Kaelik's version
Evangelist
Some priests talk too much. Way too much. But every now and then it works out well for their friends, as they can boost morale and maybe even talk people over to their point of view.
Inspire Courage (Su): the Evangelist can Inspire Courage like a Bard (PHB) of equal level, even if she doesn't have enough ranks in a Perform skill.
Spontaneous Spells: when the Evangelist ends the Primary Effects of a spell, she may activate the Secondary Effects normally, or may instead cast one of the following PHB spells of equal or lower level: Command (1st), Enthrall (2nd), Tongues (3rd), Suggestion (4th), Greater Command (5th), Geas/Quest (6th), Mass Suggestion (7th), Sympathy (8th), Demand (9th).
Far Realm Cultist
It’s important to have Cthulhu Cultists. These mad prophets either worship beings from the Far Realm, or Aberrations and other strange creatures generally, or some kind of Great Old Ones, or possibly they don’t worship anything exactly, and they just draw power from their own madness and their link to the bizarre world beyond.
Domains: the only Domains available to the Far Realm Cultist are Cavern, Darkness, Destruction, Domination, Dream, Hatred, Knowledge, Madness, Mind, Slime and Trickery.
Mad Certainty (Ex): the Far Realm Cultist suffers a -4 Penalty to all Wisdom-based Skill Checks, as well as Diplomacy and Handle Animal checks, but also gains a +4 Bonus to Saving Throws against [Mind-Affecting] effects. Additionally, she suffers no ill mental effect from Cerebral Blots (Dragon 330) or contact with the Far Realm.
Otherworldly Summoning (Sp): starting at level three, the Far Realm Cultist can use a Full Round Action to end the Primary Effect of a spell and, instead of activating the Secondary Effect, summon a controlled creature from beyond. The creature appears within Close Range and remains in the world for one minute for every three levels, but cannot use any Summoning ability of its own. All uses of this are Conjuration (Summoning) effects. The creatures that can be called depend on the level of the spell. She may still choose to activate Secondary Effects instead of this.
1st – Pseudonatural Dog, Brain Mole (XPH), Puppeteer (XPH).
2nd – Pseudonatural Eagle, Ustilagor (Dragon 337), Opabina (Dragon 348).
3rd – Pseudonatural Crocodile, Amoebic Crawler (Dragon 330), Cranial Encyster (Dragon 330).
4th – Pseudonatural Giant Owl, Dolgrue (Dragon 348), Carrion Crawler.
5th – Pseudonatural Brown Bear, Gibbering Mouther, Wyste (MM2).
6th – Pseudonatural Rhinoceros, Xorbeast (Dragon 348), Intellect Devourer (XPH).
7th – Pseudonatural Megaraptor, Kaortic Hulk (Dragon 330), Akleu (Dragon 348).
8th – Pseudonatural Dire Tiger, Dharculus (Planar Handbook), Rukanyr (FF), Mooncalf (MM2).
9th – Pseudonatural Roc, Kyra (Dragon 348), Skybleeder (FF).
Terrifying Transformation: at level 20, instead of “Why Didn’t You Prestige Class?”, the Far Realm Cultist makes proper contact with the Far Realm, and gains the Half Farspawn template for free. She no longer suffers any kind of ill effect from Cerebral Blots and the Far Realm – mental or physical – and can open a travel version of the Gate spell once per day, either to the Far Realm from any plane, or from the Far Realm to the Prime Material Plane.
Sacred Fist:
The Sacred Fist has elements of Cleric and elements of Monk. More Cleric than Monk, but they still get to run up and punch people, while not wearing armour.
Protected by Faith (Su): as long as she is not wearing armour, the Sacred Fist has an Armour Bonus to AC equal to half her level (round down) plus four. This applies against Touch Attacks, unlike normal, and if she wears non-armour clothing or robes that have an Enhancement Bonus to Armour Bonus, she still gains the Enhancement Bonus. Additionally, she may use her Wisdom Bonus in place of her Dexterity Bonus for Reflex Saves and Armour Class if she wishes to.
Approved Lethality (Su): the Sacred Fist has a natural Slam attack, which works just like the Fatal Strike ability of a Monk (Tome).
Fires of Purity: at level five, the Sacred Fist learns a special third-level Cleric Spell that other Clerics don't get.
Fires of Purity
Evocation [Fire]
Primary Target: Personal
Primary Effect: your Slam attack deals an extra 1d6 damage, and half the total damage is Fire, the other half is special Divine damage - there is no longer a physical component to the damage. Additionally, anybody who strikes you with a Natural Weapon or a non-reach Melee Weapon suffers 1d6 damage (half Fire, half Divine).
Secondary Target: 20' radius Burst in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: Reflex Half
Secondary Duration: Instantaneous
Secondary Effect: you throw your aura of flame out and it explodes, dealing 1d6 damage per level - half Fire, half Divine.
Special: if your deity is more attuned to Cold, Acid or Electricity, you may replace all instances of "Fire" (including the Descriptor) with the relevant word.
Mostly we are looking at new Domains.
New Domains:
Granted Ability: by spending a Turn/Rebuke Undead attempt, you can use a Swift Action to add your Wisdom Bonus to your Armour Class for a number of rounds equal to your level. This does not apply against creatures of True Neutral alignment.
Skill: Balance
Spells:
1 – Make Whole
2 – Calm Emotions*
3 – Clarity of Mind*
4 – Call and Banish
5 – Protection From Spells
6 – Greater Call and Banish
7 – Word of Balance*
8 – Greatest Call and Banish
9 – Moment of Prescience
Cavern
Granted Ability: you gain Stonecunning like a Dwarf. If you already have Stonecunning, your Bonus increases to +4.
