New spells:
1
2
Plague of Blood - Enemies bleed, their wounds cannot be healed for a short time.
3
An Eye for an Eye - Subject gains all conditions and negative levels you are currently suffering from, lasting for the spell's duration or until removed. You may choose to gain certain conditions for 1 round as part of casting this spell, based on your caster level.
Divine Peal - Bolt of lightning deals electricity damage in a 30' tall, 5' wide vertical line (see Call Lightning), then deals sonic damage in an area around the impact.
Plague of Darkness - Darkness envelops an area, but you can your allies can see through it normally.
4
Plague of Famine - Enemies are fatigued and suffer nonlethal damage each round from starvation.
5
Glorious Horn of the Archons [Good, Lawful] - Nearby allies gain morale bonuses. Nearby enemies suffer sonic damage and may be stunned and deafened.
Penance - Target is dazed under the weight of its sins and regrets (real, imagined, or implied by the caster), or weakened if it passes the save.
Plague of Hail - Icy storm strikes enemmies in an area for cold and bludgeoning damage and impedes movement. Allies are unaffected.
6
Sword of Angelic Wrath [Good] - Enemies in a line are damaged, may be nauseated if evil.
Hellfire Fury [Evil] - Your body turns into hellfire, granting you some aspects of incoporeality and burning nearby creatures.
Plague of Lice - Enemies are damaged by swarms that follow them and may be sickened or nauseated.
7
Inevitable Order [Lawful] - Take 11 on all d20 rolls, nearby opponents' rolls are treated as taking 10 regardless of the actual roll. Each round, the number you take increases by 1 and the number your opponents take decreases by 1. Lasts 9 rounds.
8
Prismatic Frog [Chaotic] - Create a prismatic creature of chaos resembling a giant frog made from prismatic energy. Its attacks emulate the effects of a Prismatic Spray.
9
Invoke the Blood War [Evil] - Opponents split into two groups that see each other as mortal enemies. If an affected subject is slain, a demon or devil is summoned for the spell's duration to fight in its place.
Plague of Death - Multiple enemies die instantly.
Divine PealEvocation [Electricity, Sonic]Level: Priest 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. long, 5 ft. wide vertical stroke of lightning; 10 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half; Fortitude partial
Spell Resistance: Yes
Calling out to your deity, you bring down its divine wrath.A 30 foot long, 5 foot wide vertical column of lightning strikes the point you designate, dealing 3d6 points of electricity damage to each creature it passes through. Then, a clap of thunder sounds forth from the bolt's endpoint, dealing 1d8 points of sonic damage per three caster levels (maximum 5d8) to all creatures in a 10 foot radius spread. A successful Reflex saves halves both. Creatures within the area of both the thunder and the lightning must also make a Fortitude save or be stunned for 1 round.
Similar to the
call lightning spell, the bolt of lighting instead deals 3d10 points of damage outdoors in a stormy area. The sonic damage remains the same.
Invoke the Blood WarConjuration (Summoning)/Enchantment (Compulsion) [Evil, Mind-Affecting]Level: Priest 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft.-radius burst
Effect: Two summoned evil outsiders
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Calling upon the malign essence of the Blood War, the eternal conflict between the Baatezu and Tanar'ri of the lower planes, you taint your foes, forcing them to enact it in miniature.This spell has several effects. First, each creature in the area is tainted with the essence of either the Baatezu or the Tanar'ri. A successful saving throw does not protect against this effect, although immunity or spell resistance does. Lawful outsiders are automatically Baatezu, and chaotic outsiders are automatically Tanar'ri, but other creatures (and outsiders that are both lawful and chaotic somehow) each have a 50% chance of being tainted with Baatezu or Tanar'ri essence. Affected creatures radiate an aura of evil and of law (Baatezu) or chaos (Tanar'ri) in addition to those of their normal alignments; the strength of these auras is as an outsider with Hit Dice equal to your caster level.
Second, each creature that failed its saving throw is filled with the irrational hatred that suffuses the participants of the Blood War. Those tainted with Baatezu essence see each other as allies and the Tanar'ri as hated enemies to be destroyed at all costs, and vice-versa for those tainted with Tanar'ri essence. Both groups will fight each other to the death to the best of their abilities, unleashing their most powerful spells and attacks. Tactics employed will be brutal and reckless, with minimal concern for defense or self-preservation as long as the enemy is slain or injured. The power of this spell is such that these temporary allegiances override any allegiances that affected creatures would otherwise have, even those imposed by magical bonds; a druid and her animal companion may well turn on each other in brutal combat, for example. Creatures that are without Baatezu or Tanar'ri essence will be ignored except when they attempt to interfere with the conflict.
