Starting at 9th level, a Unicorn Rider may cast the following 1st level divine spells.
Icon |
Spell |
School |
Sphere |
Casting |
Range |
Target |
Duration |
TS |
MR |
|
Barding of Force |
Invocation |
Protection |
9 |
33 ft. |
A unicorn |
2 rounds + 1 round/level |
None |
None |
The Rider conjures forth a magical field of force that protects her unicorn as if it were wearing a Chain mail barding (AC 4). It is cumulative with Dexterity bonuses to Armor Class, weightless, adds no encumbrance, and does not hinder movement. Nor does it prevent the unicorn from spellcasting. It lasts until successfully dispelled or until the duration expires.
The exact nature of the barding depends on the Rider level: a Splint mail barding (AC 3) at 15th level, a Plate barding (AC 2) at 20th level, a Field plate (AC 1) at 25th level and a Full plate barding (AC 0) at 30th level.
In addition, if the unicorn already equips a barding, the Rider may use a variant of this spell that grants her mount a bonus to Armor Class: +3 for a Chain mail, +4 for a Splint mail and +5 for a Plate mail. |
|
Bless Blade |
Alteration |
Combat |
2 |
0 |
Weapon touched |
1 round/level |
None |
None |
This spell makes a sword particularly powerful against evil opponents which are strike as if the blade had a bonus to hit and damage rolls equal to +1 every 10 levels of the paladin, up to a maximum of +5. Note that this bonus does not apply to its actual enchantment.
In addition, the blade may strike more critical hit rolls, at the rate of an additional 5% chance for every hit roll bonus. |
|
Bless Water |
Alteration |
Protection, Creation |
9 |
Touch |
Flask of water touched |
Instant |
None |
None |
The Rider imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water damages undead creatures and evil outsiders almost as if it were acid.
The flask breaks if thrown against the body of a corporeal creature. A direct hit by a flask of holy water deals 2d4 points of damage + 1 point per level of the priest who created it (up to a maximum of 2d4 + 10) to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 2 points of damage from the splash. Thus incorporeal creatures are immune to these effets.
In addition, starting at level 20, the Rider is powerful enough to create holy water particularly effective against undead and evil outsiders with at most a number of hit dice equal to half her level:
- 20th level: those with 10 HD are slowed for 2 rounds.
- 30th level: those with at most 15 HD are repulsed for one round, slowed and disturbed for 2 rounds (-1 penalty to hit and damage rolls).
- 40th level: those with at most 20 HD are repulsed for one round, slowed and disturbed for 2 rounds (-2 penalty to hit and damage rolls).
Material Component: 5 pounds of powdered silver (worth 25 gp). |
|
Create Water |
Invocation |
Creation, Elemental (Water) |
9 |
20 ft. |
up to 8 liters per level |
Instant |
None |
None |
The Rider may generate up to one liter of water for every two experience level. The water is wholesome and drinkable, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles). Water weighs about 2 pounds per liter.
Material Component: a drop of water. |
|
Detect Evil |
Divination |
Divination |
2 |
0 |
15-ft. radius |
Instant |
None |
None |
This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. |
|
Divine Favor |
Conjuration/Summoning |
All |
9 |
Visual range of the caster |
15-ft. radius |
6 rounds |
None |
None |
The Rider calls upon the strength and wisdom of Lurue to raise the morale of friendly creatures, granting them a +1 bonus to hit and saving throw rolls for every 5 levels of the caster (up to a maximum of 6).
She determines at what range the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the paladin (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). The spell lasts for 6 rounds. |
|
Hawkeye |
Divination |
Divination, Combat |
2 |
0 |
The caster |
5 rounds + 1 round/level |
None |
None |
This spell gives the ability to see accurately at long distances. Moreover, the Unicorn Rider can cast Farsight to view an area of an unexplored map for a round. In addition, she gains a +3 bonus to hit rolls with range weapons. The effects last for the duration of the spell or until dispelled. |
|
Holy Radiance |
Evocation, Alteration |
Guardian, Sun |
1 |
0 |
10-ft. radius |
2 rounds + 1 round/level |
None |
None |
The Rider empowers the radiance surrounding her into a blazing glow that sheds bright light in a 10-ft. radius (and shadowy illumination out to 20 feet) to smite them. Undead within 10 feet of her take 1d4 points of damage, +1 every two levels, per round they remain within her halo. |
|
Knight Cure Light Wounds |
Necromancy |
Healing |
5 |
Touch |
Creature touched |
Permanent |
Special |
Special |
When laying her hand upon a living creature, the Rider channels positive energy that cures 1d8 Hit Points +1 per caster level (up to a maximum of +5). Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy, this spell deals damage to them rather than curing them. An affected undead creature may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage. |
|
Protection from Winged Flyers |
Abjuration |
Protection |
1 |
Touch |
1 creature |
1 round/level |
None |
None |
This spell is similar to the Protection from Evil spell, except that the bonuses apply to attacks from creatures that have wings and fly. It creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by creatures that fly with wings against the protected creature receive a penalty of -2 to each attack roll et la cible bénéficie d'un bonus de 2 à ses jets de sauvegarde. In addition, summoned creatures that fly with wings cannot touch the subject. |
|
Remove Fear |
Abjuration |
Charm |
1 |
30 ft. |
15-ft. radius |
1 hour |
None |
None |
The Rider The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. |
|
Shield of Faith |
Abjuration |
Protection, Law |
1 |
Touch |
Creature touched |
1 round/level |
None |
None |
This spell creates a shimmering, magical field around the touched creature that averts attacks. Shield of Faith grants the recipient a +2 bonus to Armor Class, with an additional +1 bonus every 5 levels of the paladin (up to a maximum of 5 at 25th level).