Skill: Search
Spells:
1 – Find Traps
2 – Darkness
3 – Stone Manipulation
4 – Control Vermin
5 – Wall of Stone
6 – Path Magic
7 – Shelter
8 – Mastery of Earth
9 – Freedom and Imprisonment*
Charm
Granted Ability: by spending a Turn/Rebuke Undead use, you can use the Fascinate ability of a Bard, using your Cleric level in place of your Bard level.
Skill: Perform (choose any one)
Spells:
1 – Comprehend Languages
2 – Calm Emotions*
3 – Suggestion*
4 – Call and Banish
5 – Charm Monster*
6 – Quest Trap
7 – Lucky Break
8 – Demand*
9 – Dominate Monster*
Cold
Granted Ability: you can use your Turn or Rebuke Undead ability to Turn (and Destroy) creatures with the [Fire] Subtype.
Skill: Survival
Spells:
1 – Chill Touch*
2 – Chill Metal*
3 – Sleet Storm*
4 – Control Water
5 – Wall of Ice*
6 – Frost Blast*
7 – Control Weather
8 – Wreath of Frost*
9 – Mastery of Cold*
Community
Granted Ability: you gain Team Player as a Bonus Feat
Skill: Diplomacy
Spells:
1 – Bless
2 – Status
3 – Magic Circle Against Alignment
4 – Protection From Dead
5 – Protection From Spells
6 – Heroes’ Feast
7 – Shelter
8 – Magnificent Mansion*
9 – Mass Heal
Courage
Granted Ability: you radiate a 10’ aura that provides you and your allies in the aura a +4 Bonus on Saving Throws against [Fear] effects.
Skill: Sense Motive
Spells:
1 – Remove Fear
2 – Shield Other
3 – Cloak of Bravery*
4 – Heroism*
5 – Righteous Might
6 – Heroes’ Feast
7 – Animal Power
8 – Mindblank
9 – Miracle
Darkness
Granted Ability: you gain the ability to see through Magical Darkness like a Devil.
Skill: Hide
Spells:
1 – Obscuring Mist
2 – Darkness
3 – Blindness/Deafness
4 – Armour of Darkness*
5 – False Vision
6 – Mislead
7 – Ethereal Jaunt
8 – Discernment
9 – Etherealness
Domination
Granted Ability: you gain Spell Focus (Enchantment) as a Bonus Feat
Skill: Intimidate
Spells:
1 – Cause Fear
2 – Hold Person
3 – Suggestion*
4 – Know and Speak Truth
5 – Dominate Person*
6 – Quest Trap
7 – Repulsion
8 – Greatest Call and Banish
9 – Dominate Monster*
Dream
Granted Ability: you gain Dreamtelling and Oneiromancy as Bonus Feats (Heroes of Horror)
Skill: Listen
Spells:
1 – Sleep*
2 – Augury
3 – Darkness of Death
4 – Phantasmal Killer*
5 – Scrying
6 – Dream Sight*
7 – Ethereal Jaunt
8 – Power Word: Stun
9 – Astral Projection
Family
Granted Ability: by spending a Turn/Rebuke Undead attempt, you may use a Standard Action to grant a +4 Dodge Bonus to the Armour Class of your allies within 30 feet – a maximum number of allies equal to your Charisma Bonus. This lasts for a number of rounds equal to your level.
Skill: Gather Information
Spells:
1 – Bless
2 – Shield Other
3 – Magic Circle Against Alignment
4 – Spell Manipulation
5 – Protection From Spells
6 – Heroes’ Feast
7 – Shelter
8 – Superior Telepathic Bond*
9 – Prismatic Sphere
Fate
Granted Ability: by spending a Turn/Rebuke Undead attempt, you may use a Swift Action to declare something is destined to happen. The first d20 roll made to help bring this about within the next minute is treated as rolling a natural 20 on the die.
Skill: Knowledge (History)
Spells:
1 – Bless
2 – Augury
3 – Bestow or Remove Curses
4 – Know and Speak Truth
5 – Truth
6 – Quest Trap
7 – Scry and Die
8 – Discernment
9 – Foresight
Glory
Granted Ability: you gain Ability Focus (Turn Undead) as a Bonus Feat.
Skill: Knowledge (Nobility & Royalty)
Spells:
1 – Remove Fear
2 – Align Weapon
3 – Energy
4 – Protection From the Dead
5 – Weapon of Life
6 – Crown of Glory*
7 – Holy Word
8 – Sun Energy
9 – Miracle
Hatred
Granted Ability: by spending a Turn/Rebuke Undead attempt, you can use a Free Action to focus your hatred against a single foe. For the next minute, against that foe only, you gain a +2 Bonus on attack and damage rolls, and Caster Level checks to pierce Spell Resistance.
Skill: Intimidate
Spells:
1 – Cause Fear
2 – Death Knell
3 – Bestow or Remove Curses
4 – Slay Living
5 – Righteous Might
6 – Cloak of Hate*
7 – Blasphemy
8 – Mantle of Spite*
9 – Implosion
Liberation
Granted Ability: if you fail a Saving throw against a [Charm], [Compulsion] or [Fear] effect, you may attempt another save at the start of your next turn, much like the Slippery Mind class feature. You are only allowed one such re-roll per ability.
Skill: Escape Artist
Spells:
1 – Remove Fear
2 – Remove Paralysis
3 – Gaseous Form
4 – Free and Trap
5 – Protection From Spells
6 – Lucky Break
7 – Greatest Magic Negation
8 – Mindblank
9 – Etherealness
Madness
Granted Ability: any time another creature would render you Confused, they are affected instead, though they are allowed any Saving Throws normally.
Skill: Knowledge (The Planes)
Spells:
1 – Cause Fear
2 – Touch of Madness*
3 – Darkness of Death
4 – Confusion
5 – Scrying
6 – Phantasmal Killer*
7 – Mislead
8 – Power Word: Stun
9 – Weird*
Mind
Granted Ability: you are Immune to damage (but not drain) to Intelligence, Wisdom and Charisma.
