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Spells of the Chaplains

 

Religion

The spells of the Chaplains of Artorius

0-Level:
Audible Whisper10 Everyone within 100 ft. can hear everything you say.
Clarity of Mind10          +1 Competence Bonus to Concentration Checks.
Clean           Cleans grime and dirt from one object or person.
Create Water     Creates 2 gallons/level of pure water.
Cure Minor Wounds  Cures 1 point of damage
Detect Magic  Detects spells and magic items within 60'
Detect Poison Detects poison in one creature or object.
Guidance  +1 on one roll, save or check.
Light  Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food.
Quick Sober4 Cures the target of alcoholic influences.
Resistance  Subject gains +1 on saving throws.
Shockwave4     Knock a foe prone from a distance by punching the ground.
Virtue   Subject gains +1 temporary hit point.

1st Level:
Armor Contingency10 Summons armor, fully donned and prepared, under certain condition.
Bless      Allies gain +1 attack and +1 on saves against fear.
Bless Water  Makes holy water.
Burial Blessing1   Prevents corpses from rising as undead.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Champion Swimmer5 Subject gains +15 competence to all Swim checks.
Command One subject obeys selected command for 1 round.
Cure Light Wounds Cures 1d8+1/level (max +5) damage.
Divine Favor  You gain attack, damage bonus, +1/3 levels.
Doom One subject -2 on  attack rolls, damage, saves & checks.
Faith Healing3  Cures 8+1/level (max +5) damage, only to followers of your deity
Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5)
Magic Weapon  Weapon gains +1 bonus.
Minor Symbol of Divinity4 Creates minor magical protections within small area.
Protection from Evil +2 to AC and saves, counter mind control, hedges out outsiders.
Remove Fear +4 save against fear for one subject, +1/4 levels.
Shield of Faith  Aura grants +2 or higher AC bonus.
Smite4      +4 to hit, +1/level to damage, only v. Evil.
Summon Monster I  Calls outsider to fight for you.
Vision of Glory3  Target gains +1 morale bonus on next saving throw.

2nd Level:
Aid +1 attack, +1 on saves v. fear, 1d8 temporary hit points.
Align Weapon   Weapon becomes good
Aura of Menace5 Caster gains +1 to his Intimidate skill per caster level.
Bear's Endurance +4 enhancement bonus to Constitution.
Bread of Life5 Provides a day's nourishment and 1d8+1/level healing.
Bull's Strength  +4 enhancement bonus to Strength.
Burst of Energy5 Caster gains 10 temporary hit points and a +1 bonus to all saving throws.
Consecrate Fills area with positive energy, making undead weaker.
Cure Moderate Wounds Cures 2d8 +1/level (max +10) damage.
Delay Poison Stops poison from harming subject for 1 hour/level.
Eagle's Splendor Target gains +4 bonus to Charisma for 1 min./level.
Force of Will5  Substitute your Wisdom modifiers. for one of your physical ability modifiers.
Gentle Repose Preserves one corpse.
Hand of Divinity3  Gives +2 sacred bonus to worshipper of your god.
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Remove Paralysis Frees one or more creatures from paralysis or slow effects.
Shield Other You take half of subject's damage.
Silence Negates sound in a 15 ft. radius.
Spiritual Weapon Magical weapon attacks on its own.
Summon Monster II Summons outsider to fight for you.

