Rafa Galthena
| Paladin 2 | / | Saint 2 | / | Swordsage 1 | / | Ur-priest 2 | / | Ruby Knight Vindicator 3 | ||||||||||
| Spellthief 5 | / | All-thief of Life 5 | ||||||||||||||||
Personal Statistics
| Size | Type (Subtype) | Age | Height | Weight | Eyes | Hair | Faith |
|---|---|---|---|---|---|---|---|
| Medium | Outsider (Native) | 16 | 5’ 8” | 125 lbs. | Golden | Pale Blue | — |
| Score | Mod. | |
|---|---|---|
| Str | 12 | +1 |
| Dex | 10 | +0 |
| Con | 16 | +3 |
| Int | 12 | +1 |
| Wis | 28 | +9 |
| Cha | 14 | +2 |
HP: 81/81 AC: 29 (T: 20 FF: 29) Initiative: +10 Speed: 20 ft. Load: 29 lb./43 lbs.
Vision: Low-light Vision, Darkvision 60 ft., Lifesense 15 ft. DR: 5/evil Resistances: Fire 10 Immunities: Acid, Cold, Electricity, Petrification
Smite Evil: 1/day Lay on Hands: 12 HP/day
Sneak Attack: +3d6 Steal Spell: 5 spell levels of up to 2nd-level spells Steal Resistance: 10 Steal Spell Effect: Max CL 7th Steal Spell-like Ability: Up to 1st-level
| Total | = | Base | + | Ability | + | Misc | |
|---|---|---|---|---|---|---|---|
| Melee | +9 | = | +8 | + | +1 | + | +0 |
| Ranged | +8 | = | +8 | + | +0 | + | +0 |
| Grapple | +9 | = | +8 | + | +1 | + | +0 |
| Total | = | Base | + | Ability | + | Misc | |
|---|---|---|---|---|---|---|---|
| Fortitude | +19 | = | 5 | + | +3 | + | +11 |
| Reflex | +16 | = | 5 | + | +0 | + | +11 |
| Will | +29 | = | 7 | + | +9 | + | +13 |
| Name | Attack Bonus | Damage | Critical | Range | Type | Weight | Cost | |
|---|---|---|---|---|---|---|---|---|
| Unarmed Strike | +19 | 1d6+2 | 20/×2 | Melee | Bludgeoning | – | – | |
| Special: +1 enhancement bonus, splitting property. May deal lethal or nonlethal damage at no penalty. Treated as both a manufactured and natural weapon for the purposes of feats and magical effects. | ||||||||
| Rebuke Undead | +2 | 2d6+4 | – | 60 ft. Burst | Turning Damage | – | – | |
| Special: 5/Day, rebukes undead with 1-6 HD based on check result. | ||||||||
| Holy Touch | – | 2d6+2 | – | Holy | – | – | ||
| Special: Automatically damages evil creatures who strike you with a natural weapon. | ||||||||
| Name | Type | AC Bonus | Skill Penalty | Max Dex | ASF | Speed | Weight | Cost | |
|---|---|---|---|---|---|---|---|---|---|
| Full Plate | Medium | +9 | −1 | +2 | −5% | 20 ft. | 25 lb. | 4,383⅓ gp | |
| Special: +1 enhancement. Self-crafted, mithral, gloryborn, hellforged. Gain +1 AC while charging (does not remove the usual penalty for charging). Gain +1 AC while adjacent to an ally. Affinity for fortification properties. Has restful crystal attached. | |||||||||
Aasimar Racial Features
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Ability Scores
+2 Wisdom, +2 Charisma. Aasimar are wise and spiritual.
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Medium
As a medium creature, you have no special bonuses or penalties due to size.
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Base Land Speed
30 ft.
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Perceptive
Aasimar have a +2 racial bonus on Perception checks.
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DaylightSp
Aasimar may cast daylight once per day with a caster level equal to your class levels.
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Resistances
Resistance to acid 5, cold 5, and electricity 5.
- Languages Automatic: Common, Celestial. Bonus: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
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Favored Class
Paladin.
Paladin Class Features
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Weapon and Armor Proficiency
You gain proficiency with all simple and martial weapons, with all types of armor, and with shields (but not tower shields).
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Class Skills
Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Perform, Profession, Ride, and Sense Motive.
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Aura of GoodSu
You have a particularly powerful aura of good (see the detect good spell for details).
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Detect EvilSu
At will, a paladin can use detect evil, as the spell.
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Smite EvilSu
Once per day, you may attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deals 1 extra point of damage per paladin level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, you may smite evil one additional time per day, to a maximum of five times per day at 20th level.
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Divine GraceSu
At 2nd level, you gain a bonus equal to your Charisma bonus (if any) on all saving throws.
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Lay on HandsSu
Beginning at 2nd level, if you have a Charisma score of 12 or higher, you can heal wounds (your own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to your paladin level × your Charisma bonus. You may choose to divide your healing among multiple recipients, and your don’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.
Spellthief Class Features
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Weapon and Armor Proficiency
You gain proficiency with all simple weapons and with light armor, but not with shields. You may cast spellthief spells in light armor without incurring a risk of arcane spell failure, but you have the usual risk if you wear medium or heavy armor, or use a shield. You still incur the normal arcane spell failure chance for arcane spells from other classes, including those stolen from arcane spellcasters.
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Class Skills
Appraise, Bluff, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge(local), Listen, Open Lock, Search, Speak Language, Spellcraft, Spot, Swim, Tumble and Use Magic Device.
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Sneak AttackEx
You deal an extra 1d6 damage when flanking an opponent or any time when th etarget would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.
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Steal SpellSu
You can siphon spell energy away from your target and use it yourself. When you hit an opponent with a successful sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from your target. If the target is willing, you can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one 0th-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0th-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast a 0th-level or 1st-level spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots), this ability has no effect. You can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If you try to steal a spell that isn’t available, the stolen spell (or spell slot) is determined randomly from among those the target has available.
After stealing a spell, you can cast the spell itself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. You can cast this spell even if you don’t have the minimum ability score normally required to cast a spell of that level. You must supply the same components (including verbal, somatic, material, XP, and focus) required for the stolen spell. Alternatively, you may use the stolen spell power to cast one of your own spellthief spells, of the same level or lower than the stolen spell. You must cast a stolen spell (or use its energy to cast one of your own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.
As you gain levels, you can choose to steal higher-level spells. At 4th level, you can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by 1 (up to a maximum of 9th-level spells at 18th level).
At any one time, you can possess a maximum number of stolen spell levels equal to your class level (treat 0th-level spells as ½ level for this purpose). If you steal a spell that would cause you to exceed this limit, you must choose to lose stolen spells sufficient to reduce your total number of stolen spells to no more than your maximum.
You cannot apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. Spells with metamagic applies are considered different spells for the purpose of your attempt to choose the spell you steal.
This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the Steal Spell-like Ability class feature, below).
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TrapfindingEx
You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
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Detect MagicSp
As a spellthief of 2nd level, you can use detect magic a number of times per day equal to your Charisma bonus, if any (minimum 1). Your caster level is equal to your class level.
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SpellgraceSu
At 2nd level, you gain a +1 competence bonus on your saves against spells. This bonus improves to +2 at 11th level and to +3 at 20th level.
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Steal Spell EffectSu
Beginning at 2nd level, you can siphon an active spell effect from another creature. When you hit an opponent with a sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, you can steal a spell effect with a touch as a standard action.
You can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If you try to steal a spell effect that isn’t present, the stolen spell effect is determined randomly from among those currently in effect on the target. You can’t steal a spell effect if its caster level exceeds your class level + your Charisma modifier.
Upon stealing a spell effect, you gain the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell’s duration expires, whichever comes first). If the spell effect’s duration hasn’t expired by this time, the spell effect returns to the creature that originally benefited from it.
You can steal the effect of a spell only if the spell could have been cast on you by the original caster. For example, you couldn’t gain the effect of an animal growth spell (unless you are of the animal type) or the effect of a shield (since that spell’s range is personal). If you try to steal the effect of a spell not allowed to you, the effect is still suppressed on the original target of the spell for 1 minute per class level.
This ability does not work on spell effects that are immune to dispel magic, such as bestow curse.
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Steal Energy ResistanceSu
Beginning at 3rd level, you can siphon off some or all of a target’s resistance to an energy type (acid, cold, electricity, fire, or sonic). When you hit an opponent with a successful sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which your target is resistance or immune. If the target is willing, you can steal energy resistance with a touch as a standard action.
Simultaneously, the target creature’re resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to that energy type retains that immunity.