Skill: Sense Motive
Spells:
1 – Comprehend Languages
2 – Fox’s Cunning
3 – Clarity of Mind*
4 – Know and Speak Truth
5 – Truth
6 – Probe Thoughts*
7 – Discernment
8 – Superior Telepathic Bond*
9 – Weird*
Moon
Granted Ability: you can use your Turn/Rebuke Undead ability to Turn and Destroy Lycanthropes.
Skill: Spot
Spells:
1 – Faerie Fire*
2 – Darkness
3 – Moon Blade*
4 – Dominate Animal
5 – Weapon of Life
6 – Path Magic
7 – Shelter
8 – Animal Mind
9 – Moon Fire*
Nobility
Granted Ability: by spending a Turn/Rebuke Undead attempt, you may Inspire Courage as a Bard of your level, as though you had maximum ranks in Perform for your level, for a number of rounds equal to your Charisma Bonus.
Skill: Knowledge (Nobility & Royalty)
Spells:
1 – Divine Favour
2 – Eagle’s Splendour
3 – Magic Vestment
4 – Know and Speak Truth
5 – Dominate Person
6 – Quest Trap
7 – Repulsion
8 – Demand*
9 – Storm of Vengeance
Oracle
Granted Ability: for you, simply seeing or hearing an Illusion counts as interacting with it.
Skill: Knowledge (The Planes)
Spells:
1 – Augury
2 – Find Traps
3 – Know and Speak Truth
4 – Scrying
5 – Truth
6 – Ethereal Jaunt
7 – Scry & Die
8 – Discernment
9 – Foresight
Pestilence
Granted Ability: you are Immune to the effects of Disease, though you are still a carrier.
Skill: Knowledge (Nature)
Spells:
1 – Curse Water
2 – Death Knell
3 – Disease
4 – Control Vermin
5 – Slay Living
6 – Death Energy
7 – Regenerate
8 – Plague of Undead*
9 – Ruinous Swarm*
Renewal
Granted Ability: you may use an Immediate Action to spend Divine Energy up to your character level in order to heal yourself, even in response to an otherwise lethal attack - in this case you will still die if you can't heal enough of the damage to prevent your hit points from being dropped to the point of death. Damage won't just cut off once you reach -10 hit points, allowing a single point of healing to save you.
Skill: Heal
Spells:
1 – Endurance
2 – Defeat Poison
3 – Disease
4 – Protection From the Dead
5 – Heroes’ Feast
6 – Heal
7 – Shelter
8 – Greatest Magic Negation
9 – Mass Heal
Retribution
Granted Ability: by spending a Turn/Rebuke Undead attempt, you may use a Swift Action to declare vengeance against somebody who damaged you since your previous turn. Until the end of your current turn, you may add your Wisdom as a Bonus to attack rolls against that foe, and simply deal maximum damage to them rather than rolling.
Skill: Survival
Spells:
1 – Bane
2 – Bear’s Endurance
3 – Darkness of Death
4 – Fire Shield*
5 – Symbol Creation
6 – Blade Barrier
7 – Scry and Die
8 – Discernment
9 – Storm of Vengeance
Rune
Granted Ability: you gain Scribe Scroll as a Bonus Feat.
Skill: Decipher Script
Spells:
1 – Comprehend Languages
2 – Find Traps
3 – Magic Circle Against Alignment
4 – Runic Protection*
5 – Symbol Creation
6 – Quest Trap
7 – Lucky Break
8 – Greater Magic Negation
9 – Gate
Scalykind
Granted Ability: you may use your Turn or Rebuke Undead ability to Rebuke/Command reptiles (snakes, lizards, turtles, dinosaurs, Lizardmen, Nagas, Yuan-ti, but not Dragons, Kobolds, Medusae, Lillends or Mariliths).
Skill: Knowledge (Nature)
Spells:
1 – Magic Fang*
2 – Hold Animal
3 – Dive and Surface
4 – Poison*
5 – Commune With Nature
6 – Eyebite*
7 – Regenerate
8 – Mastery of Earth
9 – Shapechange
Slime
Granted Ability: you gain Acid Resistance equal to double your level.
Skill: Knowledge (Dungeoneering)
Spells:
1 – Slimy Surface*
2 – Barkskin
3 – Dive and Surface
4 – Poison*
5 – Black Tentacles
6 – Repulsion
7 – Disintegrate
8 – Mastery of Water
9 – Implosion
Spider
Granted Ability: Spiders and Spiderkind (Drow of the Underdark, p112) will not attack you unless you provoke them, or controlled by someone who wills them to attack you. You may use your Turn/Rebuke Undead ability to Rebuke Spiderkind.
Skill: Climb
Spells:
1 – Cause Fear
2 – Magic Fang
3 – Infernal Wound
4 – Control Vermin
5 – Poison
6 – Spider Plague
7 – Repulsion
8 – Veil of Undeath
9 – Ruinous Swarm
Storm
Granted Ability: you gain Electricity Resistance equal to double your level.
Skill: Concentration
Spells:
1 – Entropic Shield
2 – Silence and Noise
3 – Energy
4 – Control Air
5 – Ice Storm
6 – Chain Lightning
7 – Control Weather
8 – Whirlwind
9 – Storm of Vengeance
Suffering
Granted Ability: by spending a Turn/Rebuke Undead attempt, you may perform a Pain Touch – a melee touch attack as a Standard Action that on a successful hit renders the target Nauseated with pain for one round and then Fatigued until they rest. A Fortitude Save (DC 10 + half your level + your Wisdom Bonus) reduces this to being Staggered for one round.
