Jade Spells

Detect Infernals

School divination; Level cleric 1, demon hunter 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (scale of an imp or quasit)
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/ level (D)
Saving Throw none; Spell Resistance no
You can detect the aura that surrounds infernal creatures. The amount of information revealed depends on how long you study a particular area.

  • 1st Round: Presence or absence of infernal auras.
  • 2nd Round: Number of infernal auras in the area and the strength of the strongest infernal aura present. If you are of good alignment, and the strongest infernal aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
  • 3rd Round: The strength and location of each infernal aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an infernal aura is determined by the HD of the infernal creature, as given on the table below.

Lingering Aura: An infernal aura lingers after its original source is destroyed. If detect infernals is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.

HD Strength Lingering Aura Duration
1 or lower Faint 1d6 rounds
2–4 Moderate 1d6 minutes
5–10 Strong 1d6 × 10 minutes
11 or higher Overwhelming 1d6 days

Each round, you can turn to detect infernals in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Magic Circle against Infernals

School abjuration; Level cleric 3, demon hunter 3, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
Range touch
Area 10-ft.-radius emanation from touched creature
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance no; see text

All creatures within the area gain the effects of a protection from infernals spell, and infernal summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from infernals), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against inferals can be focused inward rather than outward. When focused inward, the spell binds a non-infernal called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to it into the spell’s area is the subject of the spell, the spell acts as a normal protection from infernals spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from infernals and vice versa.


Protection from Infernals

School abjuration; Level cleric 1, demon hunter 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text

This spell wards a creature from attacks by infernals, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by infernals.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects).

This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by infernals.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not infernals are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.


Sword of the Heavens

School evocation; Level demon hunter 4
Casting Time 1 standard action
Components V, S
Range touch
Target melee weapon touched
Duration 1 round/level
Saving Throw none; Spell Resistance no

This spell allows you to channel celestial power into your sword, or any other melee weapon you choose. The weapon acts as a +5 infernal bane weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against infernal opponents). It also emits a magic circle against infernals effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one sword of the heavens at a time.

If this spell is cast on a magic weapon, the powers of the spell supercede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.


What are Infernals?

Infernals are creatures not native to this world or otherwise naturally tied to it and whose presence in this world is not sanctioned by the heavens. This includes creatures that are descended from other infernals, like Bakemono, but have since become native to this world. Creatures with the following types and subtypes are considered to be infernals:

  • Aberration type
  • Fey type
  • Goblinoid subtype
  • Incorporeal subtype
  • Outsider type
  • Undead type
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