3rd Level:
Beastmask1 Animals and beasts think subject is one of them.
Blessed Aim1 Allies receive +2 morale bonus on ranged attacks.
Continual Flame  Makes a permanent, heatless, torch.
Create Food and Water Feeds three humans (or one horse)/level.
Cure Serious Wounds Cures 3d8 +1/level (max +15) damage.
Curse of the Brute1 Up to +1/level  to Str., Dex. or Con.; Both Int. and Cha. down the same amount.
Daylight 60 ft. radius of bright light.
Dispel Magic Cancels magical spells and effects.
Fist of Iron7  Transforms one fist into an iron club.
Glyph of Warding Inscription harms those who pass it.
Godspeed10 Movement rate increases to 60 ft. and adds +2 to AC.
Invisibility Purge Dispels invisibility within 5 ft./level.
Magic Circle against Evil As protection from evil, but 10' r., and 10 min./level.
Magic Vestment   Armor or shield gains +1 enhancement bonus/3 levels.
Negative Energy Protection Subject resists level and ability drains.
Prayer  Allies gain +1 on most rolls, enemies suffer -1.
Rage9 Subject gains benefits of barbarian rage, no penalties.
Remedy Moderate Wounds3 Subject gains Fast Healing 2 for 10 rounds plus 1 round/2 levels.
Remove Blindness/Deafness Cures normal or magical condition.
Remove Curse Frees object or person from one curse.
Remove Disease Cures all diseases afflicting the subject.
Sacred Weapon4  Summons weapon that inflicts 1d10 damage and causes deafness.
Searing Light Ray deals 1d8/two levels, more against undead.
Summon Monster III  Summons outsider to fight for you.
Weapon of Impact3  Doubles the critical threat range of a bludgeoning weapon.

Fourth Level:
Beast Claws1 Your hands become slashing weapons (1d6)
Blindsight3 Grants the blindsight ability for one hour/level.
Cloak of Righteousness4 Creates shining raiment, blinding opponents and encouraging allies.
Cure Critical Wounds  Cures 4d8 +1/level (max +20) damage.
Death Ward Grants immunity to death spells and effects.
Dismissal  Forces a creature to return to its native plane.
Divination  Provides useful advice for specific proposed action.
Divine Power You gain attack bonus, 18 Str and 1 hp/level.
Enhanced Senses5 Grants Darkvision, +10 bonuses to Listen, Search and Spot, plus Scent ability.
Freedom of Movement Subject moves normally despite impediments.
Greater Magic Weapon  +1 bonus / 3 levels (max. +5)
Halo of Glory10 Creature gains celestial template.
Hand of ArtoriusA3 Immobile zone of warding stuns those of different patrons.
Holy Channel4   Allows healing spells to be cast at range.
Holy LanternA       Immobile, imparts -4 penalty to foes' attacks, saves and checks.
Ironheart5 Grants recipient +5 bonus that can be distributed among future saving throws.
Lesser Planar Ally     Exchange services with an 8 hit die outsider.
Mind over Matter4 +10 to Concentration checks; ends if target moves more than 5 ft./round.
Neutralize Poison Immunizes subject to poison; Detoxifies venom in or on object.
Restoration  Restores level and ability score drains.
Spell Immunity  Subject is immune to one spell/4 levels.
Strength of ArtoriusA7 Subject gains 1d8+4 temporary Strength.
Summon Monster IV Summons outsider to fight for you.
Test of Souls6  Reveals detailed information about willing subject.
Unfailing Endurance1  +4 bonus to saves v. weakness or fatigue, endurance bonuses.
Unwavering Ally5   Subject gains +20 divine bonus  v. mind-affecting spells.
Wall of Good3 As appropriate magic circle, but one-sided wall.
Weapon of the Deity1 Weapon gains +1 to attack and damage, plus magical ability appropriate to deity.

Fifth Level:
Atonement        Removes burden of misdeeds from subject.
Battletide3    Targets have attack penalties and you gain an action each round.
Bear's Heart1  One ally/level gains +4 Str and +1d4/level hit points.
Break Enchantment Frees subject from enchantments, alterations, curses and petrification.
Brothers in Arms4 Allies exchange hit points and Strength between themselves.
Commune  Deity answers one yes-or-no question / level.
Cure Light Wounds, Mass Cures 1d8+1/level (max +25) damage to many creatures.
Demonbane5  Temporarily gain great power in battle against evil outsiders.
Dispel Evil +4 AC v. aligned creatures, can banish outsiders, dispel aligned spells.
Divine Agility1 Subject gains Reflex save bonus, 18 Dexterity and Spring Attack feat.
Flame Strike   Smite foes with divine fire (1d6/level)
Greater Command   As command, but affects one creature/level.
Hallow Designates location as holy.
Halo of Shelter10 Surround target with energy field that absorbs 5 hp per level.
Monstrous Regeneration3 Grants the regeneration ability for 1 round/2 levels.
Plane Shift     Up to eight subjects travel to another plane.
Raise Dead Restores life to subject who died up to 1 day/level ago.
Righteous Charge5   Imbues the caster's next charge attack with divine power.
Shield of Light10 Grants +2 armor bonus and a +1 enhancement bonus to AC per three caster levels; undead cannot attack.
Slow the Years5 Halves the natural aging of the target.
Speed the Years5 Doubles the natural aging of the target.
Spell Resistance Subject gains 12 +1/level SR.
Summon Monster V  Summons outsider to fight for you.
Symbol of Pain Triggered rune wracks nearby creatures with pain.
Symbol of Sleep  Triggered rune puts nearby creatures into catatonic slumber.
True Seeing   See all things as they really are.

