ANTI-SUMMONING SHIELD
School abjuration; Level bard 2, inquisitor 3, sorcerer/wizard 2,
summoner 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Area 50-ft.-radius
Duration 1 minute/level (D)
Saving Throw Will negates; Spell Resistance yes
Within the area of effect, this spell impedes the use of spells of the
summoning subschool and other effects that summon creatures.
Any such spells, spell-like abilities, or similar summoning effects
used within the area have a percent chance of failure equals 5%
× your caster level, to a maximum 75% chance of failure. If the
summoning effect already has a percent chance of failure (as is
often the case with the summon spell-like ability of outsiders),
these percentages stack. This spell does not affect summoners
attempting to summon their eidolon, but it does affect summoners
casting other summoning spells.
BURST WITH LIGHT
School evocation [light]; Level cleric 4, paladin 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/4 levels
Saving Throw see text; Spell Resistance yes
The target becomes filled with intense magical light, taking 2d6
points of damage as the light bursts from its wounds and orifices
(if the target is an undead creature, it instead takes 2d8 points of
damage). In addition, the creature radiates bright light in a 30-foot
radius and increases the light level by one step for an additional
30 feet beyond that area—darkness becomes dim light, dim light
becomes normal light, and normal light becomes bright light.
Creatures that take penalties in bright light take them while within
the 30-foot radius of this magical light. A successful Will save halves
the damage and negates the light effect.
For every 4 character levels you possess, the light continues to
fill the creature for another round (to a maximum of 5 rounds at
20th level), though the target may make a Will save each round
to halve the damage and end the effect. Any creature adjacent
to the target that fails its save and takes damage takes half as
much damage and is blinded for 1 round. A successful Reflex
save halves this damage (to a total of one-quarter the damage
taken by the target) and negates the blindness effect.
DETECT DEMON
School divination; Level cleric 1, inquisitor 1, paladin 1
Casting Time 1 standard action
Components V, S, DF
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 minutes/level (D)
Saving Throw none (see text); Spell Resistance no
You sense the presence of a specific kind of evil—that of demons,
their servants, and the Abyss. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round: Presence or absence of creatures with the demon
subtype, creatures possessed by demons, creatures under the
effects of spells or spell-like abilities cast by demons, or creatures
otherwise tainted by demons. Creatures tainted by demons include
tieflings with demonic heritages, sorcerers with abyssal bloodlines,
creatures affected by a succubus’s profane gift, creatures with
demonic implants (see page 44 of Pathfinder Campaign Setting:
Lords of Chaos, Book of the Damned, Vol. 2), or creatures who have
the Demonic Obedience feat (Lords of Chaos 8), and those under
significant demonic influence as determined by the GM. This spell
does not detect creatures of chaotic evil alignment who are not
demons or significantly influenced by demons.
Additionally, this spell detects whether or not a portal or
similar magical passage leads to the Abyss.
2nd Round: Number of evil auras shed by creatures with the
demon subtype in the area, as well as the power of the most
potent evil aura present. If you are of good alignment, and the
strongest evil aura’s strength is overwhelming; if the creature has
HD equal to at least twice your character level, you are stunned for
1 round and the spell ends.
3rd Round: The power and location of each aura, and what
demon lord, if any, a demon is most closely affiliated with. If an
aura is outside your line of sight, you discern the direction but
not its exact location. Affiliation to a demon lord is only revealed
when the creature detected is a demon (not merely a creature
tainted by a demon). Demons receive a Will saving throw to
resist revealing what demon lord they are affiliated with. If the
demon succeeds at this saving throw or is not forsworn to a
demon lord, you know only that this aspect of the spell returned
no information.
Aside from what is detailed above, this spell otherwise
functions similarly to detect evil in terms of aura power, lingering
auras, overwhelming auras, and so forth.
PROTECTION FROM OUTSIDERS
School abjuration [see text]; Level cleric 2, inquisitor 2,
paladin 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see
text
This spell wards a creature from attacks by outsiders with a
specific racial subtype, from mental control exerted by creatures
of the chosen subtype, and from summoned creatures of that
subtype. Only the subtypes of specific outsider races—angel,
azata, demon, oni, psychopomp, protean, and so on—can be
chosen as the subtype this spell protects against. Alignment
subtypes or other general subtypes (like elemental, extraplanar,
or native) cannot be selected. Outsiders without an outsider
racial subtype (like genies, night hags, yeth hounds, or xills) are
not affected by this spell.
This spell creates a magical barrier around the subject at a
distance of 1 foot. The barrier moves with the subject and has
three major effects.
First, the subject gains a +4 deflection bonus to AC and a +4
resistance bonus on saves when targeted by creatures of the
chosen subtype.
Second, the subject immediately receives another saving
throw (if one was allowed to begin with) against any spells or
effects that possess or exercise mental control over the target
creature. This functions in the same fashion as protection from
evil, but only when the effect stems from outsiders of the
chosen subtype, and the target’s saving throw is made with a
+4 morale bonus (using the same DC as the original effect).
Third, the spell prevents bodily contact by summoned
creatures of the chosen subtype in the same manner as detailed
in protection from evil.
This spell’s descriptor varies depending on the outsider race
selected, gaining the alignment descriptors opposite to the
alignment of the outsider race—for example, lawful and
good if the race is chaotic and evil, chaotic if the selected
race is lawful, or none if the selected race is neutral.
RIGHTEOUS BLOOD
School abjuration [good]; Level inquisitor 2,
paladin 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one creature of good alignment
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless);
Spell Resistance yes (harmless)
The target creature’s innate goodness infuses its body with
holy energy. While this energy does not directly empower
the target, it can harm embodiments of evil. Any creature that
damages the target with a slashing or piercing melee weapon is
sprayed by the target’s holy blood. If the attacker is a creature with
the evil subtype, it takes 1d6 points of damage from divine power
each time it successfully hits the target. If the target has the good
subtype or an ability that grants it an aura of good (like paladins or
some clerics), its blood instead deals 2d6 points of damage.
Creatures that don’t have the evil subtype or that are using
reach weapons are not subject to this damage.
TELEPATHIC CENSURE
School abjuration; Level bard 2, inquisitor 2
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature (see text)
Duration 1 minute/level (D)
Saving Throw Will negates; Spell Resistance yes
This spell creates an invisible psychic interference that inhibits
telepathic communication. When cast upon a creature that can
communicate via telepathy, this spell prevents that ability’s use—
either to receive or project thoughts. When cast upon a creature
without telepathy, the spell merely prevents the target from
receiving telepathic communication. Those affected by this spell
or that attempt to telepathically communicate with creatures
under its effects are not innately aware that their communication
is being inhibited. This spell temporarily disrupts spells and effects
like telepathic bond or telepathic messages sent by a helm of
telepathy, but not attacks and effects unrelated to communication
like detect thoughts or a neothelid’s psychic crush.