Material Component: A small parchment with a bit of holy text written upon it. |
|
Zone of Natural Purity |
Evocation |
Combat, Nature |
5 |
Visual range of the caster |
30-ft. radius |
1 round/level |
None |
Special |
The Rider brings a special favor from Lurue to sanctify an area to the forces of nature. Every fey and plant creature within the area of effect gains a +1 bonus to hit, damage and saving throws rolls, while aberrations (Aboleths, Driders, Mind Flyers, Mimics, Umber Hulks, Otyughs, Beholders...) suffer a –1 penalty on attack, damage and saves rolls. This bonus increases by 1 point for every 10 levels of the Rider. Multiple Zones of Natural Purity are not cumulative. |
Starting at 11th level, a Unicorn Rider may cast the following 2d level divine spells.
Icon |
Spell |
School |
Sphere |
Casting |
Range |
Target |
Duration |
TS |
MR |
|
Alicorn Lance |
Invocation |
Combat, Animal |
5 |
Visual range of the caster |
1 Creature |
Special |
1/2 |
None |
Granted by the goddess Lurue, the Unicorn Queen, this spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (the proper name for a unicorn horn) that hovers above the Rider for 1 round per level of the paladin. Any time before the spell expires, the Rider can chose a target and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage. It never misses, but the target can halve damage by rolling a successful Saving Throw vs. Spell with a -1 penalty for every enchantment bonus of the lance. For the purpose of the types of creatures it can hit, the lance strikes as a +1 magical lance and gains a +1 bonus at levels 15, 19, 23 and 27.
After striking, the alicorn lance dissipates into nothingness, leaving only a silvery faerie fire radiance outlining the target for 1d4 rounds, making it easier to see and hit. It can not become invisible again and suffers a -2 penalty to its Armor Class.
Composante matérielle : The Rider's holy symbol and a lock of unicorn mane. |
|
Bear's Endurance |
Alteration |
Combat, Animal |
3 |
Touch |
Creature touched |
1 round/level |
None |
None |
This spell grants greater vitality and stamina by increasing the recipient's Constitution by 4 points, with additional bonuses based on Constitution (such as Hit Points). The effect lasts for the duration of the spell or until dispelled. |
|
Bull's Strength |
Alteration |
Combat, Animal |
3 |
Touch |
Creature touched |
1 round/level |
None |
None |
This spell increases the recipient's Strength by 4 points, with additional bonuses to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled. |
|
Cat's Grace |
Alteration |
Animal |
3 |
Touch |
Creature touched |
1 round/level |
None |
None |
This spell makes a creature more graceful, agile, and coordinated by increasing the recipient's Dexterity by 4 points, with additional bonuses based on Dexterity (such as CA...). The effect lasts for the duration of the spell or until dispelled. |
|
Elation |
Enchantment/Charm |
Combat, Charm |
9 |
0 |
Allies in a 80-ft. radius |
1 round/level |
None |
None |
It's not every day that one fights alongside a unicorn! With this spell, the Rider's allies become elated, full of energy and joy. They gain a +2 bonus de 2 to Strength and Dexterity, and their speed increases by 5 feet. |
|
Gargantua's Stew |
Invocation |
Creation, Combat, Healing |
9 |
0 |
Pot with healing stew (1 serving/2 levels) |
Special |
Special |
Special |
The caster calls upon Gargantua spirit to fill a specially crafted stew-pot with his potent healing stew. The caster must be hold the pot in hand when Gargantua's Stew is cast; otherwise, the spell fails and is wasted. The spell creates one serving every two caster levels (up to a maximum of 6). A single serving heals 1d6+1 points of damage. Any portion of the stew that is not consumed disappears after 1 hour.