Sixth Level:
Angel's Redoubt10 Conjures a fortified dwelling.
Banishment   Banishes 2 HD/level of extradimensional creatures.
Bear's Endurance, Mass   As bear's endurance, affects one subject/ level.
Blade Barrier     Wall of blades deals 1d6/level.
Cure Moderate Wounds, Mass    Cures 2d8+1/level (max +30) damage to many creatures
Eagle's Splendor, Mass As eagle's splendor, affects one subject/ level.
Forbiddance   Denies area to creatures of evil alignment.
Geas/Quest    Subject takes damage if it does not obey caster.  
Greater Dispel Magic As dispel magic, but up to +20 on check.
Greater Glyph of Warding   As glyph of warding, but up to 10d8 damage or 6th level spell.
Harm    Deals 10/level  damage to target.
Heal   Cures 10/level damage, diseases and mental conditions.
Heroes' Feast     Food for 1 creature/level cures and grants combat bonuses.
Pass the Years4 Ages target by 1d10 years.
Planar Ally   Exchange services with 16 HD outsider.
Summon Monster VI     Summon outsider to fight for you.
Symbol of Fear Triggered rune panics nearby creatures.
Touch of Renewal5 Target receives Fast Healing 3.
Visage of the Overlord7 Surrounds the caster in an aura of command and competence.
Word of Recall     Teleports you back to designated place.

Seventh Level:
Cure Serious Wounds, Mass   Cures 3d8+1/level (max +35) damage to many creatures.
Divine Protection5     Grants allies a +6 enhancement bonus to Con, Wis, and Dex.
Greater Restoration    As restoration, plus restores all levels and ability scores.
Hero's Death7 You empower a target to accomplish a last heroic feat before dying.
Holy Word   Kills, paralyzes, weakens or dazes non-good subjects.
Incite4     Enlist a large group to accomplish a specified goal.
Redemption from Evil Power10 Undoes the effects of an evil spell cast within 1 round.
Refuge Alters item to transport its possessor to you.
Regenerate Subject's severed limbs regrow, cures 4d8 +1/level damage (max +35)
Repulsion      Creatures can't approach you.
Resurrection Fully restore dead subject.
Righteous Wrath of the Faithful1 As aid within 30 ft., followers of your god receive more.
Stop the Years5 Stop target's aging for 1d10 years.
Summon Monster VII    Summons outsider to fight for you.
Symbol of Stunning   Triggered rune stuns nearby creatures.
Symbol of Weakness Triggered rune weakens nearby creatures.
Trust in the Gods5    One roll determined by the caster automatically succeeds, but at great personal cost.

Eighth Level:
Antimagic Field Negates magic within 10 ft.
Avatar4      Allows caster to take on aspects of the deity.
Cure Critical Wounds, Mass  Cures 4d8+1/level (max +40) damage to many creatures
Dimensional Lock Teleportation and interplanar travel blocked for 1 day/level.
Discern Location Learn exact location of creature or object.
Fire Storm Deals 1d6/level fire damage.
Greater Planar Ally Exchange services with 24 HD outsider. 
Greater Spell Immunity     As spell immunity, but up to 8th level spells.
Holy Aura   +4 AC, +4 resistance and SR 25 against evil spells.
Recall Champion4    Call a dead hero to aid you.
Strength of the TitanA4 Target receives +1/level bonus to strength (max +20)
Summon Monster VIII  Summons an outsiders to fight for you.