Skill: Survival
Spells:
1 – Bane
2 – Bear’s Endurance
3 – Bestow or Remove Curses
4 – Slay Living
5 – Symbol Creation
6 – Blade Barrier
7 – Eyebite*
8 – Supreme Resistance
9 – Energy Drain
Undeath
Granted Ability: you can Rebuke Undead three extra times per day.
Skill: Knowledge (Religion)
Spells:
1 – Undead Senses
2 – Desecrate
3 – Animate Dead
4 – Protection From the Dead
5 – Slay Living
6 – Death Energy
7 – Plague of Undead*
8 – Create Greater Undead
9 – Energy Drain
Enchantment (Compulsion) [Mind-Affecting]
Primary Target: Personal
Primary Effect: you can make a Diplomacy check as a Standard Action to remove a [Mind-Affecting] effect from a creature in Close Range. The DC for this check equals the Save DC.
Secondary Target: Creatures in a 20’ radius Spread in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: Concentration
Secondary Effect: you cast the PHB spell Calm Emotions.
Clarity of Mind
Abjuration
Primary Target: Party
Primary Effect: the target has a +4 Insight Bonus on Saving Throws against [Mind-Affecting] effects, and if they miss a target due to a Miss Chance from Concealment, they may roll again.
Secondary Target: Party
Secondary Action: 1 Swift Action
Saving Throw: None (Harmless)
Secondary Duration: 1 Round or until expended
Secondary Effect: the targets all benefit from a True Strike (PHB) effect
Word of Balance
Evocation [Sonic]
Primary Target: Personal
Primary Effect: you gain a +3 Divine Bonus to Armour Class
Secondary Target: 40’ radius spread centred on you
Secondary Action: 1 Standard Action
Saving Throw: None or Will Negates; see text
Secondary Duration: Instantaneous
Secondary Effect: you cast the Spell Compendium spell Word of Balance.
Freedom and Imprisonment
Abjuration
Primary Target: Touch (the place where the target was entombed or banished) or Personal
Primary Effect: the target is freed from any effects that are removed via the PHB spell Freedom, then becomes Immune to all of the effects it can normally free people from.
Secondary Target: Touch
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: Instantaneous
Secondary Effect: the target is affected by the PHB spell Imprisonment.
Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Primary Target: Personal
Primary Effect: you can cast Command (as the PHB) at will.
Secondary Target: one living creature in Close Range
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: 1 hour/level or until completed
Secondary Effect: you cast the PHB spell Suggestion.
Charm Monster
Enchantment (Charm) [Mind-Affecting]
Primary Target: Personal
Primary Effect: you can use a Standard Action to Fascinate another creature at will (Will Negates), providing you have Line of Sight to them. This has a duration of “until you Fascinate another creature or the target is attacked by you or your allies, or you end the Primary Effect”.
Secondary Target: one living creature in Close Range
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: 1 minute/level
Secondary Effect: the target is Charmed, just like the PHB Charm Monster spell.
Demand
Enchantment (Compulsion) [Mind-Affecting]
Primary Target: Personal
Primary Effect: you gain the ability to send Telepathic communications to one target (chosen upon casting) anywhere on the same Plane as you.
Secondary Target: the target of your Telepathic communication
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: 1 hour/level or until completed
Secondary Effect: you send a Suggestion to the target, much like the PHB Demand spell.
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Primary Target: One Humanoid
Primary Effect: you gain control of the humanoid, like the PHB spell, if they fail a Will Save.
Secondary Target: Dominated Humanoid
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: Concentration
Secondary Effect: you control the humanoid completely, as though possessing them, and using their senses (instead of your own) and making it take any actions it is able to take, using its own abilities. Your own body remains Defenceless and dormant, automatically attempting Concentration checks with your skill total when required, until you choose to stop, or are forced to stop by a failed Concentration check, or an effect frees the target of Possession.
Dominate Monster
Enchantment (Compulsion) [Mind-Affecting]
Primary Target: One living creature
Primary Effect: you gain control of the creature, like the PHB spell, if they fail a Will Save.
Secondary Target: Dominated creature
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: Concentration
Secondary Effect: you control the creature completely, as though possessing them, and using their senses (instead of your own) and making it take any actions it is able to take, using its own abilities. Your own body remains Defenceless and dormant, automatically attempting Concentration checks with your skill total when required, until you choose to stop, or are forced to stop by a failed Concentration check, or an effect frees the target of Possession.
Chill Touch
Necromancy [Cold]
Primary Target: Personal
Primary Effect: you gain a melee Touch Attack that deals 1d6 Uttercold damage.
Secondary Target: Touch
Secondary Action: 1 Standard Action
Saving Throw: Fortitude Partial
Secondary Duration: Instantaneous
Secondary Effect: you deliver a melee Touch Attack that deals 1d6 Uttercold damage per level, with a Fortitude Save for half. The target also suffers 1d6 points of Strength damage.
Chill Metal
Transmutation [Cold]
Primary Target: Touch [Weapon]
Primary Effect: the weapon deals an extra 1d6 points of damage, and half the total damage dealt is Cold damage instead of the normal type.
Secondary Target: metal objects/equipment in Close Range – for every two levels, you may affect one distinct unattended object of up to Medium Size, or the equipment of one creature.
Secondary Action: 1 Standard Action
Saving Throw: Will Negates (Object)
Secondary Duration: Concentration (up to one round per level)
Secondary Effect: all of the items become painfully cold to the touch. On the first turn, no actual damage is dealt. On the second round, 1d6 Cold damage is dealt to the object (unattended) or the wielder (held or equipped items – regardless of total number of items), and every round thereafter the number increases by 1d6 (2d6 on the third round, 3d6 on the fourth etc) until the effect ends. If a creature is not wearing metal armour and only carrying minimum metal equipment, they take the minimum damage.
Sleet Storm
Conjuration (Creation) [Cold]
Primary Target: Personal
Primary Effect: you are wreathed in a rolling mess of sleet, snow, slush and fog. This provides you with Concealment, granting a 50% Miss Chance against ranged attacks and 20% against attacks from adjacent foes.