The stew can also be thrown to a single undead creature within 10 feet. If the caster makes a successful range attack, the stew-pot bursts into small fire balls, dealing 1d6+1 points of fire damage per every serving to all undead within a 20-ft. radius, unless they make a Saving Throw vs. Spell for half damage. Note that the damage do not bypass the targets' Magic Resistance, if any.
Note: if the Food Management component of the mod Menace sur le Royaume de Diamant Éternel is installed, eating a serving matches a 8 hours water and food consumption.
Focus: An engraved stew-pot worth at least 50 gp. |
|
Hold Animal |
Enchantment/Charm |
Animal |
3 |
Visual range of the caster |
4-ft. radius |
2 rounds/level |
Neg. |
Yes |
This spell is similar to Hold Person, except that it holds animals rigidly immobile and in place. Only normal - and giant-sized animals are affected; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The telepathic bond that links the Rider to her unicorn is so sharpened that it makes this spell much more powerful the druidic spell: the targets must roll a successful Saving Throw vs. Spell with a -4 penalty, plus an extra -1 for every 10 levels of the Rider, to avoid being held
The effect is centered on the victim selected by the Rider. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. |
|
Hold Person |
Enchantment/Charm |
Charm |
5 |
Visual range of the caster |
4-ft. radius |
1 turn |
Neg. |
oui |
This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. |
|
Hydrate |
Invocation |
Healing |
7 |
Touch |
Creature touched |
Instant |
Special |
Special |
This spell creates moisture within the body of a living creature, healing damage from dehydration. Hydrate heals 2d8 points +1 point per caster level (up to a maximum of 2d8+10) of dessication damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.
When cast upon a creature of the fire subtype, it deals damage instead of healing. Such a creature can roll a Saving Throw vs. Spell to halve damage.
Note: if the Food Management component of the mod Menace sur le Royaume de Diamant Éternel is installed, these effects match a 8 hours water consumption. |
|
Know Alignment |
Divination |
Divination |
9 |
30 ft. |
1 creature |
Instant |
Neg. |
oui |
This spell enables the paladin to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful Saving Throw vs. Spell, the paladin learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, gold if good, and blue if neutral.
Unlike priests, with leveling up, the paladin has developed a kind of sixth sense that allows him/her to better read the aura of creatures who suffer a -2 penalty to their Saving Throw with an additional penalty of -1 for every ten levels of the paladin.
However, certain magical devices negate the power of the Know Alignment spell. |
|
Protection from Charm |
Abjuration |
Protection, Charm |
5 |
40 ft. |
Special |
Special |
None |
None |
This spell renders a single creature immune to charms and lasts or the duration (2 rounds per level) or until dispelled. However, starting at 15th level, il affects all allies within a 30-th. radius around the target, who gain 20% magic resistance + 2% per level of the caster (up to a maximum of 90 %) to charm effects for one round per caster level.
Material Component: A piece or hair or other part from the body of a creature with an innate charm or dominate person ability, such as a succubus or vampire. |
|
Resist Energy |
Abjuration |
Protection, Elemental |
5 |
Touch |
Creature touched |
3 rounds + 1 round/level |
None |
None |
This spell confers a limited protection from damage of whichever one of five energy types the caster selects: acid, cold, electricity, fire or poison. The recipient gains 10% resistance against the energy type chosen, increased by 1% per level. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Resist Energy does not stack with other spells that protect from the same energy type. However, a character may be simultaneously under the effect of Resist Energy (fire) and Protection from Energy (electricity), or any other two such spells that protect against different types of energy. |
|
Rider Chant |
Conjuration |
Combat |
9 |
0 |
30-ft. radius |
1 round/level |
None |
Special |
It's not every day that one fights alongside a unicorn! By means of the this spell, the Rider takes advantage of this moment of pure exaltation to bring a special favor from her deity upon herself and her party and causes harm to her enemies. When the Chant spell is completed, all the paladin's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. The paladin's enemies suffer the opposite effects. This bonus increases by 1 point for every 10 levels of the Rider. Multiple chants are not cumulative. |
|
Rock Shield |
Alteration |
Numerous |
3 |
Touch |
Creature touched |
1 round/level |
None |
None |
This spell creates a faintly shimmering magical sphere-like barrier around the recipient. The barrier moves with the recipient and prevents any natural hurled rocky missiles of all types (including boulders, catapult and ballista ammunition) from penetrating the sphere: they automatically bounce off the sphere. The recipient can perform any range attack out of the magical sphere without affecting the globe.
