Guardian Tome:
Energy Bat: If Energy Bat gets killing blow on an individual of its HD or higher, 20% of permanent Constitution gain for its master. The energy bat also gives the wizard a +10 bonus to DC and spell penetration of spells cast from his school.
When Constitution is lost, more than 1 may be lost per spell cast depending on the power of the spell cast (i.e. 210% = 2 Constitution points are automatically gone with 10% of a third)
When a caster is using a spell of an alignment other than theirs (good = positive, evil = negative), they suffer a double cost penalty. Neutral characters always suffer a double cost penalty.
The caster in possession of this book does not need prepare any of these spells and may substitute any spell for any of these. However, scrolls may not be made using any of the spells within this tome.
Positive
Angelic Ascension - Tran
Energy Bat - Conj
Power Word Sleep - Enc
Self Image - Ill
Shield of Divine Searing - Abj
Soul Burst - Evo
Soul Ray - Nec
True Scrying - Div
Negative
Darksense
Enslave
Fiendish Servitude
Mass Greater Invisibility
Negative Energy Bat
Shield of Unholy Shearing
Soul Leech
Undeath Ray
Positive Energy Spells
Angelic Ascension
School: transumutation [good light] Level: wizard 9
Casting Time: 1 day
Component: V, S, F (Guardian Tome)
Range: touch
Targets: 1
Duration: permanent
Saving Throw: none Spell Resistance: no
This spell delves deep into the soul of the willing target in a ritual that takes 24 hours. If the target is pure in his love of his god, the spell will consume him in a brilliant flash of divine light and he will become an angel in the service of his god. The type of angel depends upon the power of the individual sacrificing himself to become a warrior of his god. If the target is not of pure in his love of his god, the spell will fail and the individual will lose 1d10 from all of his abilities permanently until they prove their love to their god. In either case, the casting of this spell damages the caster for 10 Constitution points that cannot be restored magically, but can be with natural rest.
Once an angel has been transformed, they will remain on the Plane of existence for 1d4 rounds before being summoned to their home plane to meet their god. In that time, information may be gained from the angel as if they had Knowledge (arcana, history, planes, religion) +50 and will be gladly answer 1 question per round.
Energy Bat
School: conjuration Level: wizard 9
Casting Time: 1 standard action
Component: S
Range: personal
Targets: you
Duration: 1 round/level
Saving Throw: none Spell Resistance: no
This spell summons 1 energy bat per level that surrounds the caster with flitting bats that each have 100hp. These bats intercept any ranged attacks (including rays) that would normally hit the caster. The bat that intercepts the missile attack is random. For each energy bat summoned there is a 10% chance that the caster will be drained Constitution points.
Power Word Sleep
School: enchantment (compulsion) [mind-affecting] Level: wizard 9
Casting Time: 1 standard action
Component: V
Range: medium (100 ft. + 10 ft./level)
Targets: one creature with 200 hp or less
Duration: see text
Saving Throw: none Spell Resistance: yes (harmless)
You utter a single word of power that instantly causes one creature of your choice to fall asleep, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word sleep. When under the effect of the sleep, the individual cannot be awakened by any normal means. Even after the spell wears off, the individual will continue sleeping as if they settled down for the evening, but they can be awakened by normal means.
Shield of Divine Searing
School: abjuration [good, light] Level: wizard 5
Casting Time: 1 standard action
Component: S
Range: personal
Targets: you
Duration: 1 round/level
Saving Throw: none Spell Resistance: no
This spell wreathes you in a bright searing light and causes damage to each creature that attacks you in melee. The light protects you from nether damage and unholy damage. The strength of the shield depends upon the caster and how much power he places in the shield (20% Constitution drain/hit die of shield (max 10)) spent to cast it.
Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1-10d6 +1 per caster level (no maximum). This damage is divine damage. If the attacker has spell resistance, it does not apply to this effect. Creatures wielding melee weapons with reach ARE subject to this damage if they attack you as the divine damage pulses through their weapon to strike them.
