New Spells and Clerical Rebukes
- KaiserKris
- Red Cap
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New Spells and Clerical Rebukes
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.
- Omote
- Battle Stag
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Re: New Spells and Clerical Rebukes
More spells for C&C is always a good thing! A nice selection of spell too. 
~O
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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>> Omote's Advanced C&C stuff <<
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>> Omote's Advanced C&C stuff <<
- KaiserKris
- Red Cap
- Posts: 300
- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
Re: New Spells and Clerical Rebukes
More spells!
Intoxication (Wizard 1, Illusionist 1, Enchantment)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: 10 minutes/level
Comp: S,V
This spell immediately renders the subject mildly intoxicated, as if they had one too many alcoholic beverages. They suffer a -1 penalty to Dexterity, Intelligence and Wisdom rolls, but gain a +1 bonus to Charisma rolls. They suffer a -1 penalty to attack rolls, but gain a +1 bonus to damage rolls.
False Life: (Wizard 2, Necromancy)
CT: 1
Range: Touch
SV: Intelligence (harmless)
SR: No
Duration: 10 minutes/level
Comp: S,V,M
This spell enables a Wizard to grant the target temporary hit points of 1d8+their level. When the target is successfully hit, the temporary hit points are used up before any of their actual hit points. A drop or smear of the caster's own blood is required to cast the spell successfully.
Predict Attack: (Wizard 2, Divination)
CT: 1
Range: Personal
SV: N/A
SR: No
Duration: 1 round/level
Comp: S,V
This spell grants the Wizard incredible insight into the attack patterns and capabilities of a monster, and allows the Wizard to come up with countermeasures for their attacks. This grants the Wizard a +2 bonus to armour class and all saving throws against one enemy for the duration of the spell.
True Strike: (Wizard 3, Divination)
CT: 1
Range: Personal
SV: N/A
SR: No
Duration: 1+Int modifier rounds
Comp: S,V
This spell allows a Wizard to substitute their class level for their regular BtH for attack rolls for the duration of the spell, granting an additional bonus equal to their Intelligence modifier.
Feedback: (Wizard 6, Abjuration)
CT: 1
Range: 60 feet
SV: Intelligence
SR: Yes
Duration: 1+Int modifier rounds
Comp: S,V
This spell allows a Wizard to fire a bolt of energy which disrupts spellcasting, inflicting two hit points of damage for each spell level the Wizard casts in a round: if a Wizard casts a 6th level spell, they lose 12 hit points. It also imposes a spell failure rate of 50%. The victim gets one chance to make an Intelligence saving throw- if they succeed, the spell inflicts two hit points of damage for the highest level of spell they can cast, but then does no further damage.
Hold Person, Mass (Wizard 7, Illusionist 7, Enchantment)
CT: 1
Range: 60 feet
SV: Intelligence
SR: Yes
Duration: 1 round/level
Comp: S,V
This spell enables a Wizard or Illusionist to render a number of small or medium-sized humanoids equal to their class level completely immobile. They can breathe and speak, but cannot move or execute any other physical actions. The Illusionist version of this spell merely convinces them that they are frozen in place.
Hold Monster, Mass (Wizard 9, Illusionist 9, Enchantment)
CT: 1
Range: 60 feet
SV: Intelligence
SR: Yes
Duration: 1 round/level
Comp: S,V
This spell enables a Wizard or Illusionist to render a number of monsters equal to their class level completely immobile. They can breathe and speak, but cannot move or execute any other physical actions. The Illusionist version of this spell merely convinces them that they are frozen in place.
Align Weapon (Cleric 1)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V,M
This ability allows a cleric to grant a weapon an alignment of good, evil, lawful or chaotic. The alignment of the weapon must match the alignment of the cleric- for example, a lawful good cleric can align a weapon as being lawful or good, but a neutral good character can only align a weapon as good. Aligning a weapon does not do bonus damage, but allows a weapon to overcome the immunities of many creatures. Additionally, if any creature of the opposing alignment attempts to pick up an aligned weapon, they suffer 1d4+1 damage and are unable to wield the weapon.
Absorb Life Essence: (Cleric 2)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V,M
This spell enables a Cleric to absorb a portion of the life essence of a recently slain individual, restoring 1d8+1 hit points and granting them a +1 bonus to all rolls for the duration of the spell. Additional castings of this spell will not stack with previous castings. This spell is available only to evil clerics.
Holy Might: (Cleric 3)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell grants a Cleric a boost to their Strength, Dexterity and Constitution statistics. If the physical statistic in question is a prime, the boost is 1d4+1, if it is not, it is a boost of 2. The Cleric gains all the benefits of these boosted statistics.
Exorcism: (Cleric 4)
CT: 10 minutes/HD of enemy
Range: Touch
SV: None
SR: No
Duration: Immediate
Comp: S,V,M
This spell allows a Cleric to banish an evil spirit from the body of an individual. The Cleric can only exorcise beings of a HD level equal to or lesser than their own and must make a Constitution save at the end of the exorcism or suffer subdual damage equal to the hit dice of the spirit cast out. The material components for an exorcism include one liter of holy water, and a holy symbol worth at least 50 gp. The holy symbol can be used again, the water is used up in the ritual.
Divine Shield: (Cleric 7)
CT: 1
Range: 20 feet
SV: Wisdom (harmless)
SR: No
Duration: 1 round/level
Comp: S,V
This spell allows the Cleric to give an ally a protective barrier around them that gives them immunity to all weapons of +2 or lower magical enchantment and an SR of 15.
Disfiguration: (Illusionist 6)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: 1 day/level
Comp: S,V
This spell enables the Illusionist to create a mask of horrible disfigurement upon the subject, making them and all others that see them believe they are truly and completely hideous. The Charisma of the subject for all purposes other than intimidation is lowered by ten points, but to no lower than 1.
Inception: (Illusionist 9)
CT: 1
Range: N/A
SV: Intelligence
SR: Yes
Duration: Immediate
Comp: S,V
This spell can only be used while having entered into another subject's dreams using the dreaming spell, but allows the illusionist to plant suggestions at a deep enough mental level that the idea appears to be the subject's own creation. The results of this if sucessful may not be immediate, but are extraordinarily life-changing- the subject may immediately change alignment, willingly abdicate their lands and titles or follow a similarly dramatic change, while fully believing it was their idea. The spell involves going very deeply into the subconscious, and the Illusionist must succeed at an Intelligence check modified by the hit dice of the creature, or suffer severe mental damage, losing 1d4 Intelligence, Wisdom and Charisma points permanently.
Elemental Weapon: (Druid 2)
CT: 1
Range: Touch
SV: N/A
SR: No
Duration: 1 hour/level
Comp: S,V,M
This power allows the Druid to align their weapon with one of the classic elements (water, earth, fire or air), making it do 1d6 bonus damage of the appropriate type (cold, acid, fire or lightning) to all enemies, and striking as a +1 magical weapon and doing 2d6 elemental damage to creatures of the opposing element.
Tangle of Thorns: (Druid 5)
CT: 1
Range: Sight
SV: Strength
SR: No
Duration: 1 round/level
Comp: S,V
This spell acts similarly to the spell entangle, trapping all enemies in in a 50x50 area aggressively moving thorns, but unlike entangle, this spell also does 1d8+1 damage per round to all targets, as well as 1 Constitution damage from the heavy bleeding caused by the razor sharp thorns. A successful Strength save breaks the target out of the tangle of thorns, and can be made each round they are trapped in them.
