Index of Spells by Level - Slayer of Domiel 4

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Death Ward
Necromancy [Ectomancy] 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Blg 4, ChamGwyn 4, Clr 4, Death 4, Drd 5, Hlr 4, HotD 4, Life 4, Pal 4, Repose 4, Shu 4, Slayer of Domiel 4, Undeath 4 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

Grants immunity to death spells and negative energy effects.

The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

Dimension Door
Conjuration (Teleportation) 1 standard action SRD
None and Will negates (object) - No and Yes (object) Arc 5, Asn 4, Brd 4, Duskblade 4, HB 4, Hoard 4, Portal 4, Portal (alt) 4, Shu 5, Slayer of Domiel 4, Sor/Wiz 4, Travel 4, Wuj 4 V
Instant Long General
Target: You and touched objects or other touched willing creatures

Teleports you short distance.

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesnt exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Freedom of Movement
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Asn 4, Beguiler 4, Blk 4, Brd 4, BVal 4, ChamGwyn 4, Clr 4, Drd 4, Halfling 4, Hlr 4, Hoard 4, HotD 4, Liberation 4, Luck 4, Ocean 4, Rgr 4, Slayer of Domiel 4, Time 4 V, S, M, DF
10 min./level Personal or touch 1 hour
Target: You or creature touched

Subject moves normally despite impediments.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Holy Sword
Evocation [Good] 1 standard action SRD
None - No Arc 4, ChamGwyn 4, Glory 5, Pal 4, Slayer of Domiel 4, Vassal of Bahamut 4 V, S
1 round/level Touch General
Target: Melee weapon touched

Weapon becomes +5, deals +2d6 damage against evil.

This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.

If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.

This spell does not work on artifacts.

Note: A masterwork weapons bonus to attack does not stack with an enhancement bonus to attack.

Greater Invisibility
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) or Yes (harmless, object) Arc 5, Asn 4, Beguiler 4, Brd 4, HB 4, Shu 5, Slayer of Domiel 4, Sor/Wiz 4, Wuj 4 V, S
1 round/level (D) Personal or touch General
Target: You or creature touched

As invisibility, but subject can attack and stay invisible.

This spell functions like invisibility, except that it doesnt end if the subject attacks.

Sword of Conscience
    Book of Exalted Deeds
  Arc 4, ChamGwyn 4, Clr 4, Exalted Arcanist 4, Pal 4, Slayer of Domiel 4  
    General

Evil creature confesses crimes, takes Wisdom damage.