This list is current as of v1.32. I'll alphabetize it shortly.
Last Updated: May 6th
A = Assassin, BG = Blackguard, C = Cleric/Favored Soul, D = Druid/Spirit Shaman, P = Paladin, R = Ranger, SW = Sorcerer/Wizard, W = Warlock
Awaken Sin (C3, P2)
Blessed Aim (BG1, C1, P1)
Blessing of the Righteous (C4, P4)
Castigate (C4, P4)
Cloak of Bravery (C3, P2)
Lesser Energized Shield (C2, P1)
Energized Shield (C3, P2)
Flame of Faith (C3, P2)
Hand of Divinity (BG2, C2, P2)
Lesser Visage of the Deity (BG4, C3, P4)
Shield of Warding (C3, P2)
Undead Bane Weapon (C4, P3)
Weapon of the Deity (BG3, C3, P3)
Blood of the Martyr (C4, P4)
Visage of the Deity (C6)
Chasing Perfection (C6, D6, SW6)
Lion's Roar (C8)
Living Undeath (C2)
Weapon of Energy (C3, SW3)
These are spells which I have added to the game.
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Angelskin The subject gains Damage Reduction 5/Adamantine and Damage Resistance 5/Negative Energy for 1 round/level. <i>You touch your ally with the holy symbol and invoke the blessed words. An opalescent glow spreads across her skin, imbuing it with a pearl-like sheen.</i> |
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Awaken Sin The subject immediately takes 1d6 points of blunt damage per caster level (maximum 10d6) and is stunned for 1 round. <i>A command for repentance issues from your mouth, carrying with it the power of the spell. The crushing feeling of guilt that grew within you while you cast the spell lifts as you project the feeling at your target.</i> |
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Blessed Aim This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls. <i>With the blessing of your deity, you bolster your allies' aim with an exhortation.</i> |
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Blessing of Bahumut You gain damage reduction 10/Adamantine for the spell's duration. <i>You hear a distant dragon's roar that no one else detects, and your skin takes on a platinum sheen.</i> |
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Blessing of the Righteous You bless yourself and your allies. You and your allies' melee and ranged attacks deal an extra 1d6 points of holy damage and are considered good-aligned for the purpose of overcoming damage reduction. <i>A sudden burst of warm, radiant light engulfs you and your allies. The light fades quickly but lingers on the weapons of those affected.</i> |
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Castigate This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law-chaos and the good-evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment. <i>Shouting your deity's teachings, you rebuke your foes with the magic of your sacred words.</i> |
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Cloak of Bravery All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th). <i>Summoning up your courage, you throw out your arm and sweet it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery.</i> |
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Deafening Clang You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature. The weapon deals 1d6 points of sonic damage with each successful hit, and any creature struck by the weapon must succeed on a Fortitude saving throw or be deafened for 1 minute. <i>At your touch, the weapon rings like a struck tuning fork. The sound diminishes until it's imperceptible, but when you touch the weapon you can feel the vibration.</i> |
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Draconic Might The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. <i>Upon casting this spell, your ally's face is covered briefly with a fine pattern of yellow scales. The scales fade, but the golden radiance remains.</i> |
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Lesser Energized Shield When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 5 against the chosen energy type. Additionally, if the wielder is hit with an attack, the attacker takes 1d6 points of the appropriate energy damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time. <i>A silver aura surrounds the touched shield for a moment before it appears to transform into the chosen type of energy. The shield hums with power.</i> |
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Energized Shield When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 10 against the chosen energy type. Additionally, if the wielder is hit with an attack, the attacker takes 2d6 points of the appropriate energy damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time. <i>A silver aura surrounds the touched shield for a moment before it appears to transform into the chosen type of energy. The shield hums with power.</i> |
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Flame of Faith You can temporarily turn any single normal or masterwork melee weapon into a magic, flaming one. For the duration of the spell, the weapon acts as a +1 flaming burst weapon. <i>Using your faith as a guide for your magic, you touch the weapon and it bursts into flame.</i> |
