Imported Spells

( ⇪ House Rules )

Spell Learning Enhancements

A number of spells are available to a wide range of casters not specific to the stated spell lists.

Sanctified Magic

(BoED 83)

For those willing to utterly devote themselves to good, great power awaits in the form of sanctified magic. These spells require a great sacrifice from the caster in exchange for powerful results.

Spellcasters prepare sanctified spells just as they do regular spells, and casters who do not prepare spells (including sorcerers and bards) cannot make use of them except from a scroll. Evil characters cannot cast sanctified spells, including ones cast from magic items.

A sanctified spell usually has no material components (exceptions are noted). Instead, it draws power from the sacrifice of the spellcaster in the form of ability damage, ability drain, or occasionally greater sacrifices (a level or even the caster’s life). The sacrifice occurs when the spell’s duration expires. (No sanctified spell has a permanent duration.)

If a sanctified spell is made into a potion, scroll, wand, or some other magic item, the user of the item makes the sacrifice, not the creator. (The creator still pays the XP cost and gp cost for creating the item.) This sacrifice, specified in the spell’s descriptive text, is paid each time the item is used.

Sanctified spells are specific to no character class. They are neither inherently arcane nor divine spells. A divine caster casting a sanctified spell casts it as a divine spell, while an arcane caster casts it as an arcane spell.

While wizards, druids, rangers, and paladins can all prepare sanctified spells, clerics have a special advantage: they can spontaneously cast any sanctified spell, just as they can spontaneously cast cure wounds spells.

The following is the list of all Sanctified Spells ordered by spell level. Spells marked with COV are found in Champions of Valor. All other spells in the list are found in Book of Exalted Deeds.

1 Divine Inspiration: Target gains +3 sacred bonus on attack rolls against evil creatures.
1 Twilight Luck: Target gains +1 luck bonus on all saving throws.
1 Vision of Punishment COV: Target sees a vision of their afterlife.
2 Ayailla’s Radiant Burst: Evil creatures are blinded for 1 round and take 1d6 damage/2 levels.
2 Luminous Armor: Shimmering light around target grants +5 armor bonus, dispels magical darkness, and imposes a –4 penalty on opponents’ melee attacks.
3 Brilliant Emanation: Reflective surfaces shed brilliant light that blinds evil creatures.
3 Celestial Aspect: Target gains one of four celestial properties: sword archon’s armblade, firre eyes, cervidal horns, or deva wings.
3 Create Lantern Archon COV: Creates a lantern archon in service of your deity.
3 Hammer of Righteousness: Deals 1d6 points of damage per caster level, or 1d8 points of damage per caster level if the target is evil.
3 Path of the Exalted: Caster receives divine guidance from a higher power.
3 Phieran’s Resolve: +4 sacred bonus on saves against spells with the evil descriptor.
3 Telepathy Tap: Overhear creatures’ telepathic communications.
4 Animate with the Spirit COV: Animate a corpse with the spirit of a good outsider.
4 Celestial Fortress COV: As secure shelter but it’s a fort protected by your deity.
4 Diamond Spray M: Dazzles evil creatures for 2d6 rounds and deals 1d6 damage per level (maximum 10d6) to evil creatures.
4 Holy Fire Shield COV: As fire shield but half the damage is divine.
4 Luminous Armor, Greater: Shimmering light around target grants +8 armor bonus, dispels magical darkness, and imposes a –4 penalty on opponents’ melee attacks.
4 Sunmantle: Illuminates as a daylight spell; target gains damage reduction 5/–; lashes foe for 5 points of damage each time target takes damage in melee.
5 Curtain of Light: Curtain of light deals 2d4 damage to evil creatures out to 10 ft. and 1d4 damage out to 20 ft. Passing through curtain deals 2d6 +1/level damage to evil creatures.
5 Inquisition: Compels target to divulge information truthfully.
5 Sicken Evil: Evil creatures are sickened by your presence.
6 Benign Projection COV: As project image but limited to benign effects.
6 Exalted Raiment: Wearer gains +1 sacred bonus to AC per five caster levels, damage reduction 10/evil, SR 5 + caster level, and immunity to Con damage and Con drain.
6 Storm of Shards: Evil creatures are blinded for 1 round; evil outsiders and undead also take 1d6 damage/level.
6 Valiant Steed: Calls a pegasus or unicorn, which serves caster for up to 1 year.
7 Channel Celestial: You invite a celestial (up to 12 HD) to occupy your body.
7 Constricting Chains F: Creature is entangled, unable to move, and takes 3d6 nonlethal damage per round.
7 Cry of Ysgard: Calls 2d4 bariaur defenders of Ysgard.
7 Phoenix Fire F: Evil creatures take 2d6 damage/caster level as you immolate yourself.
7 Rain of Embers: Rain of divine fire deals 10d6 damage per round to evil creatures.
8 Dragon Cloud: Calls forth an elemental spirit that assumes a cloudy, dragonlike form.
8 Restore Soul’s Treasure: Restores a magic item destroyed by soul’s treasure lost spell.
9 Armageddon: Calls powerful good outsiders to fight at your side.
9 Channel Greater Celestial: As channel celestial, but up to 24 HD.
9 Exalted Fury: All creatures within 40 ft. take damage equal to 50 + your current hp, and you die.
9 Sanctify the Wicked F: Traps evil creature in a diamond for one year, then releases it as a sanctified creature.

