TEXT: ™
  ™
  ®
  
  By Monte Cook
  Requires use of the Dungeons & Dragons® Core Books, Third Edition, published by Wizards of the Coast®, Inc.
  This book utilizes updated material from the v. 3.5 revision.
  Additional Credits
  Editing and Production:Sue Weinlein Cook
  v.3.5 Updating Assistance: Mike Mearls
  Cover Illustration: rk post
  Interior Illustrations:Arne Swekel
  Proofreading: Mark Ashton
  Cover and Interior Page Design: Peter Whitley
  Playtesters: Matthew Arieta, Jérôme Beaulieu, Michele Carter, Andy Collins, Sue Cook, Brenda Copping, Bruce Cordell,
  Philippe Daigneault, Jesse Decker, Donovan Dufault, Mylène Dumais, Kelly Graham, Matt Locke, Marie-France Matte,
  Erik Mona,Susan Patrick, Chris Perkins, Sean Reynolds, Del Shand, Nicolas Shand, and Keith Strohm
  Special Thanks for Inspiration: Sue Cook, Stephen R. Donaldson, and the medieval Church
  For supplemental material, visit Monte Cook’s Website: <www.montecook.com>
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  Trademarks of Wizards of the Coast and are used with Permission. All content is ©2003–2004 Monte J. Cook. All rights reserved. Malhavoc is a regis-
  tered trademark and Eldritch Might is a trademark owned by Monte J. Cook. All rights reserved. The mention of or reference to any company or product
  in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with the Revised 3rd Edition rules. This edition of
  The Book of Hallowed Might is produced under version 1.0a, 4.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and System
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  Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Book of Hallowed Might are designated as Open
  Game Content: the class advancement tables and Class Features in Chapters One and Two; the feats in their entirety in Chapter Three; the spell parameters (range, duration,
  etc.) and game mechanics in Chapter Four; the magic items and artifacts of Chapter Five in their entirety; the statistics and Combat text for the creatures in Chapter Six; and
  anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.
  Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc.
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  ®
  BOOK
  HALLOWED
  MIGHT
  A divine-magic sourcebook
  THE
  OF
  
  Introduction: THE HAND OF THE GODS
  Using This Book ...............................................3
  Chapter One: DIVINE SPELLCASTERS IN CAMPAIGNS
  Divine versus Arcane ......................................4
  Clerics...............................................................4
  Cleric Spells and Religion...........................................4
  Cleric Spells and Money...............................................4
  Clerics and Worldly Responsibilities........................5
  Sidebar: Religious Drift/Faithful Mistakes.................6
  Competing Faiths, Same Alignment ............................6
  Mythology and Doctrine..............................................7
  Sidebar: Raising the Dead Variants ...............................8
  Uses for Consecrate/Desecrate..................................8
  Nonautomatic Remedies (Variant)..............................8
  Druids and Rangers........................................9
  Groves ..............................................................................9
  Variant Ranger Class.....................................................9
  Paladins ...........................................................12
  Variant Paladin Class ...................................................13
  Dedicated Paladins.......................................................16
  Neutral Good Paladins................................................16
  Chaotic Good Paladins................................................16
  The Paladin’s Code ........................................................17
  Alignment .......................................................18
  Good................................................................................18
  Evil...................................................................................18
  Law...................................................................................18
  Chaos ..............................................................................18
  Neutrality......................................................................19
  Examples.........................................................................19
  Alignment Requirements (Variant)...........................19
  Alignment-Based Effects (Variant)...........................19
  Objects and Alignment................................................19
  Chapter Two: PRESTIGE CLASSES
  Blessed Prelate .............................................20
  Hallowed Mage..............................................22
  Sample NPC: Nactrina Onarsh, Blessed of Thalander .24
  Knight of the Pale ........................................26
  Chapter Three: FEATS
  General Feats.................................................28
  Accolade........................................................................28
  Adoubement ..................................................................29
  Favored Enemy Critical Strike...................................29
  Favored Enemy Strike..................................................29
  Redeem ...........................................................................29
  Reform ...........................................................................29
  Tempt ..............................................................................29
  Blessed Feats .................................................30
  Call Down Divine Wrath.............................................30
  Devout Faith .................................................................30
  Redeeming Grace .........................................................30
  Vow of Chastity............................................................30
  Vow of Fidelity ..............................................................31
  Vow of Obedience .........................................................31
  Sidebar: Taking Vows.......................................................31
  Vow of Poverty ..............................................................32
  Vow of Silence ..............................................................32
  Vow of Stability ............................................................32
  Oath Feats.......................................................32
  Oath of Combat.............................................................32
  Oath of Fealty ...............................................................33
  Oath of Magic ...............................................................33
  Swear an Oath ...............................................................33
  Sidebar: Oaths Without Feats.......................................33
  Chapter Four: SPELLS
  New Domain: Light ........................................34
  Spell Lists .......................................................34
  Spell Descriptions ........................................36
  Aeonian Lantern...........................................................36
  Angel’s Redoubt ............................................................37
  Arathan’s Spiritual Soldier ........................................37
  Armor Contingency .....................................................37
  Audible Whisper............................................................37
  Bind With Plants...........................................................38
  Blast of Castigation....................................................38
  Blazing Light.................................................................38
  Blight Enemy.................................................................38
  Burning Brand ..............................................................38
  Carnivorous Defender................................................39
  Clarity of Mind.............................................................39
  Confutation of the Demon ........................................39
  Crystal Eruption..........................................................40
  Crystal of Reflection.................................................40
  Crystal Shard ...............................................................40
  Curse of Wounding.....................................................40
  Divert Charge...............................................................40
  Ethereal Prison.............................................................41
  Glory of the Beast .......................................................42
  Godspeed........................................................................42
  Grant Quarter (Bonds of Mercy)..............................42
  Halo of Glory ...............................................................42
  Halo of Shelter............................................................42
  Heartglow .....................................................................43
  Holy Shout.....................................................................43
  Illuminated Weapon ....................................................43
  Light of the Earth........................................................44
  Pattern of Sibyllic Fate...............................................44
  Peaceful Weapon ..........................................................45
  Redemption From Evil Power......................................45
  Redemptive Redress......................................................45
  Resist Touch..................................................................45
  Return and Avenge.......................................................45
  See No Evil.....................................................................46
  Shield of Light.............................................................46
  Sunfire Tomb.................................................................46
  Touch No Evil................................................................46
  Truth’s Wings ................................................................47
  Unite Allies ...................................................................47
  Vengeful Spell Resistance .........................................48
  Watery Prison ...............................................................48
  Waves of Light ..............................................................48
  Wellspring of Soul’s Light.........................................48
  Wild Stealth..................................................................49
  Woodlands Prison .......................................................49
  Chapter Five: MAGIC ITEMS
  Armor and Shield Special Abilities ...........50
  Specific Shield................................................51
  Weapon Special Abilities...............................51
  Specific Weapons............................................51
  Sidebar: Items With Other Alignments ......................52
  Rings ................................................................52
  Wondrous Items ............................................53
  Chapter Six: CREATURES
  Angels of the Elements ..............................54
  Blessed Children...........................................57
  Legal Appendix
  Open Game License.......................................60
  Table of Contents
  The Book of Hallowed Might
  2
  
  Introduction 3
  The Hand of the Gods 
  The Book of Eldritch Might deals with the arcane.But the divine is just as potent a force.It is literally the might
  of the gods manifest in a mortal realm—an immortal expression of intervention in a world where lesser beings
  barely comprehend their own motives and existence,let alone those of deities.
  T
  hose who wield divine power are often more than 
  simple spellcasters—they are the representatives of
  the gods on earth. They not only have to worry
  about the mechanics of spellcasting, but about what the
  gods want them to do and how to best represent those
  desires. They concern themselves with other worshippers
  in their faith, and with maintaining and defending places
  holy to their chosen patron(s). In many ways, it is more
  challenging to be a practitioner of divine magic than of
  arcane.
  From the DM’s point of view, having divine spellcasters
  in a game is more work as well. More than other classes,
  these individuals are tied directly to the campaign and the
  details you have created involving cosmology, mythology,
  and society. Still, it is worth the work. The player of the
  divine spellcaster is the DM’s friend—he helps define the
  world around the group of player characters (PCs). He rep-
  resents the campaign’s bigger picture, even when the PCs
  are simply exploring a dungeon or fighting off a tribe of
  goblins.
  Despite this important role, divine casters sometimes
  get short shrift in supplements devoted to new magic.
  That’s why this book is specifically for them. In addition,
  much of the content applies to the champions of good,
  enhancing their power for the fight against vile evils. The
  Book of Hallowed Might covers these topics:
  •
  Divine Spellcasters in Campaigns: Offers notes on
  running clerics, variant ranger and paladin classes,
  and a new optional alignment system
  •
  Prestige Classes: Presents three new prestige class-
  es: the blessed prelate, hallowed mage, and Knight
  of the Pale
  •
  Feats: Contains 20 new feats for divine spellcasters
  and others, including two new types: the blessed feat
  and the oath feat
  •
  Spells: Includes almost four dozen new spells plus a
  description of the new Light domain
  •
  Magic Items: New armor, shields, weapons, rings,
  and wondrous items
  •
  Creatures: Details the angels of the elements and
  blessed children
  Using This Book
  This book is a new edition of the previously published
  version of The Book of Hallowed Might. In this edition, we
  have updated the material to conform to the v. 3.5 revi-
  sion of the core rules, corrected a few typos, included
  some material from Monte Cook’s website, and added a
  new appendix with tips for using these feats, classes,
  spells, items, and creatures with Monte Cook’s Arcana
  Unearthed. Everything else in the book has stayed the
  same—if you already have the previous edition of The
  Book of Hallowed Might, this update does not invalidate
  your version.
  The material in this sourcebook is suitable for charac-
  ters of all levels.
  The Book of Hallowed Might was designed to be a com-
  panion volume to The Book of Eldritch Might arcane magic
  series from Malhavoc Press. Throughout this sourcebook,
  the spells, items, feats, etc. introduced in this book are
  marked with a single dagger (†). Otherwise, all references
  to spells, feats, and other rules not otherwise marked are
  from the v. 3.5 revision of the three Core Rulebooks: the
  Player’s Handbook, DMG, and MM.
  Sidebars in most chapters offer special information and
  guidelines for the DM.
  Bonus source material and ideas to augment the infor-
  mation in The Book of Hallowed Might appear on Monte
  Cook’s website. Find the links to these free web enhance-
  ments at the book’s product page online at the following
  address: <www.montecook.com/mpress_BOHM.html>.
  This sourcebook is protected content except for items
  specifically called out as Open Game Content on the title
  page. For full details, please turn to page 63. Open content
  is not otherwise marked in the text of this book.
  Those who can call down power channeled from the gods
  command the very forces of creation. Let The Book of
  Hallowed Might supercharge your divine spellcasters!
  
  Divine Spellcasters in Campaigns
  Because divine spellcasters’ very nature requires them to have some source of power beyond themselves,they are more inher-
  ently tied to the world created by the DM than other characters.
  T
  his chapter discusses the various divine spellcaster
  classes: cleric, ranger, druid, and paladin. It covers the
  roles these divine casters play and offers some modifi-
  cations that DMs can make to tailor them to a particular set-
  ting (and vice versa).
  Divine Versus Arcane
  Arcane and divine magic have a variety of differences. Of
  these, the source of power is the most obvious. While arcane
  magic comes from manipulating the world and the forces
  around the caster, divine spells come from a source beyond
  the mortal practitioner.
  Divine spellcasters manipulate positive and negative ener-
  gy in ways that arcanists cannot. They use power to heal and
  restore, to remove ailments and rid others of impurities and
  poisons. While arcane magic can make a person stronger or
  run faster, such manipulations are almost always temporary.
  A divine spellcaster can repair a wound permanently, or
  regrow a severed limb. From a certain point of view, although
  divine and arcane magic can accomplish many of the same
  things, one could say that arcane casters use their power to
  change the laws of nature (usually temporarily), while divine
  casters use those natural laws to their full advantage. For
  example, both can give a creature greater endurance, but
  while the arcanist accomplishes this by filling the creature
  with unnatural energies, the divine spellcaster simply aug-
  ments the physiology the creature already possesses.
  Because their powers and methods are so different, cast-
  ers suffer a –5 penalty to Spellcraft checks to identify spells
  of the opposite type; characters who do not cast spells but
  have ranks in Spellcraft should specify whether their knowl-
  edge pertains more to the divine or the arcane. This is true
  whether the character is observing spellcasting or using the
  skill to identify magical writing (like a scroll). Multiclass
  casters of both arcane and divine spells suffer no penalty.
  Clerics
  More than other divine spellcasters, clerics affect the world
  they live in—as much as or more than the world affects
  them. The presence of a cleric in a setting changes how 
  people look at disease, injuries, poison, and even death.
  Cleric Spells and Religion
  Clerics get their spells from their faith and the power of their
  deity. Thus, they fill their lives with the trappings, rituals,
  and dogma of their respective religions. They are not just
  wizards with different spells.
  To reflect this fact, a DM is completely justified in adding
  on house rules that ground cleric spells—particularly high-
  level cleric spells—with the tenets of the cleric’s religion.
  Examples include the following:
  •
  Alignment: If a cleric is to cure or raise a creature
  whose alignment differs from or even opposes the
  alignment of her deity, she must burn a special
  incense of atonement and forgiveness, which costs 
  10 gp multiplied by twice the spell’s level.
  •
  Holy Days: A cleric can cast certain spells,such as true
  resurrection,only on specific days sacred to his god.Only
  on these days does the deity grant her greatest gifts.
  •
  Holy Ground: Certain spells can be cast only on
  ground consecrated in the god’s name. Normally, this
  means a functioning church or temple, but a cleric
  can consecrate any area in a pinch.
  •
  Church Politics: Clerics,particularly mid- to high-level
  clerics,hold a great deal of power in their hands.It may
  not always be politically advantageous to the goals of
  the church hierarchy to raise or cure certain individu-
  als.Or,alternatively,they will do so only if certain con-
  ditions are met.Even a lawful good church has to look
  out for its own interests—a lawful good cleric does not
  have to raise a well-known rabble rouser or trouble-
  maker if he does not want to. And, of course, the
  church decides who is and is not a “troublemaker.”
  Cleric Spells and Money
  Clerics have a monopoly on the resurrection of the dead, and
  a virtual monopoly on curative magic and restorative magic
  that undoes some of the terrible things that can befall a per-
  son: disease, blindness, and so on.
  It’s possible, if not likely, that clerics may choose a few
  really important spells—like raise dead, resurrection, and,
  perhaps most importantly, true resurrection—and demand a
  greater amount of sacrifice to their god in the form of money
  Chapter One
  
  or valuables. Whether they call this a sacrifice, a donation, or just an outright fee, a cleric of high enough level to cast true 
  resurrection should be able to ask for whatever she wants and expect to get it. If you want the increased cost to apply to 
  PC clerics,add the cost to the material component;make it an actual cost for NPC
  clerics, rather than merely an inflated price.
  Suggested cost modifications appear in this table:
  Spell
  Adjustment
  Remove blindness/deafness
  +100 gp
  Remove curse
  +500 gp
  Remove disease
  +500 gp
  Raise dead
  +1,000 gp
  Resurrection
  +2,000 gp
  True resurrection
  +4,000 gp
  Charging more is also a good way to explain why everyone isn’t resurrected
  when they die. If the costs are so prohibitive that even the wealthy have to
  scrape the bottoms of their coffers, then having such magic available might
  appear to fit more logically into the campaign. Likewise, a society with an aver-
  age number of clerics won’t be free of disease or other maladies. The DM needs
  to pay particular attention to this issue, because these powers can shape a cul-
  ture. If raise dead is common, the culture may trivialize death to some degree.
  Clerics and Worldly Responsibilities
  In some campaigns, a good-aligned NPC cleric is the most walked-over individ-
  ual on the planet. “You have to heal us for free,” the PCs demand, “because we’re
  fighting evil.” But clerics at a given temple are not just waiting around for PCs to
  make demands of them. Every organized religion has agendas, goals, and mis-
  sions beyond just furthering the alignment or ideals of a deity. PCs should never
  assume—even if the clerics at the temple in question assigned them to their 
  current mission—that theirs is the only or even the most important concern the
  church has at the moment. Churches involve themselves in all sorts of activities
  at any given time.
  Good-aligned church activities might include the following:
  Converting the Heathen: Although it is not true of every faith, many good-
  aligned religions place a heavy burden upon parishioners and clergy to spread
  the word of their god and covert those of other faiths to their own.
  Caring for the Faithful’s Spiritual Well-Being:Just as important as conver-
  sion, clerics must spend a great deal of their time helping the already converted
  with problems and teaching them the truth of their religion. For churches with
  regular “services,” vast amounts of a cleric’s resources go toward preparing ritu-
  als, sermons, and other aspects of these services.
  Campaigning for More Freedoms for the People: Clerics are often called
  upon to be diplomats. A cleric might go to the local ruler and plead on behalf of
  the common folk on a routine basis. Sometimes they may have to provide sanc-
  tuary or even physically struggle against the forces of an oppressive regime or
  the thugs of a powerful crime lord, warlord, or local noble.
  Promoting Widespread Food Distribution: In most campaigns,it is likely that
  great amounts of food go to waste in some areas,while people elsewhere go hun-
  gry.(Even in our modern,technologically advanced world,this is the case.) Clerics
  might help shoulder the burden of bringing food and other supplies to the starving.
  Chapter One: Divine Spellcasters in Campaigns 5
  About the Author
  Monte Cook started working professionally in
  the game industry in 1988. In the employ of
  Iron Crown Enterprises, he worked on the
  Rolemaster and Champions games as
  an editor, developer, and designer.
  In 1994 Monte came to TSR as a game designer.
  As a senior game designer with Wizards of the
  Coast, he codesigned the new edition of
  Dungeons & Dragons, authored the Dungeon
  Master’s Guide, and designed many other titles.
  For WizKids Games, he designed the HeroClix
  system of superhero combat. He created
  the best-selling Monte Cook’s Arcana
  Unearthed for Malhavoc Press.
  A graduate of the Clarion West writer's work-
  shop, Monte also has published short stories
  and two novels. In his spare time he runs
  games, builds vast dioramas out of LEGO 
  bricks, and reads a lot of comics.
  About the Illustrators
  Cover artist rk post received his BFA from
  Northern Illinois University in 1994. Just prior to
  graduation, he started freelancing in the fantasy
  gaming industry and garnered a staff artist posi-
  tion at TSR, Inc., in 1996. When Wizards of the
  Coast purchased TSR, he trekked his family out
  to the Seattle area. Wizards and rk parted com-
  pany in 2000, and now he works as a full-time
  freelance illustrator. You can buy rk post’s collect-
  ed works in the hardcover art book, Postmortem:
  The Art of rk post through Cartouche Press
  <www.cartouchepress.com>. Check out his new
  and continuing work at <www.rkpost.net>.
  Interior illustrator Arne Swekel has been keep-
  ing busy with color work, but roleplaying fans
  know him best for his fabulous black-and-white
  line art from the 3rd Edition Core Rulebooks
  and many other titles. Although he works full
  time as a concept and color artist for Raven
  Software, he still manages to squeeze in more
  than 400 freelance illustrations a year.
  He and his family live in the Midwest.
  Malhavoc Press
  Malhavoc Press is Monte’s d20 System imprint
  devoted to the publication of unusual magic,
  monsters, and evocative game elements that go
  beyond traditional fantasy. Malhavoc Press prod-
  ucts exhibit the mastery of the d20 System rules
  that only one of its original designers can offer.
  The Book of Hallowed Might is a companion piece
  to the award-winning Book of Eldritch Might
  series. Look for The Book of Hallowed Might II:
  Portents and Visions, coming soon. Current titles
  are available to purchase in either print or elec-
  tronic (PDF) format at <www.montecook.com>.
  
  Administering Day-to-Day Justice:Clerics of some
  religions—particularly lawful ones—serve as judges and
  even as law enforcement. They might deal only with petty
  disputes too small for the local magistrates, or they may be
  the local magistrates. It certainly makes sense for people who
  can sense lies or force
  others to tell the truth to
  hold such positions.
  Ministering to the
  Sick: Beyond just heal-
  ing wounded adventur-
  ers, clerics need to tend
  to the rest of the com-
  munity they serve. In
  that light, fools who go
  off and get themselves
  mauled by a monster
  while trying to steal its
  gold might not take
  precedence.
  Dealing With
  Emergencies:When
  storms or other disasters
  come, clerics are often
  first on the scene with
  aid. They also help in
  times of invasion or
  bandit raids. Sometimes,
  the local temple
  becomes the people’s last
  place of refuge. The
  church would also take
  the lead in planning
  responses to such emer-
  gencies.
  Struggling Against
  Another Church: While
  a good-aligned church
  is virtually always “at
  war” with the forces of
  evil, particularly those
  serving an evil god,
  sometimes even two
  good-aligned churches
  have conflicting dog-
  mas. (It happens in the
  real world all the time.) Probably too many campaigns
  assume that all good-aligned churches are friendly and
  allied with each other. In reality, even the smallest differ-
  ence in outlook or approach may set two churches against
  each other. They may not come to blows, but each may
  make subtle attempts to undermine the other church’s
  activities, convert their membership, disgrace them in the
  eyes of the nobility, and so on. They may struggle just to
  outdo their rival’s good works: If the clerics of one temple
  feed 100 hungry people, their rival faith may feel the need
  to feed 200 (and then pass out tracts to the literate
  explaining that they are more benevolent—“good” does
  not preclude “petty”).
  Campaigning Against Those Not of Their Church:
  Politics and religion frequently entwine. Church officials
  may support a local noble or politician who adheres to
  their religion and do what they can to oppose one who
  does not.
  Applying the “realities” of religion to how the cleric class
  works provides interesting flavor and logic to the campaign.
  The previous list also suggests a number of activities that
  PC clerics might be asked or commanded to participate in.
  Competing Faiths, Same Alignment
  Religion transcends the boundaries of simple good versus
  evil alignment. It’s completely possible that two religions of
  good gods might compete or even come into conflict. For
  example, if Thudan, god of justice and life, declared to his
  high priest that he was the only god and that all other gods
  were simply minor cosmic beings, demons, or didn’t exist at
  all, the clerics of Thudan would have little recourse other
  than to at best pity and at worst oppose all other clerics,
  even those of good deities.
  Of course, the conflict does not have to be that blatant.
  Vessara, Master of Cats, might hold all cats to be sacred.
  Umoss, Lord of the Clouds, might teach his followers that
  cats are demons in disguise, creatures that spy on mortals
  for their infernal masters. Or, Umoss might hold a special
  mountain to be sacred and thus his priests want to build
  their temple at its summit. Thudan might hold the same
  mountain sacred and desire to have a temple there as well.
  Perhaps they can compromise and share facilities, but
  there’s just as good a chance that they won’t—religious
  faith can make people both oversensitive and overly 
  stubborn.
  As previously stated, sometimes religion becomes
  enmeshed in politics. Say the kingdom of Vantom goes to
  war with the elves of Theridae. The clerics of lawful good
  Assara, patron of Vantom, will find themselves in direct con-
  flict with the clerics of the elven god, also a good deity. In
  such instances, the courtesies of war among non-evil foes
  might forbid combatants to attack holy places and clerics.
  Or they might not… 
  The Book of Hallowed Might
  6
  Religious Drift/Faithful Mistakes
  Would a god allow her faithful to misinter-
  pret her dogma? Can two clerics of the
  same faith have differing views on what
  they should believe or what the god
  teaches? Those are questions only an
  individual DM can answer. With the
  vagueness of spells like divination, or the
  possible misinterpretations of a commune
  spell (or, if a cleric just asked the wrong
  questions), it is easy to see how one
  might incorrectly construe a deity’s will.
  Clerics are, after all, only mortal. A god
  that closely monitors the activities of her
  worshippers might attempt to communi-
  cate her true feelings through signs,
  omens, or visions, but probably only for
  issues that affect a large number of wor-
  shippers. For example, say a cleric began
  mistakenly preaching that all followers of
  a particular goddess must get in ships to
  sail to another continent, but this wasn’t
  actually the goddess’ will. She might send
  others a vision, if it appeared that people
  in numbers actually believed the mistak-
  en cleric in the first place. Otherwise, she
  might not notice at all.
  Smaller issues, however, such as favored
  weapons, foods, colors, animals, and so
  on, which probably aren’t crucial to the
  religion, could indeed “drift” over time as
  worshippers go through their mortal gen-
  erations and misunderstand or misinter-
  pret old teachings, to the point where a
  goddess’ followers might become split
  over doctrinal issues of holy texts, holy
  day observances, or a minor quibble over
  a specific morality issue. If such a division
  did not cause undue strife, the goddess
  still might not care. Remember that the
  gods possess a larger view, in terms of
  both time and space.
  