Third, the spell summons a pair of evil outsiders, one Baatezu and one Tanar'ri, into the area to help seed the battle. The summoned Baatezu is an Ice Devil (Gelugon), while the summoned Tanar'ri is a Glabrezu advanced to 14 HD.
Finally, as the Blood War is infinite and eternal, so is this lesser conflict. One round after any combatant with Baatezu or Tanar'ri essence dies or is destroyed (regardless of whether the creature was compelled to fight), a new outsider is summoned to the creature's space to fight in its place. This summoning occurs even if the affected creatures have moved out of the spell's original area. These summoned outsiders are likewise affected by the power of this spell. The outsider summoned depends on the slain creature's Hit Dice.
Slain Creature Hit Dice | Baatezu Summoned | Tanar'ri Summoned |
1 or less | Lemure | Dretch |
2-3 | Bearded Devil (Barbazu) | Howler |
4-5 | Chain Devil (Kyton) | Succubus |
6-7 | Erinyes | Vrock |
8-9 | Bone Devil (Osyluth) | Hezrou |
10-11 | Barbed Devil (Hamatula) | Bebilith |
12-13 | Ice Devil (Gelugon) | Glabrezu advanced to 14 HD |
14-15 | Horned Devil (Cornugon) advanced to 16 HD | Nalfeshnee advanced to 16 HD |
16-17 | Pit Fiend | Balor |
18 or higher | 1 Ice Devil (Gelugon) and 2 Imps | 1 Glabrezu advanced to 14 HD and 2 Quasits |
Material Component: Blood from a demon, blood from a devil, 100 gp of silver ingots, 100 gp of cold iron ingots.
PenanceEnchantment (Compulsion) [Mind-Affecting]Level: Priest 5
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round or 1 round/level (D); Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
As you cast this spell, the target's mind is filled with the understanding of all of its sins and regrets, whether real, imagined, or implied by you. On a successful saving throw, the subject is only mildly distracted, staggering it for 1 round. On a failed save, the subject is dazed, consumed in self-reflection. Each subsequent round, it must make an additional Will save. On a success, the subject gains confidence in itself and becomes less swayed by your influence, shifting its attitude towards you by one degree towards hostile. On a failure, your morality influences the subject's impression of its own life, shifting its attitude towards you by one degree towards fanatic. If its attitude towards you is already fanatic, the subject's alignment immediately shifts to your alignment, as per the
redemption or temptation version of an
atonement spell. When the spell ends or is dismissed, the shift in alignment (if any) remains indefeinitely. The creature's attitude towards you slowly returns to normal at a rate of one degree per round. A creature whose alignment was changed this way treats its normal attitude towards you and your allies as no worse than indifferent.
Penance counters, is countered by, dispels, and is dispelled by
atonement. A
break enchantment or similar effect can revert the forcible alignment change this spell causes.
Material Component: Burning incense.
Plague of BloodTransmutation [Plague]Level: Priest 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 ft.
Area: 100 ft. radius burst centered on your position
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No
Every creature within the area that possesses blood must make a Fortitude save or begin bleeding profusely, losing 2 hit points per round due to blood loss. Creatures with the aquatic or water subtypes are particularly vulnerable to this spell's effects and suffer a -2 penalty on their saves.
Regardless of success or failure of their save, creatures within the area find that their wounds refuse to close. Healing spells, skills, and other measures cannot stop the bleeding wounds the subjects may have (whether from this spell or from other sources), and subjects cannot be stabilized. Healing spells, skills, and other such measures still have all of their other normal effects.
At your discretion, you can have this spell affect only your enemies, only creatures of a specific race, only creatures of a specific nationality, or only creatures belonging to a specific group or organization known to you, chosen when you cast it.
This spell also turns normal water in the area (excluding alchemical substances, such as holy water) into a reddish liquid with the taste and consistency of human blood. Water-breathing creatures cannot breathe the affected liquid. Any living creature that attempts to drink the water is sickened for 1 round (but is otherwise uninjured), and any creature immersed in the water is sickened and begins to bleed (as described above) for as long as it remains immersed. Rapidly flowing water that leaves this spell's area retains its color and odor, but becomes diluted and retains none of its other properties. This affects even creatures that you have designated for this spell not to affect.
