Index of Spells by Domain - Family

Deities: Berronar Truesilver (LG), Boldrei (LG), Cyrrollalee (LG), Eldath (NG), Hathor (NG), Isis (NG), Lliira (CG), Luthic (NE), Sovereign Host (pantheon) (NG), Tamara (NG), Yondalla (LG)

Name: Family

Granted Power: As a free action, you may protect a number of creatures equal to our Charisma modifier (minimum one creature) with a +2 doge bonus to AC. This is a supernatural ability, and the protection lasts for 1 round per level. An affected creature loses this protection if it moves more than 10 feet away from you. You may also affect yourself with this ability.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Bless
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
None - Yes (harmless) Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Community 1, Exalted Arcanist 1, Family 1, Pal 1, Shu 1, Vassal of Bahamut 1 V, S, DF
1 min./level 50 ft. 30 minutes
Area: The caster and all allies within a 50-ft. burst, centered on the caster

Allies gain +1 on attack rolls and saves against fear.

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.

Shield Other (F)
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 2, Arc 2, BVal 2, ChamGwyn 2, Clr 2, Family 2, Pact 2, Pal 2, Protection 2, Vassal of Bahamut 2 V, S, F
1 hour/level (D) Close 24 hours
Target: One creature
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.

You take half of subjects damage.

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.

Helping Hand
Evocation 1 standard action SRD
None - No APeace 3, Arc 3, Clr 3, Exalted Arcanist 3, Family 3 V, S, DF
1 hour/level 5 miles 6 hours
Effect: Ghostly hand

Ghostly hand leads subject to you.

You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.

When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.

Distance, Time to Locate

100 ft. or less, 1 round

1,000 ft., 1 minute

1 mile, 10 minutes

2 miles, 1 hour

3 miles, 2 hours

4 miles, 3 hours

5 miles, 4 hours

Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.

The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.

If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.

If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.

The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.

Imbue with Spell Ability
Evocation 10 minutes SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Clr 4, Family 4, Magic 4, Planning 4 V, S, DF
Permanent until discharged (D) Touch General
Target: Creature touched; see text

Transfer spells to subject.

You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can't exceed this limit.

HD of Recipient, Spells Imbued

2 or lower, One 1st-level spell

3-4, One or two 1st-level spells

5 or higher, One or two 1st-level spells and one 2nd-level spell

The transferred spells variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.

Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.

To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.

Telepathic Bond
Divination 1 standard action SRD
None - No Beguiler 5, Community 5, Family 5, Mental 6, Mind 5, Sor/Wiz 5 V, S, M/DF
10 min./level (D) Close 4 hours
Targets: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart

Link lets allies communicate.

You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.

Heroes' Feast
Conjuration (Creation) 10 minutes SRD
None - No APeace 6, Arc 6, Brd 6, Clr 6, Community 6, Courage 6, Creation 6, Family 6, Feast 6, Fey 6, Hlr 6, Planning 6, Renewal 6, Sin-G 6 V, S, DF
1 hour plus 12 hours; see text Close 24 hours
Effect: Feast for one creature/level

Food for one creature/level cures and grants combat bonuses.

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Refuge (M)
Conjuration (Teleportation) 1 standard action SRD
None - No APeace 7, Arc 7, Clr 7, Commerce 7, Community 7, Family 7, Liberation 7, Sin-L 7, Sor/Wiz 9 V, S, M
Permanent until discharged Touch General
Target: Object touched
Materials: The specially prepared object, whose construction requires gems worth 1,500 gp.

Alters item to transport its possessor to you.

You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the characters heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).

You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.

Protection from Spells (M) (F)
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Balance 8, Dwarf 8, Family 8, Magic 8, Shu 8, Sor/Wiz 8 V, S, M, F
10 min./level Touch 4 hours
Targets: Up to one creature touched per four levels
Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.
Materials: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.

Confers +8 resistance bonus.

The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

Prismatic Sphere
Abjuration 1 standard action SRD
See text - See text Artifice 9, Family 9, Protection 9, Sor/Wiz 9, Sun 9, Wmg 9 V
10 min./level (D) 10 ft. General
Effect: 10-ft.-radius sphere centered on you

As prismatic wall, but surrounds on all sides.

Prismatic sphere creates a vertical, opaque globe of a shimmering, multicolored light that protects you from all forms of attack. The sphere flashes with seven colors, each of which has a distinct power and purpose. The sphere is immobile, and you can pass through and remain near the sphere without harm. However, any other creature with less than 8 HD that is within 20 feet of the sphere is blinded for 2d4x10 minutes by the colors if it looks at the sphere.

A Prismatic sphere spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the sphere has a special effect. The accompanying table shows the seven colors of the sphere, the order in which they appear, their effects on creatures trying to attack you or pass through the sphere, and the magic needed to negate each color.

The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a Prismatic sphere, but an antimagic field fails to penetrate it. Dispel magic and dispel magic, greater cannot dispel the sphere or anything beyond it. Spell resistance is effective against a Prismatic sphere, but the caster level check must be repeated for each color present.

Prismatic sphere can be made permanent with a permanency spell.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects.1 Creatures sent to another plane (Will negates).Dispel magic

1) The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).