If your target has more than one type of resistance to energy, you can choose which kind to steal; otherwise the DM determines the stolen resistance randomly from among those possessed by the target. If you choose to steal a type of resistance the target doesn’t possess, the stolen type of resistance is determined randomly from those possessed by the target.
The resistance you gain from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.
You can use this ability multiple times, but its effects do not stack unless they apply to different types of energy.
At 11th level, you can steal resistance 20 to an energy type by using this ability, and at 19th level you can steal resistance 30 to an energy type.
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Spells
Beginning at 4th level, you gain the ability to cast a small number of arcane spells, which are drawn from a subset of the sorcerer/wizard spell list (see below). You can cast any spell you know without preparing ahead of time, just as a sorcerer can.
To learn or cast a spell, you must have a Charisma score of 10 + the spell level. The DC for a saving throw against your spells is 10 + the spell level + your Charisma modifier.
Like other spellcasters, you can only cast a certain number of spells of each spell level per day. Your daily allotment of spells is given on Table 1–3: The Spellthief, Complete Adventurer pg. 18. In addition, you receive bonus spells per day if you have a high Charisma score.
Your selection of spells is extremely limited. You begin play knowing no spells, but gain one or more new spells at certain levels, as indicated in Table 1–4: Spellthief Spells Known, Complete Adventurer pg. 19. Unlike spells per day, your Charisma does not affect the number of spells you know; the numbers on Table 1–4 are fixed. You can learn any sorcerer/wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer/wizard spells are on your spellthief spell list.
Upon reaching 12th level, and at every third class level thereafter (15th and 18th), you can choose to learn a new spell in place of one you already know. In effect, you “lose” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellthief spell you can cast. You can swap only a single spell at any given level, and you must choose whether or not to swap the spell at the same time that you learn new spell spells for the level.
At 4th level and higher, your caster level for spellthief spells is one-half your class level.
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Steal Spell-like AbilitySu
At 5th level and higher, you can use a sneak attack to temporarily steal a creature’s spell-like ability. When you hit a creature with a sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target’s spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action.
This spell-like ability can originate from the target’s class, race, template, or any other source, and can be of any level up to a maximum of one-third your class level. You can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or you can’t steal the ability. If the target can’t use its ability at the present time (such as a summoned demon’s summon ability), you can’t steal it.
You can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. You must use the spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until you use the ability (or the minute elapses), the target cannot use the stolen ability.
Saint Template Features
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Abilities
+2 Constitution, +2 Wisdom, +4 Charisma. Saints are stalwart defenders of the faith in mind and body.
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Outsider (Native)
Your type changes to Outsider (native). Your Outsider traits are:
- Darkvision out to 60 ft.
- Proficiency with all simple and martial weapons
As a native outsider, you do need to eat and sleep, but can also be resurrected.
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Holy PowerSu
The save DCs of any and all of your special attacks, including spells, spell-like abilities, supernatural abilities, and extraordinary abilities, increase by +2.
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Holy TouchSu
Your melee attacks with any weapon (or unarmed) deal an additional 1d6 damage against evil creatures, and 1d8 points against undead or evil outsiders. Any evil creature that strikes you with a natural weapon takes holy damage as if hit by your attack.
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Spell-like Abilities
At will—guidance, virtue, and bless. Your caster level is equal to your Hit Die total. The save DCs are Charisma-based.
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Damage ReductionEx
You gain damage reduction according to your hit dice (including character level).
Saint Damage Reduction HD Damage Reduction 1-3 — 4-7 5/magic 8-11 5/evil 12+ 10/evil If you already have damage reduction, use the better value.
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Fast HealingEx
Each round, you heal damage equal to half of your Hit Dice (including character levels, up to a maximum of 10 points healed).
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ImmunitiesEx
You are immune to acid, cold, electricity, petrification attacks.
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Keen VisionEx
You have low-light vision and 60-ft. darkvision.
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Protective AuraSu
As a free action, you can surround yourself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level is equal to your Hit Dice.
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ResistancesEx
You have resistance to fire 10 and a +4 racial bonus on Fortitude saves against poison.
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TonguesSu
You are constantly under the effects of a tongues spell as cast by a 14th-level cleric.
Swordsage Class Features
Unarmed variant
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Armor and Weapon Proficiency
As an unarmed swordsage, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), but not with any armor or shields.
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Class Skills
Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility and royalty), Listen, Martial Lore*, Move Silently, Profession, Ride, Sense Motive, Swim, and Tumble.
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Maneuvers
You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on Table 1–2. You must meet a maneuver’s prerequisite to learn it. See Table 3–1, page 39, to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
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Maneuvers Readied
You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
You can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
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Stances Known
You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
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Discipline FocusEx
As a swordsage, you can focus your training to take advantage of each discipline’s fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.
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Quick to ActEx
You gain a +1 bonus on initiative checks. This bonus increases by 1 at 5th, 10th, 15th, and 20th level.
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Unarmed Strike
At 1st level, an unarmed swordsage gains Improved Unarmed Strike as a bonus feat. An unarmed swordsage’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that an unarmed swordsage may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for an unarmed swordsage striking unarmed. An unarmed swordsage may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually an unarmed swordsage’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
An unarmed swordsage’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
An unarmed swordsage also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium unarmed swordsages. A Small unarmed swordsage deals less damage than the amount given there with her unarmed attacks, while a Large unarmed swordsage deals more damage; see Table: Small or Large Monk Unarmed Damage.
Ur-priest Class Features
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Weapon and Armor Proficiency
You gain proficiency in all simple weapons, but not with any armor or shields.
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Class Skills
Bluff, Concentration, Craft, Knowledge (arcana), Knowledge(religion), Knowledge(the planes), Profession, and Spellcraft.
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Spells
You gain the ability to cast a number of divine spells. To cast a spell, you must have a Wisdom score of at least 10 + the spell’s level, so you cannot cast these spells with a Wisdom of 10 or less. Your bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + your Wisdom modifier.
Your spell list is identical to the cleric spell list. You have access to any spell on the list and prepare those spells as a cleric, except you do not pray for spells, you just take them. You do not have any ability to spontaneously cast spells, nor do you get domains or domain spells, but you also have no alignment restriction on the spells you cast.
Your caster level is equal to your ur-priest class level plus half your levels in other spellcasting classes (but levels of ex-cleric do not count as spellcasting class levels).
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Rebuke UndeadSu
You can rebuke or command undead creatures as an evil cleric of your ur-priest level.
You may attempt to rebuke undead a number of times per day equal to 3 + your Charisma modifier. If you have 5 or more ranks in Knowledge (religion), you get a +2 synergy bonus on turning checks against undead.
All-thief of Life Class Features
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Armor and Weapon Proficiency
An all-thief gains no proficiency with any weapons or armor.
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Class Skills
Appraise, Bluff, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (local), Knowledge (psionics), Listen, Martial Lore, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Speak Languages, Spellcraft, Psicraft, Spot, Swim, Tumble
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LifesenseEx
You learn how to recognize the ebb and flow of life energy. You can sense the location of living creatures within 5 feet (as if you had blindsense), and can also determine the condition of creatures near death within this range (as if you were using the deathwatch spell).
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New Theft
At each level, an all-thief gains a new ability to steal power from others. Choose one of the feats from this list to gain as a bonus feat:
- Charge Drain—An all-thief waives the requirement of having his own ability to craft charged items
- Emotional Siphon—An all-thief waives the requirement of having his own ability to rage
- Enhanced Theft—An all-thief waives the requirement of being able to craft enhanced weapons or armor
- Graverobbery An all-thief waives the requirement of having his own ability to turn undead
- Healing Extortion—An all-thief waives the requirement of having his own ability to lay on hands
- Industrial Espionage—An all-thief waives the requirement of having his own ability to use infusions
- Kleptolexicology—An all-thief waives the requirement of knowing his personal truename
- Martial Mimicry—An all-thief waives the requirement of knowing a martial maneuver and stance
- Pact Borrowing—An all-thief waives the requirement of being able to bind a vestige
- Psithief—An all-thief waives the requirement of having a power point pool
- Smite the Smitten—An all-thief waives the requirement of being able to smite evil
- Soulstealer—An all-thief waives the requirement of being able to shape a soulmeld
- Sublime Theft—An all-thief waives the requirement of knowing a martial maneuver
Each feat also adds its associated skill(s) to the all-thief skill list, the same as they do to the spellthief’s skill list. Industrial Espionage each additionally adds Use Magic Device (which spellthieves have natively) and Psithief adds Use Psionic Device (which mindthieves have natively). Enhanced Theft and Charge Drain each may add the All-Thief’s choice of Use Magic Device or Use Psionic Device (chosen when taken, or at first level if already taken; each need not add the same skill).
