Demonhost Spell List in Occidentia | World Anvil
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Demonhost Spell List

1st Level Demonhost Spells

Angry Ache*: Subject takes –2 penalty on attack rolls.
Boneblast*: 1d3 Con damage to subject.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Corrupt Weapon: As Bless Weapon but reverse all alignments
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Distort Weapon*: Critical hits automatically confirm against good aligned foes
Divine Sacrifice*: You sacrifice hit points to deal extra damage.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Infernal Healing: Touch a creature with devils blood, giving it fast healing 1.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Stupor*: One helpless subject is put in a state that allows him to be moved but take no other actions.
Summon Monster I: Summons extraplanar creature to fight for you. (evil creatures only)
 

2nd Level Demonhost Spells

Blade of Pain and Fear*: Creates blade of gnashing teeth.
Boneblade*: Turns a bone into a magic weapon.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Curse of Ill Fortune*: Subject takes –3 penalty on attacks, checks, and saves.
Darklight*: Creates 5-ft.-radius area where all can see without light.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Devil's Eye*: Caster can see in even magical darkness, up to 30 ft.
Devil's Tongue*: Tongue grapples with reach 15 ft.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Lahm's Finger Darts*: Caster’s fingers become projectiles that deal 1d4 Dex damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Stunning Screech*: All within 30 ft. are stunned for 1 round.
Summon Monster II: Summons extraplanar creature to fight for you. (evil creatures only)
Veil of Shadow*: Darkness grants you concealment.
Wave of Grief*: Cone imposes –3 penalty on attacks, checks, and saves.
Zeal*: You move through foes to attack the enemy you want.

3rd Level Demonhost Spells

Contagion: Infects subject with chosen disease.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Red Fester*: Subject takes 1d6 Str damage and 1d4 Cha damage.
Rotting Curse of Urfestra*: Subject takes 1d6 Con damage per hour.
Serpents of Theggeron*: Caster’s arms become serpents with 10 ft. reach, +10 attack, and 1d8 damage plus poison.
Summon Monster III: Summons extraplanar creature to fight for you. (evil creatures only)
Touch of Juiblex*: Subject turns to green slime in 4 rounds.
Unholy Storm*: Evil-aligned rain falls in 20-ft. radius.
 

4th Level Demonhost Spells

Claws of the Savage*: Subject gains claws that deal damage based on size.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20). Death
Knell Aura
: Create an aura that feeds on the souls of those who die within it.
Freedom of Movement: Subject moves normally despite impediments to movement.
Implacable Pursuer*: You know where prey is, as long as it’s moving.
Infernal Healing, Greater: Touch a creature with devils blood, giving it fast healing 4.
Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Stop Heart*: Subject drops to –8 hp immediately.
Summon Monster IV: Summons extraplanar creature to fight for you. (evil creatures only)
VileLance*: Creates shortspear that deals vile damage.
*indicates a new spell detailed below  

1st Level Demonhost Spells

Angry Ache

Necromancy
Level: Dmh 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes   The caster temporarily strains the subject’s muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a –2 circumstance penalty for every four caster levels (maximum penalty –10).  

Distort Weapon

Transmutation [Evil]
Level: Dmh 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No   This spell makes a weapon strike true against good foes. Any threat of a critical hit against a good foe is automatically confirmed, without a roll. The weapon can also harm good creatures that have damage reduction, as if the weapon had a +1 enhancement bonus. Individual arrows or bolts can be altered, but altered projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
This spell has no effect on any magic weapon that already has a special ability related to critical hits, such as a keen or vorpal weapon.
 

Divine Sacrifice

Evocation
Level: Dmh 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level   Giving up some of your life force to win the battle, you empower your next blow against your foe.   Your first attack each round for the duration of the spell deals an extra 5d6 points of damage if it hits, and you take 10 points of damage each time you make such an attack, whether or not the attack is successful.  

Stupor

Enchantment [Mind-Affecting]
Level: Dmh 1
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: One helpless creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes   The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions. The effect is similar to being drugged. The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her.  
Material Component: A puffball mushroom.

2nd Level Demonhost Spells

Blade of Pain and Fear

Evocation
Level: Dmh 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Swordlike column of gnashing teeth
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: Yes   A three-foot-long column of disembodied gnashing teeth springs forth from your hand.   For the duration of the spell, you can make melee touch attacks that deal 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage. A creature that you successfully deal damage to must also make a Will saving throw or become frightened for 1d4 rounds.  