  Mythology and Doctrine
  There is more to serving a god than knowing his alignment
  and the domains he grants. Every religion has its own
  myths, its own tenets, its own holy days, its own holy figures
  (like saints), and so forth. While a whole book could be
  written on this subject alone—and many have been—here
  are some examples you can use as idea generators:
  Tenets
  Virtually any religion has tenets. These can involve rules to
  follow, items to revere, days to keep sacred, and so forth.
  They add a great deal of flavor to a campaign.
  Some tenets are rules like these:
  •
  Church members must partake of physical sacraments—
  items that represent holy concepts—involving blessed
  wine, special stones, a sacred flame, and so on.
  •
  Temples all must have a stained glass window depict-
  ing the holy symbol facing a certain direction.
  •
  The faithful must eat special foods on certain days;
  other foods are forbidden on certain days, or forbid-
  den altogether.
  •
  Every altar consecrated to the god(s) must have a relic
  of a holy figure—a bit of clothing, a bone, etc.—
  worked into its construction somehow.
  •
  Every worshipper must pray at a certain time of day.
  Some tenets are beliefs:
  •
  No one knows the true name of the god(s), but dis-
  covering it would unlock great mysteries.
  •
  Creatures are reborn (reincarnated) after they die.
  •
  Faithful worshippers dwell in the citadel of their god
  after they die, singing his praises.
  •
  The evil or the unfaithful are cast into a pit of utter
  darkness after death, where they fall for all eternity.
  •
  Hawks, sacred to the god(s), serve as his eyes and ears
  in the world.
  Chapter One: Divine Spellcasters in Campaigns 7
  
  Holy Figures
  Holy figures are important to a religion from a historical
  point of view, but they also have an impact on present-day
  aspects of the faith. Here are some examples of such figures:
  •
  Sherasa, a woman known for her compassion and
  charity. Now there is a group known as the Sisters of
  Sherasa that serves communities, takes care of the
  poor, runs orphan-
  ages, and so on.
  •  Zoaraph, a pal-
  adin who killed an
  evil dragon about to
  destroy a sacred site.
  An order of knights,
  known as the
  Defenders of
  Zoaraph, hold his
  memory in high
  regard and consider
  him their patron.
  •  Moden, a priest of
  great faith who
  scribed the religion’s
  most sacred of texts.
  Now libraries of the
  church are called
  Modenaries, and the
  original Book of
  Moden remains a
  relic of incredible
  value.
  Holy Places
  Holy places—whether they are temples, the inner sanctum
  of a temple, or places of religious/historical/mythological
  importance—often are governed by strict guidelines,
  enforced by the custodians of the religion (usually clerics).
  A few examples might include:
  •
  Cannot be entered by a particular gender
  •
  Cannot be entered by a particular race
  •
  Cannot be entered by a particular class
  •
  Cannot be exposed to natural light
  •
  Cannot be exposed to any light
  •
  Cannot be cast into darkness
  •
  Can be entered only by priests
  •
  Must always be occupied by at least one priest
  Uses for Consecrate/Desecrate
  One of the most potent powers a cleric has in his repertoire is
  the ability to consecrate or desecrate an area,imbuing it directly
  with the power of his deity.He can create holy (or unholy)
  ground.Hallow and unhallow,of course,are even more power-
  ful versions of these abilities.The benefits of holy ground go
  beyond those detailed in the spell descriptions.
  When an evil magic item, specifically an evil artifact, finds
  its way into the hands of those of good alignment, they
  often want to seal the item away or destroy it. While many
  items can just be crushed, burned, or otherwise ruined, oth-
  ers prove more resistant. These particularly sturdy or irre-
  pressible items of power can sometimes (at the DM’s discre-
  tion) be destroyed in a hallowed or consecrated area. Even if
  that’s not possible, it is usually safer to store invulnerable
  items of evil in a permanently holy place. Lastly, whether an
  item is easy or difficult to destroy, its destruction may loose
  evil energies or spirits. Destroying it in a temple or hallowed
  area lessens the risk of loosing evil essences. An evil magic
  item destroyed in a consecrated area presents no risk of con-
  tamination (or, if the DM wishes, less risk). The result of
  this logic is that, when PCs find an evil item, they will return
  to a temple to destroy it.
  As a variant rule, DMs can allow spells cast in temples to
  operate better than normal, as if the caster were one level
  higher than normal. This rule would not work in a newly
  consecrated area, but in one that has been hallowed for at least
  a year, with a proper altar and structure dedicated to the
  deity. This bonus to the caster level would affect even spells
  where the caster normally has achieved the highest level-
  based effect possible. Thus, a 6th-level cleric could cast cure
  light wounds and cure 1d8+6 points of damage rather than
  the normal maximum of 1d8+5 points. What effect would
  this change have on the campaign? It would always be better
  for a cleric to attempt to remove a curse, dispel magic, break
  an enchantment, or provide healing within a temple.
  Nonautomatic Remedies (Variant)
  The cleric’s spell arsenal allows him to basically remedy any
  malady that a character can encounter. Being struck blind,
  being cursed, falling victim to a disease, or being poisoned
  become fairly trivial—or at least mundane matters—when
  you have a cleric ally. Worse, a DM is hard-pressed to create a
  plot where an important person has been struck with a mal-
  ady and a quest must be undertaken to find its cure.
  One solution is to treat remove disease, neutralize poison,
  remove blindness/deafness, remove paralysis, and remove curse
  in a similar manner to dispel magic. That is to say, using
  these spells would involve a caster level check. For diseases,
  poisons, curses, blindness, and so on that result from a
  spell, the cleric should make a d20 check, adding his own
  caster level. The Difficulty Class for this check is 11 plus the
  level of the original caster. For afflictions that do not result
  The Book of Hallowed Might
  8
  Raising the Dead Variants
  As a variant, the DM could rule that the
  components for certain powerful, culture-
  shaping spells, like raise dead, are not
  only costly, but very rare. The compo-
  nent—a rare herb,  gemstone, etc.—
  would be the object of quests and adven-
  tures, a treasure unto itself. What’s more,
  the DM could stipulate that the supply of
  the component was finite. Thus, clerics
  don’t “waste” it on what they consider a
  frivolous or unwise use.
  Alternatively, perhaps it is not the compo-
  nent that is finite, but the target’s ability
  to accept the spell. Perhaps each charac-
  ter has a set, finite number of “lives,”
  (like the cat’s proverbial nine). This limit
  dictates how many times a character can
  be raised from the dead. In such a setting,
  death, though slightly trivialized, still
  remains a very real ultimate threat.
  
  from a spell, such as wyvern poison or mummy rot, use the
  saving throw Difficulty Class of the poison, disease, or
  other malady as the Difficulty Class for the caster level
  check.
  Druids and Rangers 
  Defenders of the wilderness, masters of nature, druids and
  rangers access the divine, but in a very different way from
  clerics. A druid isn’t just the priest of a nature god. In fact, a
  druid or ranger might not directly revere a specific god at all.
  Instead, they can call upon the divinity of nature itself to
  grant them power. The DM may even wish to clarify the idea
  of “nature” and the force it represents to clarify the power of
  druids and rangers. For example, those who follow this path
  may refer to the power as “the Green,” and through their
  teachings suggest that it is a semi-sentient extension of the
  power of life itself.
  Since they are tied to nature, druids and rangers are often
  depicted as loners out in the wilderness. However, this does
  not always have to be the case. Instead, imagine a confedera-
  tion of rangers and druids that form a network of people in
  the wild who rely upon one another and exchange informa-
  tion. In fact, deep in the forest or off in the wilderness,
  fortresses of druids and rangers might work together, offer-
  ing one another not only shelter and aid, but also training
  and education. Such a place might hold vast libraries of nat-
  uralist information. The fortress might house the animal
  companions of the druids and rangers, as well as fey crea-
  tures, centaurs, and other related beasts and monsters
  friendly to the inhabitants.
  Taking things a step further, with her knowledge and spell
  power, a druid could easily rule a community. Perhaps deep
  in the woods a city grows, with a druid leader and a retinue
  of powerful rangers as her guards and allies. At the center of
  this green city lies the druid’s well-protected grove, the city’s
  holy of holies. The population of the city might be equal
  parts human, elf, centaur, and fey creatures like pixies,
  dryads, and so on. Even lammasu and unicorns might dwell
  in such a place.
  Of course, druids and rangers are not limited to the
  woods. With little or no modification, either class can oper-
  ate in the desert, the jungle, or the frozen tundra.
  Subterranean druids and rangers are possible as well, partic-
  ularly if the DM creates an underground ecology that allows
  for a lot of animals. While it would not resemble our own
  world’s ecology, you can certainly imagine a series of vast
  subterranean caverns filled with fungi forests and herds of
  herbivores that feed upon them (and the predators that feed
  on them). Underground cattle, bears, wolves, and so on could
  thrive in such a strange place. A subterranean druid’s fungi
  grove, found in a limestone grotto near an underground
  pool, would be an interesting encounter, to say the least—
  and potentially a place where PCs deep underground on
  some quest might find allies, succor, and some safety in an
  otherwise alien environment.
  Groves
  Every druid has a grove, but the definition of the grove can
  vary by circumstance or environment.Many might not be rec-
  ognizable as “groves” at all.Some possibilities appear below.
  Location
  Grove Details
  Forest
  Within a deep gully, covered at its top by tree
  branches and other growth, this hidden sanctu-
  ary is usually dark and damp. During the day
  shafts of light shine down like the pillars of a
  church, surrounding an altarlike stump.
  Wasteland This grove lies atop a high plateau within
  columns of rock that rise up like natural stand-
  ing stones. From this place, the night sky reveals
  certain stars and constellations that cannot be
  seen from anywhere else.
  Arctic
  Within a deep, water-filled ice cave guarded by
  an awakened orca and some dire polar bears, the
  heart of this grove is warmed by geothermic
  activity.
  Jungle
  On an island within a secluded lake, surrounded
  by almost impassably thick trees, vines, and
  other growth, the grove is maintained by numer-
  ous tool-and-weapon-using ape companions of
  the druid.
  Desert
  Shifting with the sands, this “grove” moves
  around, blown by the wind. The druid always
  knows where it is, and follows the blowing
  winds as it moves.
  Variant Ranger Class
  The standard ranger class is a skilled hunter defined by his
  reliance on specific combat styles and his ability to move
  stealthily through the wilderness. This variant ranger is a
  wilderness warrior. It grants rangers an improved Hit Die
  and bonus feats similar to the fighter class. While this class
  loses some of the ranger's special abilities, it has superior
  spellcasting talents at higher levels.
  Note: This is not the same variant as the version available
  free in The Stuff archives online at <www.montecook.com>.
  Rangers have the following game statistics:
  Alignment: Any
  Hit Die: d10
  Chapter One: Divine Spellcasters in Campaigns 9
  
  Class Skills
  The ranger's class skills (and the key ability for each skill) are
  Climb (Str), Concentration (Con), Craft (any) (Int), Handle
  Animal (Cha),Heal (Wis),Hide (Dex),Jump (Str),Knowledge
  (dungeoneering) (Int), Knowledge (geography) (Int),
  Knowledge (nature) (Int),Listen (Wis),Move Silently (Dex),
  Profession (Wis), Ride (Dex), Search (Int), Spot (Wis),
  Survival (Wis),Swim (Str),and Use Rope (Dex).See Chapter
  Four: Skills in the Player’s Handbook for skill descriptions.
  Skill Points at 1st Level: (6 + Intelligence modifier) × 4
  Skill Points at Each Additional Level: 6 + Intelligence
  modifier
  Class Features
  All of the following are class features of the ranger.
  Weapon and Armor Proficiency:A ranger is proficient with
  all simple and martial weapons,light armor,medium armor,and
  all shields save for the tower shield. Note that wearing armor
  heavier than leather imposes a penalty to the ranger skills
  Climb,Hide,Jump,and Move Silently.Swim checks also suf-
  fer a –1 penalty for every 5 lbs.of armor or equipment carried.
  Spells:Beginning at 4th level,a ranger gains the ability to
  cast a small number of divine,nature,or wilderness-related
  spells.To cast a spell,the ranger must have a Wisdom score
  of at least 10 plus the spell’s level,so a ranger with a Wisdom of
  10 or lower cannot cast these spells. Ranger bonus spells are
  based on Wisdom, and saving throws against these spells
  have a Difficulty Class of 10 plus spell level plus Wisdom
  modifier.When the ranger gets zero spells of a given level,such
  as zero 1st-level spells at 4th level, a character may cast only
  bonus spells.A ranger without a bonus spell for that level cannot
  cast a spell of that level yet.The ranger’s spells appear in a list
  below.A ranger has access to any spell on the list and can freely
  choose which to prepare.A ranger prepares and casts spells just
  as a cleric does (though the ranger cannot use spontaneous cast-
  ing to lose a spell and cast a cure or inflict spell in its place).
  Through 3rd level, a ranger has no caster level. At 4th level
  and higher, his caster level is one-half his ranger level.
  The ranger’s spell list is as follows:
  1st-Level Ranger Spells 
  Alarm:Wards an area for two hours/level.
  Animal Messenger:Sends a Tiny animal to a specific place.
  Burning Brand†:Burning torch inflicts 1d6 points of damage
  as a touch attack (2d6 points of damage to undead).
  Calm Animal:Calms (2d4 + level) HD of animals
  Delay Poison: Stops poison from harming subject for one
  hour/level.
  The Book of Hallowed Might
  10
  Base
  Fortitude Reflex
  Will
  —Spells per Day—
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  2
  3
  4
  1
  +1
  +2
  +2
  +0
  Track, wild empathy,
  —
  —
  —
  —
  1st favored enemy
  2
  +2
  +3
  +3
  +0
  —
  —
  —
  —
  —
  3
  +3
  +3
  +3
  +1
  Endurance
  —
  —
  —
  —
  4
  +4
  +4
  +4
  +1
  Bonus feat, animal companion
  0
  —
  —
  —
  5
  +5
  +4
  +4
  +1
  2nd favored enemy
  0
  —
  —
  —
  6
  +6/+1
  +5
  +5
  +2
  —
  1
  —
  —
  —
  7
  +7/+2
  +5
  +5
  +2
  Woodland strike
  1
  0
  —
  —
  8
  +8/+3
  +6
  +6
  +2
  Bonus feat
  1
  0
  —
  —
  9
  +9/+4
  +6
  +6
  +3
  —
  1
  1
  —
  —
  10
  +10/+5
  +7
  +7
  +3
  3rd favored enemy
  1
  1
  0
  —
  11
  +11/+6/+1
  +7
  +7
  +3
  Swift tracker
  2
  1
  0
  —
  12
  +12/+7/+2
  +8
  +8
  +4
  Bonus feat
  2
  1
  1
  —
  13
  +13/+8/+3
  +8
  +8
  +4
  —
  2
  1
  1
  0
  14
  +14/+9/+4
  +9
  +9
  +4
  —
  2
  2
  1
  0
  15
  +15/+10/+5
  +9
  +9
  +5
  4th favored enemy
  2
  2
  1
  1
  16
  +16/+11/+6/+1
  +10
  +10
  +5
  Bonus feat
  3
  2
  2
  1
  17
  +17/+12/+7/+2
  +10
  +10
  +5
  —
  3
  3
  2
  1
  18
  +18/+13/+8/+3
  +11
  +11
  +6
  Evasion
  3
  3
  2
  2
  19
  +19/+14/+9/+4
  +11
  +11
  +6
  —
  3
  3
  3
  2
  20
  +20/+15/+10/+5
  +12
  +12
  +6
  Bonus feat,5th favored enemy
  4
  3
  3
  3
  THE RANGER
  
  Detect Animals or Plants:Detects kinds of animals or plants.
  Detect Snares and Pits:Reveals natural or primitive traps.
  Endure Elements:Exist comfortably in hot or cold environ-
  ments.
  Entangle:Plants entangle everyone in 40-foot-radius circle.
  Hide From Animals: Animals can’t perceive one subject/level.
  Jump:Subject gets bonus on Jump checks.
  Longstrider:Increases your speed.
  Magic Fang: One natural weapon of subject creature gets a 
  +1 bonus on attack and damage rolls
  Pass Without Trace: One subject/level leaves no tracks.
  Read Magic:Read scrolls and spellbooks.
  Resist Energy:Ignores 10 (or more) points of damage/attack
  from specified energy type.
  Speak With Animals: You can communicate with animals.
  Summon Nature's Ally I:Calls animal to fight for you.
  2nd-Level Ranger Spells 
  Barkskin: Grants +2 (or higher) enhancement to natural 
  armor.
  Bear’s Endurance:Subject gains +4 bonus to Constitution 
  for one minute/level.
  Blight Enemy†:Favored enemy suffers 1d6 points of
  damage/level.
  Cat’s Grace: Subject gains +4 bonus to Dexterity for one 
  minute/level.
  Cure Light Wounds:Cures 1d8 damage +1/level (maximum +5).
  Detect Chaos/Evil/Good/Law:Reveals creatures, spells, or 
  objects of selected alignment.
  Hold Animal:Paralyzes one animal for 1 round/level.
  Owl’s Wisdom:Subject gains +4 bonus to Wisdom for one 
  minute/level.
  Protection From Energy:Absorb 12 points/level of damage
  from one kind of energy.
  Sleep:Puts 4 HD of creatures into magical slumber.
  Snare: Creates a magic booby trap.
  Speak With Plants: You can talk to normal plants and plant 
  creatures.
  Spike Growth: Creatures in area take 1d4 points of damage,
  may be slowed.
  Summon Nature's Ally II:Calls animal to fight for you.
  Wild Stealth†:Grants +10 bonus to Move Silently and Hide
  checks outdoors.
  Wind Wall:Deflects arrows, smaller creatures, and gases.
  3rd-Level Ranger Spells 
  Command Plants: Sway the actions of one or more plant 
  creatures.
  Cure Moderate Wounds:Cures 2d8 points of damage +1 
  point/level (maximum +10).
  Darkvision:See 60 feet in total darkness.
  Diminish Plants:Reduces size or blights growth of normal 
  plants.
  Magic Fang,Greater: One natural weapon of subject creature 
  gets +1 bonus/three caster levels on attack and damage 
  rolls (maximum +5).
  Neutralize Poison:Immunizes subject against poison,
  detoxifies venom in or on subject.
  Plant Growth:Grows vegetation, improves crops.
  Reduce Animal:Shrinks one willing animal.
  Remove Disease:Cures all diseases affecting subject.
  Repel Vermin:Insects, spiders, and other vermin stay 10 feet 
  away.
  Summon Nature's Ally III:Calls animal to fight for you.
  Tree Shape:You look exactly like a tree for one hour/level.
  Water Walk: Subject treads on water as if solid.
  4th-Level Ranger Spells 
  Aeonian Lantern†: Magical nonmoving lantern imparts a
  –2 penalty to foes’ attacks, saving throws, and checks.
  Animal Growth:One animal/two levels doubles in size.
  Commune With Nature: Learn about terrain for one mile/level.
  Cure Serious Wounds: Cures 3d8 points of damage +1 
  point/level (maximum +15).
  Freedom of Movement: Subject moves normally despite 
  impediments.
  Nondetection: Hides subject from divination, scrying.
  Polymorph:Gives one willing subject a new form
  Summon Nature's Ally IV:Calls animal to fight for you.
  Tree Stride: Step from one tree to another far away.
  Unite Allies†: Grants allies a +1 favored enemy bonus.
  Track:Rangers gain Track as a bonus feat.
  Wild Empathy (Ex): A ranger can improve the attitude of
  an animal. This ability functions just like a Diplomacy check
  to improve the attitude of a person. The ranger rolls 1d20
  and adds his ranger level and his Charisma bonus to deter-
  mine the wild empathy check result. The typical domestic
  animal has a starting attitude of indifferent, while wild ani-
  mals are usually unfriendly.
  To use wild empathy,the ranger and the animal must be able
  to study each other,which means that they must be within
  30 feet of one another under normal visibility conditions.
  Generally,influencing an animal in this way takes one minute,
  but,as with influencing people,it might take more or less time.
  The ranger can also use this ability to influence a magical
  beast with an Intelligence score of 1 or 2, but he takes a –4
  penalty on the check.
  Favored Enemy:At 1st level, a ranger may select a type of
  creature from among those given on the Ranger Favored
  Chapter One: Divine Spellcasters in Campaigns 11
  
  Enemies table below. The ranger gains a +2 bonus on Bluff,
  Listen, Sense Motive, Spot, and Survival checks when using
  these skills against creatures of this type. Likewise, he gets a
  +2 bonus on weapon damage rolls against such creatures.
  At 5th level and every five levels thereafter (10th, 15th, and
  20th level), the ranger may select an additional favored
  enemy from those given on the table. In addition, at each
  such interval, the bonus against any one favored enemy
  (including the one just selected, if so desired) increases by 2.
  If the ranger chooses humanoids or outsiders as a favored
  enemy, he must also choose an associated subtype, as indi-
  cated on the table. If a specific creature falls into more than
  one category of favored enemy, the ranger’s bonuses do not
  stack; he simply uses whichever bonus is higher.
  Type
  Example
  Aberrations
  Beholders
  Animals
  Bears
  Constructs
  Golems
  Dragons
  Black dragons
  Elementals
  Xorns
  Fey
  Dryads
  Giants
  Ogres
  Humanoid type
  *
  Magical beasts
  Displacer beasts
  Monstrous humanoids
  Derro
  Oozes
  Gelatinous cubes
  Outsider type
  *
  Plants
  Shambling mounds
  Undead
  Zombies
  Vermin
  Giant spiders
  * Rangers must select a specific subtype when choosing either “humanoid" or 
  “outsider" as a favored enemy.The humanoid subtypes are aquatic,dwarf,elf,
  goblinoid,gnoll,gnome,halfing,human,orc,and reptilian.The outsider subtypes
  are air,chaotic,earth,evil,fire,good,lawful,native,and water.
  Endurance:A ranger gains Endurance as a bonus feat at
  3rd level.
  Bonus Feats:At 4th level, the ranger gets a bonus feat in
  addition to the feat that any character gets. The ranger gains
  an additional bonus feat at 8th level, and again every four
  levels thereafter (12th, 16th, and 20th).
  A character must draw these bonus feats from the follow-
  ing list: Alertness, Animal Affinity, Blind-Fight, Combat
  Expertise (Improved Disarm, Improved Trip), Dodge
  (Mobility, Spring Attack), Endurance (Diehard), Favored
  Enemy Critical Strike†, Favored Enemy Strike†, Mounted
  Combat (Mounted Archery, Ride-By Attack, Spirited Charge,
  Trample), Point Blank Shot (Far Shot, Improved Precise
  Shot, Manyshot, Precise Shot, Rapid Shot, Shot on the
  Run), Quick Draw, Skill Focus, Two-Weapon Fighting (Two-
  Weapon Defense, Improved Two-Weapon Fighting, Greater
  Two-Weapon Fighting).
  Feats dependent on other feats are listed parenthetically
  after the prerequisite feat. Characters must still meet all pre-
  requisites for a feat, including ability score and base attack
  minimums.
  Animal Companion (Ex):At 4th level, a ranger gains an
  animal companion selected from the following list: badger,
  camel, dire rat, dog, riding dog, eagle, hawk, horse (light or
  heavy), owl, pony, snake (Small or Medium viper), or wolf. If
  the campaign takes place wholly or partly in an aquatic envi-
  ronment, the following creatures may be added to the
  ranger’s list of options: crocodile, porpoise, Medium shark,
  and squid. This animal is a loyal companion that accompa-
  nies the ranger on his adventures as appropriate for its kind.
  This ability functions like the druid ability of the same
  name, except that the ranger’s effective druid level is one-half
  his ranger level. A ranger may select from the alternative lists
  of animal companions just as a druid can, though again his
  effective druid level is half his ranger level. Like a druid, a
  ranger cannot select an alternative animal if the choice
  would reduce his effective druid level below 1st.
  Woodland Stride (Ex):Starting at 7th level, a ranger may
  move through any sort of undergrowth (such as natural
  thorns, briars, overgrown areas, and similar terrain) at his
  normal speed and without taking damage or suffering any
  other impairment.
  However, thorns, briars, and overgrown areas that are
  enchanted or magically manipulated to impede motion still
  affect him.
  Swift Tracker (Ex): Beginning at 11th level, a ranger can
  move at his normal speed while following tracks without tak-
  ing the normal –5 penalty. He takes only a –10 penalty
  (instead of the normal –20) when moving at up to twice
  normal speed while tracking.
  Evasion (Ex):At 18th level a ranger can avoid even magi-
  cal and unusual attacks with great agility. If he makes a suc-
  cessful Reflex saving throw against an attack that normally
  deals half damage on a successful save, he instead takes no
  damage. Evasion can be used only if the ranger is wearing
  light armor or no armor. A helpless ranger does not gain the
  benefit of evasion.
  Paladins
  Like rangers, paladins wield both martial skills and the abili-
  ty to draw upon divine power. They are holy knights, relying
  on nobility, truth, and purity to define their character.
  The Book of Hallowed Might
  12
  RANGER FAVORED ENEMIES
  
  Variant Paladin Class
  The paladin is a strong character choice, with many interest-
  ing abilities. This variant paladin introduces the ability to
  gain a special, magical weapon linked to the paladin's deity at
  the cost of a slower rate of gaining uses of smite evil. This
  paladin's mount also remains by her side throughout her
  adventures. Rather than exist as a creature called from the
  outer planes to serve for short periods of time, this mount is
  a special companion that remains on the material plane and
  travels with the paladin.
  Paladins have the following game statistics:
  Alignment: Lawful good
  Hit Die: d10
  Class Skills
  The paladin’s class skills (and the key ability for each skill)
  are Concentration (Con), Craft (any) (Int), Diplomacy
  (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobil-
  ity and royalty) (Int), Knowledge (religion) (Int), Profession
  (Wis), and Ride (Dex). See Chapter Four: Skills in the
  Player’s Handbook for skill descriptions.
  Skill Points at 1st level: (2 + Intelligence modifier) × 4
  Skill Points at Each Additional Level: 2 + Intelligence
  modifier
  Class Features
  All of the following are class features of the paladin.
  Weapon and Armor Proficiency: Paladins are proficient
  with all simple and martial weapons, with all types of armor
  (heavy, medium, and light), and with shields (except the
  tower shield).
  Detect Evil (Sp): At will, the paladin can detect evil. This
  ability duplicates the effects of the spell detect evil.
  Divine Grace: A paladin applies her Charisma modifier (if
  positive) as a bonus to all saving throws.
  Lay on Hands (Sp): Each day a paladin can cure a total
  number of hit points equal to her Charisma bonus (if any)
  times her level. Paladins can cure themselves. The paladin
  may choose to divide her curing among multiple recipients,
  and she doesn’t have to use it all at once. Using the lay on
  hands ability is a standard action.
  Alternatively,the paladin can use any or all of these points
  to deal damage to undead creatures.Treat this attack just like a
  touch spell.The paladin decides how many cure points to use
  as damage after successfully touching the undead creature.
  Divine Health:A paladin is immune to all diseases,
  including magical diseases.
  Aura of Good:The power of a paladin’s aura of good (see
  the detect good spell) is equal to her paladin level.
  Chapter One: Divine Spellcasters in Campaigns 13
  Base
  Fortitude
  Reflex
  Will
  —Spells per Day—
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1
  2
  3
  4
  1
  +1
  +2
  +0
  +0
  Detect evil, divine grace, lay on
  —
  —
  —
  —
  hands,divine health,aura of good
  2
  +2
  +3
  +0
  +0
  Aura of courage, smite evil
  —
  —
  —
  —
  3
  +3
  +3
  +1
  +1
  Remove disease, turn undead
  —
  —
  —
  —
  4
  +4
  +4
  +1
  +1
  —
  0
  —
  —
  —
  5
  +5
  +4
  +1
  +1
  Special mount
  0
  —
  —
  —
  6
  +6/+1
  +5
  +2
  +2
  Remove disease 2/week
  1
  —
  —
  —
  7
  +7/+2
  +5
  +2
  +2
  —
  1
  —
  —
  —
  8
  +8/+3
  +6
  +2
  +2
  Special weapon
  1
  0
  —
  —
  9
  +9/+4
  +6
  +3
  +3
  Remove disease 3/week
  1
  0
  —
  —
  10
  +10/+5
  +7
  +3
  +3
  Smite evil 2/day
  1
  1
  —
  —
  11
  +11/+6/+1
  +7
  +3
  +3
  1
  1
  0
  —
  12
  +12/+7/+2
  +8
  +4
  +4
  Special weapon becomes bane
  1
  1
  —
  weapon, remove disease 4/week
  13
  +13/+8/+3
  +8
  +4
  +4
  —
  1
  1
  1
  —
  14
  +14/+9/+4
  +9
  +4
  +4
  Special weapon becomes holy
  2
  1
  1
  0
  15
  +15/+10/+5
  +9
  +5
  +5
  Remove disease 5/week
  2
  1
  1
  1
  16
  +16/+11/+6/+1
  +10
  +5
  +5
  Smite evil 3/day
  2
  2
  1
  1
  17
  +17/+12/+7/+2
  +10
  +5
  +5
  Special weapon becomes lawful
  2
  2
  2
  1
  18
  +18/+13/+8/+3
  +11
  +6
  +6
  Remove disease 6/week
  3
  2
  2
  1
  19
  +19/+14/+9/+4
  +11
  +6
  +6
  —
  3
  3
  3
  2
  20
  +20/+15/+10/+5
  +12
  +6
  +6
  Blessed aura
  3
  3
  3
  3
  THE PALADIN
  