Elemental Redirection: (Druid 6)
CT: Immediate
Range: 10 feet
SV: Wisdom
SR: Yes
Duration: Instant
Comp: S,V
This spell allows the Druid to trap one elementally-based attack or spell as it is made, and redirect that spell if desired towards another target or harmlessly into the air or ground. For example, this spell allows a Druid to capture a Fireball spell made within ten feet of the Druid, and redirect the Fireball to any other point within sight. This spell can only be used to capture natural elemental attacks or spells of equal or lower level to it.
Rain of Tranquility: (Druid 9)
CT: 1
Range: Sight
SV: Wisdom (harmless)
SR: No
Duration: 1d4+Wisdom modifier rounds
Comp: S,V,M
One of the most powerful druidic spells, the Rain of Tranquility allows them to create a huge but gentle rain, affecting a 100x100 area which heals the Druid's allies and all animals and plants in the area for 1d10+Wis modifier hit points while the rain is active, as well as cleansing away any poisons, diseases or curses on the creatures or the land surrounding them. Any natural animals or plant creatures attacking the Druid or their allies will immediately stop and become friendly or indifferent to the Druid. Plants dying of drought and natural or unnatural plant diseases will be returned to the peak of health. There is a 10% chance that any individual ally of the druid or wilderness creature that is slain will be raised from death, provided their body is whole. The material component for this spell is one liter of totally pure water.
Intoxication (Wizard 1, Illusionist 1, Enchantment)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: 10 minutes/level
Comp: S,V
This spell immediately renders the subject mildly intoxicated, as if they had one too many alcoholic beverages. They suffer a -1 penalty to Dexterity, Intelligence and Wisdom rolls, but gain a +1 bonus to Charisma rolls. They suffer a -1 penalty to attack rolls, but gain a +1 bonus to damage rolls.
False Life: (Wizard 2, Necromancy)
CT: 1
Range: Touch
SV: Intelligence (harmless)
SR: No
Duration: 10 minutes/level
Comp: S,V,M
This spell enables a Wizard to grant the target temporary hit points of 1d8+their level. When the target is successfully hit, the temporary hit points are used up before any of their actual hit points. A drop or smear of the caster's own blood is required to cast the spell successfully.
Predict Attack: (Wizard 2, Divination)
CT: 1
Range: Personal
SV: N/A
SR: No
Duration: 1 round/level
Comp: S,V
This spell grants the Wizard incredible insight into the attack patterns and capabilities of a monster, and allows the Wizard to come up with countermeasures for their attacks. This grants the Wizard a +2 bonus to armour class and all saving throws against one enemy for the duration of the spell.
True Strike: (Wizard 3, Divination)
CT: 1
Range: Personal
SV: N/A
SR: No
Duration: 1+Int modifier rounds
Comp: S,V
This spell allows a Wizard to substitute their class level for their regular BtH for attack rolls for the duration of the spell, granting an additional bonus equal to their Intelligence modifier.
Feedback: (Wizard 6, Abjuration)
CT: 1
Range: 60 feet
SV: Intelligence
SR: Yes
Duration: 1+Int modifier rounds
Comp: S,V
This spell allows a Wizard to fire a bolt of energy which disrupts spellcasting, inflicting two hit points of damage for each spell level the Wizard casts in a round: if a Wizard casts a 6th level spell, they lose 12 hit points. It also imposes a spell failure rate of 50%. The victim gets one chance to make an Intelligence saving throw- if they succeed, the spell inflicts two hit points of damage for the highest level of spell they can cast, but then does no further damage.
Hold Person, Mass (Wizard 7, Illusionist 7, Enchantment)
CT: 1
Range: 60 feet
SV: Intelligence
SR: Yes
Duration: 1 round/level
Comp: S,V
This spell enables a Wizard or Illusionist to render a number of small or medium-sized humanoids equal to their class level completely immobile. They can breathe and speak, but cannot move or execute any other physical actions. The Illusionist version of this spell merely convinces them that they are frozen in place.
Hold Monster, Mass (Wizard 9, Illusionist 9, Enchantment)
CT: 1
Range: 60 feet
SV: Intelligence
SR: Yes
Duration: 1 round/level
Comp: S,V
This spell enables a Wizard or Illusionist to render a number of monsters equal to their class level completely immobile. They can breathe and speak, but cannot move or execute any other physical actions. The Illusionist version of this spell merely convinces them that they are frozen in place.
Align Weapon (Cleric 1)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V,M
This ability allows a cleric to grant a weapon an alignment of good, evil, lawful or chaotic. The alignment of the weapon must match the alignment of the cleric- for example, a lawful good cleric can align a weapon as being lawful or good, but a neutral good character can only align a weapon as good. Aligning a weapon does not do bonus damage, but allows a weapon to overcome the immunities of many creatures. Additionally, if any creature of the opposing alignment attempts to pick up an aligned weapon, they suffer 1d4+1 damage and are unable to wield the weapon.
Absorb Life Essence: (Cleric 2)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V,M
This spell enables a Cleric to absorb a portion of the life essence of a recently slain individual, restoring 1d8+1 hit points and granting them a +1 bonus to all rolls for the duration of the spell. Additional castings of this spell will not stack with previous castings. This spell is available only to evil clerics.
Holy Might: (Cleric 3)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell grants a Cleric a boost to their Strength, Dexterity and Constitution statistics. If the physical statistic in question is a prime, the boost is 1d4+1, if it is not, it is a boost of 2. The Cleric gains all the benefits of these boosted statistics.
Exorcism: (Cleric 4)
CT: 10 minutes/HD of enemy
Range: Touch
SV: None
SR: No
Duration: Immediate
Comp: S,V,M
This spell allows a Cleric to banish an evil spirit from the body of an individual. The Cleric can only exorcise beings of a HD level equal to or lesser than their own and must make a Constitution save at the end of the exorcism or suffer subdual damage equal to the hit dice of the spirit cast out. The material components for an exorcism include one liter of holy water, and a holy symbol worth at least 50 gp. The holy symbol can be used again, the water is used up in the ritual.
Divine Shield: (Cleric 7)
CT: 1
Range: 20 feet
SV: Wisdom (harmless)
SR: No
Duration: 1 round/level
Comp: S,V
This spell allows the Cleric to give an ally a protective barrier around them that gives them immunity to all weapons of +2 or lower magical enchantment and an SR of 15.
Disfiguration: (Illusionist 6)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: 1 day/level
Comp: S,V
This spell enables the Illusionist to create a mask of horrible disfigurement upon the subject, making them and all others that see them believe they are truly and completely hideous. The Charisma of the subject for all purposes other than intimidation is lowered by ten points, but to no lower than 1.
Inception: (Illusionist 9)
CT: 1
Range: N/A
SV: Intelligence
SR: Yes
Duration: Immediate
Comp: S,V
This spell can only be used while having entered into another subject's dreams using the dreaming spell, but allows the illusionist to plant suggestions at a deep enough mental level that the idea appears to be the subject's own creation. The results of this if sucessful may not be immediate, but are extraordinarily life-changing- the subject may immediately change alignment, willingly abdicate their lands and titles or follow a similarly dramatic change, while fully believing it was their idea. The spell involves going very deeply into the subconscious, and the Illusionist must succeed at an Intelligence check modified by the hit dice of the creature, or suffer severe mental damage, losing 1d4 Intelligence, Wisdom and Charisma points permanently.
