Spells (H)
Sections:
.Hallow
.Hallucinatory terrain
.Halt undead
.Harm
.Haste
.Heal
.Healing circle
.Heal mount
.Heat metal
.Helping hand
.Heroes' feast
.Hideous laughter
.Hold animal
.Hold monster
.Hold person
.Hold portal
.Holy aura
.Holy smite
.Holy sword
.Holy word
.Horrid wilting
.Hypnotic pattern
.Hypnotism
Tables:
.Heat metal
.Helping Hand
.Holy Word - Ill Effects
Spells (H)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

SPELLS (H)

Hallow

Evocation [Good]
Hallow makes a particular site, building, or structure a holy site. This has four major effects.
Spell effects that may be tied to a hallow site include aid, bane, bless, cause fear, darkness, daylight, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, negative energy protection, protection from elements, remove fear, resist elements, silence, tongues, and zone of truth. Spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)
An area can receive only one hallow (and its associated spell effect) at a time.
Hallow counters but does not dispel unhallow.

Hallucinatory terrain

Illusion (Glamer)
The character makes natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

Halt undead

Necromancy
This spell renders up to three undead creatures immobile. Nonintelligent undead get no saving throw; intelligent undead do. If the spell is successful, it renders the undead immobile for the duration of the spell. The effect is broken if the halted creatures are attacked or take damage.

Harm

Necromancy
Harm damages a subject with negative energy that causes the loss of all but 1d4 hit points.
If used on an undead creature (requires a successful touch attack), harm acts like heal.

Haste

Transmutation
The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.
On its turn, the subject may take an extra partial action, either before or after its regular action.
The subject gains a +4 haste bonus to AC. The subject loses this bonus whenever it would lose a dodge bonus.
The subject can jump one and a half times as far as normal. This increase counts as an enhancement bonus.
Haste dispels and counters slow.

Heal

Conjuration (Healing)
Heal enables the character to channel positive energy into a creature to wipe away disease and injury. It completely cures all diseases, blindness, deafness, hit point damage, and all temporary ability damage. It neutralizes poisons in the subject's system, so that no additional damage or effects are suffered. It offsets a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Only a single application of the spell is needed to simultaneously achieve all these effects.
Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability scores.
If used against an undead creature, heal acts like harm.

Healing circle

Conjuration (Healing)
Positive energy spreads out in all directions from the point of origin, curing 1d8 points of damage +1 point per caster level (maximum +20) to nearby living allies.
Like cure spells, healing circle damages undead in its area rather than curing them.

Heal mount

Conjuration (Healing)
Heal mount enables the character to wipe away disease and injury in the character's special mount . It completely cures all diseases, blindness, or deafness of the mount, cures all points of damage taken due to wounds or injury, and repairs temporary ability damage. It cures those mental disorders caused by spells or injury to the brain.
Heal mount does not remove negative levels, restore drained levels, or restore drained ability scores.

Heat metal

Transmutation [Fire]
Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw (unless its own is higher).
A creature takes fire damage if its equipment is burning. It takes full damage if its armor is affected or if it's holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell's duration). During the second (and also the next-to-last) round, the hot metal causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing, causing more damage, as shown below:
Heat metal
Round Temperature Damage
1 Warm None
2 Hot 1d4 points
3-5 Se aring 2d 4 points
6 Hot 1d4 points
7 Warm None
Any cold intense enough to damage the creature negates heat damage from the spell (and vice versa) on a point-for-point basis.
If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.

Helping hand

Evocation
The character creates the ghostly image of a hand, which the character can send to find someone within five miles. The hand then beckons to that person and leads him or her to the character if the person follows it.

When the spell is cast, the hand appears in front of the character. The character then specifies a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away the subject is.
Helping Hand
Distance Time to Locate
Up to 100 ft. 1 round
1,000 ft. 1 minute
One mile 10 minutes
Two miles 1 hour
Three miles 2 hours
Four miles 3 hours
Five miles 4 hours
Once the hand locates the subject, it beckons him or her to follow it. If the subject follows, the hand points in the character's direction, leading the subject in the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before him or her at a rate of anywhere up to 240 feet per round. Once the hand leads the subject to the character, it disappears.
The subject is not compelled to follow the hand or act in any particular way toward the character. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to the character, the hand disappears.
If more than one subject within a five-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.
If, at the end of 4 hours of searching, the hand has found no subject that matches the description within five miles, it returns to the character, displays an outstretched palm, and disappears.
The ghostly hand has no physical form. It is invisible to anyone except the character and potential subjects. It cannot engage in combat or execute any other task aside from locating the subject and leading her back to the character. The hand does not pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than five miles from the spot it appeared when the character cast the spell.

