New Spells and Clerical Rebukes
Posted: Sat Jan 01, 2011 11:22 pm
Arcane Spells:
Grease (Wizard 1, Conjuration)
CT: 1
Range: Sight
SV: Dexterity
SR: No
Duration: 5 minutes/level
Comp: S,V
This spell allows the Wizard to make a 10x10 area extremely slippery. All individuals walking through the slippery area must make a successful Dexterity save or fall prone. The grease can be dispelled at will by the Wizard, but then permanently disappears.
Mage Armour (Wizard 1, Conjuration)
CT: 1
Range: Personal
SV: N/A
SR: No
Duration: 1 hour/level
Comp: S,V
This spell creates a field of magical protection around a Wizard, increasing their armour class by 2. Every five levels, the armour class benefit of this spell increases by 1.
Forcewave (Wizard 2, Evocation)
CT: 1
Range: Sight
SV: Dexterity (area blast)
SR: Yes
Duration: Instant
Comp S,V
The Wizard designates a point within his sight range to serve as the focal point of the Forcewave. All targets within 20 feet of that point must make a Dexterity save to avoid the blast effect, which does 1d10+level damage and forcibly moves the target outwards in a cardinal direction of the Wizard's choice a number of feet equal to the Wizard's level. A successful Dexterity save results in half damage and no movement.
See Through Walls (Wizard 2, Divination)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 minute/level
Comp: S,V
This spell grants a Wizard a 2x2 foot invisible 'peephole' through which they can see what is on the other side of a wall. This spell will only grant a peephole through a particular, specific wall, and not sight through walls generally. The 'peephole' cannot be seen by other creatures, but can be detected with the appropriate spells.
Iceball (Wizard 3, Druid 3, Evocation)
CT: 1
Range: 60 feet
SV: Strength (paralysis)
SR: yes
Duration: Instant
Comp: S, V
The Wizard or Druid creates a blast of pure cold energy, which freezes an enemy in place upon contact, unless they succeed immediately on a Strength save against paralysis. A successful save results in 1d8 cold damage. The paralysis endures for 1d4+1 rounds. The victim is not killed by this, but simply held in place by ice, suffering 1d8 cold damage per round. Each round, the target or an ally can make a Strength check to break them free. Every 4 levels, the paralysis effect is increased by one round.
Magic Darts (Wizard 3, Transmutation)
CT: 1
Range: 60 feet
SV: None
SR: Yes
Duration: 1 round/level
Comp: S,V,M
This spell allows a Wizard to transform standard darts into +2 magical weapons, which do 1d6 damage, instead of the standard 1d3 for darts. These darts can be thrown up to 60 feet, and a Wizard can throw two of them per round. A Wizard can transform a number of darts equal to their class level with this spell.
Castling (Wizard 4, Conjuration)
CT: Immediate
Range: Within Sight
SV: Intelligence
SR: Yes
Duration: Instant
Comp: S, V
This spell allows the Wizard to instantly switch position with an ally, who can, if they choose, resist the effect with an Intelligence check. If they fail, however, their positions will be switched regardless.
Minor Sequencer (Wizard 4, Universal)
CT: 1
Range: N/A
SV: N/A
SR: No
Duration: Instant
Comp: S,V
This spell allows the Wizard to program 2 spells of levels 1 or 2 simultaneously, using up castings of both spells, along with the Sequencer when originally cast. Once cast, these spells can be cast simultaneously at any point during that day or thereafter. For example, this spell could allow two Magic Missiles to be cast, or a Mage Armour spell combined with Invisibility. Only one Sequencer can be active at a time.
Lower Resistance (Wizard 5, Abjuration)
CT: 1
Range: Within Sight
SV: Intelligence
SR: No
Duration: 1 round/level
Comp: S,V
This spell enables the Wizard to lower the SR of any creature by 1d6 + the Wizard's Intelligence modifier, making them more vulnerable to their spells.
