Seal of the Crusader: You gain one extra attack/round. Seal of Fury: Creatures you strike must make Will saves or attack only you.
Seal of Justice: Creatures you strike must make Fortitude saves or be stunned for 1 round.
4ch-Level Paladin Spells Blessing of Kings: Subject gains +1/4 levels (max
+ 4) to all ability scores.
Blessing of Protection: Subject is invulnerable to physical attacks but unable to attack for 2 rounds.
Holy Light: Cures 3d8 damage +1/level (max +15) at range or damages undead.
Seal of Command: Next attack deals additional + 1d8 damage/2 levels (max 10d8).
New spells are described below.
Conjuration (Healing) Level: Priest 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 day
Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)
Abolish disease bathes the target in healing light, removing all diseases currently in his system. The spell also kills parasites. Abolish disease removes diseases normally unaffected by remove disease. In addition, abolish disease wards the target against further infection for 24 hours, granting the creature immunity to disease during this time.
AddaRS InvulneRaöle Shield u
Abjuration Level: Mage 4, Necromancer 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates Spell Resistance: Yes
Amplify magic creates an aura around the subject that enhances the effects of all healing and damaging spells. If a spell that cures or deals damage is cast on the subject, the amount of damage it deals or cures increases by +1 point per caster level (maximum 15 points). For example, if a firebolt strikes Kathlia while she is under the effects of amplify magic from a 9th-level caster, the spell's damage increases by +9 points. If Shadd casts cure light wounds on her, the spell likewise cures +9 additional hit points.
Abjuration Level: Argent Dawn Templar 5 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You
Duration: 1 minute/level Saving Throw: None Spell Resistance: No
You transform a tiny shield into a large steel shield, which floats near you and protects you from harm. The floating shield grants you a +9 shield bonus to AC. In addition, the shield grants you spell resistance 10 + caster level. The shield is immune to damage of all kinds. When the spell expires, the shield returns to its normal size and falls to the ground.
Focus: A tiny shield of any kind.
Evocation [Force] Level: Mage 5, Argent Dawn Templar 5 Components: V, S Casting Time: 1 standard action Range: 20 ft.
Area: All creatures within a 20-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
This spell creates a tremendous burst of arcane energy that explodes from you, dealing 1d6+1 points of force damage per level (maximum 15d6+15) to all creatures and unattended objects in the area, except you.
Transmutation Level: Druid 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You
Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No
You transform into a dolphinlike creature, granting you extraordinary movement speed underwater but rendering you incapable of attacking. You gain a swim speed equal to double your base movement. While in this form, you cannot cast offensive spells, and you are incapable of making physical attacks. (For the purposes of this spell, offensive spells are any spells that deal damage, target a foe or include a foe in their area of effect. Exactly who is a foe depends on your perceptions.)
damage per 2 levels (maximum 15d8) and permanently paralyzes the target (Fortitude save halves the damage and negates the paralysis; the DC equals the spell's DC). Finally, creatures with 5 HD or fewer that gaze upon you while you are transformed must make a Will save (DC equal the spell's DC) or be panicked for 1 round per caster level. Creatures that successfully make their saving throws against this fear effect are immune to it for the spell's duration.
A.specr of rhe CjRove
Transmutation Level: Druid 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You
Duration: 1 round/level
You call upon the spirit of Cenarius to grant you a fraction of his power; you take the form of a keeper of the grove. You gain fast healing 3, DR 10/evil and silver, a +4 enhancement bonus to Strength and Stamina, and a +4 enhancement bonus to natural armor. In addition, you may cast moonfire each round as a standard action.
Material Component: A vial of moonwell water blessed by a druid of at least 16th level, which you drink while casting the spell.
<\specr of rhe Lich
Necromancy Level: Necromancer 9 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You
Duration: 1 round/level
This terrifying spell temporarily grants you many of the fearsome abilities of a lich. Your skin grows pale and hardens, along with the bones underneath, granting you a +8 enhancement bonus to natural armor and DR 15/bludgeoning and magic. In addition, you gain a +6 enhancement bonus to Intellect, Spirit and Charisma. You also gain a touch attack that deals 1d8 points of cold
Conjuration (Teleportation) Level: Shaman/Witch Doctor 7 Components: V Casting Time: 1 standard action Range: Unlimited Target: You
Duration: Instantaneous Saving Throw: None Spell Resistance: No
Astral recall teleports you to your sanctuary. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. For the purposes of this spell, "very familiar" means a place where you have been often and feel at home. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You transport yourself any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load.
Evocation [Fire] Level: Mage 6 Components: V, S Casting Time: 1 standard action Range: 30 ft.
Area: All creatures within a 30-ft.-radius burst centered on you Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes
Blast wave calls into existence a ring of fire that quickly spreads from you to envelop all nearby creatures and objects. The spell deals 1d8 points of fire damage per caster level (maximum 20d8) to all creatures within the area of effect. Creatures that fail their Reflex saves continue to burn, taking 3d8 points of fire damage for 2 additional rounds. Unattended objects also take this damage. The explosion creates almost no pressure.
m blessing of Kings
Transmutation [Blessing] Level: Paladin 4 Components: V, S
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