Heroes' feast

Evocation
The character brings forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Those partaking of the feast are cured of all diseases, are immune to poison for 12 hours, and are healed of 1d4+4 points of damage after imbibing the nectarlike beverage that is part of the feast. Characters who eat the food gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects for the next 12 hours. During this same period, the people who consumed the feast are immune to magical fear and hopelessness.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Hideous laughter

Enchantment (Compulsion)
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing. After the spell ends, it can act normally.
Creatures with Intelligence scores of 2 or lower are not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.

Hold animal

Enchantment (Compulsion)
[Mind-Affecting]
The subject freezes in place, standing helpless. The animal is aware and breathes normally but cannot take any physical actions. The animal can, however, execute purely mental actions.
A winged creature who is held cannot flap its wings and falls. A swimmer can't swim and may drown.
Hold animal does not work on beasts, magical beasts, or vermin.

Hold monster

Enchantment (Compulsion) [Mind-Affecting]
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions.
A winged creature who is held cannot flap its wings and falls. A swimmer can't swim and may drown.

Hold person

Enchantment (Compulsion) [Mind-Affecting]
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions.
A winged creature who is held cannot flap its wings and falls. A swimmer can't swim and may drown.

Hold portal

Abjuration
This spell magically bars a door, gate, window, or shutter of wood, metal, or stone. The magic holds the portal fast, just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate the hold portal. For a portal affected by this spell, add 5 to the normal DC for forcing the portal.

Holy aura

Abjuration [Good]
A divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and blinding evil creatures when they strike the subjects. This abjuration has four effects:

Holy smite

Evocation [Good]
The character draws down holy power to smite the character's enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to evil creatures and blinds them for 1 round. A successful Reflex saving throw reduces damage to half and negates the blinding effect.
The spell deals only half damage against creatures who are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one-quarter of the roll) with a successful Reflex save.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to opponents' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skills.

Holy sword

Evocation
This spell allows the character to channel holy power into a weapon the character choose. The weapon acts as a +5 magic weapon and deals double damage against evil opponents. It emits a ward that protects creatures within 10 feet. This ward protects a creature from attacks by evil creatures, from mental control, and from summoned or conjured creatures. The ward has three major effects:
If the ward ends, the sword creates a new one on the character's turn as a free action. The spell is automatically canceled 1 round after the weapon leaves the character's hand for any reason. The character cannot have more than one holy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede 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.
Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.

Holy word

Evocation [Good, Sonic]
Uttering holy word has two effects.
If the character is on the character's 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 1 day. This effect takes place regardless of whether the creatures hear the holy word.
Creatures native to the character's plane who hear the holy word and are not good suffer the following ill effects:
Holy Word - Ill Effects
HD Effect
12 or more Deafened
Less than 12 Blinded, deafened
Less than 8 Paralyzed, blinded, deafened
Less than 4 Killed, paralyzed, blinded, deafened
The effects are cumulative.

Horrid wilting

Necromancy
This spell evaporates moisture from the bodies of all the subject living creatures, dealing 1d8 points of damage per caster level (maximum 25d8). This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their saving throws.

Hypnotic pattern

Illusion (Pattern) [Mind-Affecting]
A pattern of shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 +1 per caster level to determine the total number of HD affected (maximum +10). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures gaze at the lights, heedless of all else. Sightless creatures are not affected.
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Hypnotism

Enchantment (Compulsion) [Mind-Affecting]
The character's gestures and droning incantation cause creatures nearby to stop and stare blankly at the character, hypnotized. The character can use their rapt attention to make the character's suggestions and requests seem more plausible. Roll 2d4 to see how many total HD the character affects. Creatures with fewer HD are affected before creatures with more HD. Only creatures who can see or hear the character are affected, but they do not need to understand the character to be hypnotized.
If the character uses this spell in combat, the targets gain a +2 bonus to their saving throws. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2. While hypnotized, a creature's Spot and Listen checks suffer a -4 penalty. Any potential threat allows the creature a second saving throw. Any obvious threat automatically breaks the hypnotism, as does shaking or slapping the creature. A hypnotized creature's ally may shake it free of the spell as a standard action.
While the subject is hypnotized, the character can make a suggestion or request (provided the character can communicate with it). The suggestion must be brief and reasonable. An affected creature reacts as though it were two steps more friendly in attitude. Even once the spell ends, it retains its new attitude toward the character, but only with respect to that particular suggestion.
A creature who fails its saving throw does not remember that the character enspelled it.