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Hand of Divinity If your deity is non-evil, this spell grants a +2 sacred bonus on saving throws, and the spell is a good spell. If your deity is evil, this spell grants a +2 profane bonus on saving throws, and the spell is an evil spell. This spell works only on a creature with the same deity as you or the same alignment as your deity. If cast on a target that does not meet this criteria, the spell has no effect. <i>You call upon your beliefs and a great pair of hands appears around your target, cradling it in its power. The effect fades, but your target briefly glows with a healthy orange nimbus.</i> |
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Lawful Sword This spell functions like holy sword, except as follows. The weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack rolls and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell). <i>Calling to mind thoughts of justice, you run your fingers along the weapon, imbuing it with power.</i> |
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Lesser Visage of the Deity You gain a +4 enhancement bonus to Charisma. You also gain resistance to acid 10, cold 10, and electricity 10 if you are good, or resistance to cold 10 and fire 10 if you are evil. <i>As you end your prayer, you can feel the hand of your deity upon you. Your appearance reflects her divine power, and her touch grants you resistance from some of the damage of this world.</i> |
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Lionheart The subject gains immunity to fear effects. <i>You touch your ally while intoning the spell. Where your finger touches, a warm glow appears, then fades.</i> |
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Righteous Fury Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. These temporary hit points last for up to 1 hour. <i>You pull a holy aura about you that glows a golden red.</i> |
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Second Wind This spell grants the Toughness feat for an hour per level. <i>You feel slightly winded but energized, as if having just run a long distance but knowing you could run farther. When touching the spell's intended recipient, your breathing returns to normal but you note the spell's subject heaves a deep, refreshing breath.</i> |
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Shield of Warding The touched shield or buckler grants its wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder). <i>You press your palm against the shield and speak the words of power. A silver radiance, in the shape of your holy symbol spreads over the shield.</i> |
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Silverbeard Your beard grows and turns to pure and magically hardened silver, providing you with a +2 sacred bonus to AC. If you do not have a beard, you grow one for the duration of this spell (even if you are a creature that cannot normally grow a beard, such as an elf or a female human). You also gain a +2 Diplomacy bonus. <i>You evoke the greater powers of good, and your beard stiffens, turning metallic and reaching halfway down your chest, giving you greater protection.</i> |
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Strategic Charge You gain the benefit of the Mobility feat, even if you do not meet the prerequisites. You do not have to be charging to gain this benefit. <i>A red nimbus surrounds you as you move smoothly across the crowded battlefield.</i> |
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Strength of Stone The spell grants you a +8 enhancement bonus to Strength. The spell ends instantly if you lose contact with the ground. <i>You call upon the fortitude of the powers of good, and your flesh turns an ivory-gray hue as you draw power up through the earth itself.</i> |
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Undead Bane Weapon You give a weapon the undead bane special ability in addition to any other properties it has. Against undead, your weapon's enhancement bonus is 2 higher than normal, and it deals an extra 2d6 points of damage against undead. The spell has no effect if cast upon a weapon that already has the undead bane special ability. Alternatively, you can affect up to fifty arrows, bolts, or bullets. The weapon is treated as good-aligned for the purpose of overcoming damage reduction. <i>Your hand glows with a dull light, and when you touch the weapon, the light shifts to it, so that it sheds a serene gray radiance as bright as a candle.</i> |
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Weapon of the Deity The weapon gains a +1 enhancement bonus on attack rolls and damage rolls and the additional special ability Keen. When you reach caster level 9th, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it becomes +5. <i>Wielding the weapon your deity favors, you call upon that divine force to imbue it with power.</i> |
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Zeal You are treated as having the Spring Attack and Uncanny Dodge feats. <i>You invoke a divine shield to protect you as you close with a chosen opponent.</i> |
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Blood of the Martyr You may transfer your own hit points directly to a target creature within range. You must transfer at least 20 points. Transferred hit points are damage to you. The creature takes your transferred hit points as if receiving a <i>cure wounds</i> spell and cannot gain more hit points than its maximum allows; any excess points are lost. |
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Righteous Glory Summoning the power of your deity, you wrap yourself with a divine glow. This gives you a +4 sacred bonus to Charisma. |
