TEXT: A PlAce Beyond Hell 
  SPell cArdS
  Ultimate 
  Spell DeckS
  LPJ9538
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  
  Antilife Bolt
  School Evocation [Non-specific]; Level Sorceror/Wizard 3; 
  Casting Time 1 standard action; Components V, S; Range 50 ft.; 
  Target Single opponent; Duration Instantaneous/1 hour/level; 
  Saving Throw Reflex negates; Spell Resistance: Yes
  Opening a brief hole to the ‘space between’ the caster channels a 
  bolt of nothingness and hurls it into their target where it spreads 
  like a disease through their flesh, turning their veins black, 
  outwards from the point of impact and making them appear – and 
  act – diseased.
  This spell corrupts the very essence of life and unlife, reducing the 
  target’s maximum hit points by 1d4 per caster level to a maximum 
  of 10d4. While the spell is in effect the target cannot be healed 
  above their new, temporary, maximum hit points and if the spell 
  reduces their maximum hit points to 0, then they are considered 
  dead, not dying.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Antilife WArd
  School Abjuration [neutral]; Level Cleric/Paladin/Sorcerer/Wizard 
  4; Casting Time 1 standard action; Components V, S, M (A 3 ft. 
  radius circle of blood or powdered bone); Range Touch; Area 10 
  ft. radius around circle; Duration 10 minutes/level; Saving Throw 
  Will negates; Spell Resistence: No
  Ranging out from the inscribed circle a zone of energy, antithetical 
  to this reality and all that lives within it, emanates outwards to a 
  radius of 10 ft. Light and colour within the area drain and dim and 
  the spell creates a barrier of this energy that any living or unliving 
  being will have a hard time crossing to reach those protected 
  within the circle. Only constructs, animated objects and beings 
  infected by the H’Laqu are immune to the effects.
  Attempting to cross the ward has a DC of 15 + caster level and 
  each failed attempt by a living or undead being to cross the ward 
  costs them 1d4 hit points. Each turn a living or undead being 
  spends within the area of effect also costs them a single hit point.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Become ShAdoW
  School Transmutation (polymorph); Level Sorcerer/Wizard 6; 
  Casting Time 1 standard action; Components V, S, M (A cast 
  shadow); Range Personal; Target You; Duration 1 min/level
  With the spell cast the magician’s body melds with their own 
  shadow and can move at their normal pace for the duration of the 
  spell. The shadow form cannot cast spells, cannot speak and cannot 
  lift or manipulate objects. Nor can it be harmed by any means save 
  by being plunged into darkness. The shadow has no thickness and 
  can slip through the tiniest gap in a door or window to gain entry. 
  Shadow form gains a +4 inherent bonus to Stealth checks.
  Shadow form is limited to areas of light where a shadow can be 
  cast and at least tome part of the caster’s shadow form must remain 
  in an area of light at all times. If the shadow form enters an area 
  of darkness or is plunged into darkness then they revert to their 
  normal form and suffer 1d6 x 1d4 hit points of damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Beyond Alignment
  School Enchantment Level 8; Casting Time 1 minute; Compo-
  nents V, S; Range Personal; Target You; Duration 1 hour/level
  The H’Laqu are creatures beyond anything that any of the races of 
  Abaddon would consider morality. They are not evil, just beyond 
  such considerations and so arrogant and so different that they defy 
  such definitions. The H’Laqu are able to use items and capabilities, 
  regardless of their normal moral restrictions and alignment and 
  those who have studied them have found ways to take on that 
  same, higher disdain for morality that the H’Laqu have, enabling 
  them to move beyond restrictions in the same way, though this 
  can be morally dangerous for a character as they emerge from the 
  effect.
  Under the effect of the spell a character is freed from all restric-
  tions and effects related to alignment. They may use weapons and 
  magic items regardless of their alignment restrictions, may pass 
  through magical barriers that restrict according to alignment and 
  may perform moral acts that would normally be beyond the bounds 
  of their alignment.