Elemental Weapon: (Druid 2)
CT: 1
Range: Touch
SV: N/A
SR: No
Duration: 1 hour/level
Comp: S,V,M
This power allows the Druid to align their weapon with one of the classic elements (water, earth, fire or air), making it do 1d6 bonus damage of the appropriate type (cold, acid, fire or lightning) to all enemies, and striking as a +1 magical weapon and doing 2d6 elemental damage to creatures of the opposing element.
Tangle of Thorns: (Druid 5)
CT: 1
Range: Sight
SV: Strength
SR: No
Duration: 1 round/level
Comp: S,V
This spell acts similarly to the spell entangle, trapping all enemies in in a 50x50 area aggressively moving thorns, but unlike entangle, this spell also does 1d8+1 damage per round to all targets, as well as 1 Constitution damage from the heavy bleeding caused by the razor sharp thorns. A successful Strength save breaks the target out of the tangle of thorns, and can be made each round they are trapped in them.
Elemental Redirection: (Druid 6)
CT: Immediate
Range: 10 feet
SV: Wisdom
SR: Yes
Duration: Instant
Comp: S,V
This spell allows the Druid to trap one elementally-based attack or spell as it is made, and redirect that spell if desired towards another target or harmlessly into the air or ground. For example, this spell allows a Druid to capture a Fireball spell made within ten feet of the Druid, and redirect the Fireball to any other point within sight. This spell can only be used to capture natural elemental attacks or spells of equal or lower level to it.
Rain of Tranquility: (Druid 9)
CT: 1
Range: Sight
SV: Wisdom (harmless)
SR: No
Duration: 1d4+Wisdom modifier rounds
Comp: S,V,M
One of the most powerful druidic spells, the Rain of Tranquility allows them to create a huge but gentle rain, affecting a 100x100 area which heals the Druid's allies and all animals and plants in the area for 1d10+Wis modifier hit points while the rain is active, as well as cleansing away any poisons, diseases or curses on the creatures or the land surrounding them. Any natural animals or plant creatures attacking the Druid or their allies will immediately stop and become friendly or indifferent to the Druid. Plants dying of drought and natural or unnatural plant diseases will be returned to the peak of health. There is a 10% chance that any individual ally of the druid or wilderness creature that is slain will be raised from death, provided their body is whole. The material component for this spell is one liter of totally pure water.
- KaiserKris
- Red Cap
- Posts: 300
- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
Re: New Spells and Clerical Rebukes
And now I'm going to focus mostly on the Druid for some more spells ...
Claws (Druid 1)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
The Druid's nails harden and grow into sharp claws, allowing them to do 1d4+1 lethal damage per round, rather than the regular 1d2 subdual damage from unarmed attacks.
Darkvision (Druid 2)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell grants the Druid darkvision, as if they were a dark elf or other creature that sees flawlessly in darkness.
Magic Fang (Druid 3)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell makes the Druid's natural weapons, or those of their allies strike as magical weapons. The enchantment gained increases by +1 every 5 levels.
Animal Speech (Druid 3)
CT: 1
Range: 10 feet
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
A Druid can use this spell to grant one reasonably intelligent mammal or bird the ability to speak in rudimentary language, allowing them to communicate with not only the Druid herself, but her allies.
Thorn Armour (Druid 4)
CT: 1
Range: Touch
SV: Constitution
SR: No
Duration: 1 round/level
Comp: S,V,M
This spell grants the Druid a +3 bonus to their armour class, as barkskin, but also inflicts 1d4+1 damage automatically to any enemy that hits the Druid. The enemy must also make a successful Constitution save or lose 1 Constitution point from the bleeding created by the thorns.
Fast Healing (Druid 5)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell grants the Druid or one of her allies with the ability to heal 1+Con bonus hit points per round for the duration of the spell.
Swarm Form (Druid 6)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell allows the Druid to take on the physical form of a swarm of insects, in which the Druid retains their full hit points but gain immunity to weapon-based attacks and can move at 50. Moving onto a person, the Druid can inflict 4d6 damage upon them a round and inflict a spellcasting penalty of 80% upon them. The Druid cannot cast any spells while in this form. The Druid can transform back into their regular form at any time.
Aura of Thorns (Druid 7)
CT: 1
Range: 30 feet
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell grants the benefits of the druid's thorn armour spell to all allies within thirty feet.
Thunderbolts (Druid 8)
CT: 1
Range: 60 feet
SV: Wisdom
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell allows the Druid to transfrom ordinary javelins into mighty thunderbolts, which can be thrown up to 60 feet and strike as +5 magical weapons, doing 4d8+5 damage and punching through spell resistance and damage reduction. All enemies must make a Wisdom save when struck or be blinded and deafened by the impact. The druid can transform up to 1d10+Wis modifier javelins in this manner.
World Wave (Druid 9)
CT: 10 minutes
Range: Sight
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell allows the Druid to call up a massive wave of either earth or water to move the Druid across large distances swiftly, damaging all in its path. The wave forms a stable platform of approximately 10x10, allowing the Druid to take allies with them, and the wave travels at a steady speed of 50 mph. All structures in the path of the wave are destroyed, and if they are too strong to be destroyed, are simply travelled over. All living things that stand in the path of the wave suffer 10d10 crushing damage and are pushed aside. The druid can control the wave if she is awake, but the wave will continue to travel in a straight path if the party is asleep. The druid can stop the progress of the wave at any time, and the wave will automatically stop at a large body of water (if earth) or a shoreline (if water).
Claws (Druid 1)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
The Druid's nails harden and grow into sharp claws, allowing them to do 1d4+1 lethal damage per round, rather than the regular 1d2 subdual damage from unarmed attacks.
Darkvision (Druid 2)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell grants the Druid darkvision, as if they were a dark elf or other creature that sees flawlessly in darkness.
Magic Fang (Druid 3)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell makes the Druid's natural weapons, or those of their allies strike as magical weapons. The enchantment gained increases by +1 every 5 levels.
Animal Speech (Druid 3)
CT: 1
Range: 10 feet
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
A Druid can use this spell to grant one reasonably intelligent mammal or bird the ability to speak in rudimentary language, allowing them to communicate with not only the Druid herself, but her allies.
Thorn Armour (Druid 4)
CT: 1
Range: Touch
SV: Constitution
SR: No
Duration: 1 round/level
Comp: S,V,M
This spell grants the Druid a +3 bonus to their armour class, as barkskin, but also inflicts 1d4+1 damage automatically to any enemy that hits the Druid. The enemy must also make a successful Constitution save or lose 1 Constitution point from the bleeding created by the thorns.
Fast Healing (Druid 5)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell grants the Druid or one of her allies with the ability to heal 1+Con bonus hit points per round for the duration of the spell.
Swarm Form (Druid 6)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell allows the Druid to take on the physical form of a swarm of insects, in which the Druid retains their full hit points but gain immunity to weapon-based attacks and can move at 50. Moving onto a person, the Druid can inflict 4d6 damage upon them a round and inflict a spellcasting penalty of 80% upon them. The Druid cannot cast any spells while in this form. The Druid can transform back into their regular form at any time.
Aura of Thorns (Druid 7)
CT: 1
Range: 30 feet
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell grants the benefits of the druid's thorn armour spell to all allies within thirty feet.
Thunderbolts (Druid 8)
CT: 1
Range: 60 feet
SV: Wisdom
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell allows the Druid to transfrom ordinary javelins into mighty thunderbolts, which can be thrown up to 60 feet and strike as +5 magical weapons, doing 4d8+5 damage and punching through spell resistance and damage reduction. All enemies must make a Wisdom save when struck or be blinded and deafened by the impact. The druid can transform up to 1d10+Wis modifier javelins in this manner.