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Omnitheft
Each level of all-thief stacks with all levels of other classes for the purposes of stealing those class’s effects. That is, the all-thief’s effective binder level, initiator level, manifester level, meldshaper level, caster level, and truenamer level add his class level when determining the highest level pact, maneuver, power, soulmeld, spell, or utterance that he can steal. None of these levels may exceed his total hit dice due to this ability, however.
In addition, levels of all-thief stack with levels of levels of spellthief for the purpose of determining the highest level spell he can steal, and further the all-thief adds twice his class level to his spellthief level to determine the total number of spell levels that he can steal. It also stacks for the purposes of the highest-level spell-like ability he can steal.
Finally, stolen spells and other effects may be used at any time within the normal time (1 hour for most effects) times the all-thief’s class level.
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Skills of the Crime
At 2nd level, an all-thief gains the ability to steal skill ranks from his foes. Instead of activating his steal spell ability, he may instead temporarily gain a number of skill ranks in any skill of his choice, while the target temporarily loses these ranks. The number of ranks swapped in this manner may be no greater than the number of ranks the target has, or the all-thief’s class level, whichever is lower. The swap lasts for one minute. The change actually affects skill ranks, and therefore affects abilities that key off of those ranks, but the increased ranks may not be used by the all-thief to qualify for anything he could not have qualified for earlier.
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Sneak Attack
At 3rd level, an all-thief gains +1d6 sneak attack damage. This damage advances to +2d6 damage at 6th and +3d6 damage at 9th. These damage dice stack with any sneak attack damage dice he may have from other classes.
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Feat Heist
At 4th level, an all-thief gains the ability to steal a foe’s feats. On a successful use of steal spell, he may instead take a feat. For a number of minutes equal to his class level, the all-thief gains the benefit of that feat and his target loses its benefit. He may not use this feat to qualify for anything, and his target does not lose any abilities that depend on the stolen feat as a prerequisite (though in some cases an ability may be rendered useless by the removal of a feat it depends on). If the feat depends on any relevant statistics, use the target’s, not the all-thief’s.
Each feat is equivalent to a spell of a level equal to half the minimum level at which the feat may be acquired, for the purposes of determining whether or not the all-thief may steal it and for the maximum number of spells he can steal.
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Casing the Joint
At 5th level, an all-thief gains the ability to learn of his foes’ strengths so that he may better steal them. On a successful use of any of his theft abilities, an all-thief learns whether or not the target can use any of the abilities he knows how to steal, and he may select one of those abilities and learn exactly what his target has that he might steal from the chosen type. If he chooses to identify the target’s skills, he may either learn the target’s ranks in any five skills, or learn the entire list of those skills his target has any ranks in. If he chooses to identify his opponent’s abilities, those abilities are ranked from highest to lowest for him.
Ruby Knight Vindicator Class Features
Skilled City-dweller alternate class features
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Weapon and Armor Proficiency
You gain no new weapon or armor proficiencies.
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Class Skills
Balance, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (religion), Martial Lore, Profession, Sense Motive, Spellcraft, and Tumble. Tumble replaces Ride due to Skilled City-Dweller.
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Spellcasting
At each level except 1st and 6th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you have more than one divine spellcasting class before becoming a devoted enforcer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
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Maneuvers
At each even-numbered level, you gain one new maneuver known from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven disciplines. You must meet a maneuver’s prerequisites to learn it. You add your full ruby knight vindicator level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
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Maneuvers Readied
At 5th and 9th level, you gain an additional maneuver readied.
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Stances Known
At 1st level and again at 6th level, you learn one new martial stance from the Devoted Spirit, Shadow Hand, Stone Dragon, or White Raven disciplines. You must meet a stance’s prerequisites to learn it.
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Divine RecoverySu
Beginning at 2nd level, you can channel divine power to recharge your martial maneuvers. You can expend a turn or rebuke undead attempt as a swift action to recover one expended maneuver; the maneuver is immediately available to you as a granted maneuver.
Feats
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Knight of Tyr’s Holy Judgmentflaw
You gain a supernatural ability to sense and understand laws. Add your paladin level to any Knowledge or Intelligence check made regarding laws. You can use this ability even if you are unfamiliar with the local laws or don’t even know where you are.
For example, if you use this ability upon approaching the city of Luthcheq in Chessenta, a Knowledge (arcana) or Knowledge (local) check reveals to you that arcane magic is forbidden there. If you later end up in a strange land by way of a portal, and a Knowledge (religion) check reveals that Loviatar is the official religion where you are, you realize you are in (for instance) Dambrath.
You can use this ability to find loopholes in the law, such as learning that the local temple’s ability to offer a wanted criminal sanctuary only applies from dusk until dawn, allowing you to arrest the criminal after daybreak. When you use your detect evil ability, the second round of use reveals whether or not any creatures in the area are devils, though you do not learn their exact location (but in most cases you can identify them in the third round by the strength of their aura).
You gain a +1 sacred bonus to Armor Class against devils.
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Intuitive Attackflaw
With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.
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Nymph’s Kiss1st
Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks and a +l bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.
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Improved Unarmed StrikeSwordsage 1
You are considered to be armed even when unarmed – that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
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Spell Focus (Evil)3rd
You add +1 to the DC of any spells with the evil descriptor. This does not stack with any other bonus from Spell Focus feats.
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Iron WillOtyugh Hole
You gain a +2 bonus to Will saves.
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Sublime Theft5th
You may use your steal spell ability to steal any one readied and unexpended (and granted, if applicable) maneuver from your target. The level of the maneuver must be no higher than the highest level spell you can steal nor higher than the highest maneuver you can initiate. For example, a Spellthief 6/Warblade 1 has the ability to steal 3rd level spells but has an initiator level of 4, so he may only steal 1st and 2nd level maneuvers. If he takes another level of Warblade to gain an initiator level of 5, he may then steal 1st, 2nd, or 3rd level maneuvers.
When stolen, the maneuver is considered expended for your foe, and readied for you. Further, your opponent may not ready or recover that maneuver for one minute. Once expended, you lose access to the maneuver entirely (unless you knew it already yourself, in which case the extra use of it is lost and cannot be recovered). If unexpended after one hour, you lose access to it as if you had expended it.
When initiated, treat the maneuver in all ways as if initiated by the original target it was stolen from, with the exception that the weapon damage dealt during a strike is based on the spellthief’s weapon and abilities.
You may steal a maneuver you already have readied. This would mean you would be able to use that maneuver twice without recovering.
A spellthief with the discover spells class feature may likewise learn the maneuvers readied by any foe from whom they steal a maneuver.
Stolen maneuver levels are added to stolen spell levels for the purpose of determining how many levels worth of spells and/or maneuvers the spellthief can steal.
Further, Intimidate and Martial Lore become spellthief class skills for you.
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Martial MimicryAll-thief 1
You may use your steal spells ability to steal a martial stance from your opponent. You gain the victim’s current stance, provided it is of a level equal to or lower than both the highest spell level you can steal and the highest maneuver you can initiate. You may enter the stance as a swift action on a subsequent turn, and you may use the stance for the next hour. Your foe, meanwhile, must use a swift action on a subsequent turn to enter a different stance, and cannot return to the stolen stance until a minute after the theft.
The stance counts as a spell of its level for the purpose of determining how many spell levels you can steal.
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PsithiefAll-thief 2
You can use your steal spell ability to siphon psionic energy instead of spell energy. Instead of stealing a spell, you can choose to steal a number of power points equal twice to the maximum level of spell you can steal minus 1 (up to a maximum value equal to the manifester level of the creature struck). For example, a 4th-level spellthief/1st-level psychic warrior could steal up to 3 power points; if he used this ability against a 2nd-level psion he could steal only 2 power points, since that is the target’s manifester level. You can use the stolen power points only to manifest a psionic power you already know. You must use these power points within 1 hour of stealing them; otherwise, the extra psionic energy fades harmlessly away. This feat otherwise follows the rules for the steal spell class feature.
Upon successfully stealing power points, you also gain the knowledge of any one power that the target knows that costs no more power points than the power points stolen. This power may be manifested once within the next hour, at which point you lose all knowledge of it unless you know it yourself, and the victim cannot manifest the power for one minute following the theft. The level of the psionic power stolen is added to the levels of spells you have stolen for the purposes of determining how many total levels you can steal.