You can apply the Invoke Plague metamagic feat to this spell. If you do, its casting time becomes 1 hour, its duration becomes 24 hours, and it affects all bodies of water in a 2 mile per level radius, except those that you indicate. As an invoked plague, this spell does not directly affect creatures, although the transmuted liquid still affects creatures that drink it or are immersed in it. The spell slot of an invoked
Plague of Blood is 2 levels higher than normal, and it costs 500 xp to cast.
Plague of FamineTransmutation [Plague]Level: Priest 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 ft.
Area: 100 ft. radius burst centered on your position
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No
Every creature within the area that needs to eat must make a Fortitude save or suffer intense hunger pangs. Affected subjects are fatigued and suffer 1d6 points of nonlethal damage, as though from starvation. As with normal starvation, this nonlethal damage cannot be healed through any means until the subject gets food and the fatigue lasts until the nonlethal damage is removed. Subjects who do not eat are at risk of starvation during subsequent days, as though they had gone 3 days without food. Regardless of the success or failure of their saving throws, creatures within the area find themselves unable to consume food or water for the duration of the spell. Food and water provide no nourishment, and eaten or drunk alchemical and magical items (such as potions) have no effect. At your discretion, you can have this spell affect only your enemies, only creatures of a specific race, only creatures of a specific nationality, or only creatures belonging to a specific group or organization known to you, chosen when you cast it.
This spell also destroys normal solid foods in the area, turning harvested food into ash and causing unharvested crops to shrivel and blacken (the plant itself is not harmed, only the edible parts of it). Even covered, refrigerated, or otherwise protected foodstuffs are affected in this way. Still-living livestock are not destroyed in this way, but any food harvested from them within the spell's area rapidly decays. Food in the possession of creatures unaffected by this spell is likewise protected.
You can apply the Invoke Plague metamagic feat to this spell. If you do, its casting time becomes 1 hour, its duration becomes 24 hours, and it affects all crops, harvested livestock, and stores of food in a 2 mile per level radius, except those that you indicate. As an invoked plague, this spell does not immediately cause affected creatures to starve or be unable to consume food or water, instead causing the hunger of the first 3 days of starvation over the course of a single day. Creatures that are already starving are not further affected. The spell slot of an invoked
Plague of Famine is 2 levels higher than normal, and it costs 1000 xp to cast.
Prismatic FrogEvocation [Chaotic, Force]Level: Priest 8, Warmage 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One multi-hued frog-like force
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes
A multi-hued frog-like magical force appears before you. It croaks a discordant tone as it hops towards your foes.A giant frog made of pure force springs into existence and attacks opponents as you direct it. The magical force takes the shape of a Medium-sized toad. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your ability modifier that controls this spell's save DC as its attack bonus. Each hit affects the target as if it were subject to a
prismatic spray spell. The frog strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The frog 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 frog goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the frog returns to you and hovers.
Each round after the first, you can use a move action to redirect the frog to a new target. If you do not, the frog continues to attack the previous round’s target. On any round that the frog switches targets, it gets one attack. Subsequent rounds of attacking that target allow the frog to make multiple attacks if your base attack bonus would allow it to.
A prismatic frog cannot be attacked or harmed by physical attacks, but it can be dismantled color by color as per a
prismatic wall. Colors that have been removed from the frog have no effect if it rolls for their effect on a hit. A prismatic frog’s AC against touch attacks is 10.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the each time the prismatic frog strikes it in order to determine whether or not that prismatic attack affects it.
Sword of Angelic WrathEvocation [Good, Light]Level: Priest 6
Components: V, S
Casting Time: 1 standard action
Range: 120 feet
Area: 120-ft. line
Duration: 1 round/level
Saving Throw: Reflex half; Will negates
Spell Resistance: Yes
A massive blade formed entirely of pearly radiance appears in your hands. Swinging it overhead, you bring it crashing down as a wave of light emanates outwards.This spell deals 1d6 points of damage per caster level, maximum 20d6, to all enemies in the area. Creatures that you do not consider enemies (or that you would not consider enemies if you were aware of their presence) are entirely unaffected. Each creature that fails its Reflex saving throw is dazzled and, if it is evil, must make an additional Will save or be nauseated.
Sword of angelic wrath counters or dispels any darkness spell of equal or lower spell level.