Secondary Target: 40’ radius 20’ high cylinder in Long Range
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: 1 round per level
Secondary Effect: you create a Sleet Storm as the PHB spell.
Wall of Ice
Conjuration (Creation) [Cold]
Primary Target: Party
Primary Effect: you are all protected by Ice, gaining DR 5/Piercing and Cold Resistance 20. Additionally, if immersed in water, the ice bouys you up so you float.
Secondary Target: summoned wall in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: Reflex Negates (see text)
Secondary Duration: 1 minute per level
Secondary Effect: you create a Wall of Ice as per the PHB spell.
Frost Blast
Evocation [Cold]
Primary Target: Personal
Primary Effect: you can call forth blasts of ice within Medium Range with a Standard Action at will. This deals 1d6 Cold damage per 2 levels to a 5’ radius sphere, with a Fortitude Save for half.
Secondary Target: 60’ Cone
Secondary Action: 1 Standard Action
Saving Throw: Fortitude Partial
Secondary Duration: Instantaneous
Secondary Effect: you unleash a cone of chilling ice that deals 1d6 Cold damage per level with a Fort Save for half. Those who fail the save also suffer 1d10 points of Dexterity damage and are Fatigued until they next rest. Anyone who is reduced to zero Dexterity or hit points from this is instantly encased in ice.
Wreath of Frost
Evocation [Cold]
Primary Target: Personal
Primary Effect: you gain a +4 Deflection Bonus to Armour Class and a +4 Resistance Bonus to Saving Throws, as well as Fire Resistance equal to your level times three, and Spell Resistance equal to your level + 11 against [Fire] effects and any effects brought about by [Fire] creatures. Additionally, if a creature with the [Fire] subtype hits you with a melee attack, they are Slowed for 3 rounds (Will Negates).
Secondary Target: Creature that attacks you
Secondary Action: 1 Immediate Action
Saving Throw: Will, Fort and Ref; see text.
Secondary Duration: Instantaneous; see text.
Secondary Effect: a single creature that strikes you, after they attempt the Will Save against Slowing, must make 3 more saving throws – Fortitude, Reflex and Will.
If they fail the Fortitude Save, they are frozen solid, encased in ice as though by the Flesh to Ice spell (It’s Cold Outside). If they fail the Reflex Save, they suffer 1d6 Cold damage per level. If they fail the Will Save, they are Stunned for one round.
Mastery of Cold
Conjuration (Creation) [Cold]
Primary Target: Personal
Primary Effect: you are surrounded by swirling snow as per a Whiteout spell (It’s Cold Outside)
Secondary Target: 60’ radius area in Long Range
Secondary Action: 1 Standard Action
Saving Throw: None or Reflex Half; see text
Secondary Duration: Instantaneous
Secondary Effect: you drop an Iceberg upon the targets, as per the spell (It’s Cold Outside)
Magnificent Mansion
Conjuration (Creation)
Primary Target: Party
Primary Effect: you are all protected by twisted dimensions, as though you are not where you really are. The targets are always treated as being on another plane for the purpose of effects that can only target creatures on the same plane, and their locations are hidden from magical detection. Furthermore, line of effect cannot be drawn to them from the scry, even if it appears that it should – they are treated as being underground or indoors.
Secondary Target: extradimensional mansion, the entrance created within Close Range
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: 2 hours per level (D)
Secondary Effect: you create a Mordenkainen’s Magnificent Mansion effect as per the PHB.
Cloak of Bravery
Abjuration
Primary Target: Personal
Primary Effect: you radiate an Aura of Courage, like a Paladin. This means you are Immune to [Fear] effects, and allies within 60 feet gain a +4 Morale Bonus to Save against them.
Secondary Target: Party
Secondary Action: 1 Immediate Action
Saving Throw: None (Harmless)
Secondary Duration: 1 minute
Secondary Effect: the entire party becomes Immune to [Fear] effects, suppressing any currently active ones, for the duration, and furthermore gains a +2 Morale Bonus on attack and damage rolls, and 10 Temporary Hit Points.
Heroism
Enchantment [Mind-Affecting]
Primary Target: Touch
Primary Effect: the target becomes brave and heroic, gaining a +4 Morale Bonus to Will Saves, and Proficiency with any weapon they wield. They also ignore the effects of Fatigue (but not Exhaustion) for the duration, and take only half damage from Negative Energy.
Secondary Target: original target
Secondary Action: 1 Immediate Action
Saving Throw: None (Harmless)
Secondary Duration: Instantaneous
Secondary Effect: the target instantly succeeds on a single saving throw, and furthermore suffers no damage from Negative Energy, nor any kind of Ability Damage, Ability Drain, Energy Drain, or [Death] effects, from the one action to which this ability was activated as a response.
Armour of Darkness
Abjuration [Darkness]
Primary Target: Touch
Primary Effect: the subject gains an Armour Bonus of +4, plus 1 per three levels, and is protected against natural sunlight (for those with Daylight Sensitivity, Light Blindness, Daylight Powerlessness and similar). They also gain Darkvision out to sixty feet, and may add half their Armour Bonus (round up) to Saving Throws against [Good] and [Light] effects. They also gain +4 Turn Resistance, but only against Turn Undead, not Rebuke.
Secondary Target: an area of heavy shadows or darkness in Close Range
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: 1 minute per level
Secondary Effect: the armour disperses into a 10’ diameter portal onto the Plane of Shadow, providing it is cast from a Plane that is coexistent with the Plane of Shadow. The portal is invisible from the usual plane to all other than the caster and the target, though others can be guided to it, and is brightly visible from the Plane of Shadow. Even being adjacent to the portal in the meantime makes you sufficiently incorporeal to enjoy a 50% Miss Chance against nonmagical physical attacks, and a 20% Miss Chance against magic ones (but not against Ghost Touch weapons).