Boneblade

Necromancy [Evil]
Level: Dmh 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One bone that becomes a blade
Duration: 10 minutes/level   The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster’s choice). This weapon has a +1 enhancement bonus on attacks and damage for every five caster levels (at least +1, maximum +4). Furthermore, this blade deals an extra +1d6 points of damage to living targets and an additional +1d6 points of damage to good aligned targets. This spell confers no proficiency with the blade, but the caster doesn’t need to be the one wielding the blade for it to be effective.   Focus: A 6-inch-long bone.  

Boneblast

Necromancy [Evil]
Level: Dmh 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature that has a skeleton
Duration: Instantaneous
Saving Throw: Fortitude half or Fortitude negates (see text)
Spell Resistance: Yes   The caster causes some bone within a touched creature to break or crack. The caster cannot specify which bone. Because the damage is general rather than specific, the target takes 1d3 points of Constitution damage. A Fortitude save reduces the Constitution damage by half, or negates it if the full damage would have been 1 point of Constitution damage.  

Curse of Ill Fortune

Transmutation
Level: Dmh 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes   Letting loose a stream of foul incantations, you curse the subject.   You place a temporary curse upon the subject, giving it a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is negated by any spell that removes a bestow curse spell.  

Darklight

Evocation [Darkness]
Level: Dmh 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature or object touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No   The caster makes one creature or object radiate special darkness called darklight in a 5-foot-radius sphere. This spell is most useful in a large, naturally dark area. Within the darklight sphere, creatures that can normally see in the light can see, even though there is no light. Only creatures and objects in the sphere can be seen, and only creatures in the sphere can see within the sphere, unless other observers can naturally see in the dark. Thus, while two creatures in the sphere can see each other, a creature standing outside the sphere can neither see the creatures in the sphere (assuming it doesn’t have darkvision), nor can it be seen by them. A creature with darkvision standing outside the sphere could see those within the sphere, but those inside could not discern the creature.   The darklight spell’s sphere is invisible in normal light and does not function in magical darkness.  

Devil’s Eye

Divination [Evil]
Level: Dmh 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 1 minute/level   The caster gains the visual acuity of a devil. He can see not only in darkness, but also in magical darkness, with a range of 30 feet.
 

Devil's Tongue

Transmutation [Evil]
Level: Dmh 2
Components: S, Corrupt
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 1 minute/level   The caster’s tongue lengthens and strengthens, allowing her to make grapple or disarm attacks or deliver touch attacks with a reach of 15 feet. Attempts to grapple or disarm with her tongue do not provoke attacks of opportunity. Otherwise, they are handled normally.   Corruption Cost: 1d6 points of Wisdom damage.  

Lahm’s Finger Darts

Transmutation [Evil]
Level: Dmh 2
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes   The caster’s finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target. The dart deals 1d4 points of Dexterity damage. Creatures without fingers cannot cast this spell.   The dart strikes unerringly, even if the target is in melee or has partial cover or concealment. Inanimate objects (locks, doors, and so forth) cannot be damaged by the spell.   For every three caster levels beyond 1st, the caster gains an additional dart by losing an additional finger: two at 4th level, three at 7th level, four at 10th level, and the maximum of five darts at 13th level or higher. If the caster shoots multiple darts, she can have them strike a single creature or several creatures. A single dart can strike only one creature. The caster must designate targets before checking for spell resistance or damage.   Fingers lost to this spell grow back when the corruption cost is healed, at the rate of one finger per point of Strength damage healed.   Corruption Cost: 1 point of Strength damage per dart, plus the loss of one finger per dart. A hand with one or no fingers is useless.  

Veil of Shadow

Evocation [Darkness]
Level: Dmh 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level   You speak the words of this spell, and tendrils of purple darkness rise from the ground, surrounding you and concealing you from your foes.   Swirling wisps of darkness obscure your form, granting you concealment. The 20% miss chance is in effect even if the attacker has darkvision.   This spell effect is dispelled in daylight or in the area of a light spell of 3rd level or higher.   See invisibility does not counter a veil of shadow’s concealment effect, but a true seeing spell does.  

Wave of Grief

Enchantment [Evil, Mind-Affecting]
Level: Dmh 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes   Emitting a mournful wail, you send out a pulse of magic imbued with sorrow and sadness.   All within the cone when the spell is cast take a –3 penalty on attack rolls, saving throws, ability checks, and skill checks.   Material Component: Three tears.  

Zeal

Abjuration
Level: Dmh 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level   You invoke a divine shield to protect you as you close with a chosen opponent.   Choose a foe as you cast this spell. You gain a +4 deflection bonus to AC against all attacks of opportunity from opponents other than the chosen foe. Also, you can move through enemies as if they were allies for the duration of this spell, as long as you finish your movement closer to your chosen foe than when you began it.