Note that this spell does not protect from manufactured projectiles (arrows, bolts, daggers...) or projectiles created by spells (Melf's Acid Arrow, Flame Arrow...). |
|
Silence, 15' Radius
| Alteration |
Guardian |
5 |
Visual range of the caster |
15-ft. radius sphere |
2 rounds/level |
Neg. |
Yes |
Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. |
|
Slayer Blade |
Alteration |
Combat, Good |
5 |
0 |
Weapon touched |
1 round/level |
none |
none |
This spell allows the paladin to make a single bladed weapon (any slashing weapon) deadly to a particular evil foe, whose race he/she chooses when he/she casts the spell. The blade gains a +2 bonus to hit and deals extra 2d6 points of damage against those créatures. The type of foes vary depending on the paladin level.
Material Component: une goutte de sang et 500 po de poussière de rubis. |
|
Sun Bolt |
Evocation |
Light |
3 |
Visual range of the caster |
Ray |
Instant |
Special |
Yes |
A ray of incandescent sunlight darts forth from the caster's fingertip and unerringly strikes its target. A creature struck by the bolt suffers 1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6) and must save vs. Spell (with a -4 penalty) or be blinded for 1 round.
Creatures vulnerable to lumière du jour sunlight take double damage. Undead always take double damage, as do fungi, molds, oozes, and slimes. Undead damaged by sunlight (such as vampires) always take triple damage. |
Starting at 13th level, a Unicorn Rider may cast the following 3rd level divine spells.
Icon |
Spell |
School |
Sphere |
Casting |
Range |
Target |
Duration |
TS |
MR |
|
Cure Disease |
Abjuration |
Necromantic |
1 |
Touch |
1 creature |
Permanent |
None |
None |
By laying her hands upon a sickly person, the Rider can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell. |
|
Dispel Magic |
Abjuration |
Protection |
6 |
Visual range of the caster |
15-ft. radius |
Instant |
None |
None |
This spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, his/her chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, his/her chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he/she is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic he/she is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect. |
|
Heal Unicorn |
Necromancy |
Healing |
6 |
Touch |
1 licorne |
Permanent |
None |
None |
This very potent healing spell enables the Rider to channel positive energy into the body of a unicorn to wipe away injuries, afflictions and disease. It dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain such as fear, confusion or berserk. It also immediately neutralizes any poison and cure any diseases that the target might be suffering from, as well as fatigue, nausea, blindness and deafness.
In addition, the peculiar bond shared by the Rider and unicorns magnifies the quality of healing: this spell not only heals all points of damage suffered due to wounds or injury, but it also restores life energy levels or ability score points permanently drained by a force or monster.
This spell can not affect any creature other than a unicorn. |
|
Invisibility Purge |
Divination |
Guardian |
3 |
0 |
120-ft. radius |
Instant |
None |
None |
Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Sanctuary, Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on. |
|
Knight Cure Medium Wounds |
Necromancy |
Healing |
6 |
Touch |
Creature touched |
Permanent |
special |
special |
When laying her hand upon a living creature, the Rider channels positive energy that cures 2d8 Hit Points +1 per caster level (up to a maximum of +10). Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy, this spell deals damage to them rather than curing them. An affected undead creature may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage. |
|
Mass Resist Energy |
Abjuration |
Protection, Elemental |
6 |
Visual range of the caster |
15-ft. radius |
2 rounds + 1 round/level |
None |
None |
This spell is similar to Resist Energy, except that it affects multiple allies in a 15-ft. radius centered on the point selected by the caster. It confers a limited protection from damage of whichever one of five energy types the caster selects: acid, cold, electricity, fire or poison. The recipients gain 10% resistance against the energy type chosen, increased by 1% per level. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Mass Resist Energy does not stack with other spells that protect from the same energy type. However, a character may be simultaneously under the effect of Energy Immunity (fire) and Resist Energy (electricity), or any other two such spells that protect against different types of energy. |
|
Miscast Magic |
Enchantment/Charm |
Chaos |
5 |
Visual range of the caster |
1 creature |
1 turn |
Neg. |
Yes |
Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. |
|
Mist of Purity |
Abjuration |
Guardian |
3 |
0 |
Special |
1 round/level |
None |
None |
The Rider surrounds herself with a purifying, swirling mist with a radius of 5 feet per caster level that puts a veil of moisture on everyone within its area. The mist washes the air clean of smoke and dust, repels all noxious elements from poisonous vapors, and cures all disease and poison inhaled within the cloud. Mist of Purity will dismiss all magical clouds (including Acid Fog, Cloudkill...) in the entire area that the caster is currently in, but it offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).