Self Image
School: illusion (figment) Level: Wizard 5
Casting Time: 1 standard action
Component: V
Range: medium (100 ft. + 10 ft./level)
Effect: 1d6 + 1 / 3 levels images
Duration: 1 minute/level
Saving Throw: none Spell Resistance: no
This spell creates a number of partial illusory images of you that inhabit your square or another's. When self image is cast, 1d6 images+ 1 image per 3 caster levels are created. These images have two functions - 1) They can remain in your space and defend and block melee attacks giving you a divine AC bonus of +10. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.
2) They can be sent forth to another's space (even those flying) and attack and disrupt their actions. Each figment uses your attack roll to hit (+2 if two or more figments are remaining) their opponent and their attacks ignore armor. If they hit, they each do 1d6 +2 damage. They do get attacks of opportunity. Opponents may attempt to destroy the figments by using your AC (+10 from the figments). Each hit destroys a figment.
Casting this spell has a 10% per image summoned of draining Constitution points.
Soul Burst
School: evocation [good, light] Level: wizard 9
Casting Time: 1 standard action
Component:
Range: personal
Area: 60-ft.-radius burst
Duration: instantaneous
Saving Throw: Reflex partial Spell Resistance: yes (harmless)
This spell fills the area with brilliant crackling energy summoned from the goodness of your soul. Creatures in the area are blinded for 1d6 rounds, or dazzled for 1d6 rounds if they succeed at a Reflex save. Non-good creatures in the area of the burst take 3d6 points of damage per caster level whether they succeed at the Reflex save or not. For each 5 HD of damage dealt, the caster has a 20% of being drained Constitution points.
Soul Ray
School: necromancy Level: wizard 8
Casting Time: 1 standard action
Component: V, S, F (Guardian Tome)
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: none Spell Resistance: yes (harmless)
A bright-white ray of your soul's energy springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to the target. The ray deals 2d6 points of divine energy damage per caster level from your soul to your opponent and is blinded for 1d4 rounds. For each 5 HD of damage dealt, the caster has a 10% of being drained Constitution points.
True Scrying
School: divination Level: wizard 9
Casting Time: 10 minutes
Component: V, F (Guardian Tome held in hand)
Range: unlimited
Effect: magic sensor
Duration: 1 round/ Constitution point spent
Saving Throw: none Spell Resistance: yes (harmless)
You can observe a creature at any distance even those on other planes. The subject is not granted a Will save, but if the creature has spell resistance, the spell may be prevented. To scry on a creature, the true name must be known. The duration of the spell is 1 round per Constitution point drained.
Negative Energy Spells
Darksense
School: divination Level: wizard 8
Casting Time: 1 standard action
Component:
Range: touch
Targets: creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless) Spell Resistance: yes (harmless)
This spell opens up the caster's senses to an all-knowing state of mind. Using the forces of negative energy, the caster's senses are heightened to god-like proportions and can "see" anything for what it really is as long as it is within his sight range. Polymorphed, changed, or transmuted creatures or objects true forms are known. Invisible creatures even with mind-blank and non-detection can be seen with darksense. Darkness, fog, and displacement also does not hinder those under the spell of darksense. Casting this spell drains 2 Constitution points from the caster.
Enslave
School: enchantment (compulsion) [mind-affecting] Level: Wizard 9
Casting Time: 1 standard action
Component: V
Range: close (25 ft. + 5ft./2 levels)
Targets: 1 creature
Duration: 10 days/level
Saving Throw: Will partial Spell Resistance: yes (harmless)
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. This creature is in such a state of servitude that he will act upon your directives without question. This spell automatically gives you the ability to communicate with the creature under your control. The spell drains 1 Constitution point per casting.
Once you have given an enslaved creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). It is very difficult to determine if the creature is under the influence of an enslave spell. Sense Motive check against DC 35 can determine that the subject's behavior is being influenced by an enchantment effect.
Changing your orders or giving an enslaved creature a new command is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input interpreted by the mind of the subject including seeing through its eyes.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously, self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the enslavement.
