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The Spells of the Seekers of Borlamnos
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0-Level:
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Audible Whisper10
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Everyone within 100 ft. can hear
everything you say.
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Clarity of Mind10
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+1 Competence Bonus to Concentration Checks.
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Clean4
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Cleans grime and dirt from one object or person.
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Create Water
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Creates 2 gallons/level of pure water.
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Cure Minor Wounds
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Cures 1 point of damage
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Detect Magic
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Detects spells and magic items within 60'
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Detect Poison
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Detects poison in one creature or object.
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Guidance
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+1 on one roll, save or check.
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Light
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Object shines like a torch.
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Mage Hand
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Telekinesis limited to 5 lbs.
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Mending
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Makes minor repairs on an object.
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Purify Food and Drink
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Purifies 1 cu. ft./level of food.
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Quick Sober4
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Cures the target of alcoholic influences.
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Read Magic
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Reads scrolls and spellbooks.
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Resistance
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Subject gains +1 on saving throws.
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Shockwave4
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Knock a foe prone from a distance by punching the ground.
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Virtue
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Subject gains +1 temporary hit point.
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1st Level:
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Bless
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Allies gain +1 attack and +1 on saves
against fear.
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Bless Water
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Makes holy water.
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Burial Blessing1
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Prevents corpses from rising as undead.
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Comprehend Languages
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You understand all written and spoken
languages.
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Creature Loresight12
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You learn something about a creature you
touch.
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Cure Light Wounds
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Cures 1d8+1/level (max +5) damage.
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Detect Shapechangers5
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Detects the presence and strength of
shapechangers.
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Detect Undead
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Reveals undead within 60'.
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Faith Healing3
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Cures 8+1/level (max +5) damage, only to
followers of Borlamnos.
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Magic Weapon
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Weapon gains +1 bonus.
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Minor Symbol of Divinity4
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Creates minor magical protections within
small area.
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Object Loresight12
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You learn something significant about an
object you touch.
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Pattern of Sibyllic Fate10
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Reveals general outlook of subject's
fate.
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Protection from Chaos/Evil/Good/Law
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+2 to AC and saves, counter mind
control, hedges out outsiders.
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Redemptive Redress10
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Compensates for, but does not dispel,
the effects of a detrimental spell.
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Sanctuary
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Opponents can't attack you, and you
can't attack.
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Shield of Faith
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Aura grants +2 or higher AC bonus.
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Summon Monster I
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Calls outsider to fight for you.
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2nd Level:
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Aid
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+1 attack, +1 on saves v. fear, 1d8 temporary hit
points.
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Augury
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Learn whether the results of an action will be good
or bad.
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Consecrate
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Fills area with positive energy, making undead
weaker.
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Crystal of Reflection10
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Reflects ray back at attacker.
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Cure Moderate Wounds
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Cures 2d8 +1/level (max +10) damage.
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Hand of Divinity3
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Gives +2 sacred bonus to worshipper of
your god.
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Identify
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Identifies features of magic items.
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Lesser Restoration
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Dispels magic ability penalty or repairs 1d4 ability damage.
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Owl's Wisdom
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Target gains +4 bonus to Wisdom for 1
min./level.
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Remove Paralysis
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Frees one or more creatures from
paralysis or slow effects.
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Shield Other
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You take half of subject's damage.
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Silence
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Negates sound in a 15 ft. radius.
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Spell Shield3
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Target gains +3 bonus on saves against
spells and spell-like abilities.
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Spiritual Weapon
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Magical weapon attacks on its own.
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Summon Monster II
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Summons outsider to fight for you.
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3rd Level:
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Amanuensis3
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Quickly copy nonmagical text.
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Continual Flame
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Makes a permanent, heatless, torch.
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Create Food and Water
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Feeds three humans (or one horse)/level.
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Cure Serious Wounds
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Cures 3d8 +1/level (max +15) damage.
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Daylight
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60 ft. radius of bright light.
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Deeper Darkness
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Object sheds absolute darkness in 60 ft.
radius.
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Dispel Magic
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Cancels magical spells and effects.
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Glyph of Warding
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Inscription harms those who pass it.
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Helping Hand
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Ghostly hand leads subject to you.
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Invisibility
Purge
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Dispels invisibility within 5 ft./level.
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Lesser Telepathic Bond1
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Link with subject within 30 ft. for 10
min./level.
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Locate Object
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Sense direction toward object (specific or type)
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Magic Circle against Evil
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As protection from evil, but 10' r., and 10 min./level.
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Magic Vestment
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Armor or shield gains +1 enhancement bonus/3 levels.
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Negative Energy Protection
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Subject resists
level and ability drains.