  Aura of Courage: Beginning at 2nd level, a paladin
  becomes immune to fear (magical or otherwise). Allies with-
  in 10 feet of the paladin gain a +4 morale bonus on saving
  throws against fear effects. Granting the morale bonus to
  allies is a supernatural ability.
  Smite Evil (Su): Once per day, a paladin of 2nd level or
  higher may attempt to smite evil with one normal melee
  attack. She adds her Charisma modifier (if positive) to her
  attack roll and deals 1 extra point of damage per level. If the
  paladin accidentally smites a creature that is not evil, the
  smite has no effect but it is still used up for that day. At
  10th level, the paladin can use this ability twice per day. At
  16th level, she can use it three times per day.
  Remove Disease (Sp): Beginning at 3rd level, a paladin
  can remove disease, as the spell, once per week. At 3rd level
  the paladin can use this ability once per week; at 6th level
  she can use it twice a week; at 9th, three times a week; at
  12th, four times a week; at 15th, five times a week, and at
  18th level, six times a week.
  Turn Undead:The paladin may use this ability a number of
  times per day equal to three plus her Charisma modifier.The
  paladin turns undead as would a cleric of two levels lower,so
  this ability begins at 3rd level.
  Extra Turning: As a feat,a paladin may take Extra Turning.
  This feat allows her to turn undead four more times per day
  than normal. A paladin can take this feat multiple times,
  gaining four extra daily turning attempts each time.
  Spells*: Beginning at 4th level, a paladin gains the ability
  to cast a small number of divine spells. To cast a spell, she
  must have a Wisdom score of at least 10 plus the spell’s level.
  Paladin bonus spells are based on Wisdom, and saving
  throws against these spells have a Difficulty Class of 10 plus
  spell level plus Wisdom modifier. When the paladin gets zero
  spells of a given level, such as zero 1st-level spells at 4th level,
  she can cast only bonus spells. A paladin has access to any
  spell on the paladin spell list below and can freely choose
  which to prepare, just as a cleric can.
  A paladin prepares and casts spells just as a cleric does,
  though the paladin cannot use spontaneous casting to sub-
  stitute a cure spell for a prepared spell.
  Through 3rd level, a paladin has no caster level. Starting at
  4th level, her caster level is one-half her class level.
  The paladin’s spell list is as follows:
  *  Paladin's maximum effective caster level is 10th.
  1st-Level Paladin Spells 
  Armor Contingency†: Summons armor in certain conditions.
  Bless:Allies gain +1 on attack rolls and +1 on saves against 
  fear.
  Bless Water: Makes holy water.
  Bless Weapon:Weapon strikes true against evil foes.
  Burning Brand†: Burning torch inflicts 1d6 points of damage
  as a touch attack (2d6 points of damage to undead).
  Create Water:Creates two gallons/level of pure water.
  Cure Light Wounds: Cures 1d8 points of damage +1 
  point/level (maximum +5).
  Detect Poison:Detects poison in one creature or small object.
  Detect Undead:Reveals undead within 60 feet.
  Divine Favor:You gain +1 per three levels on attack and 
  damage rolls.
  Endure Elements:Exist comfortably in hot or cold environ-
  ments.
  Illuminated Weapon†: Weapon imposes –2 penalty to 
  attacks, saves, and checks upon undead struck.
  Magic Weapon:Weapon gains +1 bonus.
  Protection from Chaos/Evil:Grants a +2 to Armor Class 
  and saves, counters mind control, hedges out elementals 
  and outsiders.
  Read Magic:Read scrolls and spellbooks.
  Resistance:Subject gains +1 bonus on saving throws.
  Restoration,Lesser:Dispels magical ability penalty or 
  repairs 1d4 ability damage.
  Virtue: Subject gains 1 temporary hit point.
  2nd-Level Paladin Spells 
  Bull’s Strength:Subject gains +4 bonus to Strength for one 
  minute/level.
  Delay Poison:Stops poison from harming subject for one 
  hour/level.
  Eagle’s Splendor:Subject gains +4 bonus to Charisma for 
  one minute/level.
  Heartglow†:All evil creatures within 10 feet suffer –1 penalty
  to all attack rolls, saving throws, and checks.
  Owl’s Wisdom:Subject gains +4 bonus to Wisdom for one 
  minute/level.
  Remove Paralysis:Frees one or more creatures from paralysis
  or slow effect.
  Resist Energy:Ignores 10 (or more) points of damage/attack
  from specified energy type.
  Shield Other: You take half of subject’s damage.
  Undetectable Alignment: Conceals alignment for 24 hours.
  Zone of Truth:Subjects within range cannot lie.
  3rd-Level Paladin Spells 
  Cure Moderate Wounds: Cures 2d8 points of damage +1 
  point/level (maximum +10).
  Daylight:60-foot radius of bright light.
  Discern Lies: Reveals deliberate falsehoods.
  Dispel Magic:Cancels spells and magical effects.
  Godspeed†: Movement rate increases to 60 feet and adds 
  +2 to Armor Class.
  Heal Mount:As heal on warhorse or other special mount.
  The Book of Hallowed Might
  14
  
  Magic Circle Against Chaos: As protection from chaos, but 
  10-foot radius and 10 minutes/level.
  Magic Circle Against Evil:As protection from evil, but 10-foot 
  radius and 10 minutes/level.
  Magic Weapon,Greater:+1 bonus/four levels (maximum +5).
  Prayer:Allies get +1 bonus on most rolls, enemies –1 penalty.
  Remove Blindness/Deafness:Cures normal or magical con-
  ditions.
  Remove Curse: Frees object or person from curse.
  4th-Level Paladin Spells 
  Break Enchantment:Frees subjects from enchantments,
  alterations, curses, and petrification.
  Cure Serious Wounds: Cures 3d8 points of damage +1 
  point/level (maximum +15).
  Death Ward: Grants immunity to death spells and negative 
  energy effects.
  Dispel Chaos: +4 bonus against attacks by chaotic creatures.
  Dispel Evil: +4 bonus against attacks by evil creatures.
  Freedom of Movement:Subject moves normally despite 
  impediments.
  Holy Sword:Weapon becomes +5, deals +2d6 points of
  damage against evil.
  Mark of Justice:Designates action that will trigger curse 
  on subject.
  Neutralize Poison:Immunizes subject against poison,
  detoxifies venom in or on subject.
  Restoration:Restores level and ability score drains.
  Special Mount: Upon or after reaching 5th level,a paladin
  can call an unusually intelligent,strong,and loyal steed to
  serve her in her crusade against evil.This mount is usually a
  heavy warhorse (for a Medium paladin) or a war pony (for a
  Small paladin).
  Should the mount die, the paladin cannot call another for
  a year and a day. The new mount has all the accumulated
  abilities due a mount of the paladin’s level.
  The DM will provide information about the mount that
  responds to the paladin’s call. “The Paladin’s Mount” sidebar
  in Chapter Three: Classes of the Player’s Handbook outline
  its special abilities.
  Special Weapon:At 8th level, the paladin can call a holy
  weapon to use in her fight against evil. The weapon is of a
  type appropriate to the paladin (one that she is most profi-
  cient with), and has a +1 enhancement bonus as well as
  being permanently blessed (for purposes of fiendish regener-
  ation). At 12th level, the weapon becomes a bane weapon
  against evil outsiders and has a +2 bonus. At 14th level it
  gains the holy attribute, inflicting an additional +2d6 points
  of damage to evil creatures. At 17th level, the weapon gains
  the lawful attribute, inflicting an additional +2d6 points of
  damage to chaotic creatures.
  The weapon cannot be sold, nor can it be given away
  except to another paladin of at least 12th level who does not
  already have a special weapon; doing so violates the paladin’s
  code. The special weapon must be the primary weapon of its
  type (ranged or melee) for the paladin. If the paladin obtains
  a weapon she would rather use instead, she must give this
  weapon to another paladin at her earliest opportunity, or it
  disappears mysteriously.
  Whether the paladin gains the weapon as the result of
  some adventure or quest, or whether it is a gift from a celes-
  tial being directly, is up to the DM.
  Blessed Aura (Su): Starting at 20th level, a paladin is sur-
  rounded by a continuous blessed aura that provides spell
  Chapter One: Divine Spellcasters in Campaigns 15
  
  resistance 25 against evil spells or spells cast by evil casters,
  and a +4 deflection bonus to Armor Class. Further, she can
  transfer these effects to another creature if that creature
  remains within 5 feet of her. There is no limit to the amount
  of time the aura can remain transferred, but while trans-
  ferred, the paladin gains no benefits from it—only the other
  creature does.
  Code of Conduct: A paladin must be of lawful good
  alignment and loses all special class abilities if she ever
  willingly commits an act of evil. Additionally, a paladin’s
  code requires that she respect legitimate authority, act with
  honor (not lying, not cheating, not using poison, etc.),
  help those who need help (provided they do not use the
  help for evil or chaotic ends), and punish those who harm
  or threaten innocents.
  Associates: While she may adventure with characters of
  any good or neutral alignment, a paladin will never know-
  ingly associate with evil characters. A paladin will not con-
  tinue an association with someone who consistently offends
  her moral code. A paladin may only hire cohorts or accept
  followers who are lawful good.
  Ex-Paladins:A paladin who ceases to be lawful good,
  who willfully commits an evil act, or who grossly violates
  the code of conduct loses all special abilities and spells,
  including the service of the paladin’s special mount and
  special weapon. She also may not progress in levels as a pal-
  adin. She regains her abilities if she atones for her viola-
  tions, as appropriate.
  Dedicated Paladins
  Although the Player’s Handbook states that paladins need not
  dedicate themselves to a single deity, many do. Beyond being
  champions of good, these paladins represent the ideals of
  the deity’s religion. Unlike a cleric, who might be seen as a
  shepherd, a guide, or a guardian, the paladin serves as a
  champion, a defender, and an avenger.
  Paladins of a specific god gain the domains of the god in
  the same way as clerics, and gain access to the domain pow-
  ers as well. They earn an additional spell each spell level,
  which must be a domain spell. Of course, the paladin doesn’t
  gain spells until 4th level at the earliest, so she cannot take
  advantage of the additional spells until then. A dedicated
  paladin does not gain a domain spell for a particular level
  until she can actually cast spells from her normal list at that
  level. Paladins gain domain spells only up to 4th level, since
  their own spells go no higher than that.
  In exchange for these abilities, the dedicated paladin
  loses divine grace, divine health, and the ability to remove
  disease.
  Neutral Good Paladins
  Normally, paladins are only lawful good. But sometimes, a
  champion might arise who upholds the cause of goodness
  and light, yet ignores the strict interpretations of laws or
  codes (neither disdaining them, nor paying them much
  heed). The fight against evil cannot be bogged down with
  such concerns.
  These neutral good paladins wield slightly different pow-
  ers than their lawful good fellows in their crusade to protect
  and uphold all that is good:
  •
  Blessed Presence (Su):At 2nd level, neutral good pal-
  adins project an aura that affects all allies within 15
  feet as if they were under the effects of a bless spell 
  (+1 morale bonus to attacks and saves against fear).
  •
  Celestial Ally: At 5th level, once per day, a neutral
  good paladin can use a standard action to summon a
  good-aligned outsider as if he cast summon monster.
  Divide the paladin’s level by 2 (minimum 1,maximum 9)
  to determine the level of the summon monster spell,
  and use the paladin’s level as the caster level.
  •
  Associates: The alignment restriction on a neutral
  good paladin’s followers and cohorts requires them to
  be neutral good as well.
  Neutral good paladins do not have an aura of courage,nor do
  they gain special mounts.Remove protection from chaos, magic 
  circle against chaos,and dispel chaos from their class spell lists.
  Chaotic Good Paladins
  Sometimes a champion of good focuses on the individual
  and defends his right to freedom against tyranny as much as
  he struggles against evil. This knight rarely belongs to an
  order and creates his own code of conduct as he goes along.
  Chaotic good paladins wield slightly different powers
  than lawful good ones in their struggle against evil:
  •
  Shared Grace (Su). At 2nd level,chaotic good paladins
  gain the ability to share the bonus that they gain
  through divine grace with one other character within
  5 feet. The paladin can designate a new character to
  share his grace with each round.
  •
  Stand Against the Tide (Ex). Chaotic paladins train
  to use their foes’ numbers against them. At 3rd level,
  the chaotic good paladin gains a luck bonus equal to
  his level divided by 3 (round down, minimum 1) to
  Armor Class and attack rolls if engaged in melee with
  more than one foe.
  •
  Associates: The alignment restriction on a chaotic
  good paladin’s followers and cohorts requires them to
  be chaotic good as well.
  The Book of Hallowed Might
  16
  
  Chaotic good paladins do not turn undead, nor do they
  have an aura of courage. Remove protection from chaos, magic
  circle against chaos, and dispel chaos from their class spell lists
  and replace them with protection from law, magic circle against
  law, and dispel law.
  The Paladin’s Code
  It is possible,and in fact likely,that different paladins follow
  different codes of conduct.The code defines what a paladin is,
  what he does,and how he acts.When deciding how a paladin
  should act,do not simply seize upon notions of what is
  “good” or “lawful” and take them to the extreme.Being a pal-
  adin is more than that.It is about honor and nobility.It is
  about dealing harshly with evildoers because in so doing one
  preserves what is good.It is about being forgiving and gener-
  ous with those who are innocent and good—putting others
  before oneself and putting higher principles such as truth,
  nobility, and purity above all else. To live such a lifestyle is
  obviously difficult. To help, paladins develop codes that they
  follow like a road map toward what is right and good.
  Often, a paladin’s code of conduct is very simple. Some
  say, for instance, that you can judge a warrior by how he
  treats his enemies:
  Do not maim when harming will suffice.
  Do not kill when maiming will suffice.
  When you must kill,do it quickly and take no pleasure in it,
  For killing is a product of evil,to be sure.
  If there were no evil in the world,there would need never be any killing.
  More often, however, a code deals not only with one’s ene-
  mies, but how one treats all others, including friends (and
  helps define whom a paladin calls friend). For example, con-
  sider a chivalrous code. It involves paladins acting with
  honor and courtesy. Chivalry requires that knights be brave,
  loyal, and just. It demands that they speak only the truth, be
  fair to their enemies, help people in distress, show mercy to
  the weak and defenseless, and to never harm women or chil-
  dren. (Traditional chivalry assumes that paladins are male.)
  A typical chivalric paladin code of conduct might read as
  follows:
  Thou shalt respect the weak and shalt constitute thyself their defender.
  Thou shalt make war against evil—those who attack the weak and the poor—
  without cessation,and without mercy.
  Thou shalt never lie and shalt remain faithful to thy pledged word.
  Thou shalt be generous and give largesse to everyone.
  Thou shalt be everywhere and always the champion of the Right and the Good
  against Injustice and Evil.
  A paladin’s code might be broken down into various
  tenets, like the dogmatic structure of a religion. For example:
  •
  Prowess: Seek excellence in all endeavors expected of
  a paladin, martial and otherwise, gaining strength to
  be used in the service of justice, rather than in per-
  sonal aggrandizement.
  •
  Justice: Seek always the path of good, unencumbered
  by personal interest. Recognize that the sword of jus-
  tice can be a terrible thing, so it must be tempered by
  humanity and mercy.
  •
  Loyalty:Be known for unwavering commitment to
  the people and ideals you choose to live by. There are
  many places in life where compromise may be needed.
  Loyalty is not among them.
  •
  Defense:Seek always to defend your nation, your
  lord, your family, your companions, and those whom
  you believe worthy of loyalty.
  •
  Courage: Being a paladin often means choosing the
  more difficult path, the personally expensive one. Be
  prepared to make personal sacrifices in service of the
  precepts and people you value. At the same time, a
  paladin should seek wisdom to see the difference
  between courage and foolishness. Courage also
  means taking the side of truth in all matters, rather
  than seeking the expedient lie.
  •
  Faith:A paladin must have faith in his beliefs, for
  faith roots him and offers hope against despair.
  •
  Humility: Place value upon the contributions of oth-
  ers. Do not boast of your own accomplishments, wait
  for others to do this for you. Tell the deeds of others
  before your own, according them the renown rightful-
  ly earned through virtuous deeds.
  •
  Largesse: Be generous insofar as your resources allow.
  Place the needs of others before your own. Keeping
  this in mind makes decisions regarding justice much
  simpler.
  •
  Nobility:Seek great stature of character by holding to
  the virtues and duties of a paladin. Realize that,
  though one can never teach such ideals, the quality of
  striving toward them makes one truly noble. Through
  your nobility you can also influence others, offering a
  compelling example of what one can accomplish in
  the service of good.
  •
  Principle:Although a paladin shows wisdom in his
  actions and commits no act without due consideration,
  when in doubt, do what is right and good for its own
  sake.Truth,virtue,fidelity,and honor are motives unto
  themselves,and each is larger than any single paladin.
  •
  Franchise: Seek all these achievements as sincerely as
  possible, not for the reason of personal gain but
  because it is right. Do not restrict your exploration to
  a small world, but seek to infuse every aspect of your
  Chapter One: Divine Spellcasters in Campaigns 17
  
  life with these qualities. Should you succeed in even a
  tiny measure, you will be well remembered for your
  quality and virtue.
  Alignment
  Alignment seeks to show a clear distinction between the
  actions and outlooks of different intelligent creatures. In
  some views, the alignment system presented in the Core
  Rulebooks is too simplistic. While attempting to implement
  alignment, one might encounter some or all of the following
  sentiments that run counter to the system:
  •
  “Look, I don’t like to see everything falling apart and
  disorganized, but that doesn’t mean I feel the need to
  follow the letter of the law if it doesn’t make sense in
  a given circumstance.”
  •
  “I’m a good person, but if someone attacks me, I’m
  going to fight back—and not pull any punches.”
  •
  “I love freedom and individual choice.Does that mean
  I have to be in favor of the dissolution of society?”
  This alternate system seeks to rectify those situations by
  making each factor of one’s alignment—whether it be good,
  evil, lawful, or chaotic—a spectrum rather than an absolute.
  Thus, someone can be more lawful than someone else, even
  though they are both lawful. Each factor of a character’s
  alignment carries a numeric rating on a scale of 1 to 9.
  The purpose of this variant system is to achieve better pre-
  cision of definition. It is difficult to use only the alignment
  name labels to describe every living creature in the world
  (and all the planes). This system, while more complex, pro-
  vides a far broader scale in which to place a particular char-
  acter, to distinguish her outlook more easily from that of
  other characters.
  Players should not look at the rating system as a judgment.
  These are not levels one necessarily attempts to ascend like
  character levels.A character with a higher rating in an align-
  ment is not a “better” character than someone with a lower
  rating,any more than a chaotic character is “better” than a
  neutral one.One can argue,in fact,that a character with a 9
  rating in an alignment is too fanatical a personality to make a
  good long-term character.Not even otherplanar paragons of
  alignment,like angels or demons,necessarily rate a 9 every
  time.Likewise,the gods themselves fit into the spectrum at
  various places rather than always being at the extreme.A typi-
  cal paladin,for example,might be merely L5G5.
  To get an idea of what ratings you would give a particular
  creature, use the following suggested descriptions of each
  level. DMs can change these descriptions to fit their cam-
  paigns and their conceptual understandings of how align-
  ment should work in their worlds.
  Good
  1
  Doesn’t like to see bad things happen to others
  2
  Helps others occasionally, particularly friends
  3
  Willing to help strangers on occasion
  5
  Gives of himself to help others, whether it be time,
  money, possessions, or something else
  7
  Takes concepts like purity, innocence, and other
  higher principles very seriously
  8
  Would sacrifice anything, even his life, for others in
  a heartbeat
  9
  Refuses to harm anything or anyone, even if it
  brings misfortune or death on himself
  Evil 
  1
  Finds joy in the misfortune of others, but usually
  wouldn’t act to hurt others
  2
  Willing to cause others pain or misfortune to better
  himself
  3
  Actively enjoys lying, stealing, and inflicting pain
  on others
  4
  Willing to cause harm even to friends to get ahead
  5
  Willing to kill to better himself
  7
  Will kill for the sheer pleasure of bringing pain and
  death to others
  9
  Hates life, goodness, and light and does everything
  in his power to destroy them
  Law
  1
  Generally tries to keep his promises and, when in
  doubt, follows the rules
  2
  Has a set of guidelines he generally lives by
  3
  Genuinely respects authority figures for their positions
  4
  Willing to see one person killed or hurt if it helps
  large numbers of people
  5
  Willing to follow a code or a strict set of principles
  even if it brings misfortune on himself
  8 
  Would be willing to see many people harmed or
  killed if it helped society as a whole
  9
  Follows a set path in so orderly a way as to risk blind
  self-destruction. Despises and fears individuality.
  Chaos
  1
  A bit of a nonconformist or free spirit
  2
  Will lie if it suits him, hates to be ordered around
  3
  Disorganized but extremely easygoing
  5
  Rejects the idea of majority rule
  6
  Prefers anarchy to any other form of organization
  7
  Occasionally destroys things in reckless abandon
  9
  Hates structure and order so much that destruction
  for its own sake becomes desirable
  The Book of Hallowed Might
  18
  
  Neutrality
  This system assumes that there are, in fact, very few truly
  neutral people. Most are at least a 1 rating on one side of the
  spectrum or the other. For that reason, rating 1 is still con-
  sidered Neutral for purposes of alignment-affecting or 
  -detecting spells.
  Examples
  The following examples illustrate the range of this variant
  alignment system.
  •
  Aliya Al-Mari,L5G1. Aliya, under the standard
  method of determining alignment, would be Lawful
  Neutral. However, truth be told, this monk does not
  want to see innocents harmed and is willing to fight
  against evil for its own sake. She follows a code of
  her own but also sees the benefits of freedom and
  individuality.
  •
  Juthan Christoph,L6G5. Juthan is a paladin. He is
  honest, loyal, and true. A powerful combatant who
  shows no mercy to evil, Juthan follows the commands
  of those above him perhaps a little too blindly—at
  least for the tastes of his companions.
  •
  Malhavoc,C6E5.Malhavoc is a ruthless mage. He
  focuses only on becoming more powerful and will kill
  those who get in his way. When angry, he resorts to
  destroying things, although it is actually quite rare for
  him to lose his composure to that degree.
  •
  Neurik,C1G1. Neurik is certainly more good than
  evil, but as a rogue he mostly looks out for himself—
  he wouldn’t go very far to help you if you needed it,
  but he’d be happy if he saw that someone else was
  helping you. He’s a devil-may-care sort of fellow, but
  he only lies if he absolutely has to. He does however,
  harbor resentment when others attempt to boss him
  around.
  Alignment Requirements
  (Variant)
  Spells, classes or abilities that call for a particular alignment
  actually require a rating of at least 2 in that alignment.
  Thus, the least lawful monk is L2, and the least chaotic bar-
  barian is C2.
  The DM may choose to impose other, stricter alignment
  requirements as well. For example, a prestige class with an
  alignment requirement might call for a rating of 4. Perhaps
  some alignment-based spells require a rating of 5 to cast.
  The blessed feats in Chapter Three require a rating of 5 in
  one alignment shared with the god.
  Alignment-Based Effects (Variant)
  Spells that affect alignment, such as holy smite, are modified
  using this system, to have a greater or lesser effect based on
  the target’s alignment rating.
  Rating
  Modification
  1
  Treat as neutral
  2–3
  Half damage (or half duration)
  4–8
  Normal
  9–10
  Double damage (or double duration)
  Objects and Alignment
  Objects and even places can have an alignment rating just
  like creatures. Use the following evil rating descriptions as a
  guideline for other alignments:
  Rating Description
  1
  Residual effects only (a knife once used in human
  sacrifice)
  2
  A strong lingering residual effect or a hint of innate
  evil (the door into an evil temple)
  3
  Evil in its own right, but only slightly 
  4
  Moderate innate evil (a magic item capable of draw-
  ing on negative energy or an evil altar)
  5
  Strong innate evil (the magic item used to create a
  powerful undead creature that killed hundreds) 
  6
  Very strong innate evil (a gate to an evil plane)
  7
  A supernaturally evil item (corrupted by the forces
  of Hell, made by demons, etc.)
  8
  An evil artifact
  9
  A supernaturally evil artifact (corrupted by the
  forces of Hell, made by demons, etc.)
  Chapter One: Divine Spellcasters in Campaigns 19
  