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Primary Target: Personal
Primary Effect: you radiate an aura of drowsiness. Creatures within 5’ of you suffer a -2 Penalty on Will Saves, as well as Spot, Listen and Search checks, and if they attack you, they must succeed on a Will Save or be rendered Fatigued for one minute.
Secondary Target: one creature in Close Range
Secondary Action: 1 Full Round Action
Saving Throw: Will Negates
Secondary Duration: 3 rounds, plus 1 round per level
Secondary Effect: the target falls asleep, regardless of hit dice
Phantasmal Killer
Illusion (Phantasm) [Fear, Mind-Affecting]
Primary Target: Weapon
Primary Effect: your weapon is covered in ghostly shrouds. Any successful hit with the weapon also forces the target to attempt a Will Save. If they fail, they take an additional 2d6 points of Non-Lethal damage and are Shaken for 3 rounds. These effects may be delivered with a Touch attack, though this does not deliver the regular weapon damage.
Secondary Target: one living creature in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: Will Negates and Fort Partial; see text
Secondary Duration: Instantaneous
Secondary Effect: the target is shown an illusion of their iminent demise. They are first entitled to a Will Save to disbelieve the effects – if this succeeds, they suffer no effects. If they fail the save, they then must pass a Fortitude Save or die of fear. If the Fort Save is passed, they still suffer the effects of having been hit by the weapon, above.
Dream Sight
Divination [Mind-Affecting]
Primary Target: Personal
Primary Effect: whenever you look at someone, you are able to concentrate on them for one round to learn of their most recent dreams (as well as whether they have been caused by magic or other creatures such as a Nightmare spell), as well as their greatest fears and desires. If you view a sleeping creature, you may look into their dreams as they happen, and even communicate with them inside their dream, as though they were awake.
Secondary Target: 1 living creature
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: Concentration + 3 rounds
Secondary Effect: as an Illusion effect, you take a fear or desire that you see from concentrating on someone, and make it appear real to all in the area. Creatures are entitled to a Will Save to Disbelieve if they interact with the illusions. If the target creature is presented with their greatest fear, a failed Will Save causes them to Panic for the duration. Alternatively, you may activate this on a sleeping creature to end an effect that alters their dreams – dispelling a Nightmare effect, banishing a possessing creature or similar.
Superior Telepathic Bond
Divination [Mind-Affecting]
Primary Target: Party
Primary Effect: a bond is established between the party, as per Rary’s Telepathic Bond (PHB), except it also works across different Planes, and you can all check each others’ condition and current Hit Points as though having cast Status on each other. You can also locate each other as though through Locate Person but with infinite range.
Secondary Target: Party [Separate]
Secondary Action: 1 Swift Action
Saving Throw: None (Harmless)
Secondary Duration: Instantaneous
Secondary Effect: any affected creature may activate their secondary effect to refresh the mind of another affected creature. Doing so sets the target to have the exact same [Mind-Affecting] effects as the one activating the effect, so is typically used to remove things like Confusion or [Fear] effects. Immunities still apply, so you still can’t share your Inspire Courage over to a Lich friend.
Crown of Glory
Enchantment (Compulsion) [Mind-Affecting]
Primary Target: Party
Primary Effect: all targets gain a +4 Divine Bonus to Saving throws against Negative Energy and [Fear] effects, and shed bright light to 20 feet, then enough to raise darkness to shadowy illumination to 40 feet, and have either an Aura of Menace, as an Archon (using the Save DC of this spell), or a Protective Aura, as an Angel.
Secondary Target: Party
Secondary Action: 1 Standard Action
Saving Throw: None (Harmless)
Secondary Duration: three rounds
Secondary Effect: select one of the following abilities from the BoED: Penitentiary Gaze (Throne Archon, pg 162), fiery Gaze (Firre, pg 170), Blinding Radiance (Quesar, pg 180). All targets gain this effect for the three rounds, with any Save DC using that of this spell.
Cloak of Hate
Enchantment (Compulsion) [Mind-Affecting]
Primary Target: Personal
Primary Effect: anybody who attacks you must make a Will Save against this spell, or fall into a mindless Rage (as the PHB spell) for one minute. Furthermore, for the duration they are unable to tell friend from foe, and will attack the nearest creature every round.
Secondary Target: One living creature in Close Range
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: 1 day per level
Secondary Effect: all living beings view the subject with instinctive hostility. NPC reactions begin one category worse than normal, and any Diplomacy, Wild Empathy and Handle Animal checks they make are at a -10 Circumstance Penalty. Furthermore, people view the target in the worst possible light and will blame even completely unrelated events and misfortune upon them.
Mantle of Spite
Necromancy
Primary Target: Personal
Primary Effect: every time anything hits you with an attack, they suffer a Negative Level. Assuming they are not slain first, the Negative Levels are removed when the spell’s Primary Effects end. Furthermore, all of your attacks against such foes ignore all Damage Reduction, Energy Resistance, Regeneration, and Immunity to Critical Hits.
Secondary Target: all creatures within a 15’ radius Burst
Secondary Action: 1 Immediate Action
Saving Throw: Fortitude Negates
Secondary Duration: Instantaneous
Secondary Effect: this is activated in response to being struck by an attack. All other creatures within the area, aside from yourself, suffer 1d6 Vile Damage per Caster Level.
Touch of Madness
Enchantment (Compulsion) [Mind-Affecting]
Primary Target: Personal
Primary Effect: you can deliver a melee Touch Attack at will. Anybody hit must pass a Will Save or be Confused for 3 rounds.