World Wave (Druid 9)
CT: 10 minutes
Range: Sight
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell allows the Druid to call up a massive wave of either earth or water to move the Druid across large distances swiftly, damaging all in its path. The wave forms a stable platform of approximately 10x10, allowing the Druid to take allies with them, and the wave travels at a steady speed of 50 mph. All structures in the path of the wave are destroyed, and if they are too strong to be destroyed, are simply travelled over. All living things that stand in the path of the wave suffer 10d10 crushing damage and are pushed aside. The druid can control the wave if she is awake, but the wave will continue to travel in a straight path if the party is asleep. The druid can stop the progress of the wave at any time, and the wave will automatically stop at a large body of water (if earth) or a shoreline (if water).
- KaiserKris
- Red Cap
- Posts: 300
- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
Re: New Spells and Clerical Rebukes
More Wizard Spells!
Acid Splash: (Wizard 1, Evocation)
CT: 1
Range: 5 feet
SV: Dexterity
SR: Yes
Duration: 1 round/level
Comp: S,V
This spell allows the Wizard to splash a small quantity of acid upon an enemy, inflicting 1d4+1 damage if they fail a Dexterity save to dodge it, and inflicting 1 hit point per round of damage thereafter for a number of rounds equal to the Wizard's level. This damage also inflicts a 15% chance of spell failure upon any enemy spellcaster.
Touch of Anxiety: (Wizard 2, Enchantment)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: 1 round/level
Comp: S,V
With a simple touch, the Wizard can give another person an incredible sense of the Wizard's power and personal charisma. This bizarre feeling of familiarity reduces their Charisma saving throw by 2 against the Wizard and by 1 against any other individual, as they become dissociated and somewhat anxious about the situation. If the Wizard has a positive Charisma modifier, that individual's save against Fear is lowered further by that amount.
Illuminating Orb: (Wizard 2, Conjuration)
CT: 1
Range: N/A
SV: None
SR: Yes
Duration: 10 minutes/level
Comp: S,V
This spell summons up a small orb of light, which can be controlled as a free action, which illuminates ordinary darkness and can be used to counter supernatural darkness, upon which the orb is destroyed.
Last Breath: (Wizard 4, Necromancy)
CT: Immediate
Range: Personal
SV: None
SR: No
Duration: 1 round
Comp: S,V
This spell allows a Wizard to remain conscious and active for one round after suffering damage reducing him to below 0 hit points. Upon the end of the round, the Wizard will collapse and immediately begin dying, with all attempts to stabilize him made at a -2 penalty.
Striking Orb: (Wizard 5, Conjuration)
CT: 1
Range: N/A
SV: Dexterity
SR: Yes
Duration: 1+Int mod rounds/+1 round per 5 levels
Comp: S,V
This spell creates a glowing orb, which the Wizard can control freely as a move action, striking as a +1 magical weapon and inflicting 4d6+1 damage upon any enemy it hits. No attack roll is used, a Dexterity save prevents damage. The Striking Orb can move up to 40 feet per round.
Spell Immunity: (Wizard 6, Abjuration)
CT: 1
Range: Touch
SV: Intelligence (harmless)
SR: Yes
Duration: 1 round/level
Comp: S,V,M
This spell grants the target complete immunity to all spells in one school of magic for the duration of the spell. Only one Spell Immunity effect can be active on one individual at a time. A spell scroll of the relevant school must be consumed to power the spell.
Exploding Orb: (Wizard 7, Conjuration)
CT: 1
Range: Sight
SV: Dexterity
SR: Yes
Duration: 10 seconds/level
Comp: S,V
This spell creates an orb approximately 1 foot in diameter which the Wizard can freely control as a move action, and position in place before detonating. The Orb will not explode unless it is either touched by a living creature or triggered by the Wizard. When the Orb explodes, it does 1d6 damage/level, with a successful Dexterity save resulting in half damage.
Magical Mirror: (Wizard 7, Divination)
CT: 1 hour
Range: N/A
SV: N/A
SR: No
Duration: 1 minute/level
Comp: S,V,M
This spell transforms a regular mirror into a magical mirror, allowing a wizard to commune with an extraplanar being or a deity (or one of the deity's representatives). The being will appear, and will usually allow the mortal to ask questions freely, and will typically answer fully and in detail, though it may choose simply to say 'yes' or 'no'. It may choose to answer or not to answer, but it cannot tell a lie. It will often demonstrate an answer by showing visual images, rather than verbally telling the individual. Though the being cannot actively act against the caster while being questioned, it can of course do so if it desires once the questioning is finished. A figurine or image of the being you desire to summon worth at least 2000 gp is required to cast this spell.
Suppress Magic: (Wizard 8, Abjuration)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: 2 hours/level or Permanent
Comp: S,V
This spell allows a powerful Wizard to temporarily strip another arcane spellcaster of all magical power, forbidding them from casting any spells. If the spellcaster succeeds in their save, their next spell will fail, but no further penalty is suffered. If a spellcaster of ten levels or more lower than the caster fails their save, their spellcasting ability is lost permanently, with only a wish or miracle being able to restore their spellcasting power.
Spell Sequencer: (Wizard 8, Universal)
CT: 1
Range: N/A
SV: N/A
SR: No
Duration: 1 day
Comp: S,V
This spell allows the Wizard to store two spells of Level 7 or lower to cast when desired as a standard action. In preparing a Spell Sequencer, the Wizard must cast both of those spells in addition to the Spell Sequencer spell itself. Only one Spell Sequencer can be active at a time.
Acid Splash: (Wizard 1, Evocation)
CT: 1
Range: 5 feet
SV: Dexterity
SR: Yes
Duration: 1 round/level
Comp: S,V
This spell allows the Wizard to splash a small quantity of acid upon an enemy, inflicting 1d4+1 damage if they fail a Dexterity save to dodge it, and inflicting 1 hit point per round of damage thereafter for a number of rounds equal to the Wizard's level. This damage also inflicts a 15% chance of spell failure upon any enemy spellcaster.
Touch of Anxiety: (Wizard 2, Enchantment)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: 1 round/level
Comp: S,V
With a simple touch, the Wizard can give another person an incredible sense of the Wizard's power and personal charisma. This bizarre feeling of familiarity reduces their Charisma saving throw by 2 against the Wizard and by 1 against any other individual, as they become dissociated and somewhat anxious about the situation. If the Wizard has a positive Charisma modifier, that individual's save against Fear is lowered further by that amount.
Illuminating Orb: (Wizard 2, Conjuration)
CT: 1
Range: N/A
SV: None
SR: Yes
Duration: 10 minutes/level
Comp: S,V
This spell summons up a small orb of light, which can be controlled as a free action, which illuminates ordinary darkness and can be used to counter supernatural darkness, upon which the orb is destroyed.
Last Breath: (Wizard 4, Necromancy)
CT: Immediate
Range: Personal
SV: None
SR: No
Duration: 1 round
Comp: S,V
This spell allows a Wizard to remain conscious and active for one round after suffering damage reducing him to below 0 hit points. Upon the end of the round, the Wizard will collapse and immediately begin dying, with all attempts to stabilize him made at a -2 penalty.
Striking Orb: (Wizard 5, Conjuration)
CT: 1
Range: N/A
SV: Dexterity
SR: Yes
Duration: 1+Int mod rounds/+1 round per 5 levels
Comp: S,V
This spell creates a glowing orb, which the Wizard can control freely as a move action, striking as a +1 magical weapon and inflicting 4d6+1 damage upon any enemy it hits. No attack roll is used, a Dexterity save prevents damage. The Striking Orb can move up to 40 feet per round.