Alter Gravity (Wizard 5, Transmutation)
CT: 1
Range: Within Sight
SV: Strength
SR: Yes
Duration: 1 minute/level
Comp: S,V
This spell enables the wizard to alter the force of gravity in a 20x20 foot area, either forcing creatures towards the ground or making them float helplessly in the air. The creature must make a Strength save to resist the effects of the gravitational shift or face being trapped by the gravitational anomaly. They may make a new Strength save every round they are trapped in the gravitational field. They suffer no damage, and can speak and breathe normally, but are unable to move or use any abilities that require movement on their part.
Contingency (Wizard 6, Universal)
CT: 10 minutes
Range: N/A
Save: N/A
SR: No
Duration: Instant
Comp: S,V
The Contingency spell allows the Wizard to program one spell of level 5 or lower to release when a specific condition is met. When the Contingency is cast, it uses up both the Contingency spell slot and the spell slot of the programmed spell, but can be 'stored' for an indefinite period of time. Only one Contingency can be active at once.
Soul Bond (Wizard 6, Cleric 6, Necromancy)
CT: 1
Range: N/A
Save: Intelligence or Wisdom (Can ignore)
SR: Yes (but can ignore)
Duration: 1 hour/level
Comp: S,V
This spell enables the Wizard or Cleric and another individual to become bonded together, allowing them to communicate telepathically. In addition to this, the Wizard passes on half of all damage inflicted upon him to the other party. An unwilling individual can make a save to avoid this effect.
Teleport Other (Wizard 7, Conjuration)
CT: 1
Range: Sight
SV: Intelligence
SR: Yes
Duration: Instant
Comp: S,V
This spell allows a Wizard to teleport an unwilling subject within sight range to any other location within sight instantly. The target receives a single opportunity to resist the teleportation, and then is instantly teleported to that location.
Illusionary Form: Pit Fiend (Wizard 8, Illusionist 8, Illusion)
CT: 1
Range: Personal
SV: Intelligence
SR: No
Duration: 1 round/level
Comp: S,V,M
This spell allows you to give yourself the illusory form of one of the most powerful creatures in existence, the Pit Fiend. You will take on the appearance of the fourteen-foot tall demon, and will gain the equivalent of its aura of terror power. Provided an enemy fails its saving throw, you will also have access to the base attack of the Pit Fiend (2 claw attacks at 2d6+6 damage, one tail slap at 2d4+3 damage with a reach of 10, with a +26 BtH!) and have an armour class of 30. You do not, however, gain access to any of the Pit Fiend's other powers or spell-like abilities with this spell, however.
Energy Blades (Wizard 8, Evocation)
CT: 1
Range: N/A
SV: None
SR: No
Duration: 10 min/level
Comp: S,V
This spell allows the Wizard to create a number of magical energy blades equal to their class level, which act as +5 magical weapons and cut through spell resistance and damage reduction. These weapons can be thrown up to 30 feet, and do 4d8+5 damage. Instead of using the Wizard's standard BtH, the Wizard adds their level to the base attack roll. These energy blades do full damage to incorporeal creatures as well as corporeal ones.
Invulnerability (Wizard 9, Abjuration)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1+Int modifier rounds
Comp: S,V
This spell grants the Wizard immunity to all magical spells that cause hit point or attribute damage, and to all magical weapons of +4 or lower enchantment. The Wizard gains SR of 15 against all other spells, unless they actively wish to be affected by them.
Cloud of Annhilation (Wizard 9, Evocation)
CT: 2
Range: Within Sight
SV: Charisma
SR: Yes
Duration: Instant
Comp: S,V,M
This spell allows the Wizard to project a greenfire crystal to a certain place, and magically destroy it utterly, releashing energies of incomprehensible power. All targets with 10 HD or fewer within the blast area (100x100 feet) are destroyed utterly, with their bodies annhilated. All targets with 11 HD or greater must make a Charisma save against Death, with those making the save successfully suffering 10d10 fire damage and suffering blindness for 1d4 rounds. This spell requires a greenfire crystal to cast, which costs 8000 gp. The spell is so called for the sizeable mushroom-shaped cloud which forms when the greenfire crystal is annhilated.