In addition, Knowledge (psionics) and Psicraft are spellthief class skills for you.
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Serenity7th
Use your Wisdom bonus in place of your Charisma bonus for purposes of divine grace, lay on hands, smite evil, and turn undead.
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Charge DrainAll-thief 3
You can use your steal spell ability to steal charges from your target’s items. On any successful use of steal spell, you may instead take a charge from any item your target currently has equipped, and in their hand if this is necessary for its use. The charge counts as a spell of a level equal to half the item’s caster level for the purposes of whether or not you may steal it and for determining the maximum number of spells you may steal. The item’s caster level must be no higher than your own.
When you steal such a charge, the item in question loses that charge as if it had been used. You also may use the ability of the item once, as if you had the same item with a single charge in it, but if left unused for more than one hour this use is lost.
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Enhanced TheftAll-thief 4
You can use your steal spell ability to steal the enhancement bonuses your victim’s armor or weapon. Your target’s armor or weapon loses one enhancement bonus or special ability, and you can add that bonus or ability to your own weapon or armor as appropriate. For enhancement bonuses, you may take an enhancement bonus up to the total enhancement bonus of the item, but otherwise only a single ability may be taken. The victim’s item functions as if it does not have this enhancement or special ability for one minute, and your own functions as if it does for one hour. If the target’s weapon or armor is reduced to a +0 enhancement bonus, this does not prevent the other special abilities on the item from functioning (as an exception to the rule that an item must be at least +1 before gaining any special abilities).
This enhancement bonus or special ability counts as a spell of a level equal to twice its enhancement cost (thus, a +3 equivalent ability counts as a 6th level spell) for the purposes whether or not you can steal it and how many total spell levels you can steal.
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Yondalla’s Sense9th
You add your Wisdom modifier to initiative checks.
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Emotional SiphonAll-thief 5
You may use your steal spell ability to steal a use of Rage or similar. You gain a use of rage that must be used within an hour, while your target loses a daily use of rage, which he regains a minute later. If this is his only use of rage remaining for the day, he immediately stops raging and may not begin again until he regains the use of the rage. You may not steal another use of rage from the same target until he has regained that use after the minute. When you rage, use your target’s Con modifier to determine its length. Note that unless he is simultaneously raging, his Con modifier is not increased and therefore the bonus you get to Con does not increase the duration of your rage.
Rage counts as a 3rd level spell for the purposes of the maximum number of spells you can steal. Greater rage counts as a 6th level spell. Mighty rage counts as a 9th level spell.
Further, Intimidate is added to the spellthief’s class skills for you.
Flaws
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Brash
You take a −6 penalty to Armor Class against attacks of opportunity.
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Individualist
You are committed to a path that requires complete independence from others. You suffer a −2 penalty on all attack rolls made using weapons that you have not personally crafted. In addition, the armor check penalty of any suit of armor you wear that you did not craft increases by +1.
Traits
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Wisdom in the Flesh (Acrobatics)
You may make checks with the Acrobatics skill using your Wisdom modifier instead of Dexterity. It is always a class skill for you.
| Skill Name | Ability | Total | = | Ab. Mod. | + | Ranks | + | Misc. |
|---|---|---|---|---|---|---|---|---|
| Acrobatics | Wis | +15 | = | +9 | + | 7 | + | −1 |
| Appraise | Int | +1 | = | +1 | + | + | +0 | |
| Athletics | Str | +0 | = | +1 | + | + | −1 | |
| Autohypnosis | Wis | +19 | = | +9 | + | 10 | + | +0 |
| Bluff | Cha | +9 | = | +2 | + | 5 | + | +2 |
| Concentration | Con | +16 | = | +3 | + | 13 | + | +0 |
| Craft (armorsmithing) | Int | +11 | = | +1 | + | 10 | + | +0 |
| Decipher Script | Int | +1 | = | +1 | + | + | +0 | |
| Diplomacy | Cha | +6 | = | +2 | + | + | +4 | |
| Disable Device | Int | +1 | = | +1 | + | + | +0 | |
| Disguise | Cha | +6 | = | +2 | + | + | +4 | |
| Escape Artist | Dex | −1 | = | +0 | + | + | −1 | |
| Forgery | Int | +1 | = | +1 | + | + | +0 | |
| Gather Information | Cha | +4 | = | +2 | + | + | +2 | |
| Handle Animal | Cha | +4 | = | +2 | + | + | +2 | |
| Heal | Wis | +9 | = | +9 | + | + | +0 | |
| Iaijutsu Focus | Cha | +4 | = | +2 | + | + | +2 | |
| Intimidate | Cha | +16 | = | +2 | + | 10 | + | +4 |
| Knowledge (Arcana) | Int | +6 | = | +1 | + | 5 | + | +0 |
| Knowledge (Architecture & Engineering) | Int | +1 | = | +1 | + | + | +0 | |
| Knowledge (Dungeoneering) | Int | +2 | = | +1 | + | 1 | + | +0 |
| Knowledge (Geography) | Int | +1 | = | +1 | + | + | +0 | |
| Knowledge (History) | Int | +1 | = | +1 | + | + | +0 | |
| Knowledge (Local) | Int | +2 | = | +1 | + | 1 | + | +0 |
| Knowledge (Martial) | Int | +2 | = | +1 | + | 1 | + | +0 |
| Knowledge (Nature) | Int | +2 | = | +1 | + | 1 | + | +0 |
| Knowledge (Nobility & Royalty) | Int | +1 | = | +1 | + | + | +0 | |
| Knowledge (Psionics) | Int | +2 | = | +1 | + | 1 | + | +0 |
| Knowledge (Religion) | Int | +14 | = | +1 | + | 13 | + | +0 |
| Knowledge (The Planes) | Int | +9 | = | +1 | + | 8 | + | +0 |
| Magicraft | Int | +14 | = | +1 | + | 13 | + | +0 |
| Perception | Wis | +16 | = | +9 | + | + | +7 | |
| Perform | Cha | +4 | = | +2 | + | + | +2 | |
| Profession | Wis | +9 | = | +9 | + | + | +0 | |
| Ride | Dex | +0 | = | +0 | + | + | +0 | |
| Search | Int | +1 | = | +1 | + | + | +0 | |
| Sense Motive | Wis | +9 | = | +9 | + | + | +0 | |
| Sleight of Hand | Dex | −1 | = | +0 | + | + | −1 | |
| Stealth | Dex | +0 | = | +0 | + | + | +0 | |
| Survival | Wis | +9 | = | +9 | + | + | +0 | |
| Truenaming | Int | +1 | = | +1 | + | + | +0 | |
| Use Esoteric Device | Cha | +9 | = | +2 | + | 5 | + | +2 |
| Use Rope | Dex | +0 | = | +0 | + | + | +0 | |
| Celestial | Language | Auto | ||||||
| Common | Language | Auto | ||||||
| Infernal | Language | Auto | ||||||
| Total Skill Points | 104/104 | |||||||
Swordsage Initiating
| Known | Readied | Stances |
|---|---|---|
| 7 | 4 | 2 |
Initiator Level: 7
1st-level Maneuvers
Counter Charge (Readied)
Setting Sun
- Level: 1
- Initiating Action: Immediate
- Range: Melee
- Target: One creature
With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.
If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).
If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.
If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.
Sapphire Nightmare Blade
Diamond Mind
- Level: 1
- Initiating Action: Standard
- Range: Melee attack
- Target: One creature
You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is fl at-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a −2 penalty and deals normal damage.
2nd-level Maneuvers
Cloak of Deception (Readied)
Shadow Hand
- Level: 2
- Initiating Action: Swift
- Range: Personal
- Target: You
When you initiate this maneuver, you turn invisible, as the greater invisibility spell. You remain invisible until the end of your current turn.
This maneuver is a supernatural ability.
Drain Vitality (Readied)
Shadow Hand
- Level: 2
- Initiating Action: Standard
- Range: Melee attack
- Target: One creature
As part of this maneuver, make a single melee attack. If this attack hits, you deal normal melee damage and the target must make a successful Fortitude save (DC 12 + your Wis modifier) or take 2 points of Constitution damage. A successful save negates the Constitution damage but not the normal melee damage.
Mountain Hammer (Readied)
Stone Dragon
- Level: 2
- Initiating Action: Standard
- Range: Melee attack
- Target: One creature or unattended object
As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.
Shadow Jaunt
Shadow Hand
- Level: 2
- Initiating Action: Standard
- Range: 50 ft.
- Target: You
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.