  Prestige Classes
  The three prestige classes in this chapter—the blessed prelate,the hallowed mage,and the Knight of the Pale—
  were designed with divine spellcasters in mind.
  T
  he blessed prelate is a class that allows a cleric to
  become even more virtuous and devout in faith, while
  a hallowed mage is the perfect fusion of arcanist and
  divine caster, and a Knight of the Pale presents a member of a
  specific knightly order in a unique way.
  Blessed Prelate
  The path toward perfect faith and purity is difficult. Mortals
  can strive their whole lives to make themselves acceptable in
  the sight of the gods and never actually achieve it. However,
  those who come close often attain special positions in a reli-
  gious hierarchy. Such people, as they strive toward holiness,
  are called blessed prelates. As they advance, their state of
  enlightenment grows, as does their devotion to their vows
  and their faith.
  Most seeking to become a blessed prelate must undergo
  the training of a cleric, serving a god with great devotion and
  fidelity. A few good-aligned monks also seek the road to
  enlightenment and purity. Either way, theirs is a hard path,
  one where Wisdom is of greater value than wealth, and faith
  greater than Strength.
  PCs rarely encounter blessed prelates as nonplayer charac-
  ters (NPCs),for such special individuals either consume them-
  selves with study or meditation, or use their Wisdom to help
  chart the path of their religion. They are spiritual leaders and
  guides. Sometimes devout worshippers make pilgrimages to
  ask their advice. Occasionally a blessed prelate takes it upon
  herself to undertake a quest of some importance.Such quests
  are always steps on the path to true purity or enlightenment.
  Hit Die: d8
  Requirements
  To qualify to become a blessed prelate, a character must ful-
  fill all the following criteria.
  Alignment: Any good
  Knowledge (Religion): 5 ranks
  Feats: Devout Faith†, Vow of
  Obedience†
  Special: Ability to raise the dead or the 
  wholeness of body class ability
  Special: Ability to turn undead or an 
  innate immunity to disease
  Special: All ability score increases (those 
  gained every four levels) before and
  after gaining levels in this class
  must be used to add to Wisdom or 
  all class abilities are lost.
  Class Skills
  The blessed prelate’s class skills (and the key ability for each
  skill) are Concentration (Con), Craft (any) (Int), Diplomacy
  (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge
  (religion) (Int), Sense Motive (Wis), and Spellcraft (Int).
  See Chapter Four: Skills in the Player’s Handbook for skill
  descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are class features of the blessed prelate
  prestige class.
  Weapon and Armor Proficiency: The blessed prelate is
  proficient with no weapons, and no armor or shields.
  Spells. When a blessed prelate gains her first level, her
  second level, and on alternating levels after that, she earns
  new spells per day as if she had also gained a level in what-
  ever spellcasting class she belonged to before she added the
  prestige class. She does not, however, receive any other bene-
  fit a character of that class would have gained (metamagic or
  item creation feats, turning undead, and so on). This essen-
  tially means that she adds the new level of blessed prelate to
  the level of her previous spellcasting class, then determines
  spells per day, spells known, and caster level accordingly. For
  example, if Thuis, a 10th-level cleric, gains a level in blessed
  prelate, she gains new spells as if she had risen to 11th level
  in cleric, but uses the other blessed prelate aspects of level
  progression, such as base attack bonus and save bonuses. If
  she next gains a level of cleric, making her an 11th-level cleric
  /1st-level blessed prelate, she gains spells as if she had risen
  to 12th-level cleric.
  If a character had more than one spellcasting class before
  she became a blessed prelate, she must decide which class
  receives each level of blessed prelate.
  If a character becomes a blessed prelate with no spellcast-
  ing ability, the bonus spell levels are clerical spell levels.
  Chapter Two
  
  Thus, a 10th-level monk/1st-level blessed prelate casts spells
  as a 1st-level cleric.
  Bonus Feat: At 1st level, and at alternating levels after
  that, the blessed prelate gets a bonus feat in addition to the
  feats that any character normally gets. The blessed prelate
  must draw these bonus feats from the following list:
  Accolade† (Adoubement†), Brew Potion, Call Down Divine
  Wrath†, Craft Magic Arms and Armor, Craft Rod, Craft
  Staff, Craft Wand, Craft Wondrous Item, Extra Turning,
  Forge Ring, Redeeming Grace†, Reform† (Redeem†), Scribe
  Scroll, Skill Focus, Swear an Oath† (Oath of Magic†), Vow
  of Chastity†, Vow of Fidelity†, Vow of Poverty†, Vow of
  Silence†.
  Some of the bonus feats available to a blessed prelate
  cannot be acquired until she has gained one or more pre-
  requisite feats; these feats are listed parenthetically after the
  prerequisite feat. A blessed prelate must still meet all pre-
  requisites for a feat, including ability score and level mini-
  mums.
  Blessed Child (Sp):Starting at 2nd level, a blessed
  prelate can summon a blessed child†, which is the spirit of a
  person not yet born—the opposite of undead (see Chapter
  Six: Creatures). This ability functions as if the blessed
  prelate had cast a summon monster spell using her total char-
  acter level as her caster level. The blessed child summoned
  by a 2nd-level blessed prelate is of the Dayod variety. At 6th
  level, the blessed prelate can summon a Fealom blessed
  child. At 10th level, she can summon a Hallas blessed child.
  At any level past 1st, the blessed prelate can summon one
  blessed child per day as a standard action.
  Enlightened State (Ex): The 4th-level blessed prelate has
  achieved such a level of awareness that she gains a +2
  insight bonus to Spot, Listen, Armor Class, and initiative
  rolls.
  Greater Enlightened State (Ex): The 8th-level blessed
  prelate has achieved such a level of awareness that she gains
  a +2 insight bonus to Spot, Listen, Armor Class, and initia-
  tive rolls. This bonus stacks with the one gained at 4th level
  for a total of +4.
  Touch of Purity (Su): The 10th-level and higher blessed
  prelate has achieved such a state of purity that her touch
  heals 4d8+10 points of damage to a nonevil creature, or
  inflicts a like amount on an evil creature (no saving throw).
  This ability is a standard action that can be used three times
  each day.
  Chapter Two: Prestige Classes 21
  Class
  Base
  Fortitude
  Reflex
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  Spells
  1st
  +0
  +2
  +2
  +2
  Bonus feat
  +1 caster level
  2nd
  +1
  +3
  +3
  +3
  Blessed child (Dayod)
  +1 caster level
  3rd
  +2
  +3
  +3
  +3
  Bonus feat
  —
  4th
  +3
  +4
  +4
  +4
  Enlightened state 
  +1 caster level
  5th
  +3
  +4
  +4
  +4
  Bonus feat
  —
  6th
  +4
  +5
  +5
  +5
  Blessed child (Fealom)
  +1 caster level
  7th
  +5
  +5
  +5
  +5
  Bonus feat
  —
  8th
  +6
  +6
  +6
  +6
  Greater enlightened state
  +1 caster level
  9th
  +6
  +6
  +6
  +6
  Bonus feat
  —
  10th
  +7
  +7
  +7
  +7
  Blessed child (Hallas),
  +1 caster level
  touch of purity
  THE BLESSED PRELATE
  
  Hallowed Mage
  Devotion to both arcane and divine magic does not have to
  be impossible. The two types of magic can, in fact, intertwine
  within an arcanist who also devotes herself to the path of
  holiness and maintains strong faith in the gods. In short, a
  mage who uses her power to further the cause of her religion
  can become a hallowed mage.
  To become a hallowed mage, an individual must have
  experience with both the divine and the arcane. Most often
  they are multiclassed wizard/clerics or sorcerer/clerics, but
  those with druidic spells,bardic backgrounds,or even higher-
  level paladin or ranger abilities are not unheard of.
  NPC hallowed mages often work for a church as experts
  in magic and as support mages. They also work together in
  small sects to devote their lives to the study of magic. Such
  individuals refer to the path they have chosen as “learning
  the arcane through the divine.” Hallowed mages are more
  likely to worship a god of magic than another type of deity.
  Hit Die: d6
  Requirements
  To qualify to become a hallowed mage, a character must ful-
  fill all the following criteria.
  Alignment: Any good
  Knowledge (Arcana): 8 ranks
  Knowledge (Religion): 8 ranks
  Feats: Devout Faith†, Vow of Obedience†
  Special: Ability to cast 3rd-level arcane spells
  Special: Ability to cast 3rd-level divine spells
  Class Skills
  The hallowed mage’s class skills (and the key ability for each
  skill) are Concentration (Con), Craft (any) (Int), Heal (Wis),
  Knowledge (any) (Int), Profession (Int), and Spellcraft (Int).
  See Chapter Four: Skills in the Player’s Handbook for skill
  descriptions.
  Skill Points at Each Level: 2 + Intelligence modifier
  Class Features
  All of the following are class features of the hallowed mage
  prestige class.
  Weapon and Armor Proficiency:The hallowed mage is
  proficient with no weapons, and no armor or shields.
  Spells per Day:These are divine spells prepared and cast
  just as a cleric casts his spells (though a hallowed mage may
  not substitute a cure spell for a prepared spell). If the entry is
  “—” for a given level of spells, the character may not cast
  any spells of that level regardless of bonus spells. If the entry
  is a number, the character may cast that many spells plus any
  bonus spells. Bonus spells for hallowed mages are based on
  Wisdom, and hallowed mages must have a Wisdom of at
  least 10 plus a spell’s level to cast that spell.
  The hallowed mage has the following spell list.
  4th-Level Hallowed Mage Spells
  Confusion:Makes subject behave oddly for 1 round/level.
  Cure Critical Wounds:Cures 4d8+1/level damage (max.20).
  Detect Scrying:Alerts you to magical eavesdropping.
  Dimension Door:Teleports you and up to 500 lbs.
  Dimensional Anchor:Bars extradimensional movement.
  Ethereal Prison†:One helpless or willing creature is impris-
  oned on Ethereal Plane forever.
  Halo of Glory†: Creature gains celestial template.
  Ice Storm:Hail deals 5d6 damage in cylinder 40 feet across.
  Invisibility,Greater:As invisibility, but subject can attack 
  and stay invisible.
  Minor Creation:Creates one cloth or wood object.
  Polymorph:Gives one willing subject a new form.
  Solid Fog:Blocks vision and slows movement.
  Summon Monster IV: Calls outsider to fight for you.
  Truth’s Wings†: Magical bird brings character to you.
  Wall of Fire:Deals 2d4 damage out to 10 feet and 1d4 out to
  20 feet. Passing through wall deals 2d6+1/level.
  Wall of Ice:Ice plane creates wall with 15 hp + 1/level, or 
  hemisphere can trap creatures inside.
  5th-Level Hallowed Mage Spells
  Baleful Polymorph:Transforms subject into harmless animal.
  Cone of Cold:1d6 points of cold damage/level.
  Fabricate:Transforms raw materials into finished items.
  Hallow: Designates location as holy.
  Halo of Shelter†: Surrounds target with energy field that 
  absorbs 5 hp/level
  Hold Monster:As hold person, but any creature.
  Major Creation:As minor creation, plus stone and metal.
  Scrying:Spies on subject from a distance.
  Shield of Light†:Grants +2 armor bonus and a +1 enhance-
  ment bonus to AC/three caster levels,undead cannot attack.
  Summon Monster V: Calls outsider to fight for you.
  Symbol of Pain:Triggered rune wracks creatures with pain.
  Symbol of Sleep: Triggered rune puts nearby creatures into 
  catatonic slumber.
  Telekinesis: Lifts or moves 25 lbs./level at long range.
  Wall of Stone:Creates stone wall that can be shaped.
  6th-Level Hallowed Mage Spells
  Angel’s Redoubt†:Conjures a fortified dwelling.
  Banishment:Banishes 2 HD/level of extraplanar creatures.
  Blazing Light†:Ray deals 1d8 points of damage/caster level;
  more to undead.
  The Book of Hallowed Might
  22
  
  Chain Lightning:1d6 points of damage/level;secondary bolts.
  Contingency:Sets trigger condition for another spell.
  Control Water:Raises or lowers bodies of water.
  Dispel Magic,Greater:As dispel magic, but +20 on check.
  Eyebite:Charm, fear, sicken, or sleep one subject.
  Light of the Earth†:Light shines up through cracks in the 
  ground, inflicting 3d8 points of damage to evil creatures
  and 5d8 points of damage to undead.
  Permanency:Makes certain other spells permanent.
  Return and Avenge†: Summoned celestial creature returns 
  if destroyed and attacks slayer.
  Spell Resistance:Subject gains spell resistance of 12 + 1/level.
  Stone to Flesh:Restores petrified creature.
  Summon Monster VI:Calls outsider to fight for you.
  Symbol of Persuasion: Triggered rune charms nearby creatures.
  Teleport:Instantly transports you anywhere.
  True Seeing:See all things as they really are.
  7th-Level Hallowed Mage Spells
  Greater Scrying: As scrying, but faster and longer.
  Holy Word:Kills, paralyzes, weakens, or dazes nonlawful 
  subjects.
  Phase Door:Invisible passage through wood or stone.
  Plane Shift: Up to eight subjects travel to another plane.
  Power Word Blind: Blinds creature with 200 hp or less.
  Redemption from Evil Power†:Undoes the effects of an evil
  spell cast within 1 round.
  Resurrection:Fully restores dead subject.
  Reverse Gravity:Objects and creatures fall upward.
  Spell Turning:Reflect 1d4+6 spell levels back at caster.
  Summon Monster VII: Calls outsider to fight for you.
  Symbol of Stunning:Triggered rune stuns nearby creatures.
  Symbol of Weakness:Triggered rune weakens nearby creatures.
  Vengeful Spell Resistance†:Grants spell resistance 12 + 
  caster level. Enemy caster suffers 2d6 + level in damage 
  if spell is resisted.
  Watery Prison†:Imprisons subject in a pool of water.
  Waves of Light†:Holy energy inflicts 1d6 points of
  damage/two levels and other effects.
  8th-Level Hallowed Mage Spells
  Antimagic Field:Negates magic within 10 feet.
  Arathan’s Spiritual Soldier†:Creates statue that absorbs incor-
  poreal undead and becomes a stone golem under caster’s 
  control.
  Discern Location:Exact location of creature or object.
  Greater Planar Ally:As lesser planar ally but up to 24 HD.
  Holy Shout†:Inflicts 1d8 points of sonic damage/two caster 
  levels and other effects to evil creatures.
  Mind Blank:Subject is immune to mental/emotional magic
  and scrying.
  Polymorph Any Object:Changes any subject into anything 
  else.
  Power Word Stun:Stuns creature with 150 hp or less.
  Prismatic Wall: Wall’s colors have array of effects.
  Summon Monster VIII: Calls outsider to fight for you.
  Symbol:Triggered runes have array of effects.
  Symbol of Death:Triggered rune slays nearby creatures.
  Symbol of Insanity: Triggered rune renders nearby creatures 
  insane.
  Temporal Stasis:Puts subject into suspended animation.
  9th-Level Hallowed Mage Spells
  Confutation of the Demon†:Destroys evil outsider or 
  inflicts 10d6 points of damage.
  Etherealness:Travel to Ethereal Plane with companions.
  Foresight:“Sixth sense” warns of impending danger.
  Gate: Connects two planes for travel or summoning.
  Heal,Mass:As heal, but with several subjects.
  Meteor Swarm: Deals 24d6 fire damage, plus bursts.
  Miracle:Requests a deity’s intercession.
  Prismatic Sphere:As prismatic wall surrounding all sides.
  Chapter Two: Prestige Classes 23
  Class
  Base
  Fortitude
  Reflex
  Will
  Spells per Day
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  4
  5
  6
  7
  8
  9
  1st
  +0
  +0
  +0
  +2
  —
  2
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +0
  +3
  Hallowed arcana
  2
  1
  —
  —
  —
  —
  3rd
  +1
  +1
  +1
  +3
  Divine/arcane fusion I
  3
  2
  —
  —
  —
  —
  4th
  +2
  +1
  +1
  +4
  —
  3
  2
  1
  —
  —
  —
  5th
  +2
  +1
  +1
  +4
  Bless spell
  4
  3
  2
  —
  —
  —
  6th
  +3
  +2
  +2
  +5
  —
  4
  3
  2
  1
  —
  —
  7th
  +3
  +2
  +2
  +5
  Purify spell
  4
  4
  3
  2
  —
  —
  8th
  +4
  +2
  +2
  +6
  —
  5
  4
  3
  2
  1
  —
  9th
  +4
  +3
  +3
  +6
  Sanctify spell
  5
  4
  4
  3
  2
  —
  10th
  +5
  +3
  +3
  +7
  Divine/arcane fusion II
  5
  5
  4
  3
  2
  1
  THE HALLOWED MAGE
  
  Refuge:Alters item to transport its possessor to you.
  Storm of Vengeance: Storm rains acid,lightning,and hail.
  Summon Monster IX: Calls outsider to fight for you.
  True Resurrection: As resurrection but remains aren’t needed.
  Wellspring of Soul’s Light†:Inflicts 10d6 on all evil creatures 
  and summons one 10th-level paladin/four caster levels.
  Hallowed Arcana (Ex):A hallowed mage of 2nd level and
  higher adds her spellcasting class levels together (including
  her hallowed mage levels) to determine her caster level.
  Divine/Arcane Fusion I (Ex):At 3rd level the hallowed
  mage learns to cast her arcane spells almost as divine spells:
  She can ignore arcane spell failure chances of 30 percent or
  less.
  Bless Spell (Su): Evil creatures suffer a –1 morale penalty
  to saving throws against the spells cast by a 5th-level or
  higher hallowed mage.
  Purify Spell (Su): Starting at 7th level,the hallowed mage’s
  spells cannot harm or adversely affect creatures of good align-
  ment.This means the hallowed mage may freely cast area
  spells when her good-aligned allies are in the area without
  worrying about affecting them.
  Sanctify Spell:The 9th-level and higher hallowed mage
  gains a bonus equal to her Charisma modifier (if positive)
  on checks to overcome the spell resistance of evil creatures.
  Divine/Arcane Fusion II: At 10th level, the hallowed
  mage learns to cast her arcane spells entirely as divine spells:
  She can ignore arcane spell failure chances altogether.
  The Book of Hallowed Might
  24
  Sample NPC: Nactrina Onarsh, Blessed of Thalander
  It is currently very difficult to have a multiclassed spell user, such as a cleric/wizard, that does not pay for her increased versatility with a
  dramatic decrease in power. Compare the power of a 10th-level cleric/10th-level wizard with that of a 20th-level cleric or wizard, for example.
  The ability to cast both cone of cold and cure critical wounds does not compensate for the inability to cast wish or miracle.
  Where are spells of 1st through 3rd levels? The hallowed mage represents an attempt to create a class that fuses the divine and arcane
  spellcaster into one. Since the class requires that a character already be able to cast 3rd-level divine and arcane spells, the hallowed mage
  spell list starts out at 4th level with a limited fusion of mostly 4th-level wizard and cleric spells. Why not just call these 1st-level hallowed
  mage spells? Because that would artificially alter magic item pricing, spellcasting pricing, saving throw Difficulty Classes, and other
  aspects that rely on spell level to accurately measure relative power.
  The following character, exemplifying a hallowed mage, first appeared on <www.montecook.com>. Using Nactrina would be one way
  to introduce the concept of hallowed mages into your game
  O
  ne simple, moonless night, in the mountain city of Revar, in the Third-Tier Guildhouse of the Stafflore Guild, newly
  inducted third-rank wizard Nactrina Onarsh prepared for bed. It was late, already the morning hours, and she knew
  there would be a long day of studies when she awoke. As she carefully placed her staff in the corner, next to the bed,
  speaking the charms of protection around it, she heard a tapping at her window. Nactrina looked to see a small white cat on
  the sill, scratching at the pane.
  After watching for a while,she saw that it was not going to stop.Out of curiosity,she opened the window.The cat jumped onto
  the floor and tugged at her trouser leg.She tried to shoo it away,but the animal was persistent.She bent down to pick it up,but
  the cat darted away,to her door,and scratched at it.After more experimentation,she realized that the cat wanted her to follow it.
  Thinking this might be the familiar of another wizard (she never took one on, despite her love of animals) she followed—
  but only after putting on her cloak and taking up her staff again. The cat led her out of the Guildhouse and, much to her sur-
  prise, out of Revar and into the dark mountain woods. She followed a bit more and was about to turn back, tired and suspi-
  cious that either the cat was just a cat or it was leading her into a trap, when the cat stopped. It pawed at the ground.
  As the first rays of the sun came over the mountain, Nactrina dug where the cat scratched and found a strange gold device.
  It was jeweled and bore the symbol of a glowing cat. She had never seen its like, but deduced that it was to be worn on one's
  head, over one eye. Clearly it had been buried for many years.
  A few divinatory spells later (over the next few days) and she learned that it was the holy eyepiece of Thalander, a god of life,
  of vitality and strength. She read every book she could find about the god, and felt drawn to his image and his teachings.
  Nactrina also saw that the whole event was obviously a sign—a calling. Thalander's symbol was a glowing white cat.
  Nactrina took up the mantle of cleric,devoting herself to Thalander.Still,she could not ignore her talent for arcane spells,so
  she continued her studies in that regard as well.She even took on the cat that had guided her as her familiar.In Thalander's
  service she left Revar and traveled all along the southern coast.Eventually,she learned of the order of Hallowed Mages,a rare
  group of wizards that served holy paths with as much dedication as their arcane studies.She learned from them and,although
  they did not follow Thalander specifically,it was easy to adapt what they taught her to the faith of her chosen patron.
  
  Chapter Two: Prestige Classes 25
  Nactrina adapted the magical symbol of life to represent her arcane and
  divine devotion toward Thalander, who upheld life above all else. She
  worked an ankh into the holy staff that she created, and into her armor
  as well. She even had it tattooed onto her face—she wanted no one to
  mistake her devout faith and commitment to her deity.
  Today Nactrina wanders alone with her cat, Lifespring. She uses the
  eyepiece she was granted by Thalander to detect evil and deception
  wherever she goes. In particular, she hates the undead and those that
  create them. Singlehandedly she has defeated two infamously powerful
  necromancers, and it is said that she is on the trail of a third.
  Nactrina is beautiful, with long brown hair, and her signature tat-
  too and eyepiece (which she always wears). She wears chainmail
  armor and carries a staff and her round spellbook—a peculiarity
  unique to mages of the Stafflore Guild, where she first trained in 
  the arcane arts.
  Nactrina Onarsh,female human Clr6/Wiz5/Hallowed Mage3: CR 14;
  Medium humanoid; HD 6d8+6 + 5d4+5 + 3d6+3; hp 74; Init +1; Speed
  30 feet; AC 20 (+1 Dex, +8 armor, +1 ring), touch 12, flat-footed 19;
  BAB +6; Grapple +7; Atk +9 melee (1d6+2, quarterstaff); Full Atk +9/+4
  melee (1d6+2, quarterstaff); SV Fort +8, Ref +5, Will +14; AL NG; Str 12,
  Dex 13, Con 13, Int 15, Wis 15, Cha 12.
  Skills and Feats: Craft (armorsmithing) +11, Handle Animal +7,
  Heal +11, Hide +2, Knowledge (arcana) +11, Knowledge (nature) +10,
  Knowledge (religion) +13, Listen +5, Spot +3, Survival +5; Craft Magic
  Arms and Armor, Combat Expertise, Devout Faith†, Heighten Spell,
  Scribe Scroll, Skill Focus (Knowledge [religion]), Vow of Obedience†
  Possessions: +1 holy quarterstaff, +3 chainmail, +1 ring of protection,
  pearl of power (2nd-level spell), holy eyepiece of Thalander†, potion of
  levitate, potion of fire protection, 45 gp
  Cleric Domains: Animal, Strength
  Cleric Spells (5/4+1/4+1/2+1): 0—detect magic, guidance (2),
  mending, resistance; 1st—bless, comprehend languages, divine favor,
  endure elements, remove fear; 2nd—animal messenger, bull's strength,
  calm emotions, endurance, silence; 3rd—dispel magic, dominate animal,
  magic vestment
  Wizard Spells (4/4/3/1):0—arcane mark, dancing lights, mage
  hand, read magic; 1st—burning hands, charm person, magic missile,
  shield; 2nd—darkvision, detect thoughts, invisibility; 3rd—haste
  Wizard Spellbook: 0—arcane mark, dancing lights, daze, detect
  magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand,
  mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st—
  burning hands, charm person, color spray, mage armor, magic missile, protection from chaos,
  shield, shocking grasp, sleep; 2nd—darkvision, detect thoughts, invisibility, knock; 3rd—fireball, fly, haste
  Hallowed Mage Spells (3/2): 4th—ethereal prison†, halo of glory†, wall of fire; 5th—hold monster, shield of light†
  The Holy Eyepiece of Thalander:This strange golden, jeweled device fits over the wearer's left eye (taking up the
  lenses/goggles place). It allows the wearer to detect evil at will, and twice per day invoke the power of true seeing. It functions
  only for one who worships Thalander, the Many Father.
  Moderate divination; caster level 7th; detect evil, true seeing; Price 24,800 gp; Weight 1 lb.
  