  Repeated use of the spell or dubious moral actions undertaken 
  while under its influence may shift the character’s  alignment 
  towards neutral once the spell wears off, at the Games Master’s 
  discretion.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BlAck meteor Shield
  School Abjuration. Level Sorcerer/Wizard 4; Casting Time 1 
  standard action; Components V, S, M (A fragment of the meteor); 
  Range Personal; Area A 5 ft.-radius cylindrical whirlwind centred 
  on you; Duration 1 round/level
  This spell draws upon the resonance between a single meteor 
  fragment and all others, drawing fragments, dust, sand and 
  shards together into a whirling debris field around the caster. This 
  whirling field of debris increases your Armour Class by +2 and 
  does 1d4 +1/level damage (to a maximum of 1d4+15) to anyone 
  attacking you or caught in the field surrounding you, every turn. 
  The field offers no protection against attacks from above as it only 
  forms a whirlwind shaped tube around you.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BlAck meteor Strike
  School Evocation [earth]; Level Sorcerer/Wizard 6; Casting Time 
  1 standard action; Components V, S, M (A piece of meteor); 
  Range Long (400 ft. + 40 ft./level); Area 40 ft.-radius; Duration 
  Instantaneous; Saving Throw Reflex half. Spell Resistance: No
  A rent in space is torn and a fragment of the meteor, still in orbit 
  around Abaddon, it yanked through at incredible speed and 
  smashed into the target. The meteor explodes, filling the air with 
  shards of meteorite. The strike does 8d6 damage/caster level to all 
  targets within its radius and leaves the area scattered with razor-
  sharp pieces of obsidian requiring a Reflex save against a DC of 20 
  or those moving through the area take 1d4 damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BlAck Pit (hiding PlAce  
  BetWeen the PlAneS)
  School Conjuration (summoning) Level Sorcerer/Wizard 6; 
  Casting Time 5 minutes; Components V, S, F (A hollow sphere); 
  Range Personal; Target You; Duration 2 hours/level; Saving 
  Throw None; Spell Resistance: No
  Access to the planes themselves is cut off from Abaddon but the 
  space between the worlds – the prison home of the H’Laqu – can 
  still be accessed. This spell punches a shallow hole in the skin 
  between the worlds allowing the caster to hurl themselves into the 
  void until reality snaps back, ejecting them from this unnatural 
  space in the same place that they disappeared from. For every two 
  hours they spend in void there is a 1-in-10 chance of being found 
  and attacked by an Abyssal Arm.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BlAck SAnd
  School Conjuration (creation) Level Sorcerer/Wizard 5; Casting 
  Time 1 standard action; Components V, S; Range 50 ft; Duration 
  So long as the caster concentrates; Saving Throw Suffocation; 
  Spell Resistance: No
  Black, glittering sand gushes from the caster’s hands forming a 10 
  ft. cube of  shifting, moving, razor-sharp granules. So long as the 
  caster concentrates (doesn’t move, perform any other actions and 
  is not interrupted) they can move this mound of sand up to 15 ft. 
  per turn. Anyone engulfed by the sand is held in place (unless they 
  can make a Strength check against a DC of 20 to break free) takes 
  2d4 damage and must start to make suffocation checks, according 
  to the suffocation rules. The maximu range from the caster that the 
  sand can move before collapsing is 50 ft.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BlAck tAlonS
  School Transmutation; Level Druid/Ranger/Sorcerer/Wizard 3; 
  Casting Time 1 standard action; Components V, S; Range Touch; 
  Target Living creature/person touched; Duration 1 min/level; 
  Saving Throw Will negates (harmless); Spell Resistance: Yes 
  (harmless)
  Black Talons wreathes the fists or natural weapons of one person or 
  creature in black, empty space. This confers a +1 bonus to damage 
  and allows these weapons to ignore magical protection or the 
  bonuses to Armour Class offered by spells and enchantments. This 
  only allows the creatures attacks to penetrate and does not protect 
  the creature from any adverse effects of any magical protections or 
  fields – such as prismatic spheres.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dArk eye
  School Divination (scrying); Level Sorcerer/Wizard 5; Casting 
  Time 10 minutes; Components V, S; Range 1 mile; Effect 
  Magical sense; Duration 1 min/level; Saving Throw None; Spell 
  Resistance: No
  With an incantation you can call into existence a fist-sized sphere 
  of darkness which you can then project into shadowy areas within 
  a mile. The orb act as a focal point for all your senses at a distance. 