3rd-level Maneuvers
Strength Draining Strike (Readied)
Shadow Hand
- Level: 3
- Initiating Action: Standard
- Range: Melee attack
- Target: One creature
As part of this maneuver, make a single melee attack against an opponent. In addition to dealing normal melee damage with the attack, you deal 4 points of Strength damage. A successful Fortitude save (DC 13 + your Wis modifier) save halves the Strength damage but not the normal melee damage you deal with the strike. This maneuver is a supernatural ability.
Stances
Island of Blades (Current)
Shadow Hand
- Level: Shadow Hand 1
- Initiating Action: Swift
- Range: Personal
- Target: You
Your turn your enemies’ strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent’s defenses.
If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.
Thicket of Blades
Devoted Spirit
- Level: Devoted Spirit 3
- Initiating Action: Swift
- Range: Personal
- Target: You
While you are in this stance, any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action to treat the square they start in as no longer threatened by you.
Aasimar Spell-like Abilities
Caster Level: 10th
3rd-level Spell-like Abilities
Daylight, 1/day
Evocation [Light]
- Level: Aasimar 3
- Casting Time: 1 standard action
- Range: Touch
- Target: Object touched
- Duration: 10 minutes/level (D)
- Saving Throw: None
- SR: No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Saint Spell-like Abilities
| 0th | 1st | |
|---|---|---|
| DCs | 14 | 15 |
Caster Level: 10th
0th-level Spell-like Abilities
Guidance, at-will
Divination
- Level: Saint 0
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute or until discharged
- Saving Throw: Will negates (harmless)
- SR: Yes
Virtue, at-will
Transmutation
- Level: Saint 0
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute
- Saving Throw: Fortitude negates (harmless)
- SR: Yes (harmless)
1st-level Spell-like Abilities
Bless, at-will
Enchantment (Compulsion) [Mind-Affecting]
- Level: Saint 1
- Casting Time: 1 standard action
- Range: 50 feet
- Area: The caster and all allies within a 50-foot burst, centered on the caster
- Duration: 1 minute/level
- Saving Throw: None
- SR: Yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
Saint Supernatural Abilities
| 4th | |
|---|---|
| DCs | 18 |
Caster Level: 10th
4th-level Supernatural Abilities
Protective Aura
Abjuration [Good]
- Level: Saint 4
- Casting Time: 1 free action
- Range: 20 ft.
- Area: 20-ft.-radius spherical emanation, centered on you
- Duration: Permanent (D, free action)
- Saving Throw: Will negates (harmless)
As a double-strength magic circle against evil plus a lesser globe of invulnerability.
Per magic circle against evil, all creatures within the area gain the effects of a protection from evil spell. At double-strength, that means you and your allies in the area receive:
- A +4 deflection bonus to AC and a +4 resistance bonus on saves, each against the attacks of evil creatures only.
- Protection from mental control and/or possession. Any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person) is blocked. The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for as long as the creature is within the magic circle against evil. If the magic circle against evil effect ends or the creature leaves it before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Furthermore, magic circle against evil means that no nongood summoned creatures can enter the area. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.
As for the lesser globe of invulnerability, that manifests as an immobile, faintly shimmering magical sphere around you. It excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.
Tongues
Divination
- Level: Saint 4
- Range: Personal
- Target: You
- Duration: Permanent
This supernatural ability grants you the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Ur-Priest Spellcasting
| 0th | 1st | 2nd | 3rd | 4th | |
|---|---|---|---|---|---|
| Per Day | 6 | 6 | 4 | 3 | 2 |
| Cast | 0 | 0 | 0 | 0 | 0 |
| DCs | 19 | 20 | 21 | 22 | 23 |
Caster Level: 9th
0th-level Spells
Amanuensis
Transmutation
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Target: Object or objects with writing
- Duration: 10 minutes/level
- Saving Throw: Will negates (object)
- SR: Yes (object)
You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.
The spell triggers (but does not copy) writing-based magic traps in the material being copied.
Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.
The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.
Candlelight
Evocation [Light]
- Level: Ur-priest 0
- Components: V, M, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Object touched
- Duration: 1 hour/level
- Saving Throw: None
- SR: No
You cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch. The effect is immobile, but it can be cast on a movable object if desired. The light produced by this cantrip is not strong enough to counter or dispel any magical darkness.
Invented by the elves for use in nighttime ceremonies, candlelight has made its way into common usage. It is particularly useful to novices and apprentices who need to spend long hours in study.
Create Water
Conjuration (Creation) [Water]
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Effect: Up to 2 gallons of water/level
- Duration: Instantaneous
- Saving Throw: None
- SR: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Cure Minor Wounds
Conjuration (Healing)
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will half (harmless); see text
- SR: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Detect Magic (3 prepared)
Divination
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Cone-shaped emanation
- Duration: Concentration, up to 1 min/level (D)
- Saving Throw: None
- SR: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
- 1st Round
- Presence or absence of magical auras.
- 2nd Round
- Number of different magical auras and the power of the most potent aura.
- 3rd Round
- The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
| Spell or Object | Aura Power | |||
|---|---|---|---|---|
| Faint | Moderate | Strong | Overwhelming | |
| Functioning Spell (Spell Level) | 3rd or lower | 4th-6th | 7th-9th | 10th+ |
| Magic Item (Caster Level) | 5th or lower | 6th-11th | 12th-20th | 21st+ |
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
| Original Strength | Duration of Lingering Aura |
|---|---|
| Faint | 1d6 rounds |
| Moderate | 1d6 minutes |
| Strong | 1d6×10 minutes |
| Overwhelming | 1d6 days |
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Detect Poison
Divination
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Area: One 5 ft. cube, or
- Target: One creature, or one object
- Duration: Instantaneous
- Saving Throw: None
- SR: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Guidance
Divination
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute or until discharged
- Saving Throw: Will negates (harmless)
- SR: Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Inflict Light Wounds
Necromancy
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will negates
- SR: Yes
When laying your hand upon a creature, you channel negative energy that deals 1 point of damage. Since undead are powered by negative energy, this spell cures such a creature of 1 point of damage.
Light
Evocation [Light]
- Level: Ur-priest 0
- Components: V, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Object touched
- Duration: 10 min./level (D)
- Saving Throw: None
- SR: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.
Mending
Transmutation
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: 10 ft.
- Target: One object of up to 1 lb.
- Duration: Instantaneous
- Saving Throw: Will negates (harmless, object)
- SR: Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
No Light (2 prepared)
Transmutation
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Area: 20-ft.-radius spread
- Duration: 1 minute/level
- Saving Throw: None
- SR: No
The caster creates an area of darkness. Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area. Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells counter and dispel no light.
Purify Food & Drink
Transmutation
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: 10 ft
- Target: 1 cu. ft./level of contaminated food and water
- Duration: Instantaneous
- Saving Throw: Will negates (object)
- SR: Yes (object)
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Read Magic
Divination
- Level: Ur-priest 0
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus
A clear crystal or mineral prism.
Resistance
Abjuration
- Level: Ur-priest 0
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute
- Saving Throw: Will negates (harmless)
- SR: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Summon Holy Symbol
Conjuration (Summoning)
- Level: Ur-priest 0
- Components: V, S
- Casting Time: 1 standard action
- Range: 0 ft.
- Effect: Small wooden holy symbol
- Duration: 1 round/level (D)
- Saving Throw: None
- SR: No
You conjure a small holy symbol, which you can then use to turn undead, or as a divine focus for spells, or for any other purpose that you would normally use one. The conjured holy symbol is made of wood and is neither magical nor particularly valuable.
Virtue
Transmutation
- Level: Ur-priest 0
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute
- Saving Throw: Fortitude negates (harmless)
- SR: Yes (harmless)
The subject gains 1 temporary hit point.
1st-level Spells
Command (1 prepared)
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
- Level: Ur-priest 1
- Components: V
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Target: One living creature
- Duration: 1 round
- Saving Throw: Will negates
- SR: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
- Approach
- On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
- Drop
- On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
- Fall
- On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
- Flee
- On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
- Halt
- The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.
Comprehend Languages
Divination [Mind-Affecting]
- Level: Ur-priest 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level (D)
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Conviction
Abjuration
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 10 minutes/level
- Saving Throw: Will negates (harmless)
- SR: Yes (harmless)
This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.
Detect Chaos
Divination
- Level: Ur-priest 1
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Cone-shaped emanation
- Duration: Concentration, up to 10 minutes/level (D)
- Saving Throw: None
- SR: No
You can sense the presence of chaos. The amount of information revealed depends on how long you study a particular area or subject.