Secondary Target: 1 creature touched
Secondary Action: 1 Standard Action
Saving Throw: Will Negates
Secondary Duration: Instantaneous and one minute; see text
Secondary Effect: this is delivered via a melee Touch Attack. If the target fails a Will Save, they suffer 1 Wisdom Damage per 2 caster levels and are rendered Confused for one minute.
Mind Probe
Divination [Mind-Affecting]
Primary Target: Personal
Primary Effect: at will, you may peek into the minds of other creatures within Close Range. Every round, you can probe a single mind, learning the answer to one question (to the best of the subject’s knowledge). Each time you probe a creature’s mind, it is allowed a Will Save to resist.
Secondary Target: one living creature
Secondary Action: 1 Full Round Action
Saving Throw: Will Negates
Secondary Duration: Instantaneous
Secondary Effect: if the target fails the saving throw, you may instantly read through their thoughts and memories, and gain either their full knowledge of one subject, or answers to one question per level. Either way, you also learn of what is foremost on their mind, any major secrets they are keeping or deceptions they are maintaining, and which spells (if any) they have Memorised – this does not grant you the ability to cast those spells, however.
Weird
Illusion (Phantasm) [Fear, Mind-Affecting]
Primary Target: Personal
Primary Effect: you are covered in bizarre illusions that horrify others. Other creatures must pass a Will Save when they first see you. Of those that fail the save, any that makes an attack against you, whether or not it succeeds, suffer non-lethal damage equal to your level, and 1 point of Strength damage.
Secondary Target: any number of creatures within a 30’ radius Burst in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: Will Negates (disbelief) and Fortitude Partial; see text
Secondary Duration: Instantaneous
Secondary Effect: the chosen targets must all attempt a Will Save to disbelieve the horrifying image of doom that appears before them. If successful, they suffer no effect. If failed, they must attempt a Fortitude Save: if this save is passed, they suffer 1d4 points of Strength damage and non-lethal damage equal to your level, and are Stunned for one round. If the Fortitude Save is failed, they instantly die of fright.
Faerie Fire
Evocation [Light]
Primary Target: Touch [Weapon]
Primary Effect: the weapon burns with a magical flame. This radiates light out to fifteen feet, but more importantly, reveals Invisible creatures within the area: they are outlined sufficiently that they are visible, and do not even benefit from a Miss Chance. Any creature struck by the weapon actually becomes visible, as though any Invisibility they had were Dispelled (natural invisibility is not removed, but is still suppressed while in the area).
Secondary Target: one creature within Close Range
Secondary Action: 1 Standard Action
Saving Throw: Will Partial
Secondary Duration: one minute
Secondary Effect: the magical flames transfer across to the target creature. For the next minute, they are wreathed in flames that make them visible and prevent them from benefiting from any kind of Concealment. If they fail the Will Save, they are affected especially badly by the flames: each round, if they are benefiting from an Illusion of some variety, one Illusion is Dispelled automatically (starting with those of the lowest level, randomly selected within a level). If they are not benefitting from an Illusion to burn away, they are rendered Blind for that round.
Moon Blade
Evocation [Light]
Primary Target: Personal
Primary Effect: you conjure forth a sword-like beam of moonlight. You are automatically proficient with this one-handed sword, though for the purpose of benefiting from feats and class features, you may treat it as any one of the following: Short Sword, Long Sword, Bastard Sword, Great Sword, Scimitar, Falchion, Rapier, Elven Thin Blade, Elven Light Blade, Great Scimitar, Full Blade, Estoc, Mercurial Long Sword, Mercurial Short Sword, Mercurial Great Sword. All attacks are resolved as melee Touch Attacks, and the damage is 1d8, plus one per 2 levels (round up), with a Critical value of 19-20/x2. This is treated as magical and silver for the purpose of bypassing Damage Reduction, and has the Ghost Touch quality. Your Strength Bonus is not added to the damage. Against Undead and Lycanthropes, the base damage is 2d8 plus your level.
Secondary Target: see text
Secondary Action: 1 Full Round Action
Saving Throw: None
Secondary Duration: Instantaneous
Secondary Effect: you may make a special whirlwind attack: you may move up to your normal movement speed, and make a single attack with the Moon Blade. The attack is resolved against any targets you wish to attack that you threaten at any point during this movement. At the end of this, any target that was struck must pass a Concentration check on their next turn if they wish to cast a spell (DC 10 + Spell Level + damage dealt). Failure results in them losing the spell.
Moon Fire
Evocation [Light]
Primary Target: Personal
Primary Effect: you emanate ghostly flames of pure light out to sixty feet. All magical auras glow within this area, giving away their location, strength, and school. Additionally, Invisible creatures are revealed and nothing can benefit from any form of Concealment. Disguised, shapechanged or polymorphed creatures must succeed on a Will Save when first exposed to this effect. Failure results in them being forced into their normal form. Even if they succeed, a ghostly shape of their true form will still be visible over their current form. Finally, electricity damage that originates from outside this emanation cannot reach inside it, and electricity damage originating from within the emanation is halved (round down).
Secondary Target: all creatures in a 60’ Cone
Secondary Action: 1 Standard Action
Saving Throw: Reflex Half and Will Negates; see text
Secondary Duration: Instantaneous and one round per level; see text
Secondary Effect: all creatures in the area suffer 1d8 points of untyped damage per 2 levels (round up), except for Undead, which suffer 1d8 damage per level. A Reflex Save halves this damage. Additionally, all creatures must attempt a Will Save. Those that fail are lit up by Faerie Fire (as the PHB) for one round per level, and additionally see all of their Illusion effects suppressed for this duration, during which they also suffer 1d8 untyped damage per round (2d8 per round for Undead).
Plague of Undead
Necromancy
Primary Target: Created Undead
Primary Effect: you form nearby bones and corpses into a Boneyard under your control. At Caster Level eighteen, you can form two Boneyards, and at level twenty you can form three of them. They collapse and are destroyed when the Primary Effect ends.