Spell Immunity: (Wizard 6, Abjuration)
CT: 1
Range: Touch
SV: Intelligence (harmless)
SR: Yes
Duration: 1 round/level
Comp: S,V,M
This spell grants the target complete immunity to all spells in one school of magic for the duration of the spell. Only one Spell Immunity effect can be active on one individual at a time. A spell scroll of the relevant school must be consumed to power the spell.
Exploding Orb: (Wizard 7, Conjuration)
CT: 1
Range: Sight
SV: Dexterity
SR: Yes
Duration: 10 seconds/level
Comp: S,V
This spell creates an orb approximately 1 foot in diameter which the Wizard can freely control as a move action, and position in place before detonating. The Orb will not explode unless it is either touched by a living creature or triggered by the Wizard. When the Orb explodes, it does 1d6 damage/level, with a successful Dexterity save resulting in half damage.
Magical Mirror: (Wizard 7, Divination)
CT: 1 hour
Range: N/A
SV: N/A
SR: No
Duration: 1 minute/level
Comp: S,V,M
This spell transforms a regular mirror into a magical mirror, allowing a wizard to commune with an extraplanar being or a deity (or one of the deity's representatives). The being will appear, and will usually allow the mortal to ask questions freely, and will typically answer fully and in detail, though it may choose simply to say 'yes' or 'no'. It may choose to answer or not to answer, but it cannot tell a lie. It will often demonstrate an answer by showing visual images, rather than verbally telling the individual. Though the being cannot actively act against the caster while being questioned, it can of course do so if it desires once the questioning is finished. A figurine or image of the being you desire to summon worth at least 2000 gp is required to cast this spell.
Suppress Magic: (Wizard 8, Abjuration)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: 2 hours/level or Permanent
Comp: S,V
This spell allows a powerful Wizard to temporarily strip another arcane spellcaster of all magical power, forbidding them from casting any spells. If the spellcaster succeeds in their save, their next spell will fail, but no further penalty is suffered. If a spellcaster of ten levels or more lower than the caster fails their save, their spellcasting ability is lost permanently, with only a wish or miracle being able to restore their spellcasting power.
Spell Sequencer: (Wizard 8, Universal)
CT: 1
Range: N/A
SV: N/A
SR: No
Duration: 1 day
Comp: S,V
This spell allows the Wizard to store two spells of Level 7 or lower to cast when desired as a standard action. In preparing a Spell Sequencer, the Wizard must cast both of those spells in addition to the Spell Sequencer spell itself. Only one Spell Sequencer can be active at a time.
Re: New Spells and Clerical Rebukes
Thanks for all the great work! I'd love to see many of these incorporated into the spell lists of the Magician class.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
- KaiserKris
- Red Cap
- Posts: 300
- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
Re: New Spells and Clerical Rebukes
If there is any meaningful way I can contribute to the sheer amazingness of the magician class, that would be awesome.
One of the (very few) criticisms I have of Castles and Crusades is that the spell list is pretty much the old standbys, with the exception of the new Illusionist class. On the other hand, it does make for the fun of creating new spells.
One of the (very few) criticisms I have of Castles and Crusades is that the spell list is pretty much the old standbys, with the exception of the new Illusionist class. On the other hand, it does make for the fun of creating new spells.
Re: New Spells and Clerical Rebukes
Thanks for the new spells. I am thinking of adding them to my C&C game, if you don't mind me stealing...I mean borrowing them. 
Lord Aladar
Warden of the Welk Wood
Baron of the Castles & Crusades Society
The Poster formerly known as Alwyn
Senior Gamer - Member of the Senior RPG Tour
"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
http://www.cncsociety.org/
Warden of the Welk Wood
Baron of the Castles & Crusades Society
The Poster formerly known as Alwyn
Senior Gamer - Member of the Senior RPG Tour
"NEMO ME IMPUNE LACESSIT - At least not in Yu Gi Oh"
http://www.cncsociety.org/
Re: New Spells and Clerical Rebukes
looks sweet!
KaiserKris and Clavis... might be time for a netbook or something, you guys are awesome
KaiserKris and Clavis... might be time for a netbook or something, you guys are awesome
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
- KaiserKris
- Red Cap
- Posts: 300
- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
Re: New Spells and Clerical Rebukes
I'm glad people are liking the spells! The one thing I'd appreciate constructive criticism/help over would probably be the spell level. I think most of them are more or less right, but it's hard to know until you use them in gameplay.
- KaiserKris
- Red Cap
- Posts: 300
- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
Re: New Spells and Clerical Rebukes
More spells! A lot of these are adapted from Pathfinder materials.
Cleric Spells:
Brand: (Cleric 1)
CT: 1
Range: Touch
SV: Constitution
SR: Yes
Duration: 1 day/level
Comp: V,S
This spell creates an indelible mark of up to six characters upon a creature, inflicting 1d6 damage and lasting for the duration of the spell. The brand can be scraped off, but that will inflict a further 1d6 damage. The brand can be hidden under clothing, but any magic-user (divine or arcane) will sense its presence.
Disarm: (Cleric 1, Wizard 1, Enchantment)
CT: 1
Range: 30 feet
SV: Charisma
SR: Yes
Duration: Immmediate
Comp: S,V
This spell forces one creature to drop their weapons. They can pick them up again the next round as a standard action.
Divine Wrath: (Cleric 1)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 round/level
Comp: V,S
This spell grants the cleric a +1 bonus to attack rolls and weapon damage against a specific enemy, as well as granting them a +1 bonus to any checks to overcome spell resistance. Every five levels thereafter, the bonus increases by +1.
Ghostbane: (Cleric 1)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This ability allows the Cleric to enchant a weapon so it does half-damage against incorporeal creatures.
Silver Tongue: (Cleric 1, Wizard 1, Illusionist 1, Enchantment)
CT: 1
Range: Personal
SV: No
SR: No
Duration: 1 minute/level
Comp: S,V,M
This spell enables a Cleric or Wizard to roll Charisma checks for negotiation or deception twice, taking the higher of the two results. This spell requires one silver piece to cast.
Admonish: (Cleric 2)
CT: 1
Range: 30 feet
SV: Wisdom
SR: Yes
Duration: 1 round
Comp: S,V
This spell enables the Cleric to fire rays of non-lethal force, that each do 2d6+Wis subdual damage. Every four levels, the Cleric can fire off another ray, to a maximum of five rays.
Status: (Cleric 2)
CT: 1
Range: Touch
SV: Wisdom
SR: Yes
Duration: 2 hours/level
Comp: S,V
This ability allows you to keep tabs on the individual you cast the spell on, giving you their location within half a mile and stating whether their condition is 'excellent', 'good', 'fair', 'poor' or 'critical'.
Touch of Corruption: (Cleric 3)
CT: 1
Range: Touch
SV: Wisdom
SR: Yes
Duration: 2 hours/level
Comp: S,V
With this spell, an evil cleric can 'grant' a victim an SR of 12 against all healing and restoration spells, as well as barring any healing from rest during the duration of the spell.
Magic Vestment: (Cleric 3, Wizard 3, Transmutation)
CT: 1
Range: Touch
SV: Wisdom (harmless)
SR: Yes (can ignore)
Duration: 1 hour/level
Comp: S,V
This spell allows the cleric or wizard to grant a +1 bonus to any armour or shield, with the enchantment increasing by +1 every five levels.
