Hallow
Evocation
[Good]
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting
Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the
touched point
Duration: Instantaneous
Saving
Throw: See text
Spell
Resistance: See text
Hallow makes a particular site, building, or
structure a holy site. This has four major effects.
First, the
site or structure is guarded by a magic circle against evil effect.
Second, all
Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks
to command undead take a –4 penalty. Spell resistance does not apply to this
effect. (This provision does not apply to the druid version of the spell.)
Third, any
dead body interred in a hallowed site cannot be turned into an undead
creature.
Finally, you
may choose to fix a single spell effect to the hallowed site. The spell
effect lasts for one year and functions throughout the entire site, regardless
of the normal duration and area or effect. You may designate whether the effect
applies to all creatures, creatures who share your faith or alignment, or
creatures who adhere to another faith or alignment. At the end of the year, the
chosen effect lapses, but it can be renewed or replaced simply by casting hallow
again.
Spell
effects that may be tied to a hallowed site include aid, bane, bless,
cause fear, darkness, daylight, death ward, deeper darkness, detect evil,
detect magic, dimensional anchor, discern lies, dispel magic, endure elements,
freedom of movement, invisibility purge, protection from energy, remove fear,
resist energy, silence, tongues, and zone of truth. Saving throws
and spell resistance might apply to these spells’ effects. (See the individual
spell descriptions for details.)
An area can
receive only one hallow spell (and its associated spell effect) at a
time. Hallow counters but does not dispel unhallow.
Material
Component: Herbs,
oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell
to be included in the hallowed area.
Hallucinatory Terrain
Illusion
(Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting
Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: One 30-ft. cube/level (S)
Duration: 2 hours/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance: No
You make
natural terrain look, sound, and smell like some other sort of natural terrain.
Structures, equipment, and creatures within the area are not hidden or changed
in appearance.
Material
Component: A stone,
a twig, and a bit of green plant.
Halt Undead
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to three undead creatures, no two
of which can be more than 30 ft. apart
Duration: 1 round/level
Saving
Throw: Will negates
(see text)
Spell
Resistance: Yes
This spell
renders as many as three undead creatures immobile. A nonintelligent undead
creature gets no saving throw; an intelligent undead creature does. If the
spell is successful, it renders the undead creature immobile for the duration
of the spell (similar to the effect of hold person on a living
creature). The effect is broken if the halted creatures are attacked or
take damage.
Material
Component: A pinch
of sulfur and powdered garlic.
Harm
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will half;
see text
Spell
Resistance: Yes
Harm charges a subject with negative
energy that deals 10 points of damage per caster level (to a maximum of 150
points at 15th level). If the creature successfully saves, harm deals
half this amount, but it cannot reduce the target’s hit points to less than 1.
If used on
an undead creature, harm acts like heal.
Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which
can be more than 30 ft. apart
Duration: 1 round/level
Saving
Throw: Fortitude
negates (harmless)
Spell
Resistance: Yes
(harmless)
The
transmuted creatures move and act more quickly than normal. This extra speed
has several effects.
When making
a full attack action, a hasted creature may make one extra attack with any
weapon he is holding. The attack is made using the creature’s full base attack
bonus, plus any modifiers appropriate to the situation. (This effect is not
cumulative with similar effects, such as that provided by a weapon of speed,
nor does it actually grant an extra action, so you can’t use it to cast a
second spell or otherwise take an extra action in the round.)
A hasted creature
gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Any condition that makes you lose your Dexterity bonus to Armor Class (if any)
also makes you lose dodge bonuses.
All of the hasted
creature’s modes of movement (including land movement, burrow, climb, fly,
and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed
using that form of movement. This increase counts as an enhancement bonus, and
it affects the creature’s jumping distance as normal for increased speed.
Multiple haste
effects don’t stack. Haste dispels and counters slow.
Material
Component: A shaving
of licorice root.
Heal
Conjuration
(Healing)
Level: Clr 6, Drd 7, Healing 6
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
Heal enables you to channel positive
energy into a creature to wipe away injury and afflictions. It immediately ends
any and all of the following adverse conditions affecting the Target: ability
damage, blinded, confused, dazed, dazzled, deafened, diseased,
exhausted, fatigued, feebleminded, insanity, nauseated, sickened,
stunned, and poisoned. It also cures 10 hit points of damage per level of the
caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels,
restore permanently drained levels, or restore permanently drained ability
score points.
If used
against an undead creature, heal instead acts like harm.
Heal, Mass
Conjuration
(Healing)
Level: Clr 9, Healing 9
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like heal, except as noted above. The maximum number of hit
points restored to each creature is 250.
Heal Mount
Conjuration
(Healing)
Level: Pal 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Your mount touched
Duration: Instantaneous
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
functions like heal, but it affects only the paladin’s special mount
(typically a warhorse).
