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Hallow
Evocation [Good]
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting Time: One day
Range: Touch
Area: 10-ft./level radius emanating from the touched point
Duration: Instantaneous
Saving Throw: None
Spell Resistance: See text
Hallow makes a particular site, building, or structure a holy site. This has
four major effects.
First, the site or structure is guarded by a magic circle against evil effect.
Second, all Charisma checks to turn undead gain a +4 sacred bonus and Charisma
checks to command undead suffer a –4 sacred penalty. Spell resistance does not
apply to this effect. (Note: This provision does not apply to the druid version
of the spell.)
Third, any dead body interred in a hallowed site cannot be turned into an undead
creature.
Finally, the character may choose to fix a single spell effect to the hallow
site. The spell effect lasts for one year and functions throughout the entire
consecrated site, regardless of the normal duration and area or effect. The
character may designate whether the effect applies to all creatures, creatures
who share the character's faith or alignment, or creatures who adhere to another
faith or alignment. At the end of the year, the chosen effect lapses, but it can
be renewed or replaced simply by casting hallow again.
Spell effects that may be tied to a hallow site include aid, bane, bless, cause
fear, darkness, daylight, deeper darkness, detect evil, detect magic,
dimensional anchor, discern lies, dispel magic, endure elements, freedom of
movement, invisibility purge, negative energy protection, protection from
elements, remove fear, resist elements, silence, tongues, and zone of truth.
Spell resistance might apply to these spells’ effects. (See the individual spell
descriptions for details.)
An area can receive only one hallow (and its associated spell effect) at a time.
Hallow counters or dispels unhallow.
Material Components: Worth at least 1,000 gp, plus 1,000 gp per level of the
spell to be included in the hallowed area.

Hallucinatory Terrain
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: One 30-ft. cube/level (S)
Duration: 2 hours/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
The character makes natural terrain look, sound, and smell like some other sort
of natural terrain. Thus, open fields or a road can be made to resemble a swamp,
hill, crevasse, or some other difficult or impassable terrain. A pond can be
made to seem like a grassy meadow, a precipice like a gentle slope, or a
rock-strewn gully like a wide and smooth road. Structures, equipment, and
creatures within the area are not hidden or changed in appearance.

Halt Undead
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to three undead, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
This spell renders up to three undead creatures immobile. Nonintelligent undead
(such as skeletons and zombies) get no saving throw; intelligent undead do. If
the spell is successful, it renders the undead immobile for the duration of the
spell (similar to the effect of hold person on a living creature). The effect is
broken if the halted creatures are attacked or take damage.

Harm
Necromancy
Level: Clr 6, Destruction 6, Drd 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Harm charges a subject with negative energy that causes the loss of all but 1d4
hit points.
If used on an undead creature, harm acts like heal.

Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creature moves and acts more quickly than normal. This extra
speed has several effects.
On his turn, the subject may take an extra partial action, either before or
after his regular action.
He gains a +4 haste bonus to AC. He loses this bonus whenever he would lose a
dodge bonus.
He can jump one and a half times as far as normal. This increase counts as an
enhancement bonus.
Haste dispels and counters slow.

Heal
Conjuration (Healing)
Level: Clr 6, Drd 7, Healing 6
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Heal enables the character to channel positive energy into a creature to wipe
away disease and injury. It completely cures all diseases, blindness, deafness,
hit point damage, and all temporary ability damage. It neutralizes poisons in
the subject’s system. so that no additional damage or effects are suffered. It
offsets a feeblemind spell. It cures those mental disorders caused by spells or
injury to the brain. Only a single application of the spell is needed to
simultaneously achieve all these effects.
Heal does not remove negative levels, restore permanently drained levels, or
restore permanently drained ability scores.
If used against an undead creature, heal acts like harm.

Healing Circle
Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6, Healing 5
Components: V, S
Casting Time: 1 action
Range: 20 ft.
Area: All living allies and undead creatures within a 20-ft.-radius burst
centered on the character
Duration: Instantaneous
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)
Positive energy spreads out in all directions from the point of origin, curing
1d8 points of damage +1 point per caster level (maximum +20) to nearby living
allies.
Like cure spells, healing circle damages undead in its area rather than curing
them.

Heal Mount
Conjuration (Healing)
Level: Pal 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: The character's mount touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Heal mount enables the character to wipe away disease and injury in the
character's special mount (typically a warhorse). It completely cures all
diseases, blindness, or deafness of the mount, cures all points of damage taken
due to wounds or injury, and repairs temporary ability damage. It cures those
mental disorders caused by spells or injury to the brain.
Heal mount does not remove negative levels, restore drained levels, or restore
drained ability scores.