Spell Sacrifice: (Cleric 3)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 day
Comp: S,V
This ability allows the Cleric to sacrifice a third-level spell slot in order to power the spellcasting of another magic-user, allowing them to cast a 1st through 3rd level spell for 'free'.
Adapt to Plane: (Cleric 4, Wizard 4, Transmutation)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 2 hours/level
Comp: S,V
This spell allows an individual whom the Cleric touches to become immune to the inherent or atmospheric dangers of a particular plane, for example, preventing them from suffering energy drain on the Negative Energy Plane, or having their lungs burnt by the extreme heat in Hell.
Mass Disarm: (Cleric 4, Wizard 4, Enchantment 4)
CT: 1
Range: 30 feet
SV: Charisma
SR: Yes
Duration: Immediate
Comp: S,V
Just as disarm, but one individual/level.
Repentance: (Cleric 4)
CT: 1
Range: Touch
SV: Charisma
SR: Yes
Duration: 1 round/level
Comp: S,V
Casting this spell compels an individual to kneel and confess any serious wrongdoings they have done in the last 48 hours. If they are attacked during this time, however, they will defend themselves normally.
Denounce: (Cleric 4, Wizard 4, Illusionist 4, Enchantment)
CT: 1
Range: Sight
SV: Charisma
SR: Yes
Duration: 1 hour/level
Comp: S,V
Casting this spell allows the spellcaster to throughly castigte one member of a group, turning the other members of the group against that person. Previously friendly people become indifferent, the indifferent become unfriendly and the unfriendly turn hostile. The spell effects all targets within a 30-foot radius.
Mark of Justice: (Cleric 5)
CT: 1
Range: Touch
SV: Wisdom
SR: Yes
Duration: 1 day/level
Comp: S,V
This spell allows the Cleric to create a divine mark on an individual, which can be sensed by anyone using detect magic, and prohibits the individual so inflicted from performing a specific action chosen by the caster. If they do it, they will trigger a curse.
Mass Status: (Cleric 5)
CT: 1
Range: 30 feet
SV: Wisdom
SR: Yes
Duration: 2 hours/level
Comp: S,V
This spell acts as Status, but effects all individuals within a 30-foot radius.
Spell Resistance: (Cleric 5)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 minute/level
Comp: S,V
This ability grants spell resistance equal to 10 + Wisdom modifier to the individual whom the Cleric touches. They can choose to suppress this ability to receive favorable spells.
Staff to Snakes: (Cleric 5)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 round/level
Comp: S,V,M
This ability gives the Cleric the ability to transform a staff into 1d4+1 poisonous snakes, which act according to the caster's will. Once the spell's duration is over, the snakes crumble into what looks like sawdust- the staff does not reform. If a magical staff is transformed, all of the snakes gain a bonus to hit and damage with their bite attacks equal to the enchantment of the staff.
Mass Adapt to Plane: (Cleric 6, Wizard 6, Transmutation)
CT: 1
Range: 30' radius
SV: None
SR: No
Duration: 2 hours/level
Comp: S,V
This spell is like Adapt to Plane, but effects all individuals within a 30-foot radius.
Mass Adapt to Plane: (Cleric 6, Wizard 6, Transmutation)
CT: 1
Range: 30' radius
SV: None
SR: No
Duration: 2 hours/level
Comp: S,V
This spell is like Adapt to Plane, but effects all individuals within a 30-foot radius.
Druid Spells:
Burst Rope: (Druid 1, Wizard 1 Transmutation)
CT: 1
Range: Touch
SV: None
SR: No
Duration: Immediate
Comp: V
This spell allows a wizard or druid to spontaneously break through any rope or weak chain that is holding them. Heavy metal chains are unaffected by this spell.
Bloodhound: (Druid 1)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell temporarily grants the Druid the ability to track by scent, allowing them to add their caster level to any Wisdom checks to track a creature that leaves a scent trail.
Aura of Neutrality: (Druid 2)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell grants the druid immunity to any alignment based attacks that they might be vulnerable to, while the spell is active.
Wizard Spells:
Memory Lapse: (Wizard 1, Illusionist 1, Enchantment)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: Permanent
Comp: S,V
This spell allows the caster to erase memories of the last short while from an individual. The amount of time that can be erased from the memory is equal to one minute per level.
Aqueous Blast: (Wizard 1, Transmutation)
CT: 1
Range: 60 feet
SV: Strength
SR: No
Duration: Immediate
Comp: S,V,M
A small quantity of water is transmuted into a powerful watery blast that does 1d6+level damage and can knock enemies prone. A successful Strength save means the enemy remains on their feet. At least one litre of water must be available to the caster to use this spell.
Disguise Corpse: (Wizard 1, Necromancy)
CT: 10 minutes
Range: Touch
SV: None
SR: No
Duration: Permanent
Comp: S,V
This spell allows the Wizard to alter the appearance of a corpse, disguising it as another humanoid of similiar size.
Alter Winds: (Druid 1, Wizard 1, Transmutation)
CT: 1
Range: sight
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell allows the caster to alter existing winds, either creating or stilling a light wind entirely, or making a strong wind more powerful or lessening its force. You can also shift its direction by one-half cardinal direction, ie, make a north wind north-west.
Magic Weapon: (Wizard 1, Transmutation)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This allows you to bestow an ordinary weapon with a +1 enchantment, boosting damage and attack and overcoming the immunities of several creatures.
Pit: (Druid 2, Wizard 2, Conjuration)
CT: 1
Range: 100 feet
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell opens up a 10x10 extradimensional hole with a depth of 20 feet, which can be deployed anywhere within 100 feet of the caster. If a creature is standing on the space where you open up the pit, they must make a Dexteriy throw or be caught in the pit, taking falling damage and being trapped. When the spell duration ends, those trapped in the pit rise to the surface.
Burning Gaze: (Druid 2, Wizard 2, Evocation)
CT: 1
Range: 30 feet
SV: None
SR: Yes
Duration: 1 round/level
Comp: S,V
Once cast, this spell allows the caster, during the duration of the spell to emanate fiery beams from their eyes, inflicting 1d6 fire damage on anyone they gaze at. The damage is automatic, but can be countered by spell resistance or fire resistance.
Spectral Hand: (Wizard 2, Necromancy)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell allows the Wizard to create a disembodied glowing hand, which levitates about five feet from the ground, and is capable of being manipulated much like a mage hand, but that can also deliver touch spells without endangering the wizard.
Glide: (Wizard 2, Transmutation)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 minute/level
Comp: S,V
Casting this spell enables the wizard not only to avoid any falling damage, but also to move 40 feet in any direction of their choice while falling.
Elemental Aura: (Wizard 3, Evocation)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell creates an aura of elemental power that radiates five feet from you. Anyone who crosses into this space suffers 1d10/level damage up to 10d10 of the elemental type. This spell also grants you complete immunity from damage by that particular element.
Keen Weapon: (Wizard 3, Transmutation)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell allows the Wizard to make a weapon score a critical hit on 19 as well as 20, and to do bonus damage equal to the Wizard's Intelligence modifier with all attacks. A weapon so altered is to be considered a +1 magical weapon for purposes of overcoming immunities.
Blood Scrying: (Wizard 3, Divination)
CT: 1
Range: Touch
SV: No
SR: No
Duration: 1 minute/level
Comp: S,V
This spell allows a Wizard to determine information about a creature from its blood. It can determine the type of creature, as well as gender and age, with the approximate number of hit dice (within 1-2 of the actual number) and vague hints about what happened as the blood was spilled.
Share Senses: (Wizard 4, Divination)
CT: 1
Range: -
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell allows you to see, hear and smell what your familiar does, through their eyes, rather than yours.