- 1st Round
- Presence or absence of chaos.
- 2nd Round
- Number of chaotic auras (creatures, objects, or spells) in the area and the power of the most potent chaotic aura present. If you are of lawful alignment, and the strongest chaotic aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
- 3rd Round
- The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: A chaotic aura’s power depends on the type of chaotic creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
| Creature/Object | Aura Power | |||
|---|---|---|---|---|
| Faint | Moderate | Strong | Overwhelming | |
| 1 Except for chaotic outsiders, who have their own entry in the table. | ||||
| 2 Or other class that indicates in its description that it radiates an aura equivalent to a cleric’s. | ||||
| Chaotic Creature1 (HD) | 10 or lower | 11-25 | 26-50 | 51 or higher |
| Chaotic Outsider (HD) | 1 or lower | 2-4 | 5-10 | 11 or higher |
| Chaotic Cleric2 (class levels) | 1 | 2-4 | 5-10 | 11 or higher |
| Chaotic Magic Item or Spell (caster level) | 2nd or lower | 3rd-8th | 9th-20th | 21st or higher |
Lingering Aura: A chaotic aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect chaos is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.
| Original Strength | Duration of Lingering Aura |
|---|---|
| Faint | 1d6 rounds |
| Moderate | 1d6 minutes |
| Strong | 1d6 × 10 minutes |
| Overwhelming | 1d6 days |
Each round, you can turn to detect chaos in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Evil
Divination
- Level: Ur-priest 1
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Cone-shaped emanation
- Duration: Concentration, up to 10 minutes/level (D)
- Saving Throw: None
- SR: No
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
- 1st Round
- Presence or absence of evil.
- 2nd Round
- Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
- 3rd Round
- The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
| Creature/Object | Aura Power | |||
|---|---|---|---|---|
| Faint | Moderate | Strong | Overwhelming | |
| 1 Except for undead and evil outsiders, who have their own entries in the table. | ||||
| 2 Or other class that indicates in its description that it radiates an aura equivalent to a cleric’s. | ||||
| Evil Creature1 (HD) | 10 or lower | 11-25 | 26-50 | 51 or higher |
| Undead (HD) | 2 or lower | 3-8 | 9-20 | 21 or higher |
| Evil Outsider (HD) | 1 or lower | 2-4 | 5-10 | 11 or higher |
| Evil Cleric2 (class levels) | 1 | 2-4 | 5-10 | 11 or higher |
| Evil Magic Item or Spell (caster level) | 2nd or lower | 3rd-8th | 9th-20th | 21st or higher |
Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.
| Original Strength | Duration of Lingering Aura |
|---|---|
| Faint | 1d6 rounds |
| Moderate | 1d6 minutes |
| Strong | 1d6 × 10 minutes |
| Overwhelming | 1d6 days |
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Good
Divination
- Level: Ur-priest 1
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Cone-shaped emanation
- Duration: Concentration, up to 10 minutes/level (D)
- Saving Throw: None
- SR: No
You can sense the presence of good. The amount of information revealed depends on how long you study a particular area or subject.
- 1st Round
- Presence or absence of good.
- 2nd Round
- Number of good auras (creatures, objects, or spells) in the area and the power of the most potent good aura present. If you are of evil alignment, and the strongest good aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
- 3rd Round
- The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: A good aura’s power depends on the type of good creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
| Creature/Object | Aura Power | |||
|---|---|---|---|---|
| Faint | Moderate | Strong | Overwhelming | |
| 1 Except for deathless and good outsiders, who have their own entries in the table. | ||||
| 2 Or other class that indicates in its description that it radiates an aura equivalent to a cleric’s. | ||||
| Good Creature1 (HD) | 10 or lower | 11-25 | 26-50 | 51 or higher |
| Deathless (HD) | 2 or lower | 3-8 | 9-20 | 21 or higher |
| Good Outsider (HD) | 1 or lower | 2-4 | 5-10 | 11 or higher |
| Good Cleric2 (class levels) | 1 | 2-4 | 5-10 | 11 or higher |
| Good Magic Item or Spell (caster level) | 2nd or lower | 3rd-8th | 9th-20th | 21st or higher |
Lingering Aura: A good aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect good is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Animals, traps, poisons, and other potential perils are not good, and as such this spell does not detect them.
| Original Strength | Duration of Lingering Aura |
|---|---|
| Faint | 1d6 rounds |
| Moderate | 1d6 minutes |
| Strong | 1d6 × 10 minutes |
| Overwhelming | 1d6 days |
Each round, you can turn to detect good in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Law
Divination
- Level: Ur-priest 1
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Cone-shaped emanation
- Duration: Concentration, up to 10 minutes/level (D)
- Saving Throw: None
- SR: No
You can sense the presence of law. The amount of information revealed depends on how long you study a particular area or subject.
- 1st Round
- Presence or absence of law.
- 2nd Round
- Number of lawful auras (creatures, objects, or spells) in the area and the power of the most potent lawful aura present. If you are of lawful alignment, and the strongest lawful aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
- 3rd Round
- The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: A lawful aura’s power depends on the type of lawful creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
| Creature/Object | Aura Power | |||
|---|---|---|---|---|
| Faint | Moderate | Strong | Overwhelming | |
| 1 Except for lawful outsiders, who have their own entry in the table. | ||||
| 2 Or other class that indicates in its description that it radiates an aura equivalent to a cleric’s. | ||||
| Lawful Creature1 (HD) | 10 or lower | 11-25 | 26-50 | 51 or higher |
| Lawful Outsider (HD) | 1 or lower | 2-4 | 5-10 | 11 or higher |
| Lawful Cleric2 (class levels) | 1 | 2-4 | 5-10 | 11 or higher |
| Lawful Magic Item or Spell (caster level) | 2nd or lower | 3rd-8th | 9th-20th | 21st or higher |
Lingering Aura: A lawful aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect law is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.
| Original Strength | Duration of Lingering Aura |
|---|---|
| Faint | 1d6 rounds |
| Moderate | 1d6 minutes |
| Strong | 1d6 × 10 minutes |
| Overwhelming | 1d6 days |
Each round, you can turn to detect law in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Undead
Divination
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: 60 ft.
- Area: Cone-shaped emanation
- Duration: Concentration, up to 1 min/level (D)
- Saving Throw: None
- SR: No
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
- 1st Round
- Presence or absence of undead auras.
- 2nd Round
- Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
- 3rd Round
- The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:
| HD | Strength |
|---|---|
| 1 or lower | Faint |
| 2-4 | Moderate |
| 5-10 | Strong |
| 11 or higher | Overwhelming |
Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
| Original Strength | Duration of Lingering Aura |
|---|---|
| Faint | 1d6 rounds |
| Moderate | 1d6 minutes |
| Strong | 1d6 × 10 minutes |
| Overwhelming | 1d6 days |
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Weaponry
Divination
- Level: Ur-priest 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Area: Cone-shaped emanation
- Duration: Concentration, up to 1 min/level (D)
- Saving Throw: None
- SR: No
You can detect the presence of weapons in a cone emanating out from you in whatever direction you face. A “weapon” is generally defined as any manufactured weapon. The spell detects improvised weapons such as bottles or pitchforks only if the wielder actively intends to use such an item as a weapon. The amount of information revealed by this spell depends on how long you search a particular area.
- 1st Round
- Presence or absence of weapons.
- 2nd Round
- Number of weapons in the area.
- 3rd Round
- Specific locations of the weapons and the type of damage they deal (bludgeoning, piercing, or slashing).
This spell does not reveal if weapons are magical, or anything else about them. Weapons hidden by secret weapon, or borne by individuals who are under the effect of a nondetection spell, do not register.
Each round, you can turn to detect weapons in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Divine Favor
Evocation
- Level: Ur-priest 1
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.
Ebon Eyes
Transmutation
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 10 minutes/level
- Saving Throw: None
- SR: Yes (harmless)
The subject of this spell gains the ability to see normally in natural and magical darkness, although it does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions. The subject ignores the miss chance due to lack of illumination other than total darkness. While the spell is in effect, a jet-black film covers the subject’s eyes, a visual effect that gives the spell its name.
Material Component: A pinch of powdered black gemstone of any type.