Heat Metal
Transmutation
Level: Drd 2, Sun 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature/two levels, no two of which can be more
than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a
30-ft. circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell is identical with chill metal except that it makes metal warm, hot
(1d4 points of fire damage), and searing (2d4 points of fire damage) instead of
cold, icy, and freezing. Enchanted metal gets a saving throw to resist. Just as
damage from chill metal negates fire damage, so damage from heat metal negates
cold damage on a one-for-one basis. If cast underwater, heat metal deals half
damage and boils the surrounding water.
Heat metal counters and dispels chill metal.

Helping Hand
Evocation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 action
Range: Five miles
Effect: Ghostly hand
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The character creates the ghostly image of a hand, which the character can send
to find someone within five miles. The hand then beckons to that person and
leads her to the character if she follows it.
When the spell is cast, the hand appears in front of the character. The
character then specifies 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
-------- --------------
Up to 100 ft. 1 round
1,000 ft. 1 minute
One mile 10 minutes
Two miles 1 hour
Three miles 2 hours
Four miles 3 hours
Five miles 4 hours
Once the hand locates the subject, it beckons her to follow it. If she follows,
the hand points in the character's direction, leading her in the most direct,
feasible route. The hand hovers 10 feet in front of the subject, moving before
her at a rate of anywhere up to 240 feet per round. Once the hand leads the
subject to the character, it disappears.
The subject is not compelled to follow the hand or act in any particular way
toward the character. If she 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 the character, the hand disappears; she will have to rely
on her own devices to locate the character.
If more than one subject within a five-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 five miles, it returns to the character, 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 the
character and potential subjects. It cannot engage in combat or execute any
other task aside from locating the subject and leading her back to the
character. The hand does not pass through solid objects but can ooze through
small cracks and slits. The hand cannot travel more than five miles from the
spot it appeared when the character cast the spell.

Heroes Feast
Evocation
Level: Clr 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
Duration: 1 hour + 12 hours (see text)
Saving Throw: None
Spell Resistance: Yes (harmless)
The character brings 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. Those partaking of the
feast are cured of all diseases, are immune to poison for 12 hours, and are
healed of 1d4+4 points of damage after imbibing the nectarlike beverage that is
part of the feast. The ambrosial food that is consumed creates an effect equal
to bless that lasts for 12 hours. During this same period, the people who
consumed the feast are immune to magical fear and hopelessness.
If the feast is interrupted for any reason, the spell is ruined and all effects
of the spell are negated.

Hold Animal
Enchantment (Compulsion)
[Mind-Affecting]
Level: Animal 2, Drd 2, Rgr 2
Components: V, S
Target: One animal
As hold person, except the spell affects an animal instead. Hold animal does not
work on beasts, magical beasts, or vermin.
Hold Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Law 6, Sor/Wiz 5
Components: V, S, M/DF
Target: One living creature
As hold person, except this spell holds any living creature who fails its Will
save.

Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The subject freezes in place, standing helpless. He is aware and breathes
normally but cannot take any physical actions, even speech. He can, however,
execute purely mental actions (such as casting a spell with no components).
A winged creature who is held cannot flap its wings and falls. A swimmer can’t
swim and may drown.

Hold Portal
Abjuration
Level: Sor/Wiz 1
Component: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell magically bars a door, gate, window, or shutter of wood, metal, or
stone. The magic holds the portal fast, just as if it were securely closed and
normally locked. A knock spell or a successful dispel magic spell can negate the
hold portal. For a portal affected by this spell, add 5 to the normal DC for
forcing the portal.

Holy Aura
Abjuration [Good]
Level: Clr 8, Good 8, Luck 8
Components: V, S, F
Casting Time: 1 action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on the character
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A brilliant divine radiance surrounds the subjects, protecting them from
attacks, granting them resistance to spells cast by evil creatures, and blinding
evil creatures when they strike the subjects. This abjuration has four effects:
First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance
bonus to saves. Unlike protection from evil, this benefit applies against all
attacks, not just against attacks by evil creatures.
Second, the warded creatures gain SR 25 against evil spells and spells cast by
evil creatures.
Third, the abjuration blocks possession and mental influence, just as protection
from evil does.
Finally, if an evil creature succeeds at a melee attack against a warded
creature, the offending attacker is blinded (Fortitude save negates, as
blindness/deafness, but against holy aura’s save DC).
Focus: Worth at least 500 gp.