Corrupt Spells

(HoH 125)

Those who delve into black magic have learned of exceedingly evil spells that take an appalling toll on the caster in exchange for their powerful but foul effects. These vile applications of magic are known as corrupt spells. They are thankfully few in number.

Spellcasters prepare corrupt spells just as they do regular spells, but corrupt spells are available only to spellcasters who prepare spells. Wizards and clerics, for example, can use corrupt magic, but sorcerers and bards cannot normally do so. A sorcerer or bard could, however, cast a corrupt spell from a scroll. In addition, the Corrupt Arcana feat (HoH 120) allows spontaneous spellcasters to learn and cast corrupt spells.

A corrupt spell has no material component, but it does have a corruption cost. Casting a corrupt spell draws power from the mental or physical well-being of the caster in the form of ability damage or ability drain. The ability damage or drain occurs when the spell’s duration expires. No corrupt spells have a permanent duration.

If a corrupt spell is made into a potion, scroll, wand, or other magic item, the user of the item takes the ability damage or ability drain, not the creator. This corruption cost, mentioned in the spell’s descriptive text, is paid each time the item is used.

Corrupt spells are not specific to any character class. Furthermore, they aren’t inherently divine or arcane spells; a divine caster casting a corrupt spell casts it as a divine spell, and an arcane caster casts it as an arcane spell.

The following is the list of all Corrupt Spells ordered by spell level. Spells marked with HOH are found in Heroes of Horror. All other spells in the list are found in Book of Vile Darkness.

1 Seething Eyebane: Subject is blinded and all within 5 ft. take 1d6 damage.
2 Devil’s Tongue: Tongue grapples with reach 15 ft.
2 Fangs of the Vampire King: Caster gains bite attack with +10 bonus that deals 1d6 damage and 1 Con damage.
2 Lahm’s Finger Darts: Caster’s fingers become projectiles that deal 1d4 Dex damage.
3 Absorb Mind: Caster gains 25% chance of knowing information in a brain eaten.
3 Love’s Pain: Deals 1d6 damage/2 levels to subject’s dearest loved one.
3 Red Fester: Subject takes 1d6 Str damage and 1d4 Cha damage.
3 Rotting Curse of Urfestra: Subject takes 1d6 Con damage per hour.
3 Serpents of Theggeron: Caster’s arms become serpents with 10 ft. reach, +10 attack, and 1d8 damage plus poison.
3 Touch of Juiblex: Subject turns to green slime in 4 rounds.
4 Absorb Strength: Caster gains 1/4 of a creature’s Str and Con when he eats it.
5 Call Forth the Beast HOH: Target wakes up chaotic evil and goes on a rampage.
5 Claws of the Bebilith: Caster gains claws based on her size.
5 Forbidden Speech: Subject cannot speak about a certain topic.
5 Power Leech: Caster drains subject’s ability score 1 point/round and gains +1 bonus per point.
6 Consume Likeness: Caster steals the appearance of a dead person, adding +10 on Disguise checks.
6 Master’s Lament HOH: Target and familiar take each other’s damage as well as their own.
7 Chain of Sorrow HOH: Target takes 2d10 Cha drain, deals same to next ally she touches.
7 Death by Thorns: Up to three creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage.
7 Rapture of Rupture: Subject takes 6d6 damage and is stunned, then takes 1d6 damage per round thereafter.
8 Evil Weather: Caster conjures one type of evil weather.
8 Plague of Nightmares: Subject takes 1d4 Con damage and does not heal.
9 Apocalypse from the Sky: All in a 10-mile radius/level take 10d6 damage.

Imported Spells

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