|School||Casting Time||Source Book|
|Save - Res||Level||Comps|
|Atonement (F) (XP)|
|None - Yes||APeace 5, Arc 5, Clr 5, Drd 5, EmBarachiel 4, Hlr 5, Renewal 5, Shu 5||V, S, M, F, DF, XP|
|Target: Living creature touched|
|Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.|
|XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).|
Removes burden of misdeeds from subject.
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject's burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.
Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.
Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.
Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.
Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.
|See text - No||Adp 5, APeace 5, Arc 5, Beguiler 5, Brd 4, ChamGwyn 4, Clr 5, EmBarachiel 4, HB 4, Hlr 5, Liberation 5, Luck 5, Pal 4, Sor/Wiz 5, Spell 5||V, S|
|Targets: Up to one creature per level, all within 30 ft. of each other|
Frees subjects from enchantments, alterations, curses, and petrification.
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the items effects.
|Cure Critical Wounds|
|Conjuration (Healing) [Positive]||1 standard action||SRD|
|Will half (harmless); see text - Yes (harmless); see text||Adp 4, APeace 4, Arc 4, Blk 4, Brd 4, BVal 4, Clr 4, Drd 5, EmBarachiel 4, Healing 4, Hlr 4, HotD 4, Shu 4||V, S|
|Target: Creature touched|
Cures 4d8 damage +1/level (max +20).
When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
|Illusion (Phantasm) [Mind-Affecting]||1 minute||SRD|
|None - Yes||Brd 5, EmBarachiel 4, Herald 6, Sor/Wiz 5, Wuj 5||V, S|
|Target: One living creature touched|
Sends message to anyone sleeping.
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.
Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipients dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.
Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.
The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.
|Heaven's Trumpet (F)|
|Book of Exalted Deeds|
|Arc 7, Brd 6, Clr 7, EmBarachiel 4|
Blast of music paralyzes foes.
|Enchantment (Compulsion) [Mind-Affecting]||1 standard action||SRD|
|Will negates; see text - Yes||Beguiler 5, Bestial 6, Brd 4, Duskblade 5, EmBarachiel 4, Law 6, Sor/Wiz 5, Wuj 5||V, S, M/DF|
|1 round/level (D); see text||Medium||General|
|Target: One living creature|
As hold person, but any creature.
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
|None - No||APeace 4, Arc 4, Beguiler 5, Clr 4, EmBarachiel 4, HB 4, Herald 4, Sor/Wiz 5, Trade 4||V, S, M/DF|
|1 round; see text||See text||General|
|Target: One creature|
Delivers short message anywhere, instantly.
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)