknesses). The cleric then concludes that he faces a vampire and breaks out the wooden stakes.
Launch Bolt
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One crossbow bolt in your possession
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The crossbow bolt in your hand glows a bright red, then flies off at your foe.
You cast this spell on a crossbow bolt, causing it to fly at a target of your choice as if you had fired it from a light crossbow, using a ranged attack roll. The bolt has a range increment of 80 feet. Any properties of the crossbow bolt (such as magical abilities, masterwork quality, and so on) or feats you possess (such as Point Blank Shot, Weapon Focus [light crossbow], and so on) apply. Drawing a bolt for this spell is a free action.
Material Component: The crossbow bolt to be fired (1 sp).
Launch Item
Level: Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One Fine item in your possession, weighing up to 10 lbs.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You hold the item and windmill your arm in an underhanded toss. When it leaves your hand, it is bathed in an orange glow and flies farther than you could throw any item.
You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range (100 ft. + 10 ft./level).
This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range.
Life’s Grace
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You say a brief prayer and touch your holy symbol to a creature. Symbols of warding and safety appear and flow out to cover the creature in a web of protective magic before fading from sight, absorbed into the creature’s form.
The living creature touched becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects. In addition, the subject is immune to undead special attacks that deal ability damage, ability drain, and magical disease (such as mummy rot), even if these attacks do not have a magical source. (For example, the spell prevents poison damage from the poisonous bite of an undead creature.) This spell does not prevent such attacks from undead originating from spells, magic items, or class abilities; only the special attacks from the undead’s base nature are affected.
In addition, the subject’s armor or clothing is considered ghost touch armor, and its armor bonus counts against incorporeal attacks. (A suit of clothing is considered armor that gives +0 AC for this purpose, though it can be enhanced with spells such as magic vestment.)
This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.