Heat Metal
Transmutation
[Fire]
Level: Drd 2, Sun 2
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per
two levels, no two of which can be more than 30 ft. apart; or 25 lb. of
metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
Heat
metal makes metal
extremely warm. Unattended, nonmagical metal gets no saving throw. Magical
metal is allowed a saving throw against the spell. An item in a creature’s
possession uses the creature’s saving throw bonus unless its own is higher.
A creature
takes fire damage if its equipment is heated. It takes full damage if its armor
is affected or if it is holding, touching, wearing, or carrying metal weighing
one-fifth of its weight. The creature takes minimum damage (1 point or 2
points; see the table) if it’s not wearing metal armor and the metal that it’s
carrying weighs less than one-fifth of its weight.
On the first
round of the spell, the metal becomes warm and uncomfortable to touch but deals
no damage. The same effect also occurs on the last round of the spell’s
duration. During the second (and also the next-to-last) round, intense heat
causes pain and damage. In the third, fourth, and fifth rounds, the metal is
searing hot, causing more damage, as shown on the table below.
Round |
Metal Temperature |
Damage |
1 |
Warm |
None |
2 |
Hot |
1d4 points |
3–5 |
Searing |
2d4 points |
6 |
Hot |
1d4 points |
7 |
Warm |
None |
Any cold
intense enough to damage the creature negates fire damage from the spell (and
vice versa) on a point-for-point basis. If cast underwater, heat metal deals
half damage and boils the surrounding water.
Heat
metal counters and
dispels chill metal.
Helping Hand
Evocation
Level: Clr 3
Components: V, S, DF
Casting
Time: 1 standard
action
Range: 5 miles
Effect: Ghostly hand
Duration: 1 hour/level
Saving
Throw: None
Spell
Resistance: No
You create
the ghostly image of a hand, which you can send to find a creature within 5
miles. The hand then beckons to that creature and leads it to you if the
creature is willing to follow.
When the
spell is cast, the hand appears in front of you. You then specify a person (or
any creature) by physical description, which can include race, gender, and
appearance but not ambiguous
Distance |
Time to
Locate |
100 ft. or
less |
1 round |
1,000 ft. |
1 minute |
1 mile |
10 minutes |
2 miles |
1 hour |
3 miles |
2 hours |
4 miles |
3 hours |
5 miles |
4 hours |
Once the
hand locates the subject, it beckons the creature to follow it. If the subject
does so, the hand points in your direction, indicating the most direct feasible
route. The hand hovers 10 feet in front of the subject, moving before it at a
speed of as much as 240 feet per round. Once the hand leads the subject back to
you, it disappears.
The subject
is not compelled to follow the hand or act in any particular way toward you. If
the subject chooses not to follow, the hand continues to beckon for the
duration of the spell, then disappears. If the spell expires while the subject
is en route to you, the hand disappears; the subject must then rely on her own
devices to locate you.
If more than
one subject in a 5-mile radius meets the description, the hand locates the
closest creature. If that creature refuses to follow the hand, the hand does
not seek out a second subject.
If, at the
end of 4 hours of searching, the hand has found no subject that matches the
description within 5 miles, it returns to you, displays an outstretched palm
(indicating that no such creature was found), and disappears.
The ghostly
hand has no physical form. It is invisible to anyone except you and a potential
subject. It cannot engage in combat or execute any other task aside from
locating a subject and leading it back to you. The hand can’t pass through
solid objects but can ooze through small cracks and slits. The hand cannot
travel more than 5 miles from the spot it appeared when you cast the spell.
Heroes’ Feast
Conjuration
[Creation]
Level: Brd 6, Clr 6
Components: V, S, DF
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
Duration: 1 hour plus 12 hours; see text
Saving
Throw: None
Spell
Resistance: No
You bring
forth a great feast, including a magnificent table, chairs, service, and food
and drink. The feast takes 1 hour to consume, and the beneficial effects do not
set in until this hour is over. Every creature partaking of the feast is cured
of all diseases, sickness, and nausea; becomes immune to poison for 12 hours;
and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10)
after imbibing the nectar-like beverage that is part of the feast. The
ambrosial food that is consumed grants each creature that partakes a +1 morale
bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast
is interrupted for any reason, the spell is ruined and all effects of the spell
are negated.
Heroism
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
(harmless)
This spell
imbues a single creature with great bravery and morale in battle. The target
gains a +2 morale bonus on attack rolls, saves, and skill checks.
Heroism, Greater
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Duration: 1 min./level
This spell
functions like heroism, except the creature gains a +4 morale bonus on
attack rolls, saves, and skill checks, immunity to fear effects, and temporary
hit points equal to your caster level (maximum 20).
