kilagan525
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Here's a list of Cleric spells, levels 1 thru 9, that can be added into the game.
Level One
Comprehend Languages - This spells adds +3 to bluff, diplomacy, haggle and intimidation to a friend or self for the duration of the spell.
Entropic Shield - This spell deflects incoming arrows, throwing weapons, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance.
Guidance - Casting Guidance gives one willing creature the option to add 1d4 to any ability check for the spell's duration, making that ability check more likely to succeed.
Level Two
Augury - an omen from an otherworldly entity grants the spell caster to sense secret doors, traps and impending danger, such as crumbling floors.
Spiritual Hammer - Summons a hammer of spiritual energy to smite foes within range.
Level Three
Daylight - A sphere of light spreads out from the point of the caster. The sphere is bright light and deals 1d6 damage.
Speak with Dead - When cast, you grant the semblance of life and intelligence to a corpse within range, allowing it to answer the questions you pose. The answers will be spoken from a disembodied voice. Any party member standing near the caster may hear the voice. (like the whispery voices from the quest: Total Chaos.)
Wind Wall - Conjures a wall of strong wind that knocks down opponents for the duration of 1-5 turns.
Level Four
Sticks to Snakes - The caster transforms up to 3 ordinary wooden sticks into the form of venomous snakes that last for the duration or until you cast this spell again. These snakes are objects that have an AC:13 and 10 hit points. If it drops to 0 hit points it is destroyed, if all snakes are destroyed the spell ends. (this spell would need a new spell material "three sticks" to cast.)
Tongues - This spell adds +4 (plus 1 each caster level) to bluff, diplomacy, haggle and intimidation to a friend or self for the duration of the spell.
Level Five
Atonement - This spell removes the burden of evil from the subject, by changing his/hers alignment to Lawful Good for the duration of the spell.
Commune - The deity of choice gives a +2 profane bonus to either Wisdom, Charisma, Strength or Constitution.
Level Six
Forbiddance -This spell forbids extra-planar creatures from teleporting within the radius of the caster.
Level Seven
Dictum - Any nonlawful creature within the area of a dictum spell suffers the following ill effects:
Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 rounds.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a -4 penalty) to negate.
Ethereal Jaunt - The spell called ethereal jaunt allows the caster to move between the ethereal plane and the material plane. (Works like Shadow Walk, except seeing black and purple, you see white and blue.) The caster cannot be hit while using ethereal jaunt, and the spell ends when the caster uses a spell or lands a hit against an opponent.
Holy Word - Any non-good creature within the area that hears the holy word suffers the following ill effects:
Blinded: The creature is blinded for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 rounds.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate.
Level Eight
Cloak of Chaos - A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Shield of Law - A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell).
Level Nine
Astral Projection - When cast either on a friend or self, the affected person becomes an incorporeal projection of him or her-self and is able to make ghostly attacks by allowing the wielder's melee and ranged attacks able to hit Incorporeal targets. Additionally, enemies suffer a 50% miss chance against the wielder due to incorporeality. The wielder also gains +5 enhancement bonus to Hide and Move Silently skills.
Miracle - When cast, this spell gives 1 of 6 (1d6) random effects on foes:
-Holy Smite
-Blade Barrier
-Greater Command
-Cometfall
-Firestorm
-Heal, Mass
Thanks!
Level One
Comprehend Languages - This spells adds +3 to bluff, diplomacy, haggle and intimidation to a friend or self for the duration of the spell.
Entropic Shield - This spell deflects incoming arrows, throwing weapons, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance.
Guidance - Casting Guidance gives one willing creature the option to add 1d4 to any ability check for the spell's duration, making that ability check more likely to succeed.
Level Two
Augury - an omen from an otherworldly entity grants the spell caster to sense secret doors, traps and impending danger, such as crumbling floors.
Spiritual Hammer - Summons a hammer of spiritual energy to smite foes within range.
Level Three
Daylight - A sphere of light spreads out from the point of the caster. The sphere is bright light and deals 1d6 damage.
Speak with Dead - When cast, you grant the semblance of life and intelligence to a corpse within range, allowing it to answer the questions you pose. The answers will be spoken from a disembodied voice. Any party member standing near the caster may hear the voice. (like the whispery voices from the quest: Total Chaos.)
Wind Wall - Conjures a wall of strong wind that knocks down opponents for the duration of 1-5 turns.
Level Four
Sticks to Snakes - The caster transforms up to 3 ordinary wooden sticks into the form of venomous snakes that last for the duration or until you cast this spell again. These snakes are objects that have an AC:13 and 10 hit points. If it drops to 0 hit points it is destroyed, if all snakes are destroyed the spell ends. (this spell would need a new spell material "three sticks" to cast.)
Tongues - This spell adds +4 (plus 1 each caster level) to bluff, diplomacy, haggle and intimidation to a friend or self for the duration of the spell.
Level Five
Atonement - This spell removes the burden of evil from the subject, by changing his/hers alignment to Lawful Good for the duration of the spell.
Commune - The deity of choice gives a +2 profane bonus to either Wisdom, Charisma, Strength or Constitution.
Level Six
Forbiddance -This spell forbids extra-planar creatures from teleporting within the radius of the caster.
Level Seven
Dictum - Any nonlawful creature within the area of a dictum spell suffers the following ill effects:
Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 rounds.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a -4 penalty) to negate.
Ethereal Jaunt - The spell called ethereal jaunt allows the caster to move between the ethereal plane and the material plane. (Works like Shadow Walk, except seeing black and purple, you see white and blue.) The caster cannot be hit while using ethereal jaunt, and the spell ends when the caster uses a spell or lands a hit against an opponent.
Holy Word - Any non-good creature within the area that hears the holy word suffers the following ill effects:
Blinded: The creature is blinded for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 rounds.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate.
Level Eight
Cloak of Chaos - A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Shield of Law - A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell).
Level Nine
Astral Projection - When cast either on a friend or self, the affected person becomes an incorporeal projection of him or her-self and is able to make ghostly attacks by allowing the wielder's melee and ranged attacks able to hit Incorporeal targets. Additionally, enemies suffer a 50% miss chance against the wielder due to incorporeality. The wielder also gains +5 enhancement bonus to Hide and Move Silently skills.
Miracle - When cast, this spell gives 1 of 6 (1d6) random effects on foes:
-Holy Smite
-Blade Barrier
-Greater Command
-Cometfall
-Firestorm
-Heal, Mass
Thanks!
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