Endure Elements
Abjuration
- Level: Ur-priest 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 24 hours
- Saving Throw: Will negates (harmless)
- SR: Yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Ice Slick
Conjuration (Creation) [Cold]
- Level: Ur-priest 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Area: One 20-ft. square
- Duration: 1 round/level (D)
- Saving Throw: See text
- SR: No
An ice slick spell covers a solid surface with a layer of slippery ice. Any creature entering the area or caught in it when the spell is cast must make a successful Balance check or slip, skid, and fall. Those that succeed on the skill check can move at half speed across the surface, or can skate or glide normally. However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move. The DM should adjust skill checks by circumstance. For example, a creature charging down a hill that is suddenly iced has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).
Lesser Shivering Touch (4 prepared)
Necromancy [Cold]
- Level: Ur-priest 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level
- Saving Throw: None
- SR: No
Your successful melee touch attack delivers a bitter chill to the target, causing it to shiver uncontrollably for the duration of the spell.
Shivering characters take 1d6 points of Dexterity damage.
Creatures with the cold subtype are immune to the effects of lesser shivering touch.
Lesser Vigor
Evocation
- Level: Ur-priest 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 10 rounds + 1 round/level (maximum 15 rounds)
- Saving Throw: Will negates
- SR: Yes (harmless)
The subject gains Fast Healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
The effects of multiple vigor spells do not stack: instead, only the highest-level effect applies.
Omen of Peril
Divination
- Level: Ur-priest 1
- Components: V, F
- Casting Time: 1 round
- Range: Personal
- Target: You
- Duration: Instantaneous
Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour’s journey: safety, peril, or great danger.
The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly.
If the omen of peril is successful, you get one of three visions, which lasts just a second or two.
- Safety
- You aren’t in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so.
- Peril
- You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
- Great Danger
- Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour.
If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don’t necessarily know that you failed because the DM rolls secretly.
Choosing which vision is "correct" takes some educated guesswork on the part of the DM, who should assess the characters’ likely courses of action and what dangers they’re likely to face.
The exact form that an omen of peril takes depends on whether you worship a specific deity, venerate nature as a druid, or simply uphold abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.
Unlike the more powerful augury spell, an omen of peril doesn’t respond to a specific question. It indicates only the level of danger likely for the next hour, not what form the danger will take.
Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.
Peacebond
Transmutation
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Target: One weapon
- Duration: 10 minutes/level (D)
- Saving Throw: Will negates (object)
- SR: Yes (object)
The weapon targeted by this spell remains stuck in its sheath, holder, quiver, or whatever object is used to hold it when not in use. A “weapon” is defined as any manufactured weapon. No amount of physical effort can draw it forth before the spell expires or is dispelled. The precise nature of the holder doesn’t matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck. The weapon glows faintly for the duration of the spell.
This spell has no effect on weapons currently held in the hand or otherwise not contained in some sort of holder. If the bearer of the targeted weapon is attacked, he is immediately entitled to a second save to overcome the effect and draw the weapon. The bearer can repeat this save in every round that the assault continues.
Material Component: A small strip of cloth or a leather thong.
Protection from Chaos
Abjuration [Law]
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 min./level (D)
- Saving Throw: Will negates (harmless)
- SR: No; see text
This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaotic effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Protection from Evil
Abjuration [Good]
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 min./level (D)
- Saving Throw: Will negates (harmless)
- SR: No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Protection from Good
Abjuration [Evil]
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 min./level (D)
- Saving Throw: Will negates (harmless)
- SR: No; see text
This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Evil summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Protection from Law
Abjuration [Chaotic]
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 min./level (D)
- Saving Throw: Will negates (harmless)
- SR: No; see text
This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaotic effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Chaotic summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Protective Interposition
Conjuration (Teleportation)
- Level: Ur-priest 1
- Components: V, S, DF
- Casting Time: 1 swift action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: None
- SR: No
When you cast this spell, you and one willing ally trade positions. If you occupy different spaces, the smaller of you must occupy at least one square previously occupied by the larger, the larger creature’s new space must completely cover the space previously occupied by the smaller, and you must start and end adjacent to each other.
Your ally gains a +2 sacred bonus to AC and on saves for 1 round, and you gain a +2 sacred bonus on a melee attack roll you make in the same round when you cast the spell.
Sign (1 prepared)
Enchantment (Compulsion) [Mind-Affecting]
- Level: Ur-priest 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes
You get a +4 bonus on your next initiative check.
Material Component: A small piece of dried goat intestine or some tea leaves.
Stupor
Enchantment [Mind-Affecting]
- Level: Ur-priest 1
- Components: 1 minute
- Casting Time: Touch
- Effect: Helpless creature touched
- Target: 1 hour/level
- Duration: Fortitude negates
- Saving Throw: Yes
- SR:
The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions. The effect is similar to being drugged. The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her.
Material Component: A puffball mushroom.
2nd-level Spells
Augury
Divination
- Level: Ur-priest 2
- Components: V, S, M
- Casting Time: 1 minute
- Range: Personal
- Target: You
- Duration: Instantaneous
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. For example, if a character is considering destroying a weird seal that closes a portal, an augury might determine whether that act is a good idea.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly. The DM may determine that a question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
- Weal
- If the action will probably bring good results.
- Woe
- If the action will probably bring bad results.
- Weal and Woe
- If the action will probably bring both good and bad results.
- Nothing
- If the action won’t have particularly good or bad results.
If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Material Component: Incense worth at least 25 gp.
Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.
Benediction
Abjuration
- Level: Ur-priest 2
- Components: V, S, DF
- Casting Time: 1 full round
- Range: Touch
- Target: Creature touched
- Duration: 10 minutes/level or until discharged
- Saving Throw: Will negates (harmless)
- SR: Yes (harmless)
With this spell, you can grant another creature a +2 luck bonus on all saving throws. If the subject is also under another effect that grants saving throw bonuses, the effects stack.
n addition, at any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before finding out whether it succeeds or fails. The higher of the two rolls applies. Once this option is exercised, the spell ends immediately.
Unlike most touch spells, benediction cannot be used on yourself. Its effects are for the benefit of others only.
Bewildering Substitution
Illusion (Phantasm) [Mind-Affecting]
- Level: Ur-priest 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Target: 1 living creature
- Duration: 1 round/level
- Saving Throw: Will negates
- SR: Yes
By casting this spell, you cause the subject to believe that one ally and one enemy have traded places. The ally physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemy, and that enemy looks and sounds exactly like the subject’s nearest ally. Both the ally and the enemy must be within the spell’s range, and the effect ends immediately if either moves out of its range from you. The illusion affects only the subject.
Blade of Pain and Fear (3 prepared)
Evocation
- Level: Ur-priest 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 0 ft.
- Effect: Swordlike column of gnashing teeth
- Duration: 1 round/level (D)
- Saving Throw: Will partial
- SR: Yes
For the duration of the spell, you can make melee touch attacks that deal 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage. A creature that you successfully deal damage to must also make a Will saving throw or become frightened for 1d4 rounds.
Black Lungs
Necromancy
- Level: Ur-priest 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 hour/level
- Saving Throw: Fortitude negates
- SR: Yes
You cause the target to succumb to an infection and corruption of the lungs. An affected creature's speed is reduced by half, it loses any Dexterity bonus to Armor Class, and it takes a -2 penalty on attack rolls. remove disease may end the effects of this spell early.
Blood Snow
Necromancy [Cold]
- Level: Ur-priest 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (190 ft.)
- Area: 20-ft. square of snow/level
- Duration: 1 round/level
- Saving Throw: Fortitude negates
- SR: Yes
You must cast this spell on a snow field. You corrupt an area of fallen snow, imbuing it with negative energy. Each round, a creature in contact with blood snow must succeed on a Fortitude save or take 1d2 points of Constitution drain. In addition, anyone failing a saving throw is nauseated for the duration of the spell.
Cloud of Knives
Conjuration
- Level: Ur-priest 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level
You conjure a cloud of sharp knives around you. The knives float in the air around your upper body, pointing in the direction you look.
Each round as a free action at the beginning of your turn, you can release one of these knives at any target within 30 feet that you can see. This is a ranged attack that uses an attack bonus equal to your caster level + your key ability modifier.
Each successful hit deals 1d6 points of damage +1 per three caster levels (maximum +5) and threatens a critical hit on a roll of 19-20. Damage reduction applies to knife attacks from this spell, but the knives are treated as magic for the purpose of overcoming damage reduction.
Material Component: A knife.
Optional Material Component: Using a silvered dagger (22 gp) in the casting of this spell allows the knives to overcome damage reduction as if they were both magic and silver, but the knives deal 1 less point of damage.
Desecrate
Evocation [Evil]
- Level: Ur-priest 2
- Components: V, S, M, DF
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Area: 20-ft.-radius emanation
- Duration: 2 hours/level
- Saving Throw: None
- SR: Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a −3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (−6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.