3rd Level Demonhost Spells

Red Fester

Necromancy [Evil]
Level: Dmh 3
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes   The subject’s skin turns red and blisters. The blisters quickly turn into oozing wounds. Furthermore, the subject’s sense of self becomes strangely clouded, diminishing her self-esteem. The subject takes 2d6 points of Strength damage and 1d6 points of Charisma damage.   Corruption Cost: 1d6 points of Strength damage.  

Rotting Curse of Urfestra

Transmutation [Evil]
Level: Dmh 3
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes   The subject’s flesh and bones begin to rot. The subject takes 1d6 points of Constitution damage immediately, and a further 1d6 points of Constitution damage every hour until the subject dies or the curse is removed with a wish, miracle, or remove curse spell.   Corruption Cost: 1d6 points of Strength damage.  

Serpents of Theggeron

Transmutation [Evil]
Level: Dmh 3
Components: S, Corrupt
Casting Time: 1 move action
Range: Personal
Target: Caster
Duration: 1 minute/level
Saving Throw: Fortitude negates   The caster’s arms turn into serpents that can be used as natural weapons. The serpents provide the caster with 10-foot reach. They deal 1d8 points of damage (plus the caster's Strength modifier and other applicable bonuses). If the caster hits with a serpent, she has poisoned her foe. The poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later. Each instance of damage can be negated by a successful Fortitude save.   As a full attack action, the caster can strike with both serpents at her full attack bonus.   Corruption Cost: 1d6 points of Intelligence damage.

Touch of Juiblex

Transmutation [Evil]
Level: Dmh 3
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes   The subject turns into green slime over the course of 4 rounds.   If a remove curse, polymorph other, heal, greater restoration, limited wish, miracle, or wish spell is cast during the 4 rounds of transformation, the subject is restored to normal but still takes 3d6 points of damage.   Corruption Cost: 1d6 points of Strength damage.  

Unholy Storm

Conjuration (Creation) [Evil, Water]
Level: Dmh 3
Components: V, S, M, DF
Casting Time: 1 standard action
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No   You call upon the forces of evil, and a heavy rain begins to fall in the area you indicate, its raindrops foul and steaming.   A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a –4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).   The rain damages good creatures, dealing 2d6 points of damage per round (good outsiders take double damage).   Material Component: A flask of unholy water (25 gp).

4th Level Demonhost Spells

Claws of the Savage

Transmutation [Evil]
Level: Dmh 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level   The caster grants one creature two long claws that replace its hands, tentacle tips, or whatever else is appropriate. The claws deal damage based on the creature’s size. The creature can make attacks with both claws as if it were proficient with them. Just as with a creature that has natural weapons, the subject takes no penalty for making two claw attacks. The subject is treated as armed. Furthermore, these claws gain the bane[humanoids] enchantment.   If the creature already has claws, those claws gain the bane[humanoids] enchantment, and the claws’ damage increases as if the creature were two size categories larger.  

Implacable Pursuer

Divination
Level: Dmh 4
Components: V, S
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level see text
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes   With this spell, you become an unerring tracker, instantly aware of your quarry’s location whenever it’s on the move.   The implacable pursuer spell gives you the direction and distance to the target creature whenever it finishes a turn more than 10 feet away from where it started. If you are a ranger, you apply your favored enemy bonus to the DC of the Will save.   Once you successfully target a creature with implacable pursuer, you know its location as long as the subject is moving, no matter where it goes on the same plane. Even if it leaves the plane, implacable pursuer tells you what plane the subject creature went to. The spell then provides no further information until you and the subject creature are on the same plane, in which case the spell resumes functioning normally.

Stop Heart

Necromancy [Evil]
Level: Dmh 4
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: One living humanoid or animal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes   Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack. The subject suddenly drops to –8 hit points, then –9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, she stabilizes. Otherwise, at the end of the next round, the subject reaches –10 hit points and dies.   Material Component: Baccaran.  

Vile Lance

Evocation [Evil]
Level: Dmh 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Effect: One shortspear
Duration: 10 minutes/level   Vile lance creates a weapon of blackness that the caster (and only the caster) can wield with proficiency. The caster can throw it, but if he does, the spell ends after the ranged attack is resolved.   The vile lance is treated in all ways like an unholy shortspear, except that the damage dealt is vile damage.   Arcane Material Component: A bone fragment of a good-aligned creature.

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