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Blasphemy Any nonevil creature within the area of a blasphemy spell suffers the following ill effects. Equal to caster level: Dazed The effects are cumulative and concurrent. Dazed Weakened Paralyzed Killed Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. |
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Holy Word Any nongood creature within the area of a holy word spell suffers the following ill effects. Equal to caster level: Dazed The effects are cumulative and concurrent. Dazed Weakened Paralyzed Killed Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by holy word. |
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Visage of the Deity You gain a 20 Spell Resistance, Damage Reduction: 10/Adamantine, and Darkvision. You also gain resistance to acid 20, cold 20, and electricity 20 if you are good, or resistance to cold 20 and fire 20 if you are evil. <i>As you end your prayer, you can feel the hand of your deity upon you. Your appearance reflects her divine power, and her touch grants you resistance from some of the damage of this world.</i> |
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Scourge The target creatures are infected with a vile disease unless they Succeed on a Fortitude save. Once it has infected a creature, the disease immediately deals d6 points of Strength damage and d6 points of Dexterity damage. The symptoms persist until the creature receives a <i>remove curse</i> spell. <i>Picking out those you wish revenge upon, you cause their bodies to erupt in painful and debilitating blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts.</i> |
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Chasing Perfection The subject improves in all ways. It gains a +4 enhancement bonus to each of its ability scores. <i>Energy courses through the creature touched. Its muscles grow and become more defined, it starts to move with greater alacrity and grace, and its bearing increases.</i> |
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Sonic Shield This spell grants you a +4 deflection bonus to AC. In addition, anyone who successfully hits you with an attack takes 1d8 sonic damage. <i>The air around you shifts and shimmers as a field of pure sonic energy forms before you. This shield repels all attacks with a blast of energy that sends the attacker stumbling backward.</i> |
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Inspirational Boost The morale bonus granted by your inspire courage bardic music increases by 1. <i>You concentrate on assisting your friends as you begin the short chant and simple hand-chopping motion necessary to cast the spell. As you finish, the spell's chant allows you to segue easily into bolstering your allies.</i> |
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Lion's Roar All enemies within the spell's area take 1d8 points of sonic damage per two caster levels (maximum 10d8) and are stunned for 1 round. A successful Fortitude save halves the damage and negates the stunning effect. In addition, all allies within the spell's area gain +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8 + 20 temporary hit points at caster level 20th). <i>You open your mouth and emit a tremendous roar, a sound like a lion but as loud as a mountain falling.</i> |
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Living Undeath This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become the undead, its vital processes are temporarily bypassed with no seeming ill effect. The subject is not subject to sneak attacks and critical hits for the duration of the spell, as if it were undead. While the spell is in effect, the subject takes a -4 penalty to its Charisma score. <i>You invoke the will of your gods and your skin sags and becomes sallow, your eyes hollow, and your flesh foul and rotted.</i> |
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Nature's Favor You grant the subject animal a +1 luck bonus on attack rolls and damage rolls for every three caster levels you possess (maximum +5). <i>Rubbing the animal's side, you whisper the final bit of the spell's ritual. The animal glances at you before turning its attention to your foes, bristling as it does so.</i> |
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Nixie's Grace This potent spell infuses you with powerful fey magic, granting you many of the traits and abilities of a nixie. You gain low-light vision and damage reduction 5/cold iron. You also gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Wisdom, and a +8 enhancement bonus to Charisma. <i>You feel a longing for cool waters, and a forceful confidence manifests within you. Your movements and thoughts become filled with grace.</i> |
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Orb of Cold An orb of cold about 3 inches across shoots from your palm at its target, dealing 1d6 points of cold damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of cold must make a Fortitude save or be blinded for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>Your hand takes on a blue tint and your fingers turn numb and unresponisve as you complete the spell. From your chilled palm flies an orb composed of blue ice.</i> |