Divine Spells:
Rebuke (Cleric 2)
CT: 1
Range: 60 feet
SV: N/A
SR: Yes
Duration: 1d4+1 rounds
Comp: S,V
This spell allows a Cleric to attempt to turn an evil creature that is neither undead or extraplanar in origin. The Cleric must make a Wisdom check with the difficulty increased by the creature's hit dice. If successful, the creature is turned for 1d4+1 rounds. This spell cannot be used to destroy a creature, however.
Tremor: (Cleric/Druid 2)
CT: 1
Range: 60 feet
SV: Dexterity
SR: No
Duration: Instant
Comp: S, V
This spell creates an intensely localized earthquake in a 10x10 area. Anyone caught in the area must make a successful Dexterity save or be knocked prone, and suffer 1d4 damage.
Alms (Cleric 2)
CT: 1
Range: Touch
SV: N/A
SR: No
Duration: Instant
Comp: S,V,M
This spell allows a good-aligned Cleric to transform copper coins into silver coins, or silver coins into gold coins for the purposes of charitable giving to a cause that the deity would approve of. The amount of gold that can be generated by this spell is 5 gp + 1 gp/level. Failure to give the coins for a noble cause will result in a minor rebuke by the deity.
Divine Conversion (Cleric 4)
CT: 2 hours
Range: N/A
SV: Wisdom
SR: Yes
Duration: Permanent
Comp: S,V,M
This spell allows the cleric to bring a willing individual into the good graces of a deity, converting them to the worship of the deity and allowing them to shift their alignment one step towards that of the deity. This ability will remove any divine curses or similar impediments inflicted on the individual at the time of conversion.
Tithe (Cleric 4)
CT: 1
Range: Touch
SV: N/A
SR: No
Duration: Instant
Comp: S,V,M
This spell allows a Cleric to transform a number of silver pieces equal to their class level into an equivalent number of gold pieces. This spell is intended largely to assist clerics in their necessary living expenses. Clerics that use this spell know full well that the silver pieces are considered to be simply a down payment, and that eventually they will be expected to pay back the sum, either through their share of a treasure or through service.
Holy Feast (Cleric 5)
CT: 1
Range: 30 feet
SV: Wisdom (harmless)
SR: No
Duration: 1 hr/level
Comp: S,V,M
This spell allows a cleric to turn a regular meal into one that magically restores those that partake in it. Those who partake in this feast will heal a number of hit points equal to the cleric's level, plus their Wisdom modifier and have any poisons or diseases purged from their bodies. It will also make the food taste uncommonly excellent- even if it is bread, turnips and water, it will taste like the finest bread, the purest water, the most succulent ... turnips. The evil version of this spell, unholy feast can alter an ordinary meal into one that tastes extraordinary, but inflicts damage and introduces a disease into the system of those who partake in it.
Water To Wine (Cleric 6)
CT: 1
Range: 30 feet
SV: N/A
SR: No
Duration: Permanent
Comp: S,V,M
This spell allows a cleric to transform water into any other liquid substance known to the cleric, such as wine, oil, acid, or any other comparable liquid. The Cleric can transform ten litres per cleric level of one substance into the other. This ability can also be used to transform any other liquid, such as acid, oil, or wine, into pure water.
Mantle of Protection (Cleric 6)
CT: 1
Range: Personal
SV: N/A
SR: No
Duration: 1 round/level
Comp: S,V,M
This spell allows a cleric to create a magical mantle around themselves, protecting them from any manner of harm inflicted upon them. It allows Clerics to make saving throws as if all of their stats were Prime Attributes. This spell requires the use of an expensively made garment, of at least 250 gp in value, which will be destroyed at the end of the spell.