Detonate: (Wizard 4, Evocation)
CT: 1
Range: Sight
SV: Dexterity
SR: Yes
Duration: Immediate
Comp: S,V
This spell allows you to trigger a powerful blast in a 15x15 foot area, inflicting 1d10 energy damage per level. A successful Dexterity save results in half damage.
Shadow Form: (Wizard 4, Necromancy)
CT: 1
Range: Personal
SV: No
SR: No
Duration: 1 round/level
Comp: S,V
This spell allows the Wizard to briefly become a shadow being, becoming immune to standard weapons and being able to travel through shadows. In shadow, the wizard will become invisible.
Flame Serpent: (Druid 5, Wizard 5, Evocation)
CT: 1
Range: 5 feet/level
SV: Dexterity
SR: Yes
Duration: 1 round
Comp: S,V
This spell creates a long serpentine fireform, which can form in any path that the caster desires. Its length is equal to five feet per level of the caster, and it inflicts 1d6 fire damage per level.
Expend: (Wizard 7, Abjuration)
CT: 1
Range: 40 feet
SV: Intelligence
SR: Yes
Duration: Immediate
Comp: S,V
This spell allows you to expend up to seven spell levels of a creatures spells, in a configuration you choose. A successful save means that nothing happens.
Ghostly Revenge: (Wizard 7, Necromancy)
CT: 1
Range: Touch
SV: None
SR: Yes
Duration: 1 hour/level
Comp: S,V
This spell creates a ghost from the corpse of a slain creature, which will systematically hunt down and attack its killer. The ghost will not attack its creator, but it will attack any other individuals in the path of its revenge.
Emotion: Peacefulness (Wizard 7, Illusionist 7, Enchantment)
CT: 1
Range: Sight
SV: Charisma
SR: Yes
Duration: 5 minutes/level
Comp: S,V
This spell instils feelings of peace and benevolence in one character, and if previously hostile, they will become friendly towards you. Creatures that were previously friendly will fall over themselves to help you, though they will not do anything inherently suicidal to gain your favor. The spell ends, however, if they are attacked by you or one of your allies.
Cleric Spells:
Brand: (Cleric 1)
CT: 1
Range: Touch
SV: Constitution
SR: Yes
Duration: 1 day/level
Comp: V,S
This spell creates an indelible mark of up to six characters upon a creature, inflicting 1d6 damage and lasting for the duration of the spell. The brand can be scraped off, but that will inflict a further 1d6 damage. The brand can be hidden under clothing, but any magic-user (divine or arcane) will sense its presence.
Disarm: (Cleric 1, Wizard 1, Enchantment)
CT: 1
Range: 30 feet
SV: Charisma
SR: Yes
Duration: Immmediate
Comp: S,V
This spell forces one creature to drop their weapons. They can pick them up again the next round as a standard action.
Divine Wrath: (Cleric 1)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 round/level
Comp: V,S
This spell grants the cleric a +1 bonus to attack rolls and weapon damage against a specific enemy, as well as granting them a +1 bonus to any checks to overcome spell resistance. Every five levels thereafter, the bonus increases by +1.
Ghostbane: (Cleric 1)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This ability allows the Cleric to enchant a weapon so it does half-damage against incorporeal creatures.
Silver Tongue: (Cleric 1, Wizard 1, Illusionist 1, Enchantment)
CT: 1
Range: Personal
SV: No
SR: No
Duration: 1 minute/level
Comp: S,V,M
This spell enables a Cleric or Wizard to roll Charisma checks for negotiation or deception twice, taking the higher of the two results. This spell requires one silver piece to cast.
Admonish: (Cleric 2)
CT: 1
Range: 30 feet
SV: Wisdom
SR: Yes
Duration: 1 round
Comp: S,V
This spell enables the Cleric to fire rays of non-lethal force, that each do 2d6+Wis subdual damage. Every four levels, the Cleric can fire off another ray, to a maximum of five rays.
Status: (Cleric 2)
CT: 1
Range: Touch
SV: Wisdom
SR: Yes
Duration: 2 hours/level
Comp: S,V
This ability allows you to keep tabs on the individual you cast the spell on, giving you their location within half a mile and stating whether their condition is 'excellent', 'good', 'fair', 'poor' or 'critical'.
Touch of Corruption: (Cleric 3)
CT: 1
Range: Touch
SV: Wisdom
SR: Yes
Duration: 2 hours/level
Comp: S,V
With this spell, an evil cleric can 'grant' a victim an SR of 12 against all healing and restoration spells, as well as barring any healing from rest during the duration of the spell.
Magic Vestment: (Cleric 3, Wizard 3, Transmutation)
CT: 1
Range: Touch
SV: Wisdom (harmless)
SR: Yes (can ignore)
Duration: 1 hour/level
Comp: S,V
This spell allows the cleric or wizard to grant a +1 bonus to any armour or shield, with the enchantment increasing by +1 every five levels.
Spell Sacrifice: (Cleric 3)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 day
Comp: S,V
This ability allows the Cleric to sacrifice a third-level spell slot in order to power the spellcasting of another magic-user, allowing them to cast a 1st through 3rd level spell for 'free'.
Adapt to Plane: (Cleric 4, Wizard 4, Transmutation)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 2 hours/level
Comp: S,V
This spell allows an individual whom the Cleric touches to become immune to the inherent or atmospheric dangers of a particular plane, for example, preventing them from suffering energy drain on the Negative Energy Plane, or having their lungs burnt by the extreme heat in Hell.
Mass Disarm: (Cleric 4, Wizard 4, Enchantment 4)
CT: 1
Range: 30 feet
SV: Charisma
SR: Yes
Duration: Immediate
Comp: S,V
Just as disarm, but one individual/level.
Repentance: (Cleric 4)
CT: 1
Range: Touch
SV: Charisma
SR: Yes
Duration: 1 round/level
Comp: S,V
Casting this spell compels an individual to kneel and confess any serious wrongdoings they have done in the last 48 hours. If they are attacked during this time, however, they will defend themselves normally.
Denounce: (Cleric 4, Wizard 4, Illusionist 4, Enchantment)
CT: 1
Range: Sight
SV: Charisma
SR: Yes
Duration: 1 hour/level
Comp: S,V
Casting this spell allows the spellcaster to throughly castigte one member of a group, turning the other members of the group against that person. Previously friendly people become indifferent, the indifferent become unfriendly and the unfriendly turn hostile. The spell effects all targets within a 30-foot radius.
Mark of Justice: (Cleric 5)
CT: 1
Range: Touch
SV: Wisdom
SR: Yes
Duration: 1 day/level
Comp: S,V
This spell allows the Cleric to create a divine mark on an individual, which can be sensed by anyone using detect magic, and prohibits the individual so inflicted from performing a specific action chosen by the caster. If they do it, they will trigger a curse.
Mass Status: (Cleric 5)
CT: 1
Range: 30 feet
SV: Wisdom
SR: Yes
Duration: 2 hours/level
Comp: S,V
This spell acts as Status, but effects all individuals within a 30-foot radius.
Spell Resistance: (Cleric 5)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 minute/level
Comp: S,V
This ability grants spell resistance equal to 10 + Wisdom modifier to the individual whom the Cleric touches. They can choose to suppress this ability to receive favorable spells.
Staff to Snakes: (Cleric 5)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 round/level
Comp: S,V,M
This ability gives the Cleric the ability to transform a staff into 1d4+1 poisonous snakes, which act according to the caster's will. Once the spell's duration is over, the snakes crumble into what looks like sawdust- the staff does not reform. If a magical staff is transformed, all of the snakes gain a bonus to hit and damage with their bite attacks equal to the enchantment of the staff.