However, Mist of Purity grants everyone within the area a +4 bonus on their saving throws against poison. |
|
Nature's Favor |
Conjuration |
All |
6 |
Visual range of the caster |
1 animal |
1 round/level |
None |
None |
By exploiting the strength of the telepathic bond that links her to her unicorn, the Rider calls upon the power of nature to grant an animal a +1 bonus to hit and damage rolls for every 5 levels of the caster, up to a maximum of 5 at 25th level. |
|
Nature's Purity |
Evocation |
Combat, Nature, Sun |
5 |
Visual range of the caster |
one or more rays |
Instant |
None |
Yes |
When the Rider casts this spell, a shimmering green beam of light springs forth from her outstretched hand and strikes any target in range. She can generate one additional ray for every five levels (two rays at 10th level, three at 15th level...) up to a maximum of five rays. The rays are fired at the same target within 30 feet
Each ray deals 1d8 points of magical damage, 4d8 against undead, 2d8 against constructs and 5d8 against aberrations (Aboleths, Driders, Mind Flyers, Mimics, Umber Hulks, Otyughs, Beholders...). |
|
Remove Curse |
Abjuration |
Protection |
6 |
Touch |
1 Creature |
Permanent |
None |
None |
This spell allows the caster to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. |
|
Remove Paralysis |
Abjuration |
Protection |
6 |
150 ft. |
15-ft. radius |
Permanent |
None |
None |
This spell frees all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell). |
|
Safe Clearing |
Abjuration |
Protection, Plant |
9 |
Visual range of the caster |
30-ft. radius |
1 turn/level |
None |
None |
The Rider makes an area safe from attacks, as if the entire space were under a sanctuary spell, except that it affects multiple allies in a 30-ft. radius centered on the point selected by the Rider. It causes all of their opponents to ignore their existence as if they were invisible. While protected by this spell, they cannot take direct offensive action without breaking the spell, but may cast non-attack spells or otherwise act in any way that does not violate the prohibition against offensive actions. This allows a warded priest to heal wounds, for example, or to bless himself. But he cannot cast spells on other creatures without ending the spell.
Safe Clearing must be cast outside. |
|
Sunblade |
Invocation |
Combat, Sun |
6 |
0 |
Special |
1 round/level |
Special |
None |
The Rider causes a brilliant and blazing ray of fiery sunlight to spring forth from her hand. This longsword-shaped ray remains in her hand for the duration of the spell or until dispelled. It strikes as a +3 magical sword and deals 1d8+3 points of slashing damage, plus an additional 1d6 points points of fire damage. Creatures vulnerable to sunlight, like undead, take double damage. In addition, sunlight rays that emanate from the blade blind the paladin's opponents who suffer a -2 penalty to hit rolls, as long as they stay in melee.
Starting at 20th level, the Rider creates a Sunblade of Disruption that may utterly destroy the following undead creatures if they fail their Saving Throw vs. Death (with a penalty increased according to the Rider level, up to a -10 penalty):
- 20th level: Skeletons (with a penalty from 0 to -10 at 30th level).
- 22th level: Zombies (with a penalty from 0 to -10 at 32th level).
- 24th level: Ghouls (with a penalty from 0 to -10 at 34th level).
- 26th level: Shadows (with a penalty from 0 to -10 at 36th level).
- 28th level: Ghasts (with a penalty from 0 to -10 at 38th level).
- 30th level: Wraiths (with a penalty from 0 to -10 at 40th level).
- 32th level: Skeleton Warriors (with a penalty from 0 to -10 at 42th level).
- 34th level: Mummies (with a penalty from 0 to at 44th level).
- 36th level: Spectres (with a penalty from 0 to at 46th level).
- 38th level: Vampires (with a penalty from 0 to at 48th level).
- 40th level: Liches (with a penalty from 0 to at 50th level).
Material Component: A light source, which is extinguished in the casting. |
|
Swords Stream |
Evocation |
Elemental (Air), Combat |
5 |
Visual range of the caster |
120-degree arc |
Instant |
1/2 |
Yes |
This spell causes moisture in the air to sparkle, coalesce, solidify, then shoot away from the Rider's fingertips in a high-pressure stream of 5 ft. length in a horizontal arc of about 120 degrees in front of her. The Rider is so focused that she can target only her enemies. Any victim in the area of the stream suffers 1d8 points of damage, +1 point per each level of the caster. Those successfully saving vs. Spell receive half damage. |
Starting at 15th level, a Unicorn Rider may cast the following 4th level divine spells.
Icon |
Spell |
School |
Sphere |
Casting |
Range |
Target |
Duration |
TS |
MR |
|
Astral Hospice |
Alteration |
Travel |
4 |
0 |
Special |
1 turn + 1 round/level |
None |
None |
This spell opens up a small planar portal menant to a demi-plane where natural healing can occur and where people slowly regenerate sustained wounds at the rate of 1 HP per turn. The demi-plane's traits (including time, gravity, and magic) match those of the Material Plane. The only way in or out of the demi-plane is through the entrance created by the caster, and only those named or described by the caster upon the casting of the spell may enter. The portal continues to exist only while the hospice demi-plane exists. When the caster leaves the demi-plane, the portal seals shut and vanishes. Anyone still in the hospice demi-plane at that time appears on the Material Plane at the location of the hospice's entrance.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down. An ethereal creature can see and hear on the Material Plane (but sight and hearing onto the Material Plane are limited to 60 feet), but everything looks gray and ephemeral. Material creatures are unable to attack an ethereal creature physically and magically.