Seize Initiative (Cleric 6)
CT: Immediate
Range: 30 feet around caster
SV: Wisdom (harmless)
SR: No
Duration: Instant
Comp: S,V
This spell gives all allies within thirty feet of the cleric a boost to their Initiative Rolls equal to the Cleric's Wisdom modifier. Once prepared, the spell goes off immediately when entering a combat situation, unless the Cleric chooses intentionally to suppress the spell. The spell only remains active for one day, however.
Holy Speech (Cleric 7)
CT: 1
Range: 100 feet
SV: Charisma
SR: Yes
Duration: 1 minute/level
Comp: S,V
This spell allows the Cleric to become incredibly charismatic, allowing him or her to effectively cast charm person on a number of people equal to twice his character level. The influence gained by this power, however, can only be used for a purpose congenial to that of the deity or philosophy that the cleric reveres- if it is misused, it will almost certainly elicit a Major Rebuke from the deity.
Foresight (Cleric 8)
CT: 1
Range: 30 feet
SV: N/A
SR: No
Duration: 5 minutes/level
Comp: S,V,M
This spell enables the Cleric to gain a limited degree of precognition, granting them a singular random glimpse of the potential future, as well as giving them certain advantages for a limited period of time. Their ability to better predict the location of an enemy in a combat situation gives them a +1 bonus to attack and damage, and their enhanced senses give them the equivalent of darkvision, and a +2 bonus to all checks involving the use of hearing, sight or touch. They cannot be flanked, back attacked or sneak attacked while the spell is active. They can use their Wisdom modifier to add to their Initiative roll.
Greater Conversion (Cleric 9)
CT: 12 hours
Range: 30 feet
SV: Wisdom
SR: Yes
Duration: Instant
Comp: S,V,M
This powerful spell, when cast upon a willing recipient, allows them to immediately be converted to the worship of the deity of the cleric, changing their alignment to within one step of the deity and gaining any relevant clerical domain powers, or alignment-related paladin powers. This spell can convert a blackguard into a full paladin, or a good-aligned cleric into an evil-aligned cleric of the same level. This spell requires the use of an enchanted holy symbol worth at least 2000 gp.
Sunrise/Nightfall (Cleric 9)
CT: 1
Range: Sight
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V,M
This spell allows the cleric to simulate the rising of the sun or the fall of night in an area of one mile around the cleric, granting all of the benefits and penalties of either bright daylight or night. Among other things, this spell can immediately destroy most undead creatures, or sustain them when they normally would be unable to act. By timing the spell properly, a cleric can maintain daylight or darkness conditions for an extremely long time.
Divine Rebuking:
It is well-known that deities often take an active interest in the lives and deeds of their servants, and that clerics and paladins who commit deeds far outside of their codes of conduct can be punished with the permanent removal of their powers and divine connection. Frequently, however, the gods prefer to make their displeasure known in more subtle ways first- as removing the powers of a powerful and useful servant of theirs should only be done in extreme cases.
Minor: Minor Rebukes include a verbal warning from the deity, the removal of a spell slot, a -1 penalty to rolls, or a simple 'cold shoulder' when the cleric or paladin attempts to pray to or commune with them. Actions that may incite a minor rebuke may include such things as: a cleric failing to make regular visits or donations to temples of that deity in towns, or a paladin allowing class or caste prejudices to colour his thinking. Most typically, a cleric or paladin will receive one of these as a warning. The next similar offense will likely result in a Major Rebuke.
Major: Major Rebukes from a deity may include the removal of all prepared spells for a day, or the removal of class powers for a day. It may also include the destruction or removal of a valuable magical item, or an attribute penalty to an important attribute. Major Rebukes should be considered very seriously- if a cleric or paladin earns two of these, they are not likely to have the chance to earn another. A major rebuke might be earned by a cleric who skims money from tithes for himself, or who fails to perform a necessary deed. A paladin who knowingly consorts with an evil individual as a friend (but whom has not yet been lured to a great deed of evil themselves) may receive one of these, as might a paladin who stands aside when he or she sees oppression.
