Your ability to smite evil also entangles your foe.
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Smited creature takes damage when it attacks.
Smited creature takes 3d8 damage.
Target falls prone and confesses sins.
Incorporeal creature takes half damage from nonmagical weapons.
As ghostbane dirge, but affects multiple creatures.
Movement doesn't provoke attacks of opportunity.
As heal on horse or other special mount.
Allows the use of lay on hands while falling unconscious.
Grants one hero point to a character
Lend your shield's protection to another.
Weapon becomes +5, deals +2d6 damage against evil.
Whisper sickens evil creatures, gives good creatures bonuses.
Roll 2 dice when using Diplomacy, take higher roll.
Create three notes heard miles away.
Summon armor temporarily replacing your current attire.
Causes a brushy beard of stiff iron to erupt from the face of a willing target.
Your skin hardens and takes on the color and texture of rough iron.
Instantly switch places with a single ally.
Forces target to move toward you and fight you.
Gain +10 on a monster Knowledge check.
Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Creates a soaring beacon of light.
You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun.