Index of Spells by Domain - Balance

Deities: Fharlanghn (N), Grumbar (N), Obad-Hai (N), Oghma (N), The Path of Light (LN), Ubtao (N), Waukeen (N)

Name: Balance

Granted Power: Once per day, as a free action, you may add your Wisdom modifier to your Armor Class. This bonus lasts for 1 round per cleric level.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Make Whole
Transmutation 1 standard action SRD
Will negates (harmless, object) - Yes (harmless, object) APeace 2, Arc 2, Balance 1, Clr 2, Shu 2 V, S
Instant Close 6 hours
Target: One object of up to 10 cu. ft./ level

Repairs an object.

This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).

Calm Emotions
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates - Yes APeace 2, Arc 2, Balance 2, Brd 2, Charm 2, Clr 2, EmBarachiel 2, Hlr 2, Law 2 V, S, DF
Concentration, up to 1 round/level (D) Medium General
Area: Creatures in a 20-ft.-radius spread

Calms creatures, negating emotion effects.

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Clarity of Mind
    SPC
  Balance 3  
    6 hours

Grants +4 bonus on saves against charm*, compulsion*, and glamer spells; reduces glamer miss chance by 10%.

Dismissal
Abjuration 1 standard action SRD
Will negates; see text - Yes APeace 4, Arc 4, Balance 4, Clr 4, Dem 4, Exorcism 4, KotC 4, Shu 4, Sor/Wiz 5, Wuj 4 V, S, DF
Instant Close General
Target: One extraplanar creature

Forces a creature to return to native plane.

This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spells save DC - creatures HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Mass Sanctuary
    Underdark
  Balance 5  
    5 minutes

One touched creature/2 levels can't be attacked, and can't attack.

Banishment
Abjuration 1 standard action SRD
Will negates - Yes APeace 6, Arc 6, Balance 6, Clr 6, Exorcism 6, Portal 6, Retribution 6, Shu 6, Sor/Wiz 7 V, S, F
Instant Close General
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart

Banishes 2 HD/level of extraplanar creatures.

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spells chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the targets spell resistance (if any), the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

Word of Balance
    SPC
  Arc 7, Balance 7, Drd 7  
    General

Kills, paralyzes, weakens, or nauseates nonneutral creatures.

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).

Weighed in the Balance
    SPC
  Balance 9  
    General

Harms or heals creatures within 30 feet of you.