Grease (Wizard 1, Conjuration)
CT: 1
Range: Sight
SV: Dexterity
SR: No
Duration: 5 minutes/level
Comp: S,V
This spell allows the Wizard to make a 10x10 area extremely slippery. All individuals walking through the slippery area must make a successful Dexterity save or fall prone. The grease can be dispelled at will by the Wizard, but then permanently disappears.
Mage Armour (Wizard 1, Conjuration)
CT: 1
Range: Personal
SV: N/A
SR: No
Duration: 1 hour/level
Comp: S,V
This spell creates a field of magical protection around a Wizard, increasing their armour class by 2. Every five levels, the armour class benefit of this spell increases by 1.
Forcewave (Wizard 2, Evocation)
CT: 1
Range: Sight
SV: Dexterity (area blast)
SR: Yes
Duration: Instant
Comp S,V
The Wizard designates a point within his sight range to serve as the focal point of the Forcewave. All targets within 20 feet of that point must make a Dexterity save to avoid the blast effect, which does 1d10+level damage and forcibly moves the target outwards in a cardinal direction of the Wizard's choice a number of feet equal to the Wizard's level. A successful Dexterity save results in half damage and no movement.
See Through Walls (Wizard 2, Divination)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 minute/level
Comp: S,V
This spell grants a Wizard a 2x2 foot invisible 'peephole' through which they can see what is on the other side of a wall. This spell will only grant a peephole through a particular, specific wall, and not sight through walls generally. The 'peephole' cannot be seen by other creatures, but can be detected with the appropriate spells.
Iceball (Wizard 3, Druid 3, Evocation)
CT: 1
Range: 60 feet
SV: Strength (paralysis)
SR: yes
Duration: Instant
Comp: S, V
The Wizard or Druid creates a blast of pure cold energy, which freezes an enemy in place upon contact, unless they succeed immediately on a Strength save against paralysis. A successful save results in 1d8 cold damage. The paralysis endures for 1d4+1 rounds. The victim is not killed by this, but simply held in place by ice, suffering 1d8 cold damage per round. Each round, the target or an ally can make a Strength check to break them free. Every 4 levels, the paralysis effect is increased by one round.
Magic Darts (Wizard 3, Transmutation)
CT: 1
Range: 60 feet
SV: None
SR: Yes
Duration: 1 round/level
Comp: S,V,M
This spell allows a Wizard to transform standard darts into +2 magical weapons, which do 1d6 damage, instead of the standard 1d3 for darts. These darts can be thrown up to 60 feet, and a Wizard can throw two of them per round. A Wizard can transform a number of darts equal to their class level with this spell.
Castling (Wizard 4, Conjuration)
CT: Immediate
Range: Within Sight
SV: Intelligence
SR: Yes
Duration: Instant
Comp: S, V
This spell allows the Wizard to instantly switch position with an ally, who can, if they choose, resist the effect with an Intelligence check. If they fail, however, their positions will be switched regardless.
Minor Sequencer (Wizard 4, Universal)
CT: 1
Range: N/A
SV: N/A
SR: No
Duration: Instant
Comp: S,V
This spell allows the Wizard to program 2 spells of levels 1 or 2 simultaneously, using up castings of both spells, along with the Sequencer when originally cast. Once cast, these spells can be cast simultaneously at any point during that day or thereafter. For example, this spell could allow two Magic Missiles to be cast, or a Mage Armour spell combined with Invisibility. Only one Sequencer can be active at a time.
Lower Resistance (Wizard 5, Abjuration)
CT: 1
Range: Within Sight
SV: Intelligence
SR: No
Duration: 1 round/level
Comp: S,V
This spell enables the Wizard to lower the SR of any creature by 1d6 + the Wizard's Intelligence modifier, making them more vulnerable to their spells.