Mass Adapt to Plane: (Cleric 6, Wizard 6, Transmutation)
CT: 1
Range: 30' radius
SV: None
SR: No
Duration: 2 hours/level
Comp: S,V
This spell is like Adapt to Plane, but effects all individuals within a 30-foot radius.
Mass Adapt to Plane: (Cleric 6, Wizard 6, Transmutation)
CT: 1
Range: 30' radius
SV: None
SR: No
Duration: 2 hours/level
Comp: S,V
This spell is like Adapt to Plane, but effects all individuals within a 30-foot radius.
Druid Spells:
Burst Rope: (Druid 1, Wizard 1 Transmutation)
CT: 1
Range: Touch
SV: None
SR: No
Duration: Immediate
Comp: V
This spell allows a wizard or druid to spontaneously break through any rope or weak chain that is holding them. Heavy metal chains are unaffected by this spell.
Bloodhound: (Druid 1)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell temporarily grants the Druid the ability to track by scent, allowing them to add their caster level to any Wisdom checks to track a creature that leaves a scent trail.
Aura of Neutrality: (Druid 2)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell grants the druid immunity to any alignment based attacks that they might be vulnerable to, while the spell is active.
Wizard Spells:
Memory Lapse: (Wizard 1, Illusionist 1, Enchantment)
CT: 1
Range: Touch
SV: Intelligence
SR: Yes
Duration: Permanent
Comp: S,V
This spell allows the caster to erase memories of the last short while from an individual. The amount of time that can be erased from the memory is equal to one minute per level.
Aqueous Blast: (Wizard 1, Transmutation)
CT: 1
Range: 60 feet
SV: Strength
SR: No
Duration: Immediate
Comp: S,V,M
A small quantity of water is transmuted into a powerful watery blast that does 1d6+level damage and can knock enemies prone. A successful Strength save means the enemy remains on their feet. At least one litre of water must be available to the caster to use this spell.
Disguise Corpse: (Wizard 1, Necromancy)
CT: 10 minutes
Range: Touch
SV: None
SR: No
Duration: Permanent
Comp: S,V
This spell allows the Wizard to alter the appearance of a corpse, disguising it as another humanoid of similiar size.
Alter Winds: (Druid 1, Wizard 1, Transmutation)
CT: 1
Range: sight
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell allows the caster to alter existing winds, either creating or stilling a light wind entirely, or making a strong wind more powerful or lessening its force. You can also shift its direction by one-half cardinal direction, ie, make a north wind north-west.
Magic Weapon: (Wizard 1, Transmutation)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This allows you to bestow an ordinary weapon with a +1 enchantment, boosting damage and attack and overcoming the immunities of several creatures.
Pit: (Druid 2, Wizard 2, Conjuration)
CT: 1
Range: 100 feet
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell opens up a 10x10 extradimensional hole with a depth of 20 feet, which can be deployed anywhere within 100 feet of the caster. If a creature is standing on the space where you open up the pit, they must make a Dexteriy throw or be caught in the pit, taking falling damage and being trapped. When the spell duration ends, those trapped in the pit rise to the surface.
Burning Gaze: (Druid 2, Wizard 2, Evocation)
CT: 1
Range: 30 feet
SV: None
SR: Yes
Duration: 1 round/level
Comp: S,V
Once cast, this spell allows the caster, during the duration of the spell to emanate fiery beams from their eyes, inflicting 1d6 fire damage on anyone they gaze at. The damage is automatic, but can be countered by spell resistance or fire resistance.
Spectral Hand: (Wizard 2, Necromancy)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell allows the Wizard to create a disembodied glowing hand, which levitates about five feet from the ground, and is capable of being manipulated much like a mage hand, but that can also deliver touch spells without endangering the wizard.
Glide: (Wizard 2, Transmutation)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 minute/level
Comp: S,V
Casting this spell enables the wizard not only to avoid any falling damage, but also to move 40 feet in any direction of their choice while falling.
Elemental Aura: (Wizard 3, Evocation)
CT: 1
Range: Personal
SV: None
SR: No
Duration: 1 round/level
Comp: S,V
This spell creates an aura of elemental power that radiates five feet from you. Anyone who crosses into this space suffers 1d10/level damage up to 10d10 of the elemental type. This spell also grants you complete immunity from damage by that particular element.
Keen Weapon: (Wizard 3, Transmutation)
CT: 1
Range: Touch
SV: None
SR: No
Duration: 1 hour/level
Comp: S,V
This spell allows the Wizard to make a weapon score a critical hit on 19 as well as 20, and to do bonus damage equal to the Wizard's Intelligence modifier with all attacks. A weapon so altered is to be considered a +1 magical weapon for purposes of overcoming immunities.
Blood Scrying: (Wizard 3, Divination)
CT: 1
Range: Touch
SV: No
SR: No
Duration: 1 minute/level
Comp: S,V
This spell allows a Wizard to determine information about a creature from its blood. It can determine the type of creature, as well as gender and age, with the approximate number of hit dice (within 1-2 of the actual number) and vague hints about what happened as the blood was spilled.
Share Senses: (Wizard 4, Divination)
CT: 1
Range: -
SV: None
SR: No
Duration: 10 minutes/level
Comp: S,V
This spell allows you to see, hear and smell what your familiar does, through their eyes, rather than yours.
Detonate: (Wizard 4, Evocation)
CT: 1
Range: Sight
SV: Dexterity
SR: Yes
Duration: Immediate
Comp: S,V
This spell allows you to trigger a powerful blast in a 15x15 foot area, inflicting 1d10 energy damage per level. A successful Dexterity save results in half damage.
Shadow Form: (Wizard 4, Necromancy)
CT: 1
Range: Personal
SV: No
SR: No
Duration: 1 round/level
Comp: S,V
This spell allows the Wizard to briefly become a shadow being, becoming immune to standard weapons and being able to travel through shadows. In shadow, the wizard will become invisible.
Flame Serpent: (Druid 5, Wizard 5, Evocation)
CT: 1
Range: 5 feet/level
SV: Dexterity
SR: Yes
Duration: 1 round
Comp: S,V
This spell creates a long serpentine fireform, which can form in any path that the caster desires. Its length is equal to five feet per level of the caster, and it inflicts 1d6 fire damage per level.
Expend: (Wizard 7, Abjuration)
CT: 1
Range: 40 feet
SV: Intelligence
SR: Yes
Duration: Immediate
Comp: S,V
This spell allows you to expend up to seven spell levels of a creatures spells, in a configuration you choose. A successful save means that nothing happens.
Ghostly Revenge: (Wizard 7, Necromancy)
CT: 1
Range: Touch
SV: None
SR: Yes
Duration: 1 hour/level
Comp: S,V
This spell creates a ghost from the corpse of a slain creature, which will systematically hunt down and attack its killer. The ghost will not attack its creator, but it will attack any other individuals in the path of its revenge.
Emotion: Peacefulness (Wizard 7, Illusionist 7, Enchantment)
CT: 1
Range: Sight
SV: Charisma
SR: Yes
Duration: 5 minutes/level
Comp: S,V
This spell instils feelings of peace and benevolence in one character, and if previously hostile, they will become friendly towards you. Creatures that were previously friendly will fall over themselves to help you, though they will not do anything inherently suicidal to gain your favor. The spell ends, however, if they are attacked by you or one of your allies.