  The orb must remain within shadow and if exposed to either bright 
  light or total darkness – rather than shadow – the eye is dispelled 
  and the caster using it takes 2d6 damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  emPtineSS
  School Enchantment (compulsion) [mind-affecting]; Level Bard/
  Cleric 2, Sorcerer/Wizard 3; Casting Time 1 standard action; 
  Components V, M (a black pebble); Range 20 ft; Target 1 
  living creature; Duration 1 turn/caster level; Saving Throw Will 
  negates; Spell Resistance: Yes
  This spell targets the spirit, the essential ‘animus’, of the target, 
  opening them up to mind control, spiritual contamination and other 
  dangerous effects. Once subjected to the spell then the next Will 
  save – or save against H’Laqu infection – that the target makes 
  automatically fails in addition to being dazed as per the daze spell. 
  If a target resists this spell then they cannot be subjected to it again 
  for 1 hour.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fAce of feAr
  School Illusion [fear, mind-effecting]; Level Bard/Cleric 3, 
  Sorcerer/Wizard 4; Casting Time 1 standard action; Components 
  V, S, M (token taken from fearsome creature); Range 30 ft; 
  Duration 1 round/level; Saving Throw As per fear rules; Spell 
  Resistance: Yes
  By taking tokens from dead monsters the character can take on an 
  aspect of their frightening mien, gaining their fear rating tempo-
  rarily. For the duration of the spell the caster is infused with the 
  unnatural horror of whatever creature they have taken their token 
  from, requiring creatures and people who are susceptible to have to 
  make fear checks while within 30 ft.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  immAculAte diSSection
  School Divination (scrying); Level Bard 4/Sorcerer/Wizard 4; 
  Casting Time 1 full turn; Components V, S; Range Close (25 
  ft. + 5 ft./2 levels); Target One creature; Duration 1 hour/level; 
  Saving Throw Will negates; Spell Resistance: Yes
  H’Laqu perception transcends the limits of matter, space and even 
  time. By channelling such power through their own eyes a magic 
  user can strip a target apart, understand them completely, under-
  stand their weaknesses and how best to assault them.
  The target of the spell is exposed, allowing the player to view the 
  basic creature write-up along with any information about its weak-
  nesses. In addition the caster receives a +1 bonus to hit and a +2 
  bonus to damage against that target. If the target resists this spell, it 
  is immune to further castings for an hour.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  inSignificAnce
  School Enchantment (compulsion) (mind-affecting); Level Cleric/
  Sorcerer/Wizard 8; Casting Time 1 turn; Components V, S, M 
  (a magnifying lens); Range Touch; Duration 1 day/level; Saving 
  Throw Will negates
  The target of the spell is subjected to the terrible knowledge of 
  their true insignificance in the multiverse. That they are of no more 
  importance and significance than a mote of dust. This knowledge 
  is crushing, even to the egos of beings who consider themselves 
  heroes and demigods.
  Those effected by the spell suffer the following effects:
   
  • 
  Turns 1-2: Helpless.
   
  • 
  Turns 3-5: Cowering.
   
  • 
  Turns 6-10: Shaken.