Alter Gravity (Wizard 5, Transmutation)
CT: 1
Range: Within Sight
SV: Strength
SR: Yes
Duration: 1 minute/level
Comp: S,V
This spell enables the wizard to alter the force of gravity in a 20x20 foot area, either forcing creatures towards the ground or making them float helplessly in the air. The creature must make a Strength save to resist the effects of the gravitational shift or face being trapped by the gravitational anomaly. They may make a new Strength save every round they are trapped in the gravitational field. They suffer no damage, and can speak and breathe normally, but are unable to move or use any abilities that require movement on their part.
Contingency (Wizard 6, Universal)
CT: 10 minutes
Range: N/A
Save: N/A
SR: No
Duration: Instant
Comp: S,V
The Contingency spell allows the Wizard to program one spell of level 5 or lower to release when a specific condition is met. When the Contingency is cast, it uses up both the Contingency spell slot and the spell slot of the programmed spell, but can be 'stored' for an indefinite period of time. Only one Contingency can be active at once.
Soul Bond (Wizard 6, Cleric 6, Necromancy)
CT: 1
Range: N/A
Save: Intelligence or Wisdom (Can ignore)
SR: Yes (but can ignore)
Duration: 1 hour/level
Comp: S,V
This spell enables the Wizard or Cleric and another individual to become bonded together, allowing them to communicate telepathically. In addition to this, the Wizard passes on half of all damage inflicted upon him to the other party. An unwilling individual can make a save to avoid this effect.
Teleport Other (Wizard 7, Conjuration)
CT: 1
Range: Sight
SV: Intelligence
SR: Yes
Duration: Instant
Comp: S,V
This spell allows a Wizard to teleport an unwilling subject within sight range to any other location within sight instantly. The target receives a single opportunity to resist the teleportation, and then is instantly teleported to that location.
Illusionary Form: Pit Fiend (Wizard 8, Illusionist 8, Illusion)
CT: 1
Range: Personal
SV: Intelligence
SR: No
Duration: 1 round/level
Comp: S,V,M
This spell allows you to give yourself the illusory form of one of the most powerful creatures in existence, the Pit Fiend. You will take on the appearance of the fourteen-foot tall demon, and will gain the equivalent of its aura of terror power. Provided an enemy fails its saving throw, you will also have access to the base attack of the Pit Fiend (2 claw attacks at 2d6+6 damage, one tail slap at 2d4+3 damage with a reach of 10, with a +26 BtH!) and have an armour class of 30. You do not, however, gain access to any of the Pit Fiend's other powers or spell-like abilities with this spell, however.
Energy Blades (Wizard 8, Evocation)
CT: 1
Range: N/A
SV: None
SR: No
Duration: 10 min/level
Comp: S,V
This spell allows the Wizard to create a number of magical energy blades equal to their class level, which act as +5 magical weapons and cut through spell resistance and damage reduction. These weapons can be thrown up to 30 feet, and do 4d8+5 damage. Instead of using the Wizard's standard BtH, the Wizard adds their level to the base attack roll. These energy blades do full damage to incorporeal creatures as well as corporeal ones.
Invulnerability (Wizard 9, Abjuration)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1+Int modifier rounds
Comp: S,V
This spell grants the Wizard immunity to all magical spells that cause hit point or attribute damage, and to all magical weapons of +4 or lower enchantment. The Wizard gains SR of 15 against all other spells, unless they actively wish to be affected by them.
Cloud of Annhilation (Wizard 9, Evocation)
CT: 2
Range: Within Sight
SV: Charisma
SR: Yes
Duration: Instant
Comp: S,V,M
This spell allows the Wizard to project a greenfire crystal to a certain place, and magically destroy it utterly, releashing energies of incomprehensible power. All targets with 10 HD or fewer within the blast area (100x100 feet) are destroyed utterly, with their bodies annhilated. All targets with 11 HD or greater must make a Charisma save against Death, with those making the save successfully suffering 10d10 fire damage and suffering blindness for 1d4 rounds. This spell requires a greenfire crystal to cast, which costs 8000 gp. The spell is so called for the sizeable mushroom-shaped cloud which forms when the greenfire crystal is annhilated.