Holy Smite
Evocation [Good]
Level: Good 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The character draws down holy power to smite the character's enemies. Only evil
and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to evil
creatures and blinds them for 1 round. A successful Reflex saving throw reduces
damage to half and negates the blinding effect.
The spell deals only half damage against creatures who are neither good nor
evil, and they are not blinded. They can reduce that damage by half (down to
one-quarter of the roll) with a successful Reflex save.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance
in combat (all opponents have full concealment), loses any Dexterity bonus to
AC, grants a +2 bonus to opponents’ attack rolls (they are effectively
invisible), moves at half speed, and suffers a –4 penalty on most Strength- and
Dexterity-based skills.

Holy Sword
Evocation
Level: Pal 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell allows the character to channel holy power into the character's
sword, or any weapon the character choose. The weapon acts as a +5 magic weapon
and deals double damage against evil opponents. It emits a magic circle against
evil (as the spell). If the magic circle ends, the sword creates a new one on
the character's turn as a free action. The spell is automatically canceled 1
round after the weapon leaves the character's hand for any reason. The character
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 weapon’s bonus to attack does not stack with an enhancement
bonus to attack.

Holy Word
Evocation [Good, Sonic]
Level: Clr 7, Good 7
Components: V
Casting Time: 1 action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius spread centered on the character
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Uttering holy word has two effects.
If the character is on the character's home plane, the spell instantly banishes
nongood extraplanar creatures within the area back to their home planes.
Creatures so banished cannot return for at least 1 day. This effect takes place
regardless of whether the creatures hear the holy word.
Creatures native to the character's plane who hear the holy word and are not
good suffer the following ill effects:
HD Effect
-- ------
12 or more Deafened
Less than 12 Blinded, deafened
Less than 8 Paralyzed, blinded, deafened
Less than 4 Killed, paralyzed, blinded, deafened
The effects are cumulative.
Deafened: The creature is deafened (see blindness/deafness) for 1d4 rounds.
Blinded: The creature is blinded (see blindness/deafness) for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes, unable to
move or act in any way.
Killed: Living creatures die. Undead creatures are destroyed.

Horrid Wilting
Necromancy
Level: Sor/Wiz 8, Water 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of whom can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell evaporates moisture from the bodies of all the subject living
creatures, dealing 1d8 points of damage per caster level (maximum 25d8). This
spell is especially devastating to water elementals and plant creatures, who
receive a penalty of –2 to their saving throws.

Hypnotic Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: (V), S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights in a 15-ft.-radius spread
Duration: Concentration + 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes
A twisting pattern of subtle, shifting colors weaves through the air,
fascinating creatures within it. Roll 2d4 +1 per caster level to determine the
total number of HD affected (maximum +10). Creatures with the fewest HD are
affected first; and, among creatures with equal HD, those who are closest to the
spell’s point of origin are affected first. HD that are not sufficient to affect
a creature are wasted. Affected creatures gaze at the lights, heedless of all
else, acting as if they are affected by hypnotism. However, the character cannot
make suggestions as with hypnotism. Sightless creatures are not affected.
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must
sing, play music, or recite a rhyme as a verbal component.

Hypnotism
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several living creatures, no two of which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
The character's gestures and droning incantation cause creatures nearby to stop
and stare blankly at the character, hypnotized. The character can use their rapt
attention to make the character's suggestions and requests seem more plausible.
Roll 2d4 to see how many total HD the character affects. Creatures with fewer HD
are affected before creatures with more HD. Only creatures who can see or hear
the character are affected, but they do not need to understand the character to
be hypnotized.
If the character uses this spell in combat, the targets gain a +2 bonus to their
saving throws. If the spell affects only a single creature not in combat at the
time, the saving throw has a penalty of –2. While hypnotized, a creature’s Spot
and Listen checks suffer a –4 penalty. Any potential threat (such as an armed
party member moving behind the hypnotized creature) allows the creature a second
saving throw. Any obvious threat, such as casting a spell, drawing a sword, or
aiming an arrow, automatically breaks the hypnotism, as does shaking or slapping
the creature. A hypnotized creature’s ally may shake it free of the spell as a
standard action.
While the subject is hypnotized, the character can make a suggestion or request
(provided the character can communicate with it). The suggestion must be brief
and reasonable. An affected creature reacts as though it were two steps more
friendly in attitude. Even once the spell ends, it retains its new attitude
toward the character, but only with respect to that particular suggestion.
A creature who fails its saving throw does not remember that the character
enspelled it.

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