  Knight of the Pale
  While there are many great heroes of good in the world
  today, many lived in earlier times as well. Some people called
  these holy champions saints. Many characters alive today
  draw upon the goodness and purity of these historical fig-
  ures to fight the forces of evil. The Knight of the Pale special-
  izes in revering and honoring the saints of the past.
  The Knights of the Pale are an order dedicated to ridding
  the world of evil magic and the creatures created or sum-
  moned by that magic. In particular, they despise demons.
  They are also fairly adept at fighting undead and ally with
  lawful good churches, though they are not a part of any for-
  mal church hierarchy.
  Most Knights of the Pale are fighters, paladins, rangers, or
  clerics, although barbarians, druids, and even rogues occa-
  sionally join their ranks. Sorcerer, wizard, and monk knights
  are rare.
  NPC Knights of the Pale work in groups, fighting along-
  side their brethren or likeminded individuals.
  Hit Die: d10
  Requirements
  To qualify to become a Knight of the Pale, a character must
  fulfill all the following criteria.
  Alignment: Any nonchaotic, nonevil
  Base Attack Bonus: +7
  Knowledge (Religion): 4 ranks
  Feats: Devout Faith†
  Class Skills
  The knight’s class skills (and the key ability for each skill) are
  Craft (any) (Int), Knowledge (arcana) (Int), Knowledge
  (religion) (Int), Listen (Wis), Profession (Int), Sense Motive
  (Wis), and Spot (Wis). See Chapter Four: Skills in the
  Player’s Handbook for skill descriptions.
  Skill Points at Each Level:2 + Intelligence modifier
  Class Features
  All of the following are class features of the Knight of the
  Pale prestige class.
  Weapon and Armor Proficiency:The Knight of the Pale is
  proficient with all simple and martial weapons, and all types
  of armor, and shields (except for the tower shield).
  Ability Suites:A Knight of the Pale gains a group of special
  abilities called a suite;specifically,at 1st level,he gains the first
  suite.Higher-level knights gain multiple suites.Each day at
  sunrise,a Knight of the Pale with more than one suite chooses
  which group of powers to activate for that day.DMs should
  feel free to rename the suites for saints or gods appropriate to
  their campaigns.Suite descriptions appear below.
  Suite of St.Chausle (Guardian of the Temple)
  •
  Bless weapon (as spell, cast at knight’s class level) once
  per day
  •
  +2 enhancement bonus to Strength
  •
  +2 enhancement bonus to Constitution
  •
  +1 bonus to attack and damage rolls against all outsiders
  Suite of St.Gustav (Protector of the Just)
  •
  Cure moderate wounds (as spell, cast at knight’s class
  level) once per day
  •
  +2 enhancement bonus to Dexterity
  •
  +2 dodge bonus to Armor Class
  •
  +2 resistance bonus on all saves
  •
  +1 bonus to attack and damage rolls against all undead
  Suite of St.Yessid (Judgment from Above)
  •
  Fly (as spell, cast at knight’s class level) once per day
  •
  Dismissal (as spell,cast at knight’s class level) once a day
  •
  +2 bonus to attack and damage rolls against all outsiders
  •
  Resistance 20 against fire, cold, acid, sonic, or elec-
  tricity (must choose at beginning of day) 
  •
  +2 resistance bonus on all saves
  The Book of Hallowed Might
  26
  Class
  Base
  Fortitude
  Reflex
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Suite of St. Chausle
  2nd
  +2
  +3
  +0
  +3
  —
  3rd
  +3
  +3
  +1
  +3
  Suite of St. Gustav
  4th
  +4
  +4
  +1
  +4
  —
  5th
  +5
  +4
  +1
  +4
  Suite of St. Yessid
  6th
  +6
  +5
  +2
  +5
  —
  7th
  +7
  +5
  +2
  +5
  Suite of St. Daris
  8th
  +8
  +6
  +2
  +6
  Holy Avenger
  9th
  +9
  +6
  +3
  +6
  Suite of St. Feldin
  10th
  +10
  +7
  +3
  +7
  Suite of Lothian
  THE KNIGHT OF THE PALE
  
  Suite of St.Daris (Swift Avenger)
  •
  Haste (as spell,cast at
  knight’s class level) once
  per day
  •
  +1 bonus to attack and
  damage rolls against all
  undead
  •
  +1 bonus to attack and
  damage rolls against all
  evil-aligned spellcasters
  or evil-aligned creatures
  with spell-like abilities
  (stacks with bonus against
  undead)
  •
  +2 enhancement bonus to
  Dexterity
  •
  +2 resistance bonus on all
  saves
  •
  Spell resistance against all
  evil spells, equal to 11 plus
  knight’s class level
  Suite of St.Feldin (Faultless Rock 
  of Faith)
  •
  True strike (as spell, cast at
  knight’s class level) once per
  day per class level of knight
  •
  Stoneskin (as spell, cast at knight’s
  class level) once per day
  •
  Dispel evil (as spell, cast at knight’s
  class level) once per day
  •
  +4 enhancement bonus to Strength
  •
  +4 enhancement bonus to Constitution
  •
  +2 bonus to attack and damage rolls against outsiders
  •
  +2 bonus to attack and damage rolls against all evil-
  aligned spellcasters or evil-aligned creatures with spell-
  like abilities (stacks with bonus against outsiders)
  Suite of Lothian (Provider of Truth)
  •
  Heal (as spell, cast at knight’s class level) once per day 
  •
  Holy word (as spell,cast at knight’s class level) once a day
  •
  Continuous see invisible (as spell, cast at knight’s class
  level) 
  •
  Spell resistance equal to 11 plus knight’s class level
  •
  +4 enhancement bonus to Strength
  •
  +4 enhancement bonus to Constitution
  •
  +2 bonus to attack and damage rolls against all outsiders
  •
  +2 bonus to attack and damage rolls against all evil-
  aligned spellcasters or evil-aligned creatures with spell-
  like abilities (stacks with bonus against outsiders)
  Holy Avenger:A Knight of the Pale gains the ability to
  forge a personal holy avenger sword that functions in his
  hands (and only in his hands) as if he were a paladin. This
  ability effectively eliminates the need for the Craft Magical
  Arms and Armor feat and all other prerequisites and allows
  the knight to make whatever sort of sword he wishes (long,
  short, great, bastard, etc.). Cost to create, in gold and experi-
  ence, is normal. The sword may be any of the variant holy
  avenger swords presented on page 52 as well as that found in
  Chapter Eight: Magic Items in the DMG. Once it’s created, if
  the knight is separated from this weapon by more than 25
  feet, he suffers the effects of a negative level until he touches
  the blade again. If the sword is destroyed, the negative level
  equates to true level loss (no save).
  Chapter Two: Prestige Classes 27
  
  Feats
  Being good isn’t just about fighting evil.It’s also about making promises and keeping them.It’s about enduring hardships for
  a noble cause.And it’s about both giving and gaining trust.The 20 new feats introduced in this chapter are for characters
  who take the swearing of oaths very seriously and aspire to be called blessed.
  T
  his chapter includes two new feat types: blessed feats
  and oath feats. These and the other new feats found
  here relate primarily to divine spellcasters. A few have
  the requirement of holy/noble blood. This prerequisite refers
  either to someone who is an aasimar, a half-celestial, or a
  celestial creature, or to someone who has been declared a
  noble by divine right (a king, a king’s heir, and so on). This
  definition may seem somewhat vague, because it is up to
  DMs to decide who has a special holy or noble bloodline in
  their campaign worlds.
  General Feats
  Many of the feats in this section are designed to challenge
  players of good characters and create some interesting role-
  playing situations. They are excellent choices for NPCs as
  well as player characters.
  Accolade [General]
  Using the power invested within you, you can grant power to
  another, as in dubbing a knight.
  Prerequisite: Holy/noble blood
  Benefit: You make a symbolic gesture toward another
  creature of your alignment with an Intelligence score of at
  least 3. Such a gesture might involve tapping the creature’s
  shoulders with a ceremonial sword and naming the creature—
  perhaps with a new or  holy name—before the assembly.
  The creature can then swear oaths in your name (see page
  32). Once per day per your level, the creature can call upon
  your holy/noble power to gain a +1 luck bonus to an attack
  roll, saving throw, or check before making it (as a free
  action).
  Special: You can use this feat only once per month per
  level, and you can never use it on yourself.
  Chapter Three
  Feat Name
  Type
  Prerequisites
  Accolade
  General
  Holy/noble blood
  Adoubement
  General
  Holy/noble blood, Accolade†
  Favored Enemy Strike
  General
  Favored enemy
  Favored Enemy Strike, Critical 
  General
  Favored enemy
  Redeem
  General
  Reform†, Charisma 15, good alignment
  Reform
  General
  Charisma 15, good alignment
  Tempt
  General
  Charisma 15, evil alignment
  Call Down Divine Wrath
  Blessed
  Devout Faith†, ability to turn undead, spellcaster level 9th,
  Wisdom 18
  Devout Faith
  Blessed
  DM approval
  Redeeming Grace
  Blessed
  Devout Faith†, ability to turn undead, ability to remove curse 
  or disease
  Vow of Chastity
  Blessed
  Devout Faith†
  Vow of Fidelity
  Blessed
  Devout Faith†
  Vow of Obedience
  Blessed
  Devout Faith†
  Vow of Poverty
  Blessed
  Devout Faith†
  Vow of Silence
  Blessed
  Devout Faith†
  Vow of Stability
  Blessed
  Devout Faith†, Vow of Obedience†, ability to turn undead,
  membership in a religious hierarchy
  Oath of Combat
  Oath
  Wisdom 15, Swear an Oath†
  Oath of Fealty
  Oath
  Wisdom 15, Swear an Oath†
  Oath of Magic
  Oath
  Wisdom 15, Swear an Oath†
  Swear an Oath
  Oath
  Wisdom 15
  NEW FEATS
  
  Special:If the knight you create goes on to break a sworn
  oath or commit an ignoble act (as determined by the DM),
  you suffer a –1 morale penalty to attacks, saves, and checks
  for one month. During that month, you cannot use this feat,
  and the knight loses the benefits gained.
  Adoubement [General]
  Using the power invested within you, you can grant physical
  prowess to another.
  Prerequisites: Holy/noble blood, Accolade†
  Benefit: You make a symbolic gesture toward another
  creature of your alignment with an Intelligence score of at
  least 3. Such a gesture might involve girding the creature
  with an armored belt. The creature then gains the ability to
  smite enemies in your name. Once per day, the creature may
  attempt to smite anyone that you have specified to be an
  enemy with one normal melee attack. To smite, he adds your
  Charisma modifier (if positive) to his attack roll and deals 1
  extra point of damage per your level. If the creature acciden-
  tally smites someone not designated as an enemy, the smite
  has no effect but is still used up for that day.
  Special: You can use this feat only once per month per
  level, and you can never use it on yourself.
  Special:If the creature you bestow this honor upon goes
  on to break a sworn oath or commit an ignoble act (as deter-
  mined by the DM), you suffer a –1 morale penalty to attacks,
  saves, and checks for one month. During that month, you
  cannot use this feat, and the knight loses the benefits
  gained.
  Favored Enemy Strike [General]
  You can inflict greater damage than normal against your
  favored enemies.
  Prerequisite: Favored enemy
  Benefit:When striking a foe designated as your favored
  enemy, you inflict an additional 1d6 points of damage every
  time you hit. As with a rogue’s sneak attack bonus damage,
  do not multiply this damage if you score a critical hit against
  the enemy. However, this bonus does stack with damage
  inflicted by Favored Enemy Critical Strike†.
  Favored Enemy Strike, Critical [General]
  You can inflict telling blows with even greater than normal
  accuracy upon your favored enemies.
  Prerequisite: Favored enemy
  Benefit:When inflicting a critical hit upon a foe designat-
  ed as your favored enemy, you inflict an extra 1d10 points of
  damage, in addition to the damage you would normally
  inflict. This bonus stacks with damage inflicted by Favored
  Enemy Strike†.
  Special:This feat does not allow you to make critical hits
  on creatures that are immune to them.
  Redeem [General]
  You skillfully bring an evil creature into the light and show it
  the right and proper path.
  Prerequisites: Reform†, Charisma 15, good alignment
  Benefit: As Reform (see below), but you require only half
  the number of days listed there to make a check. In addition,
  the creature type does not modify the Difficulty Class,
  although conditions can still influence the saving throw.
  Reform [General]
  You bring an evil creature into the light and show it the right
  and proper path.
  Prerequisites: Charisma 15, good alignment
  Benefit: You use logic, moral lessons, persuasion, and
  kindness to turn someone from the path of evil. After you
  speak with an evil creature individually for at least one hour
  per day, for one day per level of the creature, the creature
  must make a Will saving throw (Difficulty Class equals your
  Diplomacy skill bonus). If the saving throw fails, the creature
  moves one step in alignment closer to you. For example, if a
  lawful good cleric attempts to reform a captive chaotic evil
  umber hulk, a failed save results in the umber hulk’s align-
  ment changing to either neutral evil or chaotic neutral, as
  the DM considers appropriate. Further successful attempts
  at reformation move the creature’s alignment closer toward
  yours. The reformed creature suffers no penalties for chang-
  ing alignment.
  The Difficulty Class is further modified by penalties or
  bonuses that the DM deems appropriate. Reforming an evil
  human may be easier than reforming a dark elf, which may
  be easier than reforming a night hag. (Some creatures, like
  demons, may very well be impossible to reform.) Further,
  conditions can modify the saving throw by +/–2, depending
  on how well you treat the creature.
  A character can attempt to reform only one creature at a
  time. A creature to be reformed must have Intelligence and
  Charisma scores of at least 3. Note: DMs should decide for
  themselves whether this feat can be used against player char-
  acters in their campaigns.
  Tempt [General]
  You convince a good creature to do wrong and fall from the
  path of light.
  Prerequisites: Charisma 15, evil alignment
  Benefit: You use logic, offers of bribery, seduction, torture,
  and threats to turn someone from the path of good. After
  you speak with a good creature individually for at least one
  Chapter Three: Feats 29
  
  hour per day, for one day per level of the creature, the crea-
  ture must make a Will saving throw (Difficulty Class equal to
  your Diplomacy skill bonus). If the saving throw fails, the
  creature moves one step in alignment closer to you. For
  example, if a lawful evil half-fiend attempts to tempt a cap-
  tive chaotic good elf ranger, a failed save results in the
  ranger’s alignment changing to either neutral good or chaot-
  ic neutral, as the DM considers appropriate. Further
  attempts at temptation move the creature’s alignment closer
  toward yours. The tempted creature suffers no penalties for
  changing alignment.
  The Difficulty Class is further modified by penalties or
  bonuses that the DM deems appropriate. Tempting a good
  human may be easier than tempting a unicorn, which may be
  easier than tempting a lammasu. (Some creatures, like
  angels, may very well be impossible to tempt.) Further, con-
  ditions can modify the saving throw by +/–2, depending on
  how well you treat the creature.
  A character can attempt to tempt only one creature at a
  time. A creature to be tempted must have Intelligence and
  Charisma scores of at least 3. Note: DMs should decide for
  themselves whether this feat can be used against player char-
  acters in their campaigns.
  Blessed Feats
  Blessed feats are supernatural abilities gained by earning
  favor in the eyes of a god. Some blessed feats require your
  character to take a vow involving specific actions you must
  do or avoid. Others require the ability to turn undead,
  allowing the character to use a turn attempt to achieve
  a different effect.
  Call Down Divine Wrath [Blessed]
  You ask for your deity’s intervention, and she responds with
  retribution upon your enemies.
  Prerequisites: Devout Faith†, ability to turn undead,
  spellcaster level 9th, Wisdom 18
  Benefit: Using two turning attempts (but one standard
  action), you attempt to affect all of your enemies within 30
  feet with a temporary affliction that stuns them for 1 round,
  then acts as a slow spell cast at your level. You make a turning
  check (as you would normally) to see the maximum Hit Dice
  of creatures you can affect. The potentially affected foes must
  succeed at a Will saving throw with a Difficulty Class of 15
  plus your Wisdom bonus or suffer the affliction.
  Devout Faith [Blessed]
  You take your religious beliefs very seriously—and gain
  blessings for your devotion.
  Prerequisite: DM approval
  Benefit: No more than once per day, for up to 10 rounds,
  you gain the effects of a bless spell (+1 bonus to attack bonus
  and saving throws against fear)—but only when your deity
  or his servants choose to bestow the blessing upon you.
  Thus, activating this feat requires no action on your part, but
  you cannot know when and if the feat comes into play (the
  DM decides). The will of gods is difficult to fathom, and
  should never be questioned, at least by the faithful.
  Special: You can gain this feat only if the DM decides that
  your character truly obeys the teachings and tenets of her
  faith, and if her patron deity or deities approve of her
  actions. If this changes at any time, you lose the benefits of
  this feat and any feats for which it is a prerequisite.
  Redeeming Grace [Blessed]
  You ask for your deity’s intervention, and he responds with
  cleansing power.
  Prerequisites: Devout Faith†, ability to turn undead, abili-
  ty to remove curses or disease
  Benefit: You use a turn attempt to try to help cleanse a
  target of a curse or a disease that otherwise would be impos-
  sible for you to deal with because of level requirements that
  preclude the use of normal magical means (such as remove
  disease or remove curse). To see whether you succeed, make a
  turning check as normal—use the result as your level for
  dealing with the affliction.
  For example, say you are 10th level, and an ally carries a
  curse that can be removed only by someone of 12th level
  casting remove curse. You use Redeeming Grace and make a
  turning attempt with a result of caster level + 3. This result
  means that, when you next cast remove curse to deal with that
  particular curse, you are effectively 13th level, so you succeed.
  Special: The DM may allow Redeeming Grace to permit
  you to deal with afflictions that actually have very specific
  removal requirements (a disease whose only cure normally
  calls for the leaves of a specific plant) without fulfilling those
  requirements. This may be particularly handy in situations
  where fulfilling those requirements becomes impossible or
  nearly so—if, for instance, the plant in question no longer
  exists.
  Vow of Chastity [Blessed]
  You pledge not to engage in any kind of sexual activity, and
  in return you gain resistance to disease and poison, for there
  is purity in chastity.
  Prerequisite: Devout Faith†
  Benefit: You take a vow not to engage in any kind of sexual
  activity.For as long as you keep your vow,you gain a +4
  divine bonus to all saving throws against poison and disease.
  Special: Should you break the vow,you lose the benefits of
  The Book of Hallowed Might
  30
  
  this feat and must atone using an atonement spell.After atone-
  ment you can retake the vow and,after complying with its man-
  dates for one month,you regain its benefits.
  Vow of Fidelity [Blessed]
  You pledge to be true to your allies, and in return you gain a
  resistance to charms and compulsions that might otherwise
  cause you to be untrue.
  Prerequisite: Devout Faith†
  Benefit: You take a vow swearing that you will defend and
  be true to any number of specific individuals, all of whom
  must be present at the time of the vow taking. For as long as
  you keep your vow, you gain a +4 bonus to saving throws
  against all enchantments. If one of your allies dies (except by
  natural causes), the vow is broken.
  Special: Should you break the vow, you lose the benefits
  of this feat and must atone using an atonement spell. After
  atonement you can retake the vow and, after complying with
  its mandates for one week, you regain its benefits.
  Vow of Obedience [Blessed]
  You pledge to obey any superior figure in your church, and in
  return gain renewed vigor, for there is solace in obedience.
  Prerequisite: Devout Faith†
  Benefit: You take a vow to obey the instructions of clerics
  of your faith, or those of allied or associated faiths. If you
  yourself are a cleric, you need only obey those clerics of a
  level higher than you.
  For as long as you
  keep your vow, you
  gain the ability to
  cure your own
  wounds. You can cure
  up to your current
  level in hit points
  each day, once per
  day.
  Special: Should
  you break the vow,
  you lose the benefits
  Chapter Three: Feats 31
  Taking Vows
  DMs should decide the particulars of taking
  a vow. For instance, is there a ceremony
  involved? Can it only be done on holy
  ground? Must a high-level cleric be pres-
  ent to administer the vow? Must witness-
  es be present? You might decide that a
  vow taken lightly in casual circumstances
  does not carry the weight of one entered
  into solemnly with ritual pomp.
  
  of this feat and must atone using an atonement spell. After
  atonement you can retake the vow and, after complying with
  its mandates for one month, you regain its benefits.
  Vow of Poverty [Blessed]
  You pledge not to own very much property, and in return you
  gain new insight into the ways of people.
  Prerequisite: Devout Faith†
  Benefit: You take a vow not to maintain a personal resi-
  dence. You cannot keep more than 50 gp per level with you
  at any given time in coins, jewelry, or other nonmagical,
  nongear items. You cannot own more than one magic item
  for every two levels, not counting potions and scrolls
  (although you can have only one of those items per level as
  well). For as long as you keep your vow, you gain an insight
  bonus equal to half your level (maximum +10) to Bluff,
  Diplomacy, Gather Information, Intimidate, and Sense
  Motive checks.
  Special: Should you break the vow, you lose the benefits
  of this feat and must atone using an atonement spell. After
  atonement you can retake the vow and, after complying with
  its mandates for one week, you regain its benefits.
  Vow of Silence [Blessed]
  You pledge not to make a sound, and in return you gain new
  insight, for there is wisdom in silence.
  Prerequisite: Devout Faith†
  Benefit: You take a vow not to speak or otherwise make
  any verbal noise. For as long as you keep your vow, you gain
  a +2 insight bonus to all Wisdom- and Intelligence-based
  skill checks and on all saving throws.
  Special: Should you break the vow, you lose the benefits
  of this feat and must atone using an atonement spell. After
  atonement you can retake the vow and, after complying with
  its mandates for one week, you regain its benefits. Note: This
  is a very difficult feat for PCs to keep, and might be a chal-
  lenge to play. DMs may wish to restrict it to NPCs.
  Vow of Stability [Blessed]
  You pledge to never leave your faith or the structure of your
  church, and in return you gain the ability to channel positive
  energy into your spells.
  Prerequisites: Devout Faith†, Vow of Obedience†, ability
  to turn undead, membership in a religious hierarchy
  Benefit: You take a vow not to change your alignment or
  leave the organization of your church. For as long as you
  keep your vow, you gain the ability to use two turn undead
  attempts as a means to empower a spell already prepared (as
  the Empower Spell feat) with no increase in level. Using this
  feat (and the two turn attempts) is a standard action, and
  you must cast the spell to be empowered within 1 round of
  using the Vow of Stability or you lose the benefit.
  Special: Should you break the vow, you lose the benefits
  of this feat and must atone using an atonement spell. After
  atonement you can retake the vow and, after complying with
  its mandates for six months, you regain its benefits.
  Oath Feats
  Oath feats require a character to swear an oath, usually using
  the name of his god, although religious belief or faith is not
  necessary to draw on the power of an oath. There is power
  in a true oath, and those with real nobility learn to harness
  that power. To swear an oath, a character must first name a
  god, a creature who has given him an accolade, or a creature
  to whom he has sworn an oath of fealty (see the Accolade†
  or Oath of Fealty† feat descriptions). Then he names—very
  specifically—a task he will accomplish in no more than a
  year’s time. If he does not complete the task in that time,
  the person named in the oath suffers great shame, and—if
  mortal—a –1 morale penalty to attacks, saves, and checks
  for one month. After the oath is completed, or after the
  pledged time expires, he can swear a new oath.
  Of course, a god does not look kindly upon being shamed
  in such a way and always takes appropriate retribution. This
  may involve stripping the oathbreaker of his class abilities,
  spellcasting abilities, or something similar. It is, at the very
  least, a curse that cannot be removed normally by a mortal
  caster. The character can alleviate the effects of the god’s ret-
  ribution only by completing a difficult quest and seeking
  atonement from one of the named god’s clerics of a higher
  level than his own. If no such cleric exists, the character
  must seek out an audience with the god himself (or a direct
  celestial representative).
  Oath of Combat [Oath]
  You swear an oath to accomplish a task, and you gain
  prowess in combat while undertaking that task.
  Prerequisites: Wisdom 15, Swear an Oath†
  Benefit: You must swear an oath to activate this feat,
  using the oath swearing guidelines presented here. While the
  oath remains in effect, you gain an additional attack at your
  highest bonus every time you make an attack. For example, if
  you make three attacks in a full attack action, you make four
  using this feat. If you take only a standard attack action
  (making one attack) you make two attacks. The extra attacks
  are available only in combat pertaining to the fulfillment of
  the oath.
  Special: The DM should be very strict in determining
  when a combat situation directly pertains to the fulfillment
  of the oath. For instance, say a character swears an oath to
  The Book of Hallowed Might
  32
  
  return a kidnapped high priest back to his abbey from
  imprisonment in the fortress of the Demon-Lich. Combat
  with the Demon-Lich’s vrock guards would earn the char-
  acter this benefit. A barroom brawl back in town as the
  character equips herself for the adventure is not pertinent
  to the quest, nor is a fight ensuing from a random
  encounter with a pack of hungry griffons she met on the
  journey to the fortress.
  Oath of Fealty [Oath]
  You swear an oath to serve a particular individual.
  Prerequisite: Swear an Oath†
  Benefit: You must swear an oath to activate this feat,
  using the oath swearing guidelines presented on the previ-
  ous page, except that this oath carries no time limit. When
  swearing an oath of fealty to someone, you do so in the
  name of your deity or other higher power (see Swear an
  Oath, right). You swear to obey a particular individual’s
  edicts and commands, making that person your lord (also
  sometimes called a liege lord). You are this lord’s vassal
  and can now swear oaths in this character’s name. You gain
  a +4 circumstance bonus to Bluff, Diplomacy, Gather
  Information, and Intimidate checks made against those
  who know of your lord and either respect or fear him.
  You may only have one sworn oath of fealty at any given
  time.
  Special:If you go on to commit an act your lord would
  think ignoble or improper, or you fail to obey his commands,
  you suffer a –1 morale penalty to attacks, saves, and checks
  until you have made things right in the eyes of your lord.
  During that time, you cannot use this feat. If your lord dies
  (and is not raised), you suffer a –1 morale penalty to attacks,
  saves, and checks for one month. During that time, you can-
  not use the benefits of this feat.
  Oath of Magic [Oath]
  You swear an oath to accomplish a task, and gain greater
  magical abilities while undertaking that task.
  Prerequisites: Wisdom 15, Swear an Oath†
  Benefit: You must swear an oath to activate this feat,
  using the oath swearing guidelines presented on the previ-
  ous page. While the oath remains in effect, you gain the abil-
  ity to quicken one spell per day, as with the feat Quicken
  Spell, but with no spell level modification. The quickened
  spell must be cast toward the fulfillment of the oath.
  Special: The DM should be very strict in determining
  whether a quickened spell’s use directly pertains to the ful-
  fillment of the oath.
  Swear an Oath [Oath]
  You take an oath to accomplish a task, and gain luck while
  undertaking that task.
  Prerequisite:
  Wisdom 15
  Benefit: To swear
  an oath, you must use
  the oath swearing
  guidelines presented
  on the previous page.
  Most oaths are sworn
  in the name of a deity.
  While the oath
  remains in effect, you
  gain a +1 luck bonus
  to saves and checks
  pertaining to the ful-
  fillment of that oath.
  “By the power of
  Almighty Lothian, I
  swear to avenge the death of my father!” or “In the holy
  name of Yaheine, I swear to see that Castle Kimorran is
  regained from the forces of darkness.” 
  Special: The DM should be very strict in determining
  whether a save or check directly pertains to the fulfillment of
  the oath.
  Chapter Three: Feats 33
  Oaths Without Feats
  In very special circumstances, a DM may
  allow a character to make an oath without
  having the appropriate feats and still gain
  the benefits (and obligations). Or, a char-
  acter may willingly make an oath, forgo-
  ing the benefits but accepting the obliga-
  tions and potential penalties for failure.
  Characters might do this to show some-
  one their level of seriousness or sincerity,
  or perhaps to gain a favor.
  