Material Component: A single flawless gemstone of at least 250 gp value. |
|
Blinding Beauty |
Illusion/Phantasm |
Elemental, Good |
4 |
0 |
60-ft. radius |
Instant |
Neg. |
Yes |
When this spell is cast, the Rider appears to undergo a remarkable transformation and becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. All humanoids who look at her must make a Saving Throw vs. Spell or be blinded permanently as though by the Blindness spell.
They suffer a Saving Throw penalty depending on their Hit Dice: if they have at least the same level as the Rider, they get a penalty of -1 increased by 1 every 10 levels of the Rider. If they have 5 Hit Dice less than her, they are automatically blinded. Otherwise, they get a penalty of -4 increased by 1 every five levels of the Rider.
The transformation is instantaneous, but lasts only seconds, affecting those within 60 feet of her (excluding fellow party members).
According to the legend, the Rider must abstain from sexual intercourse for one month before casting this spell, mais nobody has ever dared to check... |
|
Death Ward |
Necromancy |
Necromantic |
9 |
Visual range of the caster |
1 creature |
1 turn/level |
None |
None |
This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death. |
|
Farsight |
Divination |
Divination |
4 |
Special |
Special |
3 rounds + 1 round/level |
None |
None |
When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. |
|
Fierce Blow |
Alteration |
Combat |
4 |
0 |
The paladin |
1 round/level |
None |
None |
Anyone who relies on the frail appearance of a Rider and her unicorn would make a fatal mistake. When this spell is cast, the Rider brings a special favor from Lurue upon herself to help her when fighting. For the spell's duration, she deals extra damage on any successful melee attack on larger opponents: +1d6 against large creatures, +2d6 against huge creatures, +3d6 against gargantuan creatures, and +4d6 against colossal creatures.
The first attack roll made in the next round is a critical hit.
Material Component: A dragon's claw or a giant's fingernail. |
|
Greater Cloak of Bravery |
Abjuration |
Charm |
6 |
60 ft. |
30-ft. radius |
1 turn + 1 round/level |
None |
None |
The paladin radiates part of his/her personal aura of courage to instill courage in his/her allies within a 30-ft. radius, raising their morale to its highest and immunising them to fear. The recipients' morale will gradually reset to normal as the duration runs out. If they are affected by magical fear, this is negated. In addition, they are galvanized and gain a +2 bonus to hit rolls. |
|
Holy Sword |
Invocation |
Combat, Good |
7 |
0 |
special |
1 round/2 levels |
None |
None |
The Rider channels holy power into her sword that disappears and is replaced with a Holy Sword +5. This sword remains in her hand for the duration of the spell or until dispelled. It strikes as a +5 magical sword in terms of to hit and damage bonuses as well as the type of creatures it can hit, and deals an extra 2d6 points points of damage against evil opponents. In addition, the sword also projects a Magic Circle against Evil 10-ft. in diameter (as the spell), centered around the paladin's hand. The circle moves with the paladin and persists as long as she grips the sword. Within its range, the circle of power grants the Rider 50% of Magic Resistance and forbids evil opponents to cast spells. Opponents may not make Saving Throws to resist the circle of power and must leave the range of the circle to regain normal use of their spell and spell-like abilities. At last, the holy sword dispels magic on successful hit; the chance of the dispel succeeding is determined by the level of the paladin.
This spell is not cumulative with Bless Blade or any other spell that might modify the weapon in any way.
Starting at 25th level, the Rider invokes special types of holy sword with additional properties:
- Protector (25th level): The sword alerts the Rider to the presence of evil within a 60-ft. radius by generating a soft hum. All evil creatures in this radius hear a disturbing siren-like sound, audible only to them. Any affected creature who fails to save vs. Paralysis will continue to hear the siren ringing in his ears for the 1d4+1 rounds, with similar effects as a deafness spell.
- Revitalizor (30th level): The sword imbues the Rider with part of its energy, enabling her to regenerate 1 Hit Point per second as long as she wields it.
- Redeemer (35th level): The Magic Circle against Evil also causes all evil creatures within the area of effect to succumb to the effects of a fear spell if they fail a Saving Throw vs. Spells (with a -4 penalty).