Hide from Animals
Abjuration
Level: Drd 1, Rgr 1
Components: S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: One creature touched/level
Duration: 10 min./level (D)
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
Animals
cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural
sensory capabilities, such as blindsense, blindsight, scent, and tremorsense,
cannot detect or locate warded creatures. Animals simply act as though the
warded creatures are not there. If a warded character touches an animal or
attacks any creature, even with a spell, the spell ends for all recipients.
Hide from Undead
Abjuration
Level: Clr 1
Components: V, S, DF
Casting
Time: 1 standard
action
Range: Touch
Targets: One touched creature/level
Duration: 10 min./level (D)
Saving
Throw: Will negates
(harmless); see text
Spell
Resistance: Yes
Undead
cannot see, hear, or smell the warded creatures. Even extraordinary or
supernatural sensory capabilities, such as blindsense, blindsight, scent, and
tremorsense, cannot detect or locate warded creatures. Nonintelligent undead
creatures are automatically affected and act as though the warded creatures are
not there. An intelligent undead creature gets a single Will saving throw. If
it fails, the subject can’t see any of the warded creatures. However, if it has
reason to believe unseen opponents are present, it can attempt to find or
strike them. If a warded creature attempts to turn or command undead, touches
an undead creature, or attacks any creature (even with a spell), the spell ends
for all recipients.
Hideous Laughter
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round/level
Saving
Throw: Will negates
Spell
Resistance: Yes
This spell
afflicts the subject with uncontrollable laughter. It collapses into gales of
manic laughter, falling prone. The subject can take no actions while laughing,
but is not considered helpless. After the spell ends, it can act normally.
A creature
with an Intelligence score of 2 or lower is not affected. A creature whose type
is different from the caster’s receives a +4 bonus on its saving throw, because
humor doesn’t “translate” well.
Material
Component: Tiny
tarts that are thrown at the target and a feather that is waved in the air.
Hold Animal
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 2, Drd 2, Rgr 2
Components: V, S
Target: One animal
This spell
functions like hold person, except that it affects an animal instead of
a humanoid.
Hold Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4, Law 6, Sor/Wiz 5
Components: V, S, M/DF
Target: One living creature
This spell
functions like hold person, except that it affects any living creature
that fails its Will save.
Arcane
Material Component: One
hard metal bar or rod, which can be as small as a three-penny nail.
Hold Monster, Mass
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Targets: One or more creatures, no two of
which can be more than 30 ft. apart
This spell
functions like hold person, except that it affects multiple creatures
and holds any living creature that fails its Will save.
Hold Person
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving
Throw: Will negates;
see text
Spell
Resistance: Yes
The subject
becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round on its turn, the subject may
attempt a new saving throw to end the effect. (This is a full-round action that
does not provoke attacks of opportunity.)
A winged
creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim
and may drown.
Arcane
Focus: A small,
straight piece of iron.
Hold Person, Mass
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Targets: One or more humanoid creatures, no
two of which can be more than 30 ft. apart
This spell
functions like hold person, except as noted above.
Hold Portal
Abjuration
Level: Sor/Wiz 1
Component: V
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 min./level (D)
Saving
Throw: None
Spell
Resistance: No
This spell
magically holds shut a door, gate, window, or shutter of wood, metal, or stone.
The magic affects the portal just as if it were securely closed and normally
locked. A knock spell or a successful dispel magic spell can
negate a hold portal spell.
For a portal
affected by this spell, add 5 to the normal DC for forcing open the portal.
Holy Aura
Abjuration
[Good]
Level: Clr 8, Good 8
Components: V, S, F
Casting
Time: 1 standard
action
Range: 20 ft.
Targets: One creature/level in a
20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving
Throw: See text
Spell
Resistance: Yes
(harmless)
A brilliant
divine radiance surrounds the subjects, protecting them from attacks, granting
them resistance to spells cast by evil creatures, and causing evil creatures to
become blinded when they strike the subjects. This abjuration has four effects.
First, each
warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on
saves. Unlike protection from evil, this benefit applies against all
attacks, not just against attacks by evil creatures.
Second, each
warded creature gains spell resistance 25 against evil spells and spells cast
by evil creatures.
Third, the
abjuration blocks possession and mental influence, just as protection from
evil does.
Finally, if
an evil creature succeeds on a melee attack against a warded creature, the
offending attacker is blinded (Fortitude save negates, as blindness/deafness,
but against holy aura’s save DC).
Focus: A tiny reliquary containing some
sacred relic. The reliquary costs at least 500 gp.
Holy Smite
Evocation
[Good]
Level: Good 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving
Throw: Will partial;
see text
Spell
Resistance: Yes
You draw
down holy power to smite your enemies. Only evil and neutral creatures are
harmed by the spell; good creatures are unaffected.