  Spells 
  Just like the sword of a holy knight,spells are the weapons that clerics and other divine spellcasters use to fight against the
  forces of darkness.Equip your characters with spells from this magical arsenal and watch the minions of evil take flight.
  T
  his chapter provides a number of new spells, mostly
  divine. A number of them offer ideas for imprisoning
  your foes, rather than slaying them, in the event that
  your characters take prisoners. Introduce this new material
  on scrolls, in wands or staves, or however else you see fit.
  New Domain: Light
  This chapter also describes a new cleric domain: Light.
  Granted Power: With a touch, you can infuse a creature
  with light. This is a spell-like ability that you may use once
  per day. You must make a successful melee touch attack
  (using the rules for touch spells). When you touch, there is
  a burst of light. Creatures with a special vulnerability or
  aversion to any kind of light are affected as if by the light
  to which they are vulnerable, regardless of light conditions.
  The effect lasts for one minute per your cleric level, even if
  the creature moves away into the darkness. If the creature
  would normally be destroyed in light (like a vampire), roll
  1d6 per your cleric level. If the total at least equals the crea-
  ture’s current hit points, it is destroyed.
  Light Domain Spells
  Spell Level
  Spell
  1st 
  Illuminated weapon†
  2nd 
  Heartglow†
  3rd 
  Searing light
  4th 
  Shield of light†
  5th 
  Blazing light†
  6th 
  Waves of light†
  7th
  Sunbeam
  8th 
  Sunfire tomb†
  9th 
  Wellspring of soul’s light†
  Spell Lists
  The descriptions for these new spells start on page 36.
  Bard Spells
  0-Level Bard Spells
  Audible Whisper:Everyone within 100 feet can hear
  everything you say.
  Cleric Spells
  0-Level Cleric Spells
  Audible Whisper:Everyone within 100 feet can hear
  everything you say.
  Clarity of Mind:Grants +1 to Concentration checks.
  1st-Level Cleric Spells
  Armor Contingency: Summons armor in certain conditions.
  Crystal Shard:Launches crystal that inflicts 1d8+2 damage.
  Divert Charge: Redirects movement of a charging attacker.
  Pattern of Sibyllic Fate: Reveals general outlook of a crea-
  ture’s future.
  Redemptive Redress:Compensates for, but does not dis-
  pel, the effects of a detrimental spell.
  Resist Touch:Adds +2 luck bonus +1 per three caster lev-
  els to touch Armor Class.
  2nd-Level Cleric Spells
  Crystal of Reflection: Reflects ray attacks back at attacker.
  Grant Quarter (Bonds of Mercy):Puts one helpless or
  willing creature per level into an extradimensional prison.
  Touch No Evil:Adds half caster level to saving throws
  against evil effects until caster touches evil.
  3rd-Level Cleric Spells
  Blast of Castigation: Energy attack inflicts 1d8 points of
  damage per three caster levels and continues to blast foe.
  Godspeed:Movement rate increases to 60 feet and adds
  +2 to Armor Class.
  Peaceful Weapon:Target weapon cannot inflict damage.
  See No Evil:Adds half caster level to Wisdom until caster
  sees evil.
  4th-Level Cleric Spells
  Aeonian Lantern: Magical nonmoving lantern imparts a
  –2 penalty to foes’ attacks, saving throws, and checks.
  Ethereal Prison:One helpless or willing creature is
  imprisoned on the Ethereal Plane forever.
  Halo of Glory:Creature gains celestial template.
  Truth’s Wings: Magical bird brings character to you.
  5th-Level Cleric Spells
  Curse of Wounding: 50 percent of attacks targeting crea-
  ture that would normally miss now hit.
  Chapter Four
  
  Chapter Four: Spells 35
  Halo of Shelter: Surrounds target with energy field that
  absorbs 5 hp per level.
  Shield of Light: Grants +2 armor bonus and a +1
  enhancement bonus to Armor Class per three caster levels,
  undead cannot attack.
  6th-Level Cleric Spells
  Angel’s Redoubt:Conjures a fortified dwelling.
  Blazing Light:Ray inflicts 1d8 points of damage per caster
  level, and undead suffer more.
  Glory of the Beast:Animal or beast gains celestial tem-
  plate, maximum hit points, and +2 to all ability scores.
  Light of the Earth:Light shines up through cracks in the
  ground, inflicting 3d8 points of damage to evil creatures and
  5d8 points of damage to undead.
  Return and Avenge:Summoned celestial creature returns
  if destroyed and attacks slayer.
  7th-Level Cleric Spells
  Crystal Eruption: Crystal shards burst from the ground,
  inflicting 1d6 points of damage per level and stun.
  Redemption from Evil Power:Undoes the effects of an
  evil spell cast within 1 round.
  Vengeful Spell Resistance:Grants spell resistance 12 +
  caster level; enemy caster suffers 2d6 + level in damage if
  spell is resisted.
  Watery Prison:Imprisons subject in a pool of water.
  Waves of Light:Holy energy inflicts 1d6 points of
  damage per two levels and other effects.
  8th-Level Cleric Spells
  Arathan’s Spiritual Soldier:Creates statue that absorbs
  incorporeal undead and becomes a stone golem under the
  caster’s control.
  Holy Shout:Inflicts 1d8 points of sonic damage per two
  caster levels and other effects to evil creatures.
  9th-Level Cleric Spells
  Confutation of the Demon:Destroys evil outsider or
  inflicts 10d6 points of damage.
  Sunfire Tomb:Imprisons target in the sun.
  Wellspring of Soul’s Light:Inflicts 10d6 points of damage
  on all evil creatures and summons one 10th-level paladin per
  four caster levels.
  Druid Spells
  0-Level Druid Spells
  Clarity of Mind:Grants +1 to Concentration checks.
  1st-Level Druid Spells
  Burning Brand:Burning torch inflicts 1d6 points of dam-
  age as a touch attack (2d6 points of damage to undead).
  Crystal Shard: Launches crystal that inflicts 1d8+2
  points of damage.
  2nd-Level Druid Spells
  Crystal of Reflection: Reflects ray attacks back at the
  attacker.
  Wild Stealth: Grants +10 bonus to Move Silently and
  Hide checks outdoors.
  3rd-Level Druid Spells
  Carnivorous Defender: Plant wraps around caster and
  attacks those that attack her.
  4th-Level Druid Spells
  Bind With Plants:Plants hold one creature helplessly.
  Woodlands Prison: Imprisons one helpless or willing
  creature in the woods.
  5th-Level Druid Spells
  Glory of the Beast:Animal or beast gains celestial tem-
  plate, maximum hit points, and +2 to all ability scores.
  6th-Level Druid Spells
  Light of the Earth:Light shines up through cracks in the
  ground, inflicting 3d8 points of damage to evil creatures and
  5d8 points of damage to undead.
  7th-Level Druid Spells
  Crystal Eruption: Crystal shards burst from the ground,
  inflicting 1d6 points of damage per level and stun.
  9th-Level Druid Spells
  Sunfire Tomb:Imprisons target in the sun.
  Paladin Spells
  1st-Level Paladin Spells
  Armor Contingency: Summons armor in certain condi-
  tions.
  Burning Brand: Burning torch inflicts 1d6 points of
  damage as a touch attack (2d6 points of damage to
  undead).
  Illuminated Weapon: Weapon imposes –2 penalty to
  attacks, saves, and checks upon undead struck.
  2nd-Level Paladin Spells
  Heartglow:All evil creatures within 10 feet suffer a 
  –1 penalty to all attack rolls, saving throws, and checks.
  3rd-Level Paladin Spells
  Godspeed:Movement rate increases to 60 feet and adds
  +2 to Armor Class.
  
  The Book of Hallowed Might
  36
  Ranger Spells
  1st-Level Ranger Spells
  Burning Brand:Burning torch inflicts 1d6 points of dam-
  age as a touch attack (2d6 points of damage to undead).
  2nd-Level Ranger Spells
  Blight Enemy:Favored enemy suffers 1d6 damage per level.
  Wild Stealth: Grants +10 bonus to Move Silently and
  Hide checks outdoors.
  4th-Level Ranger Spells
  Aeonian Lantern: Magical nonmoving lantern imparts a
  –2 penalty to foes’ attacks, saving throws, and checks.
  Unite Allies: Grants allies a +1 favored enemy bonus.
  Sorcerer and Wizard Spells
  0-Level Sorcerer and Wizard Spells
  Trans Audible Whisper:Everyone within 100 feet can 
  hear everything you say.
  2nd-Level Sorcerer and Wizard Spells
  Abjur
  Resist Touch:Adds +2 luck bonus +1 per three 
  caster levels to touch Armor Class.
  Spell Descriptions
  Aeonian Lantern
  Conjuration (Creation)
  Level: Clr 4, Rgr 4
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Effect: A glowing, stationary lantern
  Duration: Permanent (D)
  Saving Throw: No
  Spell Resistance: No
  You create a magical glowing lantern. In its eternal
  light, which is equal to that of a normal lantern (30-foot
  radius), all foes suffer a –2 morale penalty to attacks,
  saves, and checks. The lantern can float in mid-air or rest
  upon a surface, but once created it does not move. It is not
  a physical object, just a manifestation of light and energy.
  As such, it cannot be damaged, although it can be extin-
  guished. The caster (and those who learn the specific
  command word unique to each lantern) can douse the
  light with a word, returning the light upon command
  whenever desired.
  Many temples or frequent campsites in the wilderness
  are protected by one or more aeonian lanterns.
  
  Chapter Four: Spells 37
  Angel’s Redoubt
  Conjuration (Creation) [Good]
  Level: Clr 6
  Components: V, S, M
  Casting Time: One minute
  Range: Medium (100 feet +   10 feet/level)
  Effect: A tower 20 feet square and  30 feet tall
  Duration: Two hours/level
  Saving Throw: No
  Spell Resistance: No
  You conjure a fortified tower made of stone upon a flat
  surface. There are two floors and a flat roof with battle-
  ments, all connected by narrow stairs inside. In all respects
  the structure resembles a normal tower with an iron door
  and three shuttered windows on the upper level (stairs lead
  from the ground level outside up to the door), and a small
  fireplace.
  The shelter has a comfortable temperature and atmosphere
  no matter what the conditions are like outside.The tower
  provides considerable security—the stone walls measure 4
  feet thick, and the iron door 2 inches thick. The structure
  itself resists spells cast directly upon it as if it had spell
  resistance 25. It is impervious to normal missiles, but not the
  sort cast by siege machinery or giants.
  The door, shutters, and even chimney remain secure
  against intrusion, the former two being arcane locked and the
  latter secured by an iron grate at the top and a narrow flue.
  Finally, seven conjured celestial dogs watch over and protect
  the tower for the duration.
  The tower contains elegant furnishings: 12 bunks, a trestle
  table, eight chairs, two benches, and a writing desk. The
  interior decor includes reliefs and tapestries depicting angels
  and other holy beings.
  Material Components: A small block of granite and a
  white feather dipped in holy water
  Arathan’s Spiritual Soldier
  Conjuration (Creation)
  Level: Clr 8, Hallowed Mage 8
  Components: V, S, M
  Casting Time: Full round
  Range: Medium (100 feet + 10 feet/level)
  Effect: A stone golem
  Duration: One hour/level
  Saving Throw: No
  Spell Resistance: No
  You conjure a tall stone statue in the form of a shining
  knight. This statue absorbs any incorporeal undead of 10
  HD or less within range, starting with the least powerful
  undead. Once the spell has drawn at least 25 HD of incorpo-
  real undead into the statue, the imprisoned spirits cause the
  statue to animate as a stone golem. As long as the golem
  does not leave the range, it remains under the caster’s con-
  trol. If the golem goes outside the range, if it’s destroyed, or
  if the spell’s duration ends, the statue crumbles to dust,
  destroying the undead. Although, like a normal stone golem,
  the statue proves impervious to most spells, a successful dis-
  pelling will disintegrate the statue and free the undead
  rather than destroying them. Once the undead have entered
  the statue, they are no longer able to be turned.
  Material Component: A stone statue around 6 inches
  tall, worth at least 25 gp
  Armor Contingency
  Conjuration (Calling)
  Level: Clr 1, Pal 1
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Effect: One suit of armor
  Duration: One hour/level
  Saving Throw: No
  Spell Resistance: No
  You set up a contingency with your armor, so that if a pre-
  determined event takes place during the duration, the armor
  appears on you, fully donned and prepared. Such an event
  can include a specific word or gesture from you as a free
  action. The armor must be within one mile per level for this
  spell to function, and it cannot bring anything else with it.
  For example, you cannot attach your weapon to your armor
  and expect it to appear with the armor. A shield cannot be
  prepared with this contingency, only a suit of armor.
  An obvious contingency event might be,“If I am attacked.”
  Material Component: A few drops of scented oil
  Audible Whisper
  Transmutation
  Level: Brd 0, Clr 0, Wiz/Sor 0
  Components: V, S
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level (D)
  Saving Throw: No
  Spell Resistance: No
  You give your voice a magical quality so that your words,
  even your whispers, can be heard by all within 100 feet. This
  effect proves true even over loud noises, like combat. You
  cannot be selective with this spell, however. Everyone within
  100 feet can hear everything you say.
  
  The Book of Hallowed Might
  38
  Bind With Plants
  Transmutation
  Level:Drd 4
  Components: V, S, DF
  Casting Time:Standard action
  Range: Long (400 feet + 40 feet/level)
  Target:One plant
  Duration: 1 round/level
  Saving Throw:Reflex negates
  Spell Resistance: No
  You transform a plant into a grasping trap that immedi-
  ately wraps around a single victim, regardless of size. The
  plant grows to conform to the size of the target creature,
  which must be on the ground or within 5 feet of the plant.
  The plant holds the target immobile and helpless. The target
  remains aware and breathes normally but cannot take any
  physical actions, even speech. The creature can, however,
  execute purely mental actions (such as casting a spell with
  no components) or try to break free (Strength check [DC
  30]). Others can try to free the victim with a Strength check
  (DC 28). Hacking at or burning the plant serves no purpose;
  it is impervious to damage for the duration.
  Blast of Castigation
  Evocation
  Level: Clr 3
  Components: V, S, DF
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: Concentration (up to 1 round/level)
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You hurl a ray of violet energy from your open palm. You
  must make a ranged attack roll against the target. A success-
  ful strike inflicts 1d8 points of damage per three caster levels
  (maximum 5d8). You may then concentrate to continue
  blasting the target with a continuous beam of energy. Each
  round the target is blasted, the spell deals another 1d8
  points per three caster levels (maximum 5d8). If the target or
  the caster moves so as to break line of sight, even for a
  moment, the spell ends. You cannot switch the target of the
  spell, once cast.
  Blazing Light
  Evocation
  Level: Clr 6, Hallowed Mage 6, Light 5
  Components: V, S, DF
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Focusing holy power like a ray of sunlight, you project a
  beam of light from your hand. Creatures struck by this ray of
  light suffer 1d8 points of damage per caster level (maximum
  15d8). Undead creatures take an additional +2d8 points of
  damage, and undead creatures particularly vulnerable to sun-
  light, such as vampires, receive an additional +5d8 points of
  damage (not cumulative with the additional damage to
  undead). Constructs and inanimate objects take only 1d6
  points of damage per caster level (maximum 15d6).
  Blight Enemy
  Evocation
  Level:Rgr 2
  Components:V, S
  Casting Time:Standard action
  Range:Close (25 feet + 5 feet/two levels)
  Target:One favored enemy
  Duration:Instantaneous
  Saving Throw:Fortitude negates
  Spell Resistance:Yes
  You draw upon the raw power of nature to create a discor-
  dant surge within any one creature of a type that you have
  designated as a favored enemy. The spell inflicts 1d6 points
  of damage per caster level, to a maximum of 5d6 points.
  Burning Brand
  Evocation
  Level: Drd 1, Pal 1, Rgr 1
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Effect: A burning flame on the end of a torch
  Duration: 1 round/level
  Saving Throw: No
  Spell Resistance: Yes
  This spell lights a torch with a burst of powerful, divine
  fire. The brand can be used by the caster as a touch-attack
  weapon that deals 1d6 points of fire damage, 2d6 points to
  an undead creature. It can also be used (once) as a ranged
  weapon with a range increment of 10 feet. Using the brand
  as a ranged weapon ends the spell. The brand counts as a
  blessed weapon against those creatures (such as some
  fiends) with a special weakness to them and strikes incorpo-
  real undead with no miss chance.
  Material Component:A torch
  
  Chapter Four: Spells 39
  Carnivorous Defender
  Transmutation
  Level: Drd 3
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Effect: One nonanimate plant
  Duration: One minute/level
  Saving Throw: No
  Spell Resistance: Yes
  You transform an innocuous plant into an animate, car-
  nivorous one that defends you. It wraps around you with
  leafy vines and grows one mouthlike structure for every three
  caster levels (maximum five mouths). When a foe attacks you
  in melee combat, the plant immediately retaliates with a bite
  that uses your base attack bonus (plus the plant’s Strength
  bonus of +3) and inflicts 1d6+3 points of damage on a hit.
  The plant strikes only in retaliation, and does so automati-
  cally (you cannot command it to stop). Each mouthlike
  structure can strike only once per round. The plant does not
  make attacks of opportunity and cannot take special attack
  actions such as grapple or disarm. The plant has 10 hp + 1
  per caster level and shares your Armor Class and saving
  throws. To be attacked, it  must be specifically targeted.
  Material Component: A tiny sliver of meat
  Clarity of Mind
  Enchantment (Compulsion)
  Level: Clr 0, Drd 0
  Components: V, S
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You call upon the stillness of the universe to grant you
  mental and emotional peace. You gain a +1 competence
  bonus to Concentration checks.
  Confutation of the Demon
  Evocation [Good]
  Level: Clr 9, Hallowed Mage 9
  Components: V, S
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One evil outsider/round
  Duration: 1 round/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  
  The Book of Hallowed Might
  40
  When you point your finger at an evil outsider and speak
  the holy words whispered to you by servants of the divine,
  you consume the outsider utterly in an explosion of light
  and glory. Beings with less than 10 HD get no saving throw
  against this effect. Those with 20 HD or more are not con-
  sumed but instead suffer 10d6 points of holy damage if they
  fail their saving throw. Beings of godlike status remain
  immune to the effects of this spell.
  Despite its name, this spell works equally well on devils,
  efreet, and all evil outsiders. When the effects of this spell
  consume an evil outsider, they destroy it utterly and forever.
  Crystal Eruption
  Conjuration (Creation)
  Level: Clr 7, Drd 7
  Components: V, S, M
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 50-foot-diameter circle on the ground
  Duration: 1 round/level (D)
  Saving Throw: Reflex half and partial
  Spell Resistance: No
  After you cast  this spell,the area quakes and rumbles,and the
  ground bursts forth with massive crystalline shards.The shards
  rise up to 20 feet high.Anyone or anything in the area must
  make a save each round.Failure indicates that the subject suffers
  1d6 points of impact damage per caster level (maximum 20d6)
  and remains stunned for 1 round,knocked prone.On a success-
  ful save,the subject suffers half damage and is not stunned or
  prone.Structures built upon the area are likely destroyed,and
  if the spell is cast underground in a cave or cavern with a ceil-
  ing less than 20 feet high,there is a 50 percent chance that the
  area completely collapses.The crystal shards remain in the area
  where they rose up after the duration ends,but they crack and
  turn brown,making them worth practically nothing.
  Material Component: Crystal shard worth at least 50 gp
  Crystal of Reflection
  Abjuration
  Level: Clr 2, Drd 2
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Effect: Floating crystal
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: No
  You take a small crystal and imbue it with magical power
  so it floats near you like an ioun stone. Any time you are the
  target of a ray attack, the ray misses you and strikes the
  attacker (no attack roll necessary).
  Material Component: Crystal shard worth at least 10 gp
  Crystal Shard
  Conjuration (Creation)
  Level: Clr 1, Drd 1
  Components: V, S
  Casting Time: Standard action
  Range: Long (400 feet + 40 feet/level)
  Effect: Crystal shard
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You create a thin crystal shard that comes out of the tip of
  your finger and flies in the direction you point, like an arrow.
  Make a ranged attack roll. If you succeed, the shard inflicts
  1d8+2 points of damage. After it strikes its target, the shard
  turns to powder.
  Curse of Wounding
  Transmutation 
  Level: Clr 5
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target: One creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  The opponent you touch gains a 50 percent hit chance:
  50 percent of the attacks targeting the creature that normally
  would miss it now hit. This curse negates the effect of a nor-
  mal miss chance, whether it comes from incorporeality, con-
  cealment, displacement, or a similar source. In such a condi-
  tion, however, the effects of the curse are also negated. This
  curse can be removed with a remove curse spell.
  Divert Charge
  Abjuration
  Level: Clr 1
  Components: V, S
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: 10 minutes/level or until discharged
  Saving Throw: None
  Spell Resistance: Yes
  
  Chapter Four: Spells 41
  You grant
  yourself a spe-
  cial blessing that
  takes effect if someone
  makes a charge attack against you. If
  you are aware of the attack, you can divert it away from
  you. A diverted charge begins when the charger stops and
  makes an attack roll. Out of turn, on the charger’s action,
  you immediately point the charger in a new direction and
  he must continue moving in that direction to the maximum
  of his charging speed, or until he charges into another tar-
  get, at which time the charge attack is
  resolved normally.
  For example, say an orc with a
  30-foot speed charges a cleric
  with this spell active from 20
  feet away. Once the orc gets
  within 5 feet of the cleric, the
  cleric sends him off in
  another direction, up to 40
  feet. If another orc stands
  in its way, 30 feet from
  the cleric, the charging
  orc must make a charge
  attack roll against the
  other orc. If the charg-
  ing orc had a long-
  spear with a 10-foot
  reach, the cleric
  would activate this
  spell’s effect when
  the orc was 10 feet
  away, leaving the
  orc with 50 feet 
  of movement. In
  theory, the cleric
  could steer the orc
  into another orc
  (as described) or
  over a ledge, into a
  fire, into a trap, through
  areas threatened by the orc’s foes,
  and so on.
  You cannot divert a charge and take an attack
  of opportunity on the charger for passing through your
  threatened area.
  Ethereal Prison
  Transmutation
  Level:Clr 4, Hallowed Mage 4
  Components: V, S, F
  Casting Time: Standard action
  Range: Touch
  Target: One helpless or willing creature
  Duration: Permanent (D)
  Saving Throw: None
  Spell Resistance: Yes
  You send a target (but not her gear) to the Ethereal
  Plane, where she is held motionless. She does not grow
  older, and her bodily functions virtually cease. She cannot
  
  The Book of Hallowed Might
  42
  use any abilities, even purely mental ones. Someone
  affected by the spell must be either helpless or willing—
  often, when granted an option between this type of
  imprisonment and death, a subject will submit to the
  spell. Willing targets cannot be tricked or magically com-
  pelled. For up to one hour per day, you can mentally com-
  municate with the target, although she is in no way com-
  pelled to answer any questions or even respond. This
  amount of contact is enough for you to use the Reform†,
  Tempt†, or Redeem† feats, however. The ethereal prison is
  tied to you, so that when the spell ends, the freed subject
  appears next to you.
  The subject can be found by normal divinatory means. A
  freedom spell cast at the spot where this spell was cast can
  free her, as can a dispel magic spell cast successfully by an
  ethereal caster in range.
  Focus: A small silver mirror worth at least 100 gp
  Glory of the Beast
  Transmutation [Good]
  Level: Clr 6, Drd 5
  Components: V, S, DF
  Casting Time: Standard action
  Range: Touch
  Target: One animal or beast
  Duration: One hour/level
  Saving Throw: None
  Spell Resistance: Yes
  You fill an animal or beast with holy power, giving it a glo-
  rious aspect. The animal adopts the celestial template, has
  maximum hit points, and gains a +2 enhancement bonus to
  all ability scores. For the duration, the beast adopts a good
  alignment.
  Godspeed
  Transmutation 
  Level: Clr 3, Pal 3
  Components: V, S, DF
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: One minute/level
  Saving Throw: None
  Spell Resistance: No
  You call upon divine energy to grant yourself great speed.
  Your movement rate becomes 60 feet, regardless of size,
  armor, or encumbrance. Your movements look almost like a
  blur. You also gain a +2 haste bonus to Armor Class.
  (See illustration, previous page.)
  Grant Quarter (Bonds of Mercy)
  Transmutation
  Level: Clr 2
  Components: V, S, M
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Targets: One helpless or willing creature/level (see text)
  Duration: One day/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You create an extradimensional prison where you store a
  captured foe (without gear) in stasis. Some know this spell
  only by its second name, bonds of mercy. This spell’s target
  must be either helpless or willing—often, when granted an
  option between this type of imprisonment and death, a sub-
  ject will submit to the spell. Willing targets cannot be tricked
  or magically compelled. The subject must also be of 5 HD or
  less. This spell places the subject into a state of suspended
  animation. For the creature, time ceases to flow, and his con-
  dition becomes fixed. The creature does not grow older. His
  bodily functions virtually cease, and no force or effect can
  harm him. This  prison is tied to you, so that when the spell
  ends, the freed subject appears next to you.
  Material Components: Three 1-inch bars of iron
  Halo of Glory
  Transmutation [Good]
  Level: Clr 4, Hallowed Mage 4
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Target: One creature of a nonevil alignment
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell allows the caster to confer the celestial template
  on a creature for a very short time. The target also glows with
  divine energy (particularly around the head) that illuminates
  a 5-foot radius.
  Material Component: A vial of holy water
  Halo of Shelter
  Abjuration [Good]
  Level: Clr 5, Hallowed Mage 5
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Target: One creature of a nonevil alignment
  Duration: One minute/level (D)
  
  Chapter Four: Spells 43
  Saving Throw: None
  Spell Resistance: No
  You create a halo around a subject that can sustain 5 hit
  points of damage per caster level. All incoming damage (hit
  point damage—normal or nonlethal—but not ability score
  damage) is subtracted from the halo before any of it reaches
  the target; as long as the halo has any hit points left, it
  absorbs the entire attack.
  Thus, if a 9th-level cleric casts halo of shelter upon a sub-
  ject, the halo has 45 hp. If the subject is then struck by a
  sword that deals 13 points of damage, the halo absorbs the
  damage and has 32 hp left. If the target then falls into a pit
  and suffers 20 points of damage, he sustains no damage
  himself, leaving the halo with 12 hp. If the target is then in
  the area of a fireball which inflicts 24 points of damage, the
  halo is destroyed, but the subject remains unscathed. The
  halo also blocks any effect accompanying an attack that
  requires damage to be inflicted, such as a poisonous bite or
  the effects of an axe of wounding.
  The target glows with divine energy (particularly around
  the head) that illuminates a 5-foot radius.
  Damage from artifacts, spells of 7th level or above, and +5
  weapons bypasses the halo. The halo does not protect
  against nondamaging attacks like cause fear, gaze attacks, or
  disintegrate (although it would absorb the damage inflicted
  by a disintegrate spell if the subject’s save succeeds).
  Material Components: Four vials of holy water
  Heartglow
  Transmutation [Good]
  Level: Light 2, Pal 2
  Components: V, S
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: One minute/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You focus the holy power within yourself into your heart,
  causing it to glow like a brilliant light, which can be seen
  through your chest, and even your clothing and armor.
  While your heart glows, all evil creatures within 10 feet of
  you suffer a morale penalty of –1 to attack rolls, saving
  throws, and checks as they are discomfited in the presence of
  the shining light of your goodness.
  Holy Shout
  Evocation [Sonic, Good]
  Level: Clr 8, Hallowed Mage 8
  Components: V
  Casting Time: Standard action
  Range: 30 feet
  Targets: Creatures in a 30-foot radius spread centered 
  on the caster
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Letting loose with a holy shout has three effects. First, any
  evil creatures in the area suffer 1d8 points of sonic damage
  per two caster levels (maximum 10d8). Nongood, nonevil
  creatures suffer only half damage. Good creatures suffer no
  damage.
  Further, if you are on your 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 one day. This effect takes place regardless of
  whether the creatures hear the holy shout.
  Lastly, creatures native to your plane who hear the holy
  shout and are not good suffer the following ill effects:
  Hit Dice
  Effect
  14 or more
  Deafened
  Less than 14
  Blinded, deafened
  Less than 10
  Paralyzed, blinded, deafened
  Less than 6
  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 becomes paralyzed and helpless for
  1d10 minutes, unable to move or act in any way.
  Killed: Living creatures die. Undead creatures are
  destroyed.
  Illuminated Weapon
  Evocation [Good]
  Level: Light 1, Pal 1
  Components: V, S
  Casting Time: Standard action
  Range: Touch
  Target: One weapon
  Duration: One minute/level (D) (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You make a weapon particularly useful against undead
  opponents by infusing it with magical daylight. The weapon
  disrupts the undead flesh of corporeal foes, inflicting upon
  them a –2 divine penalty to attacks, saves, and checks for 
  