- Purifier (40th level): The sword grants an extra +3 bonus to hit and damage against undead, and turns undead whose level is lesser or equal or to the paladin level.
Note: Some paladins proficient with axes may invoke a battle axe instead of a sword |
|
Knight Cure |
Necromancy |
Healing |
7 |
Visual range of the caster |
1 creature |
Permanent |
Special |
Special |
At this level of mastery, the Rider does not need to lay her hand upon a living creature, but she has only to briefly focus on it to channel positive energy that cures 3d8 Hit Points +1 per caster level (up to a maximum of +15). Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy, this spell deals damage to them rather than curing them. An affected undead creature may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage. |
|
Lesser Restoration |
Necromancy |
Necromantic |
2 |
Touch |
Creature touched |
Permanent |
None |
None |
When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the Rider and she will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously. |
|
Mass Shield of Faith |
Abjuration |
Protection, Law |
2 |
0 |
Allied creatures in a 20-ft. radius |
1 turn |
None |
None |
This spell functions like Shield of Faith, except that it affects multiple allies at a distance. It grants them a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. his allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 20-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the defensive bonus. Each affected creature gains a +2 bonus to Armor Class, with an additional +1 bonus every 5 levels of the paladin (up to a maximum of 5 at 30th level), for 1 turn or until dispelled.
Material Component: A small parchment with a bit of holy text written upon it. |
|
Negative Plane Protection |
Abjuration |
Protection, Necromantic |
3 |
Touch |
Creature touched |
5 rounds + 1 turn/10 levels |
None |
None |
This spell affords the paladin or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. The divine aura of protection of the paladin increases the duration of the spell by one turn for every ten levels of the paladin.
This spell cannot be cast on the Negative Energy Plane. |
|
Reject Evil |
Invocation |
Combat, Good, Protection |
5 |
0 |
40-ft. radius |
Special |
Special |
Special |
The Rider calls upon his/her deity to act as a bridge between her and the Prime Material Plane, causing a shock wave that releases magic of tremendous power centered on the paladin and reaching up to a 40-ft. radius. It affects only enemy evil creatures within the area of effect. The ill effects vary depending on the target's Hit Dice<
- Equal to paladin level: Deafened for 5 rounds with a 50% chance of spell failure.
- Up to paladin level -5: Slowed and deafened for 5 rounds with a 75% chance of spell failure.
- Up to paladin level -5: Stunned, slowed and deafened for 5 rounds.
- Up to paladin level -10: Killed (Saving Throw vs. Death), stunned, slowed and deafened for 5 rounds.
These effects are instantaneous, cumulative and last for the duration of the spell or until dispelled. No saving throw is allowed to avoid them, except vs Death (with a -1 penalty -1 for every 10 levels of the paladin). Creatures whose HD exceed the Rider level are unaffected.
In addition, a shimmering golden aura of holy energy surrounds the paladin for one turn granting her the following traits:
- A +2 bonus to Armor Class against outsiders.
- The ability to instantly banished back to its home plane an evil extraplanar creature whose hit dices do not exceed the paladin level. The banishment effect allows a Saving Throw vs. Spell (with a -4 penalty, -1 for every 10 levels of the paladin) to negate (magic resistance applies). A creature so banished cannot return for at least 24 hours.
This spell is incredibly powerful, thus it is not possible to cast it twice a day.
Focus: A tiny reliquary containing some sacred relic, worth at least 500 gp. |
|
Rider's Support |
Alteration |
Necromantic |
6 |
Visual range of the caster |
1 creature |
1 round + 1 round/level |
none |
none |
The Rider lends some of her ability score points to an ally. She suffers a penalty of 1d4 points to any single ability score of her choice, and the recipient gains an equal enhancement bonus to the same ability score. However, as the Rider is not as close to Balance as druids are, it is not unusual for the penalty to be different from the bonus...
It is not possible to cast this spell a second time within 1 hour. |
|
Selective Entangle |
Alteration |
Plant |
4 |
Visual range of the caster |
15-ft. radius |
1 turn |
Neg. |
Yes |
This spell is similar to Entangle, except that it affects only enemies in a 15-ft. radius centered on the point selected by the caster. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Once per round, a creature can attempt to save vs. Spell with a -4 penalty to avoid entanglement. Those who success can escape the area, moving half its normal speed until out of the area. An entangled creature can still attack, but at half of its normal rate and receives a -2 penalty to its Armor Class. |
|
Slayer Bow |
Alteration |
Combat, Good |
5 |
0 |
1 bow |
1 round/level |
None |
None |
The Rider channels divine power into any bow to make it deadly to a particular evil foe, whose race she chooses when she casts the spell. The bow gains a +5 bonus to hit and damage rolls, an additional +2 bonus to hit and 2d6 points of damage against those créatures. The type of foes vary depending on the paladin level.