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Lesser Orb of Cold An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold damage per two caster levels (maximum 5d8). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of cold must make a Fortitude save or be blinded for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>Your hand takes on a blue tint and your fingers turn numb and unresponisve as you complete the spell. From your chilled palm flies an orb composed of blue ice.</i> |
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Orb of Electricity An orb of electricity about 3 inches across shoots from your palm at its target, dealing 1d6 points of electrical damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of electricity must make a Fortitude save or be slowed for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>The air crackles around your outstrectched hand and the smell of ozone assaults your nostrils as a ball of electrical energy, its surface crackling with bolts of lightning, streaks from your opened palm.</i> |
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Lesser Orb of Electricity An orb of electricity about 2 inches across shoots from your palm at its target, dealing 1d8 points of electrical damage per two caster levels (maximum 5d8). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of electricity must make a Fortitude save or be slowed for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>The air crackles around your outstrectched hand and the smell of ozone assaults your nostrils as a ball of electrical energy, its surface crackling with bolts of lightning, streaks from your opened palm.</i> |
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Orb of Fire An orb of fire about 3 inches across shoots from your palm at its target, dealing 1d6 points of fire damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>Your hand heats to an uncomfortable temperature just moments before you release the spell's energy in the form of an orb of white flames speeding from your outward facing palm.</i> |
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Lesser Orb of Fire An orb of fire about 2 inches across shoots from your palm at its target, dealing 1d8 points of fire damage per two caster levels (maximum 5d8). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>Your hand heats to an uncomfortable temperature just moments before you release the spell's energy in the form of an orb of white flames speeding from your outward facing palm.</i> |
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Resonating Bolt The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. <i>Your quick momements and rapid utterances release the spell's energy, culminating in a final cry that unleashes a tremendous bolt of sonic energy from your open hand.</i> |
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Sirine's Grace For the duration of this spell, you gain a +4 enhancement bonus to Charisma and Dexterity, a deflection bonus to AC equal to your Charisma modifier, and a +8 bonus on Perform checks. <i>Upon completion of this spell, you are infused with unearthly grace and confidence.</i> |
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Sonic Weapon While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack. The sonic energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition. <i>Holding the weapon to your mouth, you whisper the spell's arcane words, shrouding the weapon in visible sound like a thin sheen of water.</i> |
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Weapon of Energy You cause a weapon to gain the ability to deal energy damage in addition to its other abilities, similar to how a flaming burst weapon deals extra fire damage on a hit or critical hit. The weapon can deal acid, cold, electricity, or fire damage, chosen by you at the time of casting. The weapon deals an extra 1d6 points of damage of that energy type on a successful hit. The weapon also gains the massive criticals property. The spell can be cast on a weapon that already deals energy damage, and if the weapon already creates the same type of damage as the spell, the effects stack. <i>Your hand glows slightly. With a touch, you transfer the glow from your hand onto the intended weapon.</i> |
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Wild Instincts You gain a +10 Insight bonus on Listen and Spot checks. In addition, you retain your Dexterity bonus to AC even if |
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Faerie Fire A pale glow surrounds and outlines the subjects. Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vurnerable to light. The faerie fire does not cause any harm to the creatures thus outlined. |
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Heartfire Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round). <i>A flickering red fire bursts in the area you intended. Creatures in the area are outlined in the flame, some more intensely than others.</i> |
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Orb of Acid An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of acid must make a Fortitude save or be sickened for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>Your hand takes on a green tint and your fingers burn with acrid smoke as you complete the spell. From your smoking palm flies an orb composed of viscous acid.</i> |