  The Book of Hallowed Might
  44
  1 round per level when it strikes them. (Multiple strikes do
  not inflict stacking penalties.) Incorporeal undead hit are
  also disrupted, forcing them to take only a move action or a
  standard action on their next turn (but not both).
  Light of the Earth
  Evocation [Good]
  Level: Clr 6, Drd 6, Hallowed Mage 6
  Components: V, S
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 30-foot-radius spread on the ground
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  When you cast this spell on an area of the ground, the
  earth cracks and shudders. Holy light blazes out of the
  cracks and shines upward 30 feet. Evil creatures in the light
  suffer 3d8 points of damage. Undead suffer 5d8 points of
  damage. Once the spell ends, the ground reseals and returns
  to its previous state.
  You may cast this spell only upon a patch of earth or on
  the ground floor of a building or similar structure.
  Pattern of Sibyllic Fate
  Divination
  Level: Clr 1
  Components: V, S, DF
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Targets: One creature/two levels
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You learn the basic fortune of a creature, as a symbol
  appears over its head that only you can see. If you see a
  glowing halo, you know that the person has general good (or
  at least average) fortune ahead and likely will live out a fairly
  normal lifespan (the creature will not die in the next few
  months at minimum). If you see a death’s head symbol, you
  know the person has some hideous fortune ahead or soon
  will die. If you see a shifting orb of multicolored light, you
  know that the creature is in a state of flux; it is impossible to
  determine the pattern of fate at this time.
  There is a chance of 70 percent + 1 percent per caster
  level that you will see a pattern; you never see an incorrect
  pattern with this spell, but you might see nothing. You can
  only try to view a creature’s fate pattern once per casting of
  the spell. Casting this spell on a character who frequently
  heads into danger but is fairly capable (like an adventurer)
  
  Chapter Four: Spells 45
  likely generates a flux result each time. You can never view
  your own pattern of sibyllic fate.
  Peaceful Weapon
  Evocation
  Level: Clr 3
  Components: V, S, DF
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You surround a normal weapon (not a natural weapon)
  with a field of magical energy that makes it impossible for the
  weapon to inflict damage in any direct way. No matter who
  uses the weapon, or how it is used, it cannot hurt anyone or
  anything. Even dropping it from a great height or causing
  someone to fall upon it inflicts no damage. The weapon can-
  not hurt objects,thus a blade cannot sever a rope or fell a tree.
  It can’t even dig into the ground or be used to push an object.
  Redemption From Evil Power
  Transmutation [Good]
  Level: Clr 7, Hallowed Mage 7
  Components: V, S, DF
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One evil spell
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You undo the effects of a spell of 7th level or below with
  the evil descriptor cast within 1 round. The evil spell’s effect
  must be within range (the evil caster does not). Thus, if
  someone casts summon monster V as an evil spell to summon
  a fiendish creature, you can make it so that the creature
  never appeared. Wounds inflicted by the summoned creature
  vanish. Likewise, you can undo the damage and effects
  wrought by an unholy blight or a blasphemy spell, or the pro-
  tection offered by an unholy aura.
  This spell does not actually turn back time. The evil caster
  has still lost the spell slot or the prepared spell. Everyone
  involved remembers the spell being cast and its effects.
  Redemptive Redress
  Transmutation 
  Level: Clr 1
  Components: V, S, DF
  Casting Time: One action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You compensate after the fact for the effects of any ongo-
  ing detrimental spell. If a character is affected by a bane
  spell that makes her suffer a –1 morale penalty on attacks
  and saves against fear, then the spell grants a +1 morale
  bonus to attacks and saves against fear. If a curse causes a
  character to suffer a –6 penalty to Strength, this spell
  grants a +6 bonus to Strength. Redemptive redress affects
  only targets affected by spells with a noninstantaneous
  duration. This spell does not heal wounds (or compensate
  for them), although it will grant bonuses to ability scores to
  compensate for very temporary effective losses, such as the
  effects of a ray of enfeeblement. 
  Resist Touch
  Abjuration
  Level: Clr 1, Wiz/Sor 2
  Components: V, S
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One creature
  Duration: 10 minutes/level
  Saving Throw: None
  Spell Resistance: No
  The subject that you designate gains a +2 luck bonus + 1
  for every three caster levels (maximum +8) to her touch
  Armor Class (note that this bonus cannot make the subject’s
  touch Armor Class higher than her normal Armor Class).
  This spell simply bends fate to make the subject harder to
  touch. It is said that dragons often favor resist touch.
  Return and Avenge
  Conjuration (Summoning)
  Level: Clr 6, Hallowed Mage 6
  Components: V, S, DF
  Casting Time: Standard action
  Range: Close (25 feet + 5 feet/two levels)
  Target: One celestial creature/five levels
  Duration: 1 round/level or until triggered
  Saving Throw: None
  Spell Resistance: No
  You cast this spell on summoned creatures of your align-
  ment. If a creature is slain (and thus returns whence it
  came), it instantly returns to the spot where it died, fully
  healed, as if it were freshly summoned, and acts immediately.
  The creature remains for as long as it normally would, as if
  
  The Book of Hallowed Might
  46
  the original summoning spell had just been cast upon it. The
  summoned creature immediately attacks the one who slew it,
  continuing until one of them is dead. If a creature did not
  slay it directly (if, for example, it died as the result of a trap),
  or if its slayer is not within its perception, it acts normally
  upon its return.
  This spell does not work on called creatures, or on those
  actually physically present—only on those summoned.
  See No Evil
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Clr 3
  Components: V, S, DF
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: Varies (see text)
  Saving Throw: No
  Spell Resistance: No
  For as long as you do not lay eyes upon an evil creature,
  object, place, spell, or act, this spell continues. While under
  the effects of its blessing, you gain an enhancement bonus
  to your Wisdom score equal to half your level. You must be
  able to see to cast this spell. Sometimes, fanatical clerics will
  blindfold themselves or wear hoods to keep themselves pure
  for this blessing to remain in effect.
  Shield of Light
  Abjuration
  Level: Clr 5, Hallowed Mage 5, Light 4
  Components: V, S, DF
  Casting Time:Standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: No and yes
  Spell Resistance: No and yes
  You create a glowing shield of brilliant daylight that you
  wield as you would a normal heavy shield. The shield pro-
  vides illumination in a 30-foot radius. If the shield comes
  into an area of magical darkness, it temporarily negates the
  darkness, so that the otherwise prevailing light conditions
  exist in the overlapping areas of effect. Creatures that
  would be adversely affected by a daylight spell are likewise
  affected when within 5 feet of you and the shield of light.
  The shield offers a +2 armor bonus and a +1 enhancement
  bonus to Armor Class for every three caster levels (maxi-
  mum +5 enhancement bonus, for a total Armor Class
  bonus of +7). Whether affected by daylight or not, all
  undead that attempt a melee attack against you must first
  make a Will saving throw or cower for the duration of the
  spell. Even undead that make a successful saving throw
  suffer a –4 circumstance penalty to attack rolls when
  attacking you in melee. Undead attacking at range need
  not make saving throws but do suffer the –4 penalty. This
  penalty is cumulative with any modifiers based on the day-
  light effect.
  You cannot both have this spell active and use a normal
  shield.
  Sunfire Tomb
  Transmutation [Good]
  Level: Clr 9, Drd 9, Light 8
  Components: V, S, DF
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You transfer a target, body and soul, into the sun, where
  he remains (with all of his equipment), held entombed in
  stasis forever. For the subject, time ceases to flow and he
  grows no older. His bodily functions virtually cease, and no
  force or effect can harm him. He is, however, painfully
  aware of the heat and light around him—those sensations
  are all he experiences while entombed in the sun. The sub-
  ject remains there unless someone casts a freedom spell at
  the locale where sunfire tomb was originally cast, where-
  upon the subject reappears in that locale. Magical search
  by scrying, a locate creature spell, or similar divination does
  not reveal the fact that a creature is entombed, but discern
  location does. A wish or miracle spell will not free the recipi-
  ent but will reveal where he is entombed. The sunfire tomb
  spell functions only if the target’s name and some facts
  about his life are known.
  This spell is often used against creatures such as dark
  elves, vampires, or other beings that hate the light of day,
  as a fitting punishment for their misdeeds.
  Touch No Evil
  Enchantment (Compulsion) [Good, Mind-Affecting]
  Level: Clr 2
  Components: V, S, DF
  Casting Time: Standard action
  Range: Personal
  Target: You
  Duration: Varies (see text)
  Saving Throw: No
  Spell Resistance: No
  
  Chapter Four: Spells 47
  For as long as you do not touch an evil creature, object, place, or
  spell, this spell continues. Being affected in any way by an evil spell
  or spell-like effect is the same as touching evil, as is touching
  something evil with a gloved hand or even a weapon. While
  under the effects of this spell’s blessing, you gain an enhance-
  ment bonus equal to half your level to saving throws
  against evil spells and spell-like abilities or to spells and
  spell-like abilities cast by evil casters.
  Sometimes, fanatical clerics will surround them-
  selves with faithful followers to keep them-
  selves pure for this blessing to continue to
  remain in effect.
  Truth’s Wings
  Conjuration (Creation)
  Level: Clr 4, Hallowed Mage 4
  Components: V, S, DF
  Casting Time: Standard action
  Range: Personal
  Effect: A bird of holy fire
  Duration: 10 minutes/level
  Saving Throw: No
  Spell Resistance: No
  You call your own true faith to the fore and
  use it to create a creature like a large bird of fire,
  which flies out of you when you cast the spell. This
  creation has all the same stats as a giant eagle, but any
  damage it inflicts is fire damage. After creating it, you speak
  the name of someone you know to the bird, and it flies to that
  creature. It fights to defend itself, but otherwise does not engage in
  combat. If the created bird-creature can reach the named individual
  within the duration of the spell, and if the individual is Medium or
  smaller, it offers (in a language the individual can understand) to carry
  that creature to you. Its flames do not burn that individual. If the
  individual is too large to carry, the bird gives your location. If the cre-
  ation carries the named individual to you but cannot reach you
  before the duration elapses, the individual lands safely on the
  ground when the bird disappears. The bird tells the individual
  your location before it vanishes.
  If the named individual is within a place that the bird-
  creation cannot reach (such as trapped within a prison), the
  spell is ruined and ends.
  Unite Allies
  Enchantment (Compulsion) [Mind-Affecting]
  Level:Rgr 4
  Components:V, S
  Casting Time:Standard action
  Range:50 feet
  Area:All allies within 50 feet
  
  Duration:One minute/level
  Saving Throw:None
  Spell Resistance:Yes (harmless)
  Your allies enjoy a +1 favored enemy bonus (as the 1st-
  level ranger ability) against a favored enemy you choose. The
  chosen enemy must be one of your favored enemies. This
  bonus does not stack with existing favored enemy bonuses.
  Vengeful Spell Resistance
  Abjuration
  Level: Clr 7, Hallowed Mage 7
  Components: V, S, DF
  Casting Time: Standard action
  Range: Touch
  Target: Creature touched
  Duration: One minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The target gains spell resistance equal to 12 plus your
  level. If a spellcaster cannot overcome the creature’s new
  spell resistance, the spellcaster suffers 2d6 points plus
  your level in damage as magical feedback. If the spellcaster
  has spell resistance, the vengeful spell resistance must over-
  come it to affect him. If he also has vengeful spell resistance
  cast on him, the effect does not trigger feedback. A creature
  with spell resistance may lower it voluntarily in order to
  accept a spell.
  Watery Prison
  Transmutation [Good]
  Level: Clr 7, Hallowed Mage 7
  Components: V, S, DF
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Target: One evil living creature
  Duration: Varies (see text)
  Saving Throw: Will negates
  Spell Resistance: Yes
  You transfer a target,body and soul,into a contained body
  of water that also lies within range. A “contained body of
  water” is one that has no outlet, such as a pool (natural or
  otherwise) or a rainwater pond.The body of water must be at
  least 10 feet by 10 feet on its surface and at least 3 feet deep.
  The victim and all of her gear is transformed into a
  watery form that resembles a Medium water elemental. The
  target loses all of her own extraordinary, spell-like and
  supernatural abilities, and cannot cast spells in the new
  form. The only part of the original victim that remains are
  her mental ability scores and her original hit points. The
  victim can move about in the pool but cannot leave its con-
  fines, even against her will (1 round after her removal, she
  simply reappears in the pool).
  Dispel magic, remove curse, or break enchantment do not
  end the spell, although a freedom spell cast by someone who
  knows the victim’s name and background will free her.
  Normally, only two things end the spell: Either the evil crea-
  ture repents of her nature and sincerely changes her align-
  ment to good, or the pool’s water is completely drained
  away or destroyed. In the former case, the creature is
  restored back to her normal form with her gear at the side
  of the pool. In the latter, she is destroyed, as described in
  the destruction spell.
  Waves of Light
  Evocation [Good]
  Level: Clr 7, Light 6, Hallowed Mage 7
  Components: V, S, DF
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: Burst centered on you
  Duration: Instantaneous
  Saving Throw: Reflex half and partial
  Spell Resistance: Yes
  Waves of holy energy emanate from you. The energy
  affects only creatures of evil alignment, inflicting 1d6 points
  of damage per two levels (maximum 10d6) and carries other
  effects based on their level or Hit Dice:
  Level/HD
  Secondary Effect
  Less than 4
  Knocks creatures unconscious
  for 1d6 minutes
  4–8
  Stuns creatures for 1d6+1 rounds
  9–12
  Stuns creatures for 1d4 rounds
  More than 12
  Stuns creatures for 1 round
  A successful saving throw negates the secondary effects.
  However, those who succeed at their saving throw do suffer a
  –1 morale penalty on attack rolls, saving throws, and checks
  for 1 round per caster level.
  Wellspring of Soul’s Light
  Conjuration (Summoning) [Good]
  Level: Clr 9, Light 9, Hallowed Mage 9
  Components: V, S, DF
  Casting Time: Standard action
  Range: Medium (100 feet + 10 feet/level)
  Area: 20-foot radius spread
  Duration: Instantaneous and one hour/level
  Saving Throw: Reflex half and none
  Spell Resistance: No
  The Book of Hallowed Might
  48
  
  You call upon the honored dead who have fallen in the
  service of good to come forth and aid the cause of good
  once again. This spell conjures an area of holy light that
  inflicts 10d6 points of damage on all evil creatures or
  those particularly sensitive to light within it. Further, in
  the middle of the area, one 10th-level paladin for every
  four caster levels appears to serve you, as long as you com-
  mand them to commit only good acts. Each one has typi-
  cal gear and a warhorse. These spiritual paladins have cor-
  poreal form. They can be dispelled or banished. Treat
  them as typical 10th-level paladins (with stats as
  described in the DMG), except that they are outsiders.
  When they are slain or the duration ends, their gear 
  disappears with them.
  Wild Stealth
  Transmutation
  Level:Drd 2, Rgr 2
  Components:S
  Casting Time:Standard action
  Range:Personal
  Area:You
  Duration:10 minutes/level
  Saving Throw:None
  You gain a +5 enhancement bonus to Move Silently and
  Hide checks when out of doors, above ground, in a non-
  urban environment.
  Woodlands Prison
  Transmutation
  Level: Drd 4
  Components: V, S, M
  Casting Time: Standard action
  Range: Touch
  Target: One helpless or willing creature
  Duration: Permanent (D)
  Saving Throw: None
  Spell Resistance: Yes
  This spell must be cast in an area thick with plants,some of
  which must be at least Medium sized (a wooded area,a thick
  garden,etc.).You create a cocoonlike prison hidden among
  natural plants where a subject is held motionless.He grows no
  older,and his bodily functions virtually cease.He cannot use any
  abilities,even purely mental ones.Those affected by the spell
  must be either helpless or willing —often,when granted an
  option between this type of imprisonment and death,a subject
  submits to the spell.Willing targets cannot be tricked or magi-
  cally compelled.For up to one hour per day,you can mentally
  communicate with him,although he is not compelled to answer
  questions or even respond.This amount of contact is enough for
  you to use the Reform†,Tempt†,or Redeem† feats,however.
  The subject can be found by discern location, locate creature,
  or similar divinations. He can be freed by a freedom or dispel
  magic spell or by destroying all the plants within 50 feet.
  Material Components: Rare herbs worth at least 10 gp
  Chapter Four: Spells 49
  
  Magic Items 
  When people think of magic items,they usually think of the wand of fireball in the sorcerer’s hand or a similar arcane
  device.Magic items can just as easily be infused with divine power,to stunning effect.Characters should treat such items
  with the reverence one would normally accord a receptacle of a god’s power.
  T
  his chapter provides a number of new magic items of
  many different types. Although they are quite varied,
  divine spellcasters will find them all of particular
  interest: to use, to create, or both.
  Armor and Shield
  Special Abilities
  Absolute Courage: Armor and shields with this ability grant
  the wearer complete immunity to fear-based effects.
  Moderate abjuration; caster level 7th; Craft Magic Arms
  and Armor, spell immunity; Price +3 bonus
  Absolute Purity:Armor and shields with this ability grant
  the wearer complete immunity to spells with the evil descriptor.
  Strong abjuration; caster level 13th; Craft Magic Arms and
  Armor, holy aura; Price +5 bonus
  Charity:This ability can apply only to a shield, allowing it
  to extend its total enhancement bonus to all allies within 10
  feet.
  Faint abjuration; caster level 3rd; Craft Magic Arms and
  Armor, shield other; Price +2 bonus
  Courage:Armor and shields with this ability grant the
  wearer a +4 morale bonus to saving throws against fear-
  based effects.
  Faint enchantment; caster level 1st; Craft Magic Arms and
  Armor, bless; Price +1 bonus
  Crystal:Armor made of crystal is cumbersome (the armor
  check penalty drops by 1 point) but potent. Whenever a ray
  attack would strike the wearer, the armor instead absorbs it
  harmlessly and stores the energy. The wearer can then use
  the spell levels of the ray attack to power her own spells, sim-
  ilar to the manner of a rod of absorption. For example, if the
  wearer is targeted with a ray of enfeeblement, the armor stores
  the single spell level, which the wearer can then use to cast a
  1st-level spell of her own with no loss of a prepared spell or
  spell slot. If the ray had been from a disintegrate spell, the
  wearer would have six stored spell levels and could cast a
  6th-level spell of her own, two 3rd-level spells, a 1st-, 2nd-,
  and 3rd-level spell, and so on. This armor does not grant the
  ability to cast spells that the wearer could not otherwise cast.
  While any energy remains stored within the armor, it does
  not absorb new incoming ray attacks.
  Strong abjuration; caster level 13th; Craft Magic Arms and
  Armor, 5,000 gp worth of crystal, freedom of movement, spell
  turning; Price +3 bonus
  Deathward: Armor and shields with this ability grant
  the wearer complete immunity to spells with the death
  descriptor.
  Moderate necromancy; caster level 7th; Craft Magic Arms
  and Armor, death ward; Price +6 bonus
  Faith:Armor and shields with this ability allow the wearer
  to transfer the item’s Armor Class enhancement bonus to a
  luck bonus to saving throws. The wearer decides to make the
  transfer on her turn, and the choice remains in effect until
  her next turn.
  Faint abjuration; caster level 1st; Craft Magic Arms and
  Armor, resistance, shield of faith; Price +1 bonus
  Gold: This armor or shield provides special protection
  against the breath weapons of foes. The wearer gains a +5
  resistance bonus to any saving throw made against a breath
  weapon attack. The magic effects make the gold portions of
  this armor as strong as steel.
  Faint evocation; caster level 4th; Craft Magic Arms and
  Armor, 1,000 gp worth of gold, resistance, wind wall; Price +1
  bonus
  Platinum:Armor with this ability increases the wearer’s
  speed by +10 feet. This addition does not stack with spells
  such as godspeed†, nor does it stack with a barbarian’s or a
  monk’s enhanced speed. It is not multiplied by boots of strid-
  ing and springing or expeditious retreat. It does stack with the
  bonus provided by a platinum weapon†, however.
  Faint transmutation; caster level 4th; Craft Magic Arms
  and Armor, 1,000 gp worth of platinum, godspeed†; Price +1
  bonus
  Purity:Armor with this ability grants the wearer a +4
  resistance bonus to saving throws against spells with the evil
  descriptor.
  Strong abjuration; caster level 13th; Craft Magic Arms and
  Armor, holy aura; Price +1 bonus
  Silver: Armor with this ability grants the wearer a +2
  resistance bonus to all saving throws against spells, spell-like
  abilities, or supernatural abilities (all magic).
  Faint abjuration;caster level 5th;Craft Magic Arms and
  Armor,1,000 gp worth of silver,dispel magic;Price +1 bonus 
  Chapter Five
  
  Specific Shield
  Shield of Moonsage: This +1 heavy steel shield of blinding glis-
  tens with a silvery sparkle. If used by someone currently
  wielding the sword of Moonsage†, the shield surrounds her in
  a aura of moonlight that also functions as a continuous god-
  speed† spell.
  Faint transmutation; caster level 5th; Craft Magic Arms
  and Armor, blindness/deafness, godspeed†; Price 14,170 gp;
  Cost 7,085 gp + 566 XP
  Weapon Special Abilities
  Crystal: Weapons with this ability absorb incoming ray
  attacks. Whenever a ray attack would strike the wielder, the
  weapon instead absorbs it harmlessly and stores the ener-
  gy. The wielder can then use the spell levels of the ray
  attack to power his own spells, similar to a rod of
  absorption. For example, if the wielder is targeted with a ray
  of enfeeblement, the armor stores the single spell level,
  which the wielder can then use to cast a 1st-level spell of
  his own with no loss of a prepared spell or spell slot. If
  the ray had been from a disintegrate spell, the wielder
  would have six stored spell levels and could cast a
  6th-level spell of his own, two 3rd-level spells, a
  1st-, 2nd-, and 3rd-level spell, and so on. While
  any energy remains stored within the weapon, it
  does not absorb new incoming ray attacks. The
  weapon must be in hand to absorb a ray.
  Strong abjuration; caster level 13th; Craft Magic
  Arms and Armor, 5,000 gp worth of crystal, spell
  turning; Price +3 bonus
  Gold:Weapons with this ability glisten brightly
  and draw the gaze of others. Wielders gain a +5
  resistance bonus to saving throws against gaze
  attacks. The magic effects make the gold portions of
  these weapons as strong as steel.
  Faint conjuration; caster level 3rd; Craft Magic
  Arms and Armor, 1,000 gp worth of gold, resistance,
  glitterdust; Price +1 bonus
  Platinum:A weapon with this ability increases the
  wielder’s speed by +10 feet. This addition does not stack
  with spells such as godspeed†, nor does it stack with a barbar-
  ian’s or a monk’s enhanced speed. It is not multiplied by
  boots of striding and springing or expeditious retreat. It does
  stack with the bonus provided by platinum armor†, however.
  Faint transmutation; caster level 4th; Craft Magic Arms
  and Armor, 1,000 gp worth of platinum, godspeed†; Price
  +1 bonus
  Silver:Weapons with this ability are considered bane
  weapons against any creature that casts spells or uses spell-
  like or supernatural abilities (any creature that uses magic).
  Bane weapons add +1 to the enhancement bonus of the
  weapon against their keyed foe and add +2d6 points of dam-
  age against the specific foe as well. Silver weapons affect
  lycanthropes as would other weapons made of silver.
  Faint abjuration; caster level 5th; Craft Magic Arms and
  Armor, 1,000 gp worth of silver, dispel magic; Price +2 bonus
  Specific Weapons
  Ankh of Justice: This +2 lawful greatsword has an ankh-
  shaped hilt. Once, and only once, it can bring the wielder
  back to life as with a true resurrection spell. The wielder
  need only be holding the sword when he dies in order
  for the resurrection to take place. It happens immedi-
  ately.
  Strong conjuration; caster level 17th; Craft Magic
  Arms and Armor, order’s wrath, true resurrection; Price
  40,000 gp; Cost 20,000 gp + 1,600 XP
  Chapter Five: Magic Items 51
  
  Holy Avenger of Pilgrimage: In the hands of any charac-
  ter other than a paladin, this sword performs only as a +2
  longsword. In the hands of a paladin, however, it becomes a
  +5 holy longsword that allows him to fly at will and use greater
  teleport once per day.
  Strong conjuration; caster level 18th; Craft Magic Arms
  and Armor, fly, divine power, greater teleport, creator must be
  good; Price 120,315 gp; Cost 60,157 gp + 4,812 XP
  Holy Avenger of
  Purity: In the hands of
  any character other than
  a paladin, this sword
  performs only as a +2
  bastard sword. In the
  hands of a paladin, how-
  ever, it becomes a +5 holy
  bastard sword, grants the
  wielder spell resistance
  25 and a +4 deflection
  bonus to Armor Class.
  Strong abjuration;
  caster level 20th; Craft
  Magic Arms and Armor,
  divine power, holy aura,
  creator must be good;
  Price 140,335 gp; Cost
  70,167 gp +  5,613 XP
  Holy Avenger of
  Renewal: In the hands
  of any character other
  than a paladin, this
  sword performs only as
  a +2 longsword. In the hands of a paladin, however, it
  becomes a +5 holy longsword, creates spell resistance 15 for
  all allies in a 5-foot radius, and casts dispel magic (usable
  every round as a standard action) in a 5-foot radius at the
  paladin’s level. (Only the area dispel is possible, not the
  targeted dispel or counterspell version of dispel magic.) It
  also allows the wielder to use one of the following spells
  once in a given day: heal, greater restoration, or regenerate.
  Strong conjuration; caster level 18th; Craft Magic Arms
  and Armor, greater restoration, heal, divine power, regenerate,
  creator must be good; Price 150,315 gp; Cost 75,157 gp +
  6,012 XP
  Holy Avenger of Sanctification: In the hands of any char-
  acter other than a paladin, this sword performs only as a +2
  longsword. In the hands of a paladin, however, it becomes a
  +5 holy longsword, creates spell resistance 20 for all allies in a
  5-foot radius, and grants all allies within 5 feet acid, cold,
  fire, electricity, and sonic resistance 20.
  Strong abjuration; caster level 18th; Craft Magic Arms and
  Armor, divine power, protection from energy, creator must be
  good; Price 170,315 gp; Cost 85,157 gp + 6,812 XP
  Mammon’s Bane: This +1 heavy flail possesses the odd
  and often frustrating ability to destroy the money carried by
  anyone that it strikes, up to 500 gp worth of coins per strike,
  in addition to inflicting normal damage. Most likely created
  by some ascetic clerics that eschewed wealth, this weapon’s
  effects can prove maddening to many foes.
  Moderate transmutation; caster level 11th; Craft Magic
  Arms and Armor, disintegrate; Price 18,315 gp; Cost 9,157 gp +
  732 XP
  Mara’s Mace: This +1 heavy mace adds +2 to the Difficulty
  Class of all divine spells cast by the wielder.
  Moderate universal; caster level 7th; Craft Magic Arms
  and Armor, greater magical flow enhancement*; Price 58,312
  gp; Cost 29, 156 gp + 2,332 XP
  Sevion’s Mace: This +2 flaming heavy mace of
  courage imposes a –2 morale penalty to attacks
  made by evil creatures within 10 feet.
  Moderate evocation; caster level 9th; Craft
  Magic Arms and Armor, bane, bless, flame strike;
  Price 34,312 gp; Cost 17,156 gp + 1,372 XP
  Sword of Moonsage: This longsword is a 
  +2 speed weapon. If the wielder also carries the
  shield of Moonsage†, it surrounds her in a aura
  of moonlight that also functions as a con-
  tinuous godspeed† spell.
  Strong transmutation; caster level
  15th; Craft Magic Arms and Armor,
  godspeed†, haste; Price 87,315 gp;
  Cost 43,657 gp + 3,492 XP
  Rings
  Ring of Concentration: This
  ring adds a +5 competence
  bonus to the wearer’s
  Concentration checks.
  Faint enchantment;
  caster level 1st; Forge
  Ring, clarity of mind†;
  Price 2,000 gp
  * Denotes a spell from The Book
  of Eldritch Might.
  The Book of Hallowed Might
  52
  Items With Other Alignments
  Most of the items described in this chap-
  ter are good-aligned, or affect creatures
  of evil alignment. However, DMs can easi-
  ly create similar items that work well
  against different alignments. Just decide
  what alignment you’d like the item to
  affect. Then change the prerequisite
  spell(s) to match the new alignment;
  leave the other prerequisites as they are.
  Do not alter the item’s cost, caster level,
  effects, and so on.
  For example, you can turn a holy elixir
  into an unholy elixir by changing only the
  targets (creatures of good alignment) and
  the prerequisite spell (unholy blight). In
  much the same manner, you can create
  unholy avengers, weapons of impurity,
  and similar items.
  