She cannot have more than one Slayer Bow at a time. |
|
Spiritual Spear |
Invocation |
Combat, Good, Sun |
6 |
0 |
Special |
3 rounds + 1 round/level |
None |
None |
Fighting alongside a unicorn, while mostly riding it, requires the Rider to take precautions to make sure she will not accidentally wound her companion in battle. Ce sort fait partie de l'arsenal dont elle dispose à cet effet. Similar to Spiritual Hammer, this spell allows her to calls upon her deity to spring forth a shimmering silver horseman's spear-shaped field of force from her hand. This weapon made of pure force can only be used by the Rider and remains in her hand for the duration of the spell or until dispelled. It is light and easy to pull, so that she can use it without penalty for non-proficiency. It strikes as a magical spear with a +1 bonus for every 10 caster levels in terms of to hit and damage rolls bonuses as well as the type of creatures it can hit. The base damage inflicted when it scores a hit is exactly the same as a normal spear used when charging (2d6, plus the magical bonus), even if Rider does not ride her unicorn or a horse.
In addition, a spiritual spear acts as a silvered or cold steel weapon, and deals double damage against undead and lycanthrope creatures. |
|
Stars of Arvandor |
Invocation |
Good, Sun, Force |
4 |
0 |
Special |
1 round/level |
None |
None |
This spell creates one tiny, twinkling star for every two levels (up to a maximum of 10) that will appear in the Rider's inventory. These stars orbit her head like ioun stones. For the spell's duration, she can launch up to five stars per round at a target she designates within range. Each star requires its own ranged attack roll to hit. Stars are treated as missiles with a +5 bonus to attack rolls and no penalty for lack of weapon proficiency. As they are pure magical force, they ignore in-corporeality and can hit any creature, even those who can only be hit by magical weapons.
Each star bursts upon impact into a 20-ft. diameter brilliant and flashy sphere which deals 1d8 points of damage +1 for every 2 levels of the Rider (up to a maximum of 10) to any enemy within the area of effect. Evil creatures suffer double damage, as well as undead creatures (triple damage if they are evil).
The Rider can give these stars to another non-evil character to throw them for the duration of the spell. After that, they disappear. |
|
Sunbow |
Invocation |
Combat, Sun |
4 |
0 |
Special |
1 round/level |
Special |
None |
The Rider causes a brilliant and blazing ray of fiery sunlight to spring forth from her hand. This composite longbow-shaped ray remains in her hand for the duration of the spell or until dispelled. It is light and easy to pull, so that she can use it without penalty for non-proficiency. It strikes as a +3 magical bow, can fire up to 4 arrows per round, each dealing 1d8+3 points of damage. Creatures vulnerable to sunlight, like undead, take double damage. In addition, sunlight rays that emanate from the blade blind the caster's opponents who suffer a -2 penalty to hit rolls, as long as their remains at range.
Starting at 20th level, the Rider creates a Sunblade of Disruption that may utterly destroy the following undead creatures if they fail their Saving Throw vs. Death (with a penalty increased according to the caster level, up to a -10 penalty):
- 20th level: Skeletons (with a penalty from 0 to -10 at 30th level).
- 22th level: Zombies (with a penalty from 0 to -10 at 32th level).
- 24th level: Ghouls (with a penalty from 0 to -10 at 34th level).
- 26th level: Shadows (with a penalty from 0 to -10 at 36th level).
- 28th level: Ghasts (with a penalty from 0 to -10 at 38th level).
- 30th level: Wraiths (with a penalty from 0 to -10 at 40th level).
- 32th level: Skeleton Warriors (with a penalty from 0 to -10 at 42th level).
- 34th level: Mummies (with a penalty from 0 to at 44th level).
- 36th level: Spectres (with a penalty from 0 to at 46th level).
- 38th level: Vampires (with a penalty from 0 to at 48th level).
- 40th level: Liches (with a penalty from 0 to at 50th level).
Material Component: A light source, which is extinguished in the casting. |
|
Word of Binding |
Invocation |
Guardian, Law |
6 |
30 ft. |
1 medium or smaller humanoid or monstrous humanoid |
1 round/level |
Neg. |
None |
Sometimes a paladin prefers to capture an enemy to bring him to trial or to question him, rather than kill him. By means of this spell, the paladin creates shining golden manacles around the target's wrists and ankles. A successful Saving Throw vs. Spell (with a -1 penalty for every 10 levels of the paladin) allows the target to dodge the forming manacles; otherwise it is bound at its wrists and ankles.
The manacles automatically scale to fit any medium or smaller humanoid creature. While imprisoned by the manacles, the target cannot do any actions requiring the use of its hands (attack or cast spells) and can move only 5 feet per round. |