Ninth Level:
Astral Projection     Projects you and companions into the astral plane.
Confutation of the Demon10    Destroys evil outsider or inflicts 10d6 points of damage.
Convert4    Subject gains belief in your god.
Energy Drain Subject gains 2d4 negative levels.
Etherealness Travel to the Ethereal plane with companions.
Gate    Connects two planes for travel or summoning.
Holy War5      +4 bonus to attack, damage, saves, spell DCs and skills to all worshippers of your god.
Incapacitate4    Reduces all of target's ability scores to 3, and removes all but 1d4 hit points.
Mass Heal     As heal, but for several targets.
Miracle      Requests a deity's intercession.
Storm of Vengeance Storm rains acid, lightning and hail.
Summon Monster IX    Summons outsider to fight for you.
True Resurrection    As resurrection, plus remains aren't needed.
Wellsprings of the Soul's Light10  Inflicts 10d6 points of damage on all evil creatures and summons one 10th-level paladin per four caster levels.

1 = Defenders of the Faith (Wizards of the Coast)
2 = Forgotten Realms Campaign Sourcebook (Wizards of the Coast)
3 = Magic of Faerūn  (Wizards of the Coast)
4 = Relics and Rituals (Sword and Sorcery Studio)
5 = Relics and Rituals II (Sword and Sorcery Studio)
6 = The Book of the Righteous (Green Ronin Publishing)
7 = The Divine and the Defeated  (Sword and Sorcery Studio)
8 = Hollowfaust: City of Necromancers  (Sword and Sorcery Studio)
9= Deities and Demigods (Wizards of the Coast)
10= The Book of Hallowed Might (Malhavoc Press)
11 = Burok Torn (Sword and Sorcery Studio)
A = Spell renamed; see Below for Origin

Renamed Spells:

Agaleus' Justice - was Hedrada's Justice from Relics and Rituals
Agaleus' Balance was Hedrada's Balance from Relics and Rituals
Andobulos' Potency
was Sethris' Potency from Relics and Rituals
Borlamnos' Exalted Triad was Azuth's Exalted Triad from Magic of Faerūn
Borlamnos' Spell Shield was Vengeful Spell Resistance from The Book of Hallowed Might
Calandra's Blessing was Rontra's Blessing from Book of the Righteous
Caravok's Curse  was Belsameth's Blessing from Relics and Rituals
Caravok's Torments was Chardun's Torments from Relics and Rituals
Daggers of Caravok was Daggers of Vaul from Relics and Rituals
Daria's Purging was Tanil's Purging from Relics and Rituals
Daria's Touch was Tanil's Touch from Relics and Rituals
Drauluin's Blessing was Vangal's Blessing from Relics and Rituals II
Drauluin's Dogs of War
was Vangal's Dogs of War  from The Divine and the Defeated
Drauluin's Touch was Vangal's Touch from Relics and Rituals
Drauluin's Wounding was Vangal's Wounding from Relics and Rituals
Drauluin's Wrath was Vangal's Warth from Relics and Rituals
Erdhon's Fire
was Corean's Fire from Relics and Rituals II
Favor of Valkrys was Favor of Ilmater from Magic of Faerūn
Hand of Agaleus was Hand of Torm from Magic of Faerūn
Holy Lantern was Aeonian Lantern from The Book of Hallowed Might
Ilion's Luck was Enkili's Luck from Relics and Rituals
Luxur Refuge was Keshmiri Refuge from Relics and Rituals II
Malbor's Branding was Chardun's Branding from Relics and Rituals II
Malbor's Strife was Belsameth's Strife from Relics and Rituals
Omara's Elysian Palace was Anwyn's Elysian Palace from Book of the Righteous
Seal of Agaleus was Seal of Hedrada from Relics and Rituals
Spiritual Soldier  was Arathan's Spiritual Soldier from The Book of Hallowed Might
Strength of Artorius
was Strength of Nalthalos from The Divine and the Defeated
Strength of the Titan was Strength of Kadum from Relics and Rituals
Thandor's Lightning Storm was Enkili's Lightning Storm from Relics and Rituals
Valkrys' Empathic Resonance
- was Madriel's Empathic Resonance from Relics and Rituals

 
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