Secondary Target: all living creatures in a 20 foot radius Spread in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: Fortitude Negates
Secondary Duration: Permanent
Secondary Effect: the creatures are afflicted with a horrifying curse. Every round, they suffer a point of permanent Constitution Drain. This can be ended by Remove Curse or a Miracle. Any creature slain by this rises immediately as a Wight, and as many as possible are placed under your control.
Ruinous Swarm
Conjuration (Creation)
Primary Target: Personal
Primary Effect: a swarm of little biting bugs crawls over your body, providing protection. You gain 3 Temporary Hit Points per caster level, and these Temporary Hit Points will, if damaged, recover at the rate of 5 per round. As long as any of these Temporary Hit Points remain, you gain Immunity to Critical Hits, Concealment against ranged attacks, Immunity to [Mind-Affecting] effects and Vulnerability to Area of Effect attacks like a swarm. If ever you enter another creature’s square or they enter yours, they suffer from the Swarm attack of a Scarab Beetle Swarm, except using the Save DC of this spell.
Secondary Target: a number of summoned swarms within Medium Range.
Secondary Action: 1 Full Round Action
Saving Throw: None; see text
Secondary Duration: one round per level
Secondary Effect: you conjure forth sixteen Hellwasp Swarms that do their best to serve you. Instead, you may summon sixteen Bloodfiend Locust Swarms, eight Scarab Beetle Swarms, four Brood Keeper Larva Swarms or a single Abyssal Ant Swarm. Either way, any ability (such as Distraction) uses the Save DC for this spell rather than the creature entry.
Fire Shield
Evocation [Fire]
Primary Target: Personal
Primary Effect: you are wreathed in protective flames, as per the PHB version of Fire Shield (Warm Shield)
Secondary Target: conjured wall of flame in Medium Range
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: Concentration, plus 1 round per level
Secondary Effect: you create a Wall of Fire (PHB version)
Runic Protection
Abjuration
Primary Target: Personal
Primary Effect: you are completely immune to the effects of Explosive Runes, Sepia Snake Sigil and any Symbol of ___ spell or effect. You do not trigger such effects, nor are you affected if anybody else triggers them.
Secondary Target: 100 foot radius Emanation centred on you
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: Instantaneous
Secondary Effect: all Explosive Runes, Sepia Snake Sigil and Symbol spells within the area are instantly removed safely, without triggering them.
Magic Fang
Transmutation
Primary Target: Personal or Touch
Primary Effect: if the target has any natural weapons, they gain an Enhancement Bonus of +1 per 3 caster levels (round up, maximum +5). If they do not have any natural weapons, they grow a Primary Bite attack that deals 1d6 damage for a Medium creature, and also has the Enhancement Bonus.
Secondary Target: Primary Target
Secondary Action: 1 Standard Action
Saving Throw: None
Secondary Duration: Instantaneous
Secondary Effect: the target instantly makes one attack with one natural weapon, but may make the attack out to anywhere in sixty feet. The natural weapon deals damage as though one size category larger, has the Ghost Touch property, and has a Critical value of 19-20/x3. The Primary effects last until after this attack is resolved.
Poison
Transmutation
Primary Target: Personal or Touch
Primary Effect: any time the target successfully hits with a natural weapon, it delivers a Poison (Primary damage: 1d4 Constitution, Secondary damage: 1d10 Constitution). If they have no natural weapons, they must succeed on a grapple check to deliver it. The Poison has the Save DC of this spell.
Secondary Target: Touch
Secondary Action: 1 Standard Action
Saving Throw: Fortitude Partial
Secondary Duration: One Minute
Secondary Effect: the target is affected by Poison. If they pass the saving throw, they suffer a single point of Constitution damage, but must still save again 1 minute later. If they fail the initial saving throw, they suffer 1d10 Constitution damage and are Sickened until the minute is over. At the end of this minute, they suffer no further effect on a successful Fortitude Save, but are Paralysed for 1d10 minutes on a failed save.
Eyebite
Necromancy [Evil]
Primary Target: Personal
Primary Effect: your gaze is evil, lashing out at those you fix your eye upon. Each round, you may use a Standard Action to glare at a target within Close Range. If they fail a Fortitude Save, they are Sickened for one minute. If they have fewer hit dice than your level, they also Panic for 1d4 rounds and are then Shaken for the same duration as being Sickened (this is a [Fear] effect). If they have fewer than half as many hit dice as your level, they also fall into a catatonic coma for 1d6 rounds.
Secondary Target: all creatures in a 30’ Cone
Secondary Action: 1 Standard Action
Saving Throw: Fortitude Partial
Secondary Duration: 1 minute per level or 1 minute; see text
Secondary Effect: all creatures in the area are affected as though by the Primary Effect normally if they pass the Fortitude Save. If they pass the save, they suffer the effects as though they had only half as many hit dice, and the Sickened, Shaken and comatose conditions (whichever are relevant for a given creature) all last for one minute per level.
Slimy Surface
Conjuration (Creation)
Primary Target: Personal
Primary Effect: you are covered in slippery slime, and gain a +10 Circumstance Bonus on Escape Artist checks and on Grapple checks made to resist or escape a grapple. Furthermore, any creature that strikes you with an Unarmed attack or Natural Weapon suffers 1d6 points of Acid damage.
Secondary Target: one object or 10’ square within Close Range
Secondary Action: 1 Standard Action
Saving Throw: See text
Secondary Duration: 1 round/level (D)
Secondary Effect: the slime splashes from you onto a patch of ground or an object, affecting it as though through the Grease spell (PHB). Furthermore, any creature that holds an affected item or stands on affected ground without slipping over suffers 1 point of Acid damage each round contact is maintained, and a creature that falls over on affected ground suffers 1d6 Acid damage.
+225 minutes so far for 12 hours 15 minutes total