Execration
Necromancy
- Level: Ur-priest 2
- Components: V, S, DF
- Casting Time: 1 round
- Range: Touch
- Target: Creature touched
- Duration: 10 minutes/level or until discharged
- Saving Throw: Will negates
- SR: Yes
With a touch, you impose a −2 luck penalty on all of another creature’s saving throws. If the subject is also under another effect that imposes saving throw penalties, the effects stack.
At any point before the spell’s duration expires, you can force the subject to reroll a single attack roll, saving throw, skill check, or ability check as an immediate action. You can require this action either before or after the subject rolls, but you must have line of sight to the subject at the time. The lower of the two rolls applies. Once this option is exercised, the spell ends immediately.
Insignia of Alarm
Abjuration
- Level: Ur-priest 2
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Long (760 ft.)
- Area: 400 ft. + 40 ft./level spread, centered on you
- Target: All wearers of special insignia within range
- Duration: Instantaneous
- Saving Throw: None
- SR: Yes (harmless)
This spell alerts all wearers of a specific insignia (see below) within range. Such creatures hear a single mental “ping” (as the alarm spell) when this spell is cast.
Before using this spell you must forge specially crafted insignias. These can be crafted in the form of amulets, badges, rings, or any similar object, but each one must bear the same logo, crest, or symbol. Each insignia costs 10 gp.
Focus: A specially prepared insignia (see above).
Lesser Frostburn
Necromancy [Cold]
- Level: Ur-priest 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude half
- SR: Yes
When laying your hand upon a creature, you channel cold energy that deals 1d12 points of frostburn damage +1 point per caster level (maximum +5).
Frostburn damage counts as cold damage, but so long as the victim remains in cold or colder temperatures, it does not heal normally, and healing it magically requires a DC 25 caster level check. Any frostburn damage taken reverts to normal damage once the victim leaves the cold.
When cast upon a cold subtype creature, this spell heals a like amount of damage, rather than harming it.
Lesser Restoration
Conjuration (Healing)
- Level: Ur-priest 2
- Components: V, S
- Casting Time: 3 rounds
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will negates (harmless)
- SR: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores (such as ray of enfeeblement) or cures 1d4 points of temporary ability damage to one of the subject’s ability scores (such as from a shadow’s touch or from poison). It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Manifestation of the Deity
Illusion (Pattern) [Fear, Mind-Affecting]
- Level: Ur-priest 2
- Components: V, S, DF
- Casting Time: 1 swift action
- Range: Personal
- Effect: An image of the deity you worship
- Target: You
- Duration: 1 round/3 levels (D)
- Saving Throw: Will negates
- SR: No
You summon a looming illusion of the deity you worship, overlaid on your form. The divine manifestation appears ghostly and fearsome, with its favored weapon drawn, and makes threatening overtures (roaring, spouting scripture, making dreadful threats, and the like). The image is transparent enough that you receive no concealment.
Any enemy who can see the effect becomes shaken for 1 round. A successful Will save negates the effect, and that creature can no longer be affected by this casting of the spell. No creature can be affected more than once by the same casting of manifestation of the deity.
Mark of Judgment
Necromancy
- Level: Ur-priest 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Medium (190 ft.)
- Target: One creature/3 levels, no two of which are more than 30 ft. apart
- Duration: 1 round/level
- Saving Throw: Will negates
- SR: Yes
You call upon your deity to mark your foes as enemies of the faith. Divine energy surges through the area, and for a brief moment a holy symbol of your deity shines from the forehead of each targeted creature. You and your allies see the mark of judgment on a creature and know to strike it in preference over other unmarked targets.
Whenever a creature succeeds on a melee or ranged attack against any subject of a mark of judgment spell, that attacker heals 2 points of damage.
The targets of this spell must oppose you on at least one axis of alignment, unless you are true neutral. A true neutral caster can cast this on any foe who is not true neutral.
Rigor Mortis
Necromancy
- Level: Ur-priest 2
- Components: S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1d6+2 rounds
- Saving Throw: Fortitude negates
- SR: Yes
This spell allows you to wrap a single target in death’s embrace, making him both feel and appear dead for the duration of the spell.
You must be able to touch the target, and the target must have a Wisdom score, but otherwise the spell can affect any creature, including intelligent undead.
You must succeed on a melee touch attack to affect unwilling targets, and those who fail their saving throws immediately fall to the ground as though dead.
All vital functions (if any) are suspended; subjects of this spell do not breathe, pump blood, or otherwise indicate in any way that they still live.
Any physical harm done to someone in this state immediately grants another saving throw to awaken from the artificial torpor.
Material Component: A pinch of ash from a cremated body of any kind.
Sap Strength
Enchantment [Evil]
- Level: Ur-priest 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- SR: Yes
The caster drains the personal wellbeing from the subject, who becomes exhausted. After 1 hour of complete rest, characters become fatigued rather than exhausted. A fatigued character becomes exhausted again if she does something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Material Component: A long needle and a tiny glass bottle.
Shield Other
Abjuration
- Level: Ur-priest 2
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Target: One creature
- Duration: 1 hour/level (D)
- Saving Throw: Will negates (harmless)
- SR: Yes (harmless)
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.
Zone of Truth
Enchantment (Compulsion) [Mind-Affecting]
- Level: Ur-priest 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (45 ft.)
- Area: 20-ft.-radius emanation
- Duration: 1 minute/level
- Saving Throw: Will negates
- SR: Yes
Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.
3rd-level Spells
Bestow Curse (1 prepared)
Necromancy
- Level: Ur-priest 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Permanent
- Saving Throw: Will negates
- SR: Yes
You place a curse on the subject. Choose one of the following effects.
- −6 decrease to an ability score (minimum 1).
- −4 penalty on attack rolls, saves, ability checks, and skill checks.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above, and hte DM has final say on the curse’s effect.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse countersremove curse.
Shivering Touch (2 prepared)
Necromancy [Cold]
- Level: Ur-priest 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level
- Saving Throw: None
- SR: Yes
On a successful melee touch attack, you instantly suck the heat from the target’s body, rendering it numb. The target takes 3d6 points of Dexterity damage.
Creatures with the cold subtype are immune to the effects of shivering touch.
4th-level Spells
Death Ward (1 prepared)
Necromancy
- Level: Ur-priest 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless)
- SR: Yes (harmless)
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch.
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.
Death ward does not protect against other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be letal.
Freedom of Movement (1 prepared)
Abjuration
- Level: Ur-priest 4
- Components: V, S, M, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 10 minutes/level
- Saving Throw: Will negates (harmless)
- SR: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.
| Restful Crystal | A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this augment crystal attached does not make you fatigued. | ||
|---|---|---|---|
| Pack | – | 500 gp | |
| Periapt of Wisdom +4 | Grants a +4 enhancement bonus to Wisdom. | ||
| Throat | – | – | |
| Cloak of Elemental Protection | Once per day as an immediate action, grants 10 resistance to acid, cold, electricity, fire, or sonic damage for 1 round. | ||
| Shoulders | 1 lb. | 1,000 gp | |
| Anklet of Translocation | An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you. An anklet of translocation functions two times per day. | ||
| Feet | – | 1,400 gp | |
| Liquid Sunlight | Shining with the light of a torch, a pellet of liquid sunlight is a half-inch-diameter sphere of glass that contains a gold-colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, it bursts and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after exposure to the air. Creatures with light sensitivity are dazzled for 1 round if struck by a liquid sunlight pellet. The pellet deals 1d6 points of damage to a vampire, vampire spawn, or any other creature similarly harmed by daylight. | ||
| In pouch around neck |
– | 20 gp | |
| Extra Liquid Sunlight ×4 | As above. | ||
| Pack | – | 80 gp | |
| Spell Component Pouch | A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. | ||
| Belt | 2 lb. | 5 gp | |
| Unholy Symbol | An unholy symbol focuses negative energy, and is used to rebuke the undead. | ||
| Throat | – | 1 gp | |
| Mundane Items | Things like writing implements and materials, rope, containers, etc. Plus the backpack itself. | ||
| Backpack | 1 lb. | 50 gp | |
| Currency | Assorted gold, silver, and copper pieces. | ||
| Coin Purse | – | 8,560⅔ gp | |
| Otyugh Hole | Your time in the Otyugh Hole has cost you opportunities to gain treasure, but it has also hardened your mind, granting the Iron Will feat. | ||
| History | – | 3,000 gp | |
| Gear Pool | Remaining gear pool points. | ||
| – | – | ||