  In addition to this effect the target is rendered suicidal by their 
  exposure to the meaninglessness of their existence. Once removed 
  from immediate concerns of survival – such as combat – the target 
  becomes suicidal and will make an attempt on their own life. They 
  must make a Will save against a DC of 25 each day for the dura-
  tion of the spell or make another attempt on their own life.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  life Sign
  School Abjuration; Level Cleric/Paladin/Sorcerer/Wizard 4; 
  Casting Time 1 standard action; Components V, S, M (A sigil 
  daubed in blood); Range Touch; Area 10 ft.- radius circle centred 
  on the sigil; Duration 10 minutes/level; Saving Throw Will 
  negates (harmless); Spell Resistance: No
  H’Laqu manifestations and those infected by their presence can be 
  warded off by this spell which creates a protective area around the 
  symbol created by the caster. H’Laqu and their tainted must make 
  a Will save to cross the circle and those within the circle gain a 
  +2 deflection bonus to AC against H’Laqu attacks along with a +2 
  bonus to all saves against effects stemming from the H’Laqu or 
  powers derived from them.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  mind trAP
  School Enchantment (compulsion), (mind-affecting); Level Bard 
  4, Sorcerer/Wizard 5; Casting Time 1 round; Components V; 
  Range Close (25 ft. +5 ft./2 levels); Target One intelligent crea-
  ture within range; Duration So long as the caster concentrates or 
  until the puzzle is solved or defeated; Saving Throw Will negates; 
  Spell Resistance: Yes
  This spell creates a magical bond between the caster and the target, 
  entrapping the target’s mind within a mental puzzle or challenge 
  created by the caster. The caster can either create a maze with a DC 
  equal to their Intelligence score + Knowledge (Engineering) skill. 
  The target must either wait for the caster to drop the spell or beat 
  that DC a number of times equal to the maximum level spell the 
  caster can cast.
  Alternatively the caster can create a monster in their mind with a 
  Challenge Rating equal to the maximum spell level that they can 
  cast and force the target to fight it in their mind. Damage is real 
  to the target and if the target defeats the mental monster the caster 
  takes 1d6 damage per point of Challenge Rating and 2 points of 
  temporary damage to their Intelligence.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  PlAnAr SheArS
  School Abjuration; Level Cleric/Sorcerer/Wizard 5; Casting Time 
  1 standard action; Components V,S; Range Medium (100 ft.+10 
  ft./level); Effect Ray; Duration 1 min/level; Saving Throw None; 
  Spell Resistance: Yes (object)
  A flat, black ray, like a blade, projects from the hand of the caster 
  and strikes the target, severing completely any ties between the 
  target and the planes, even in the restricted sense in which such 
  links are maintained on Abaddon. Any planar creatures are cut off 
  from their contacts with the other worlds. Planar creatures loose 
  access to their Supernatural powers and summoning from the other 
  worlds along with Conjuration spells are disrupted by the spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ShArdStorm
  School Evocation [N/A]; Level Druid/Sorcerer/Wizard 5; Casting 
  Time 1 standard action; Components V, S, M (A large shard of 
  obsidian to be thrown down and shattered); Range Long (400 ft. + 
  40 ft./level); Area Cylinder (20 ft. radius); Duration 1 round/level 
  (Maximum); Saving Throw None; Spell Resistance: Yes
  As the shard shatters the fragments, along with others like it from 
  the surrounding area, are drawn into a whirling shield of fragments 
  that protect the front of the caster with a shield of debris. This 
  shield can absorb up to 50 hit points of damage before being 
  destroyed or can be used to hurl waves of fragments at targets 
  within the area of the cylinder template. Every 5 hit points of 
  shards sacrificed to an attack does 1d6 points of slashing damage 
  to anyone caught in the area of effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Squirming mAW
  School Conjuration (creation or calling); Level Cleric/Sorcerer/
  Wizard 9; Casting Time 1 standard action; Components V, S; 
  Range Medium (100 ft. + 10 ft./level); Duration 1 round/level; 
  Saving Throw None; Spell Resistance: No
  The magic punches a hole into the space between worlds to where 
  a waiting H’Laqu form lurks. As the whole is punched the H’Laqu 
  punches through the rift and tries to grasp, destroy or kill anything 
  and everything that it can reach through the hole, feeding whatever 
  it can get back through the portal to be destroyed.