The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil
creature in the area (or 1d6 points of damage per caster level, maximum 10d6,
to an evil outsider) and causes it to become blinded for 1 round. A successful
Will saving throw reduces damage to half and negates the blinded effect.
The spell
deals only half damage to creatures who are neither good nor evil, and they are
not blinded. Such a creature can reduce that damage by half (down to
one-quarter of the roll) with a successful Will save.
Holy Sword
Evocation
[Good]
Level: Pal 4
Components: V, S
Casting
Time: 1 standard
action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level
Saving
Throw: None
Spell
Resistance: No
This spell
allows you to channel holy power into your sword, or any other melee weapon you
choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on
attack and damage rolls, extra 2d6 damage against evil opponents). It also
emits a magic circle against evil effect (as the spell). If the magic
circle ends, the sword creates a new one on your turn as a free action. The
spell is automatically canceled 1 round after the weapon leaves your hand. You
cannot have more than one holy sword at a time.
If this
spell is cast on a magic weapon, the powers of the spell supersede any that the
weapon normally has, rendering the normal enhancement bonus and powers of the
weapon inoperative for the duration of the spell. This spell is not cumulative
with bless weapon or any other spell that might modify the weapon in any
way.
This spell
does not work on artifacts.
Note: A masterwork weapon’s bonus to attack
does not stack with an enhancement bonus to attack.
Holy Word
Evocation
[Good, Sonic]
Level: Clr 7, Good 7
Components: V
Casting
Time: 1 standard
action
Range: 40 ft.
Area: Nongood creatures in a 40-ft.-radius
spread centered on you
Duration: Instantaneous
Saving
Throw: None or Will
negates; see text
Spell
Resistance: Yes
Any nongood
creature within the area that hears the holy word suffers the following
ill effects.
HD |
Effect |
Equal to
caster level |
Deafened |
Up to
caster level |
–1
Blinded, deafened |
Up to
caster level |
–5
Paralyzed, blinded, deafened |
Up to
caster level |
–10
Killed, paralyzed, blinded, deafened |
The effects
are cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened:
The creature is
deafened for 1d4 rounds.
Blinded: The creature is blinded for 2d4
rounds.
Paralyzed:
The creature is
paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures
are destroyed.
Furthermore,
if you are on your home plane when you cast this spell, nongood extraplanar
creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours. This effect takes
place regardless of whether the creatures hear the holy word. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose HD exceed your caster level are unaffected by holy word.
Horrid Wilting
Necromancy
Level: Sor/Wiz 8, Water 8
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of which
can be more than 60 ft. apart
Duration: Instantaneous
Saving
Throw: Fortitude
half
Spell
Resistance: Yes
This spell
evaporates moisture from the body of each subject living creature, dealing 1d6
points of damage per caster level (maximum 20d6). This spell is especially
devastating to water elementals and plant creatures, which instead take 1d8
points of damage per caster level (maximum 20d8).
Arcane
Material Component: A
bit of sponge.
Hypnotic Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V (Brd only), S, M; see text
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights in a 10-ft.-radius
spread
Duration: Concentration + 2 rounds
Saving
Throw: Will negates
Spell
Resistance: Yes
A twisting
pattern of subtle, shifting colors weaves through the air, fascinating
creatures within it. Roll 2d4 and add your caster level (maximum 10) to
determine the total number of Hit Dice of creatures affected. Creatures with
the fewest HD are affected first; and, among creatures with equal HD, those who
are closest to the spell’s point of origin are affected first. Hit Dice that
are not sufficient to affect a creature are wasted. Affected creatures become
fascinated by the pattern of colors. Sightless creatures are not affected.
A wizard or
sorcerer need not utter a sound to cast this spell, but a bard must sing, play
music, or recite a rhyme as a verbal component.
Material
Component: A glowing
stick of incense or a crystal rod filled with phosphorescent material.
Hypnotism
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several living creatures, no two of
which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving
Throw: Will negates
Spell
Resistance: Yes
Your
gestures and droning incantation fascinate nearby creatures, causing them to
stop and stare blankly at you. In addition, you can use their rapt attention to
make your suggestions and requests seem more plausible. Roll 2d4 to see how
many total Hit Dice of creatures you affect. Creatures with fewer HD are
affected before creatures with more HD. Only creatures that can see or hear you
are affected, but they do not need to understand you to be fascinated.
If you use
this spell in combat, each target gains a +2 bonus on its saving throw. If the
spell affects only a single creature not in combat at the time, the saving
throw has a penalty of –2.
While the
subject is fascinated by this spell, it reacts as though it were two steps more
friendly in attitude. This allows you to make a single request of the affected
creature (provided you can communicate with it). The request must be brief and
reasonable. Even after the spell ends, the creature retains its new attitude
toward you, but only with respect to that particular request.
A creature
that fails its saving throw does not remember that you enspelled it.