  Ring of Neutrality:This plain grey band has a unique
  property. When a spell or other effect that depends on align-
  ment (holy word, unholy blight, and so on) would affect the
  wearer, his alignment is treated as true neutral. The ring like-
  wise masks him from spells like detect evil or detect chaos, and
  under the scrutiny of someone with true seeing active, he
  seems neutral. The ring does not mask actions or statements
  which would betray the wearer’s real alignment. Similar
  items, such as a ring of neutral evil, or a ring of chaotic good,
  may also exist.
  Faint abjuration; caster level 5th; Forge Ring, nondetection;
  Price 30,000 gp
  Wondrous Items
  Holy Elixir: The imbiber of this potion deals an addi-
  tional +2d6 points of damage to creatures of evil align-
  ment for one hour.
  Moderate evocation; caster level 7th; Brew Potion,
  holy smite; Price 1,400 gp
  Helm of Flame:This full helm weighs nothing. It
  confers fire resistance 10. If worn by a paladin or
  cleric of a god of fire, light, or sun, it also conveys a
  +2 insight bonus to Armor Class and acts as a con-
  tinuous fire shield (warm).
  Moderate abjuration; caster level 7th; Craft
  Wondrous Item, fire shield, protection from ele-
  ments, shield; Price 109,500 gp;Weight —
  Tabard of Propitiation: This garment,
  made of sturdy cloth, bears a crest, seal, or
  symbol when found, which always trans-
  forms to something appropriate to the
  wearer once donned. Once per day
  while wearing the tabard, the wearer
  can undo a single mistake that he
  makes: Any time you make a die
  roll, you can choose to reroll it
  after seeing the die roll’s result.
  You must keep the second
  roll’s result. For the purposes
  of how many items a character
  can wear at once, the tabard
  counts as a shirt or vest.
  Faint abjuration; caster level
  5th; Craft Wondrous Item, cre-
  ator must be a cleric with access
  to the Luck domain; Price 25,000
  gp; Weight —
  Token of Long Reach: This
  rough piece of amber bears a faint
  symbol etched into its surface that
  appears to be a thin hand. When grasped, once per day, this
  item transforms a spell with a range of Touch into a spell
  with a range of Close (25 feet + 5 feet/two levels).
  Moderate necromancy; caster level 7th; Craft Wondrous
  Item, spectral hand; Price 25,000 gp; Weight —
  Chapter Five: Magic Items 53
  
  Creatures 
  The eight new creatures in this chapter are strongly tied to divine spellcasters.
  B
  lessed children fill an interesting niche in the cam-
  paign as the opposite of undead, while angels of
  the elements provide a new type of celestial crea-
  ture at work in the world to promote good and fight
  against evil.
  Angels of the Elements
  In the vast celestial hierarchy, angels of the elements are
  rarely remembered. This is not because they are not worthy,
  or they are not powerful, but because they do not have repre-
  sentation among the archangels and powerful celestial
  beings. Most elemental angels operate in small groups or as
  individuals. Most, even the most lawful, do not care for rigid
  orders and hierarchies. Their main focus is on doing good,
  and they do whatever it takes to accomplish the good task
  they set before themselves. Self-driven quests are the order
  of the day for angels of the elements, who may try to watch
  over a particular place or person they deem both in danger
  and worthy of saving. They may also seek out evildoers to
  stop them from completing some foul plan. Just as often,
  however, angels of the elements focus on even smaller, more
  personal goals. They strive to help a region wracked with
  famine and blight. They improve the foundation of a dam-
  aged orphanage, temple, or granary. They guide animals out
  of a raging forest fire. They recover lost items of personal or
  holy significance.
  Chapter Six
  Angel of Fire
  Angel of the Winds
  Medium Outsider (Good)
  Medium Outsider (Good)
  Hit Dice:
  6d8+24 (52 hp)
  6d8+18 (46 hp)
  Initiative:
  +9 (+5 Dexterity, +4 Improved Initiative)
  +9 (+5 Dexterity, +4 Improved Initiative)
  Speed:
  30 feet, fly 80 feet (average)
  30 feet, fly 120 feet (perfect)
  Armor Class:
  25 (+5 Dexterity, +10 natural), touch 15,
  27 (+5 Dexterity, +12 natural), touch 15,
  flat-footed 20
  flat-footed 22
  Base Attack/Grapple: +6/+9
  +6/+7
  Attack:
  Slam +9 melee (1d6+4 and 1d6 fire)
  Slam +7 melee (1d6+1)
  Full Attack:
  Slam +9/+4 melee (1d6+4 and 1d6 fire)
  Slam +7/+2 melee (1d6+1)
  Space/Reach:
  5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks:
  Spell-like abilities, summon elemental 
  Trumpet, spell-like abilities, summon elemental
  Special Qualities:
  Damage reduction 15/magic (15/+1),immune to fire, Damage reduction 15/evil (25/+2), immune to cold,
  spell resistance 21,celestial qualities,fast healing 2
  spell resistance  21, celestial qualities, fast healing 2
  Saves:
  Fort +9, Ref +10, Will +7
  Fort +8, Ref +10, Will +7
  Abilities:
  Str 17 Dex 21, Con 18, Int 19, Wis 14, Cha 22
  Str 13, Dex 20, Con 16, Int 20, Wis 11, Cha 20
  Skills:
  Concentration +16,Diplomacy +18,Hide +17,
  Concentration +16,Diplomacy +18,Heal +13,
  Knowledge (religion) +17, Listen +14, Move 
  Knowledge (arcana) +18, Knowledge (religion) +18,
  Silently +17, Search +16, Spellcraft +16,
  Listen +13,Search +18, Spellcraft +18, Spot +13
  Spot +14
  Feats:
  Dodge, Improved Initiative, Mobility
  Dodge, Improved Initiative, Iron Will
  Environment:
  Any land and underground
  Any land and underground
  Organization:
  Solitary or pair
  Solitary
  Challenge Rating:
  5
  5
  Treasure:
  No coins, standard goods, double items
  No coins, standard goods, double items
  Alignment:
  Always good
  Always good
  Advancement:
  7–9 HD (Medium); 10–12 HD (Large)
  7–9 HD (Medium); 10–12 HD (Large)
  Level Adjustment:
  +6
  +6
  
  Chapter Six: Creatures 55
  Angels of the elements speak with all creatures magically
  (see below).
  Combat
  Angels of the elements are magical beings, each tied to one
  of the four basic natural elements. Some use weapons while
  others rely on their spell-like abilities. All angels of the ele-
  ments have the following ability in common:
  Summon Elemental (Sp): All angels of the elements can
  summon a Medium elemental (as in a summon monster
  spell) with 100 percent chance of success. They can sum-
  mon a Large elemental with a 30 percent chance of success.
  Summoned creatures automatically return whence they
  came after one hour. Angels of the elements can use this
  ability once per day.
  Celestial Qualities
  Protective Aura (Su): As a free action, angels of the ele-
  ments can surround themselves with a nimbus of light
  having a radius of 20 feet. This acts as a double-strength
  magic circle against evil (i.e., +4 bonuses) cast by a sorcerer
  whose level equals the angel’s Hit Dice. The aura can be
  dispelled, but the angel can create it again as a free action
  on its next turn.
  Teleport (Su): Angels of the elements can use greater tele-
  port at will, as the spell cast by a 14th-level sorcerer, except
  that each angel can transport only itself and up to 50 lbs. of
  objects.
  Tongues (Su):All angels of the elements can speak with
  any creature that has a language, as though using a tongues
  spell cast by a 14th-level sorcerer. This ability always remains
  active.
  Immunities (Ex):All angels of the elements are immune
  to electricity and petrification attacks.
  Resistances (Ex): All angels of the elements receive a +4
  racial bonus to Fortitude saves against poison.
  Keen Vision (Ex):All angels of the elements have low-
  light vision and 60-foot darkvision.
  Angel of Earth
  Angel of the Waves
  Large Outsider (Good)
  Medium Outsider (Good)
  Hit Dice:
  8d8+48 (84 hp)
  6d8+24 (52 hp)
  Initiative:
  +2 (Dexterity)
  +9 (+5 Dexterity, +4 Improved Initiative)
  Speed:
  30 feet
  30 feet, swim 60 feet
  Armor Class:
  23 (+2 Dexterity, –1 size, +12 natural), touch 11,
  27 (+5 Dexterity, +12 natural), touch 15,
  flat-footed 21
  flat-footed 22
  Base Attack/Grapple: +8/+18
  +6/+10
  Attack:
  +1 huge heavy mace +15 melee (2d8+10)
  +1 trident +11 melee (1d8+7)
  Full Attack:
  +1 huge heavy mace +15/+10 melee (2d8+10)
  +1 trident +11/+6 melee (1d8+7)
  Space/Reach:
  5 feet/10 feet (Face/Reach 5 feet by 5 feet/10 feet)
  5 feet/5 feet, 10 feet with trident (Face/Reach 5 feet 
  by 5 feet/5 feet,10 feet with trident)
  Special Attacks:
  Spell-like abilities,stone satellites,summon 
  Spell-like abilities, summon elemental
  elemental
  Special Qualities:
  Damage reduction 15/magic (15/+1), immune to 
  Damage reduction 15/evil (25/+2), immune to 
  acid, spell resistance 21, celestial qualities,
  cold, spell resistance 21, celestial qualities, fast
  tremorsense, fast healing 2
  healing 2
  Saves:
  Fort +12, Ref +7, Will +7
  Fort +9, Ref +10, Will +5
  Abilities:
  Str 22 Dex 14, Con 23, Int 16, Wis 12, Cha 18
  Str 19, Dex 20, Con 18, Int 17, Wis 11, Cha 20
  Skills:
  Concentration +21, Craft (stone) +18, Hide +14,
  Craft (alchemy) +15,Concentration +16,Heal +12,
  Listen +16, Move Silently +17, Search +18,
  Hide +17,Move Silently +16,Search +15, Spell-
  Spellcraft +18, Spot +16
  craft +15, Spot +16
  Feats:
  Cleave, Combat Expertise, Power Attack 
  Combat Reflexes, Improved Initiative, Weapon 
  Focus (trident)
  Environment:
  Any land and underground
  Any land and underground
  Organization:
  Solitary
  Solitary or team (3–6)
  Challenge Rating:
  6
  5
  Treasure:
  No coins, standard goods, double items
  No coins, standard goods, double items
  Alignment:
  Always good
  Always good
  Advancement:
  9–12 HD (Large); 12–14 HD (Huge) 
  7–9 HD (Medium); 10–12 HD (Large)
  Level Adjustment:
  +6
  +6
  
  The Book of Hallowed Might
  56
  Angel of Fire
  Angels of fire are vengeful spirits, quick to anger when evil
  rears its head, or even when a good creature loses its way
  and does something wrong. They normally appear as human
  males, although sometimes as females. Wings of fire flare up
  from their backs, and their dark, chiseled faces bear blazing,
  flaming eyes. They rarely use weapons or rely on equipment.
  Occasionally, they use their magic to blend in with
  humanoid communities: sometimes as spies, sometimes as
  guardians, and sometimes just for the joy of it.
  Combat
  In combat angels of fire prefer to strike with their fists,
  which blaze with fire when they are angry or afraid. Just as
  effective, if not more so, however, is when they conjure a
  flame blade or blast with burning hands, two tactics they also
  enjoy. They save their flame strikes for when they can be
  most useful.
  Spell-Like Abilities:At will—aid, alter self, burning hands,
  continual flame, detect evil, discern lies, dispel magic, flame blade,
  produce flame, remove blindness, remove curse, remove disease,
  and read magic; 7/day—cure light wounds, holy word, and pro-
  tection from energy; 1/day—cure critical wounds and flame
  strike. These abilities are as the spells cast by a 12th-level 
  sorcerer (save DC 16 + spell level).
  Angel of the Winds
  Calm and aloof, the angels of the winds soar through the
  skies and prefer not to touch the earth if possible. It is said
  that they sleep in the clouds, the winds they love gently
  
  cradling them like babes. Occasionally, they use their magic
  to take the form of birds to travel incognito. It is usually
  only in this form that they enter a civilized mortal commu-
  nity.
  Angels of the winds have long, flowing hair that billows
  in the breeze swirling around them at all times. They are
  beautiful, fragile-looking beings with sparkling eyes. All
  angels of the winds carry a golden trumpet. This magical
  device provides both offense and defense.
  Combat
  Angels of the winds rely on their trumpets in battle,
  although they do not hesitate to create magical whirl-
  winds to devastate their foes. If severely threatened, they
  see no dishonor in taking to the skies and fleeing from
  danger.
  Trumpet: Once every 3 rounds the angel can blow this
  trumpet, creating a sonic shield around the angel, or blasting
  a cone of sonic energy that deals 6d6 points of damage.
  Each trumpet is attuned to a specific angel. No other angel,
  and no other creature, can produce any effect or even any
  sound from it.
  Spell-Like Abilities:At will—aid, detect evil, discern lies,
  dispel magic, gust of wind, invisibility, polymorph, read magic,
  remove blindness, remove curse, remove disease, see invisibility,
  and whispering wind; 7/day—cure light wounds, holy word, and
  protection from energy; 1/day—cure critical wounds and whirl-
  wind. These abilities are as the spells cast by a 12th-level 
  sorcerer (save DC 15 + spell level).
  Angel of Earth
  An angel of earth, unlike the vast majority of the angelic
  choirs,does not have wings.Instead,however,these tall,mas-
  sive, powerfully built humanoids are continuously circled by
  a halo of orbiting stones. These tiny rocks whirl around the
  angel, posing a threat to his enemies and a boon to his allies.
  Although angels of earth usually work alone, they some-
  times ally with other stalwart champions of good (like pal-
  adins) when they know they are going into battle. It is not
  unheard of, for example, for an angel of earth to show up in
  a town and rally the men and women of good heart to a
  cause, then lead them into the fray.
  Combat
  The angel of earth wields a mighty mace in both hands. With
  a thunderous roar, these angels charge fearlessly into battle.
  They rely on their stone satellites for protection.
  Stone Satellites:Any foes adjacent to the angel of earth
  must make a Reflex save (DC 18) or suffer 1d6 points of
  damage as a rock orbiting the angel smashes into them. Any
  injured ally adjacent to the angel is automatically struck by a
  stone, which instantly turns to a healing powder, healing
  1d6 points of damage. A given being can only be healed this
  way once per day.
  Spell-Like Abilities:At will—aid, detect evil, discern lies,
  dispel magic, holy smite, remove blindness, remove curse, remove
  disease, and read magic; 7/day—cure light wounds, protection
  from energy, passwall, and stoneskin; 1/day—cure critical
  wounds and move earth. These abilities are as the spells cast
  by a 12th-level sorcerer (save DC 14 + spell level).
  Angel of the Waves
  At home on the water or under it, angels of the waves
  breathe both air and water. The angels of the waves often
  find their way into the communities of aquatic elves, tritons,
  or locathah, looking for good-aligned individuals to aid or to
  recruit for some important task. Angels of the waves rarely
  associate with land dwellers.
  Angels of the waves usually appear as human females with
  wavy, seaweedlike hair. Many carry magical tridents.
  Combat
  Angels of the waves use their tridents in battle after sum-
  moning a water elemental to aid them. They do not believe
  in a “fair fight” against evil and use every advantage
  against their malevolent foes, including dragging air
  breathers into the water, or attacking a boat from under-
  neath to sink it.
  Spell-Like Abilities:At will—aid, continual flame, detect
  evil, discern lies, dispel magic, holy smite, holy word, polymorph,
  remove blindness, remove curse, remove disease, read magic, and
  water breathing; 7/day—Mel’s acid arrow and cure light wounds;
  1/day—cure critical wounds and sudden wave*. These abilities
  are as the spells cast by a 12th-level sorcerer (save DC 15 +
  spell level).
  *Denotes a spell from Book of Eldritch Might II: Songs and Souls of Power.
  Blessed Children
  Blessed children are the spirits of people not yet born.
  They are the opposite of undead, and as pure and inno-
  cent as undead are corrupt and evil. No one encounters a
  blessed child by accident. They are summoned from a
  spiritual realm by good-aligned casters or particularly
  holy individuals to accomplish important tasks or to
  fight against evil (particularly against undead). When
  they return from whence they came, these spirits carry
  with them no memories. The same blessed child can be
  summoned twice, but it will not remember the caster or
  any of the circumstances of its previous summoning. In
  this way, the purity and innocence of the blessed child
  Chapter Six: Creatures 57
  
  The Book of Hallowed Might
  58
  Balsam
  Dayod
  Medium Outsider (Good)
  Medium Outsider (Good)
  Hit Dice:
  2d8+6 (15 hp)
  6d8+14 (36 hp)
  Initiative:
  +0
  +4 (Improved Initiative)
  Speed:
  Fly 80 feet (average)
  Fly 80 feet (perfect)
  Armor Class:
  14 (+4 natural), touch 10, flat-footed 14
  16 (+6 natural), touch 10, flat-footed 16
  Base Attack/Grapple:
  +2/+3
  +6/+9
  Attack:
  Longsword +3 melee (1d8+1)
  Greatsword +9 melee (2d6+3)
  Full Attack:
  Longsword +3 melee (1d8+1)
  Greatsword +9/+5 melee (2d6+3)
  Space/Reach:
  5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks:
  —
  Smite undead
  Special Qualities:
  +3 turn resistance, unborn spirit
  +5 turn resistance, unborn spirit
  Saves:
  Fort +6, Ref +3, Will +4
  Fort +8, Ref +5, Will +7
  Abilities:
  Str 12 Dex 10, Con 16, Int 6, Wis 12, Cha 15
  Str 16, Dex 10, Con 16, Int 10, Wis 14, Cha 15
  Skills:
  Listen +11, Move Silently +10, Spot +11
  Heal 14, Hide +12, Knowledge (religion) +12
  Listen +16, Move Silently +12, Spot +16
  Feats:
  Alertness
  Alertness, Combat Reflexes, Improved Initiative
  Environment :
  Any land and underground
  Any land and underground
  Organization:
  Solitary
  Solitary
  Challenge Rating:
  1/2
  4
  Treasure:
  None
  None
  Alignment:
  Always good
  Always good
  Advancement:
  3–5 HD (Medium)
  7–9 HD (Medium)
  Level Adjustment :
  —
  —
  Fealom
  Hallas
  Medium Outsider (Good)
  Medium Outsider (Good)
  Hit Dice:
  10d8+40 (95 hp)
  16d8+64 (146 hp)
  Initiative:
  +5 (Dexterity, Improved Initiative)
  +5 (Dexterity, Improved Initiative)
  Speed:
  Fly 80 feet (perfect)
  Fly 100 feet (perfect)
  Armor Class:
  17 (+1 Dexterity, +6 natural), touch 11,
  21 (+1 Dexterity, +10 natural), touch 11,
  flat-footed 16
  flat-footed 20
  Base Attack/Grapple:
  +10/+14
  +16/+22
  Attack:
  Greatsword +14 melee (2d6+6)
  Greatsword +22 melee (2d6+9)
  Full Attack :
  Greatsword +14/+9 melee (2d6+6)
  Greatsword +22/+17/+12 melee (2d6+9)
  Space/Reach:
  5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  5 feet/5 feet (Face/Reach 5 feet by 5 feet/5 feet)
  Special Attacks:
  Smite undead
  Smite undead
  Special Qualities:
  +5 turn resistance, unborn spirit
  +5 turn resistance, unborn spirit
  Saves:
  Fort +11, Ref +8, Will +9
  Fort +14, Ref +11, Will +15
  Abilities:
  Str 18 Dex 12, Con 18, Int 10, Wis 16, Cha 18
  Str 22, Dex 12, Con 18, Int 12, Wis 20, Cha 20
  Skills:
  Heal +16, Hide +14, Knowledge (religion) +13,
  Heal +26, Hide +23, Knowledge (religion) +22,
  Listen +16, Move Silently +14, Search +13,
  Listen +26,Move Silently +23, Search +23,
  Sense Motive +16, Spot +16
  Sense Motive +26, Spot +26
  Feats:
  Alertness, Combat Reflexes, Improved 
  Alertness,Combat Reflexes,Improved Initiative,
  Initiative, Power Attack
  Iron Will, Lightning Reflexes, Power Attack
  Environment :
  Any land and underground
  Any land and underground
  Organization:
  Solitary
  Solitary
  Challenge Rating:
  7
  10
  Treasure:
  None
  None
  Alignment:
  Always good
  Always good
  Advancement:
  11–15 HD (Medium)
  17–24 HD (Medium)
  Level Adjustment :
  —
  —
  
  Chapter Six: Creatures 59
  can never be tainted, no matter what happens. Unlike
  other outsiders, blessed children cannot be called.
  They can only be summoned.
  Because they are so like undead, evil clerics can turn
  blessed children in the same way that good clerics can
  turn undead. Likewise, a good cleric can rebuke blessed
  children (although the need to do so is rare indeed).
  Blessed children look like serious-minded but inno-
  cent children with white-feathered wings, although only
  the upper torso is distinct and visible. The rest of the
  body fades off into mist. They carry with them swords
  that appear far too large for them to wield, but they do
  wield them—and with great skill and surprising power.
  Except by the weapon that they wield, it is impossible for
  an untrained viewer to tell the difference between the
  types of blessed children. A Knowledge (religion) check
  against DC 15 plus half the blessed child’s Hit Dice
  allows a character to identify its type.
  A good-aligned cleric can summon a blessed child
  using a summon monster spell. Summon monster II brings a
  Balsam, summon monster IV summons a Dayod, summon
  monster VI produces a Fealom, and a Hallas can be
  brought to the world via summon monster VIII.
  Combat
  Blessed children move into combat using the most
  straightforward means possible. They are utterly guileless,
  but also fearless. If a summoner can speak Celestial, they
  will obey whatever commands they are given.
  Unborn Spirit: Blessed children are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, and
  disease. They are not subject to critical hits, nonlethal
  damage, ability damage, energy drain, or death from mas-
  sive damage.
  Smite Undead: Blessed children with this ability can
  strike at an undead creature with a +2 attack bonus,
  inflicting an extra point of damage per 2 HD against
  undead. This ability is always active.
  
  OPEN GAME LICENSE
  Version 1.0a
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  15.COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright
  2000–2003, Wizards of the Coast, Inc.
  d20 System Reference Document
  Copyright 2000-2003, Wizards of the
  Coast, Inc.; authors Jonathan Tweet, Monte
  Cook, Skip Williams, Rich Baker, Andy
  Collins, David Noonan, Rich Redman, and
  Bruce R. Cordell, based on original material
  by E. Gary Gygax and Dave Arneson.
  The Book of Hallowed Might Copyright
  2003–2004 Monte J. Cook. All rights
  reserved.
  The Book of Halllowed Might
  60
  
  Chapter Six: Creatures 61
  BOOK OF HALLOWED MIGHT II™
  A divine-magic sourcebook by Monte Cook and Mike Mearls
  Exciting new spells, classes, magic items, and feats for your divine spellcasters. Plus, rules
  for visions and omens, a full pantheon, the Celestial River, and new hallowed locales.
  Supercharge your clerics, druids, rangers, and paladins!
  More dungeon mastery from the guy who wrote the book.
  On sale in July • 64 pages • $13.99 (US) • WW16106 • ISBN 1-58846-967-0
  Free previews at www.montecook.com
  ©2004 Monte J. Cook. Malhavoc is a registered trademark and Hallowed Might is a trademark owned by Monte J. Cook. All rights reserved. 
  The Sword & Sorcery logo is a trademark of White Wolf Publishing, Inc. Dungeon Master is a registered trademark of Wizards of the Coast.
  The d20 System and d20 System logo are trademarks of Wizards of the Coast and are used with permission. 
  ®
  ®
  LISTEN—
  THE 
  DIVINE
  VOICE
  CALLS
  YOU TO
  ARMS!
  LISTEN—
  THE 
  DIVINE
  VOICE
  CALLS
  YOU TO
  ARMS!
  
  ®
  ®
  ™
  ™
  Requires use of the Dungeons & Dragons®  Core Books,Third Edition,
  published byWizards of the Coast®,Inc.
  ©2004 Monte J.Cook.
  A DIVINE-MAGIC SOURCEBOOK by MONTE COOK
  Arm Yourself With the Strength of the Heavens!
  T
  hose who wield power channeled from the gods command
  the very forces of creation. The Book of Hallowed Might
  supercharges your divine spellcasters, from clerics and
  priests to paladins, druids, and rangers. And they’ll need that
  extra edge when it comes time to face off against the most vile
  forces of darkness....
  The Book of Hallowed Might offers exciting options for workers
  of divine magic, including more than 100 new spells,prestige
  classes,feats,and magical items. The book also includes pow-
  erful allies for your characters like angels of the elements, plus
  all-new variant ranger and paladin classes, and even an alter-
  nate alignment system.
  Characters of all levels can use this source material in any fantasy
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SOURCE: textdata/thevault/Sword & Sorcery/WW16107 The Book of Hallowed Might I.pdf