  The caster has no control over the 10 ft.-radius maw or the 2d6 
  Abyssal Arms that are summoned around it. The arms reach out to 
  grasp and attack anything within range and try to feed them back 
  into the maw. Anything fed into the portal is affected as though hit 
  by a Swallowed By Darkness spell. The spell lasts for its duration 
  and then ceases, the tentacles withdrawn, dropping whatever is in 
  their clurches and the portal closing.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SteriliSe
  School Necromancy; Level Cleric/Druid 3, Sorcerer/Wizard 
  4; Casting Time 1 standard action; Components V, S; Range 
  Touch/5 ft. radius +5 ft.-radius/level; Target Area around self; 
  Duration Instantaneous; Saving Throw Fortitude negates; Spell 
  Resistance: Yes
  The immediate area around the target, them selves or a single 
  chosen target are sterilised, instantly, of all bacteria, virii and other 
  micro-organisms. This instantly cures any disease or removes any 
  disease-based attacks from any enemies for the remainder of the 
  battle. It does have the disadvantage of destroying useful, ‘friendly’ 
  bacteria as well. Any living target hit by the spell suffers a -2 
  penalty to their Constitution which returns at the rate of one per 
  week as they are ‘reinfected’ with useful bacteria.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SWAlloWed By dArkneSS
  School Conjuring; Level Sorcerer/Wizard 7; Casting Time 1 
  standard action; Components V, S, M (a shard of broken mirror); 
  Range Medium (100 ft. +10 ft./level); Duration Instantaneous; 
  Saving Throw Reflex negates; Spell Resistance: Yes
  Magic tears a brief hole into the gap between the worlds and 
  threatens to swallow up a single target, casting them into the 
  void to be lost forever. The attack does 2d8 damage per level to 
  a maximum of 40d8 but if this damage fails to reduce the target 
  to zero hit points then they take no damage. If they are reduced 
  to zero hit-points they are swallowed up and lost to the darkness 
  along with all their equipment. Against objects the spell bites a 5 ft. 
  radius, spherical ‘chunk’ out of the object. The spell has no effect 
  on force or energy barriers. The spell only affects one target each 
  time it is cast.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Void of deSPAir
  School Conjuration; Level Cleric/Sorcerer/Wizard: 5; Casting 
  Time 1 standard action; Components V, S; Range 50 ft; Area  20 
  ft. radius burst; Duration 1 min/level; Saving Throw Will negates; 
  Spell Resistance: Yes
  This spell punches a hole in the universe through which a glimpse 
  of the soul-destroying empty void between the worlds can be seen. 
  Anyone caught within the radius of the spell is witness to that 
  terrible emptiness and the ravening and strange radiations of the 
  other-space. This fills those caught in the area with despair and 
  fear. Those affected by their glimpse of the darkness suffer a -2 
  penalty to attack rolls, saving throws, ability checks, skill checks 
  and weapon damage rolls for the duration of the effect. Creatures 
  and people who are unable to see are unaffected by the spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Whirling Void
  School Conjuration; Level Cleric/Sorcerer/Wizard: 8; Casting 
  Time 1 standard action; Components V, S; Range 50 ft; Area 20 
  ft. radius burst; Duration 1 round; Saving Throw Reflex negates; 
  Spell Resistance: Yes
  Magic punches through to the space between universes and a 
  whirling, sucking vortex appears, like a negative image of a galaxy, 
  arms of darkness whirling around the yawning hole like a circular 
  saw, cutting through and swallowing up anything within its radius. 
  Everything caught in the area of the void or moving though it is hit 
  as though by a swallowed by darkness spell and those within an 
  additional 10 ft. of the void must make a Strength check against a 
  DC of 15 or be dragged 5 ft. towards the void on the caster’s turn.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  WhiSPering mAdneSS
  School Enchantment; Level Bard/Sorcerer/Wizard 6; Casting 
  Time 1 standard action; Components V, S, M (A vial of breath 
  from a sleeping person); Range Medium (100 ft. + 10 ft./level); 
  Target One intelligent creature; Duration 1d4 days + 1 day/level; 
  Saving Throw Will negates; Spell Resistance: Yes
  The voice of the H’Laqu is channelled through into the mind of the 
  target, whispering to their subconscious of forbidden knowledge 
  and unspeakable horror, of the insignificance of the target’s life, 
  their world, even their universe. This erodes the target’s mind and 
  sanity over time, causing them to lose one point of wisdom and 
  intelligence each day for the duration of the spell. If both statistics 
  reach zero the target becomes irrevocably and permanently insane, 
  catatonic.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
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  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Ultimate Spell Decks: A Place Beyond Hell Spell Cards, Copyright 
  2010, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9538 - Ultimate Spell Decks - A Place Beyond Hell.pdf