Divine Spells:
Rebuke (Cleric 2)
CT: 1
Range: 60 feet
SV: N/A
SR: Yes
Duration: 1d4+1 rounds
Comp: S,V
This spell allows a Cleric to attempt to turn an evil creature that is neither undead or extraplanar in origin. The Cleric must make a Wisdom check with the difficulty increased by the creature's hit dice. If successful, the creature is turned for 1d4+1 rounds. This spell cannot be used to destroy a creature, however.
Tremor: (Cleric/Druid 2)
CT: 1
Range: 60 feet
SV: Dexterity
SR: No
Duration: Instant
Comp: S, V
This spell creates an intensely localized earthquake in a 10x10 area. Anyone caught in the area must make a successful Dexterity save or be knocked prone, and suffer 1d4 damage.
Alms (Cleric 2)
CT: 1
Range: Touch
SV: N/A
SR: No
Duration: Instant
Comp: S,V,M
This spell allows a good-aligned Cleric to transform copper coins into silver coins, or silver coins into gold coins for the purposes of charitable giving to a cause that the deity would approve of. The amount of gold that can be generated by this spell is 5 gp + 1 gp/level. Failure to give the coins for a noble cause will result in a minor rebuke by the deity.
Divine Conversion (Cleric 4)
CT: 2 hours
Range: N/A
SV: Wisdom
SR: Yes
Duration: Permanent
Comp: S,V,M
This spell allows the cleric to bring a willing individual into the good graces of a deity, converting them to the worship of the deity and allowing them to shift their alignment one step towards that of the deity. This ability will remove any divine curses or similar impediments inflicted on the individual at the time of conversion.
Tithe (Cleric 4)
CT: 1
Range: Touch
SV: N/A
SR: No
Duration: Instant
Comp: S,V,M
This spell allows a Cleric to transform a number of silver pieces equal to their class level into an equivalent number of gold pieces. This spell is intended largely to assist clerics in their necessary living expenses. Clerics that use this spell know full well that the silver pieces are considered to be simply a down payment, and that eventually they will be expected to pay back the sum, either through their share of a treasure or through service.
Holy Feast (Cleric 5)
CT: 1
Range: 30 feet
SV: Wisdom (harmless)
SR: No
Duration: 1 hr/level
Comp: S,V,M
This spell allows a cleric to turn a regular meal into one that magically restores those that partake in it. Those who partake in this feast will heal a number of hit points equal to the cleric's level, plus their Wisdom modifier and have any poisons or diseases purged from their bodies. It will also make the food taste uncommonly excellent- even if it is bread, turnips and water, it will taste like the finest bread, the purest water, the most succulent ... turnips. The evil version of this spell, unholy feast can alter an ordinary meal into one that tastes extraordinary, but inflicts damage and introduces a disease into the system of those who partake in it.
Water To Wine (Cleric 6)
CT: 1
Range: 30 feet
SV: N/A
SR: No
Duration: Permanent
Comp: S,V,M
This spell allows a cleric to transform water into any other liquid substance known to the cleric, such as wine, oil, acid, or any other comparable liquid. The Cleric can transform ten litres per cleric level of one substance into the other. This ability can also be used to transform any other liquid, such as acid, oil, or wine, into pure water.
Mantle of Protection (Cleric 6)
CT: 1
Range: Personal
SV: N/A
SR: No
Duration: 1 round/level
Comp: S,V,M
This spell allows a cleric to create a magical mantle around themselves, protecting them from any manner of harm inflicted upon them. It allows Clerics to make saving throws as if all of their stats were Prime Attributes. This spell requires the use of an expensively made garment, of at least 250 gp in value, which will be destroyed at the end of the spell.