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Lesser Orb of Acid An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage per two caster levels (maximum 5d8). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of acid must make a Fortitude save or be sickened for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>Your hand takes on a green tint and your fingers burn with acrid smoke as you complete the spell. From your smoking palm flies an orb composed of viscous acid.</i> |
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Orb of Sound An orb of sound about 3 inches across shoots from your palm at its target, dealing 1d4 points of sonic damage per caster level (maximum 15d4). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of sound must make a Fortitude save or be deafened for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>Symbols recognizable as musical notation - the visual representation of sound - appear in midair within the curve of your palm accompanied by the fractious sounds they represent. The notes begin to whirl and stretch, forming into a spherical whirlwind of cacophonic chaos, as you make ready to release the spell. At last, you send the sphere of noise toward your chosen target.</i> |
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Lesser Orb of Sound An orb of sound about 2 inches across shoots from your palm at its target, dealing 1d6 points of sonic damage per two caster levels (maximum 5d6). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of sound must make a Fortitude save or be deafened for 1 round. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>Symbols recognizable as musical notation - the visual representation of sound - appear in midair within the curve of your palm accompanied by the fractious sounds they represent. The notes begin to whirl and stretch, forming into a spherical whirlwind of cacophonic chaos, as you make ready to release the spell. At last, you send the sphere of noise toward your chosen target.</i> |
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Orb of Force An orb of force about 3 inches across shoots from your palm at its target, dealing 1d6 points of magic damage per caster level (maximum 10d6). You must succeed on a ranged touch attack to hit your target. This spell gains damage from Sneak Attack and Death Attack when appropriate. <i>As you gather the energies of the spell, you feel against your palm a spherical weight that seems almost bonded to your skin. The sphere grows, until with a final precise movement, you release the translucent blue orb, sending it hurtling toward your intended target.</i> |
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Leonal's Roar Any nongood creature within the area of a holy word spell suffers the following ill effects: 2d6 Sonic damage. A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell. The effects of the holy word are: Equal to caster level: Dazed The effects are cumulative and concurrent. Dazed Weakened Paralyzed Killed Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by holy word. |
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Phantom Bear You conjure forth an incorporeal white bear with abnormally large, frosty jaws. This phantom bear follows your mental commands, acting on your behalf as long as it remains within range. A phantom bear appears where you designate and acts as you direct on your turn. You don't need to maintain line of sight once the spell is cast. <i>The ghostly image of a great bear appears before you. It rises silently on its hind legs and violently falls onto its forepaws, still making no sound. Then it opens its mouth, releasing a tremendous roar.</i> |
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Phantom Wolf You conjure forth an incorporeal white wolf with abnormally large, frosty jaws. This phantom bear follows your mental commands, acting on your behalf as long as it remains within range. A phantom wolf appears where you designate and acts as you direct on your turn. You don't need to maintain line of sight once the spell is cast. <i>Cupping a hand to your mouth, you howl like a wolf, and in a moment, mist coalesces into a wolflike form with terrible jaws.</i> |
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Plant Body You imbue yourself with powerful transformative magic, gaining some of the characteristics of the plant type. Any spell or effect that would affect plant creatures also affects you, for the duration of plant body. When subject to this spell, you are immune to extra damage from critical hits, mind-affecting spells and abilities, poison, sleep, paralysis, stunning, and polymorphing. <i>Radiating out from your hands, moss and ivy covers your flesh until you resemble a shambling mound.</i> |
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Thorn Skin Your skin sprouts thorns when this spell is cast, increasing the damage you and making you difficult to harm. You deal an extra 1d6 points of piercing damage. In addition, any creature that hits you takes 5 points of piercing damage. <i>You push a thorn against your skin to complete the spell. Instead of piercing your skin, the thorn melds into it. An instant later, hundreds of similar thorns sprout all over your body.</i> |
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Mark of Justice Mark of Justice curses the target and lowers all of the target creature's ability scores by 4. |