Fiendish Servitude
School: transumutation [evil, darkness] Level: wizard 9
Casting Time: 1 day
Component: V, S, F (Guardian Tome)
Range: touch
Targets: 1
Duration: permanent
Saving Throw: none Spell Resistance: no
This spell delves deep into the soul of the willing target in a ritual that takes 24 hours. If the target is pure in his love of his god, the spell will consume him in a greasy billowing of reddish smoke and he will become a demon, devil, daemon, or demodand in the service of his god. The type of evil outsider depends upon the power of the individual sacrificing himself to become a warrior of his god. If the target is not of pure in his love of his god, the spell will fail and the individual will be slain and their body turned to ash unable to be raised. In either case, the casting of this spell damages the caster for 5 Constitution points that cannot be restored magically, but can be with natural rest.
Once an evil outsider has been transformed, they will remain on the Plane of existence for 1d4 rounds before being summoned to their home plane to meet their god. In that time, information may be gained from the angel as if they had Knowledge (arcana, history, planes, religion) +50 and must answer 1 question per round.
Mass Greater Invisibility
School: illusion (glamer) Level: wizard 9
Casting Time: 1 standard action
Component: V, F (Guardian Tome)
Range: long (400 ft. + 40 ft./level)
Targets: any number of creatures, no two of which can be more than 180 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless) or Will negates (harmless, object) Spell Resistance: yes (harmless) or yes (harmless, object)
The creature or object becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor allies can see the subject, unless you can normally see invisible things or employ magic to do so.
Items dropped or put down by an invisible creature becomes visible; items picked up disappear of tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so.. Any part of an item that the subject carries but that extends 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Negative Energy Bat
School: conjuration Level: wizard 8
Casting Time: 1 standard action
Component: S
Range: personal
Targets: you
Duration: 1 round/level
Saving Throw: none Spell Resistance: no
This spell summons 1 negative energy bat per level that surrounds the caster with flitting bats that each have 50hp. These bats intercept any ranged attacks (including rays) that would normally hit the caster. The bat that intercepts the missile attack is random. For each energy bat summoned there is a 10% chance that the caster will be drained Constitution points.
Shield of Unholy Shearing
School: abjuration Level: wizard 5
Casting Time: 1 standard action
Component: S
Range: personal
Targets: you
Duration: 1 round/level
Saving Throw: none Spell Resistance: no
This spell wreathes you in a dark light draining darkness and causes damage to each creature that attacks you in melee. The darkness protects you from divine damage and holy damage. The strength of the shield depends upon the caster and how much power he places in the shield (20% Constitution drain/hit die of shield (max 10)) spent to cast it.
Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1-10d6 +1 per caster level (no maximum). This damage is divine damage. If the attacker has spell resistance, it does not apply to this effect. Creatures wielding melee weapons with reach ARE subject to this damage if they attack you as the divine damage pulses through their weapon to strike them.
Soul Leech
School: necromancy [evil, darkness] Level: wizard 9
Casting Time: 1 standard action
Component:
Range: touch
Targets: living creature touched
Duration: instantaneous
Saving Throw: no Spell Resistance: yes
This spell siphons the very essence of a creature and gives it to the caster. Upon a successful touch attack, the target is drained 2d6 of each of its ability scores and gives them to the caster for 24 hours. If any of the target's ability scores drops to 0, the creature dies. The caster can use the target's body to animate it as any undead of equivalent power or below under his control if he so desires. Casting this spell drains 4 Constitution points from the caster.
Undeath Ray
School: evocation [evil, darkness] Level: wizard 9
Casting Time: 1 standard action
Component: V, S, F (Guardian Tome)
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: none Spell Resistance: yes
A deep-black ray of your soul's evil energy springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to the target. The ray deals 3d6 points of divine energy damage per caster level from your soul to your opponent and and has 1d6 Constitution drained. For each 5 HD of damage dealt, the caster has a 10% of being drained Constitution points. If a creatures dies due to this ray, they become a vampire under the control of the caster.