Seize Initiative (Cleric 6)
CT: Immediate
Range: 30 feet around caster
SV: Wisdom (harmless)
SR: No
Duration: Instant
Comp: S,V
This spell gives all allies within thirty feet of the cleric a boost to their Initiative Rolls equal to the Cleric's Wisdom modifier. Once prepared, the spell goes off immediately when entering a combat situation, unless the Cleric chooses intentionally to suppress the spell. The spell only remains active for one day, however.
Holy Speech (Cleric 7)
CT: 1
Range: 100 feet
SV: Charisma
SR: Yes
Duration: 1 minute/level
Comp: S,V
This spell allows the Cleric to become incredibly charismatic, allowing him or her to effectively cast charm person on a number of people equal to twice his character level. The influence gained by this power, however, can only be used for a purpose congenial to that of the deity or philosophy that the cleric reveres- if it is misused, it will almost certainly elicit a Major Rebuke from the deity.
Foresight (Cleric 8)
CT: 1
Range: 30 feet
SV: N/A
SR: No
Duration: 5 minutes/level
Comp: S,V,M
This spell enables the Cleric to gain a limited degree of precognition, granting them a singular random glimpse of the potential future, as well as giving them certain advantages for a limited period of time. Their ability to better predict the location of an enemy in a combat situation gives them a +1 bonus to attack and damage, and their enhanced senses give them the equivalent of darkvision, and a +2 bonus to all checks involving the use of hearing, sight or touch. They cannot be flanked, back attacked or sneak attacked while the spell is active. They can use their Wisdom modifier to add to their Initiative roll.
Greater Conversion (Cleric 9)
CT: 12 hours
Range: 30 feet
SV: Wisdom
SR: Yes
Duration: Instant
Comp: S,V,M
This powerful spell, when cast upon a willing recipient, allows them to immediately be converted to the worship of the deity of the cleric, changing their alignment to within one step of the deity and gaining any relevant clerical domain powers, or alignment-related paladin powers. This spell can convert a blackguard into a full paladin, or a good-aligned cleric into an evil-aligned cleric of the same level. This spell requires the use of an enchanted holy symbol worth at least 2000 gp.
Sunrise/Nightfall (Cleric 9)
CT: 1
Range: Sight
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V,M
This spell allows the cleric to simulate the rising of the sun or the fall of night in an area of one mile around the cleric, granting all of the benefits and penalties of either bright daylight or night. Among other things, this spell can immediately destroy most undead creatures, or sustain them when they normally would be unable to act. By timing the spell properly, a cleric can maintain daylight or darkness conditions for an extremely long time.
Divine Rebuking:
It is well-known that deities often take an active interest in the lives and deeds of their servants, and that clerics and paladins who commit deeds far outside of their codes of conduct can be punished with the permanent removal of their powers and divine connection. Frequently, however, the gods prefer to make their displeasure known in more subtle ways first- as removing the powers of a powerful and useful servant of theirs should only be done in extreme cases.
Minor: Minor Rebukes include a verbal warning from the deity, the removal of a spell slot, a -1 penalty to rolls, or a simple 'cold shoulder' when the cleric or paladin attempts to pray to or commune with them. Actions that may incite a minor rebuke may include such things as: a cleric failing to make regular visits or donations to temples of that deity in towns, or a paladin allowing class or caste prejudices to colour his thinking. Most typically, a cleric or paladin will receive one of these as a warning. The next similar offense will likely result in a Major Rebuke.
Major: Major Rebukes from a deity may include the removal of all prepared spells for a day, or the removal of class powers for a day. It may also include the destruction or removal of a valuable magical item, or an attribute penalty to an important attribute. Major Rebukes should be considered very seriously- if a cleric or paladin earns two of these, they are not likely to have the chance to earn another. A major rebuke might be earned by a cleric who skims money from tithes for himself, or who fails to perform a necessary deed. A paladin who knowingly consorts with an evil individual as a friend (but whom has not yet been lured to a great deed of evil themselves) may receive one of these, as might a paladin who stands aside when he or she sees oppression.