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Obscure Object
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Masks object against divination.
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Peaceful Weapon
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Target weapon cannot inflict damage.
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Prayer
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Allies gain +1 on most rolls, enemies suffer -1.
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Remove Blindness/Deafness
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Cures normal or magical condition.
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Remove Curse
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Frees object or person from one curse.
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Remove Disease
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Cures all diseases afflicting the subject.
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Runic Weave11
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Imbues garments with magical protections
and runes.
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Searing Light
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Ray deals 1d8/two levels, more against
undead.
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Summon Monster III
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Summons outsider to fight for you.
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Fourth Level:
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Cure Critical Wounds
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Cures 4d8 +1/level (max +20) damage.
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Dimensional Anchor
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Bars extradimensional movement.
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Dismissal
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Forces a creature to return to its native plane.
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Divination
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Provides useful advice for specific proposed action.
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Ethereal Prison10
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One helpless or willing creature is
imprisoned on the Ethereal plane.
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Freedom of Movement
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Subject moves normally despite
impediments.
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Greater Magic Weapon
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+1 bonus / 3 levels (max. +5)
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Hand of BorlamnosA3
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Immobile zone of warding stuns
non-Borlamnians.
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Harrier1
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Summons an incorporeal bird of prey to
fight for you.
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Holy LanternA
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Immobile, imparts -4 penalty to foes' attacks, saves and checks.
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Imbue with Spell Ability
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Transfers spells to subject.
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Know Vulnerabilities
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Determines target's vulnerabilities and
resistances.
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Lesser Planar Ally
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Exchange services with an 8 hit die outsider.
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Mind over Matter4
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+10 to Concentration checks; ends if
target moves more than 5 ft./round.
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Neutralize Poison
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Immunizes subject to poison; Detoxifies venom in or on object.
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Recitation1
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Allies gain +2 or +3 on attacks and saves, enemies suffer -3.
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Restoration
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Restores level and ability score drains.
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Seal of BorlamnosA4
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Seals one portal until a condition is
met.
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Sending
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Delivers short message anywhere, instantly.
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Spell Immunity
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Subject is immune to one spell/4 levels.
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Status
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Monitors condition, position of allies.
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Summon Monster IV
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Summons outsider to fight for you.
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Test of Souls6
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Reveals detailed information about willing subject.
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Tongues
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Speak any language.
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Unwavering Ally5
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Subject gains +20 divine bonus v. mind-affecting spells.
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Weapon of the Deity1
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Quarterstaff becomes a +1spell-storing
quarterstaff.
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Fifth Level:
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Atonement
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Removes burden of misdeeds from subject.
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Break Enchantment
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Frees subject from enchantments, alterations, curses
and petrification.
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Commune
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Deity answers one yes-or-no question / level.
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Cure Light Wounds, Mass
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Cures 1d8+1/level (max +25) damage to many
creatures.
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Dispel Evil
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+4 AC v. evil creatures, can banish
outsiders, dispel evil spells.
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Flame Strike
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Smite foes with divine fire (1d6/level)
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Greater Command
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As command, but affects one creature/level.
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Hallow
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Designates location as holy.
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Halo of Shelter10
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Surround target with energy field that
absorbs 5 hp per level.
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Inflict Light Wounds, Mass
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Deals 1d8+1/level (max +25) damage to many
creatures.
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Plane Shift
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Up to eight subjects travel to another plane.
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Raise Dead
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Restores life to subject who died up to 1 day/level ago.
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Scrying
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Spies on subject from a distance.
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Spell Phylactery3
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Scroll activates upon you if conditions
are met.
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Spell Resistance
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Subject gains 12 +1/level SR.
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Summon Monster V
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Summons outsider to fight for you.
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Symbol of Pain
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Triggered rune wracks nearby creatures
with pain.
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Symbol of Sleep
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Triggered rune puts nearby creatures into catatonic slumber.
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True Seeing
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See all things as they really are.
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Sixth Level:
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Analyze Dwoemer
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Analyzes magical aspects of a subject.
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Banishment
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Banishes 2 HD/level of extradimensional creatures.
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Borlamnos' Exalted TriadA3
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Cast prepared spell three times.
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Cure Moderate Wounds, Mass
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Cures 2d8+1/level (max +30) damage to many creatures
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Find the Path
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Shows most direct route to a location.
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Forbiddance
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Denies area to creatures of evil alignment.
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Gate Seal2
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You permanently seal a gate or portal
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Geas/Quest
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Subject takes damage if it does not obey caster.
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Greater Dispel Magic
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As dispel magic, but up to +20 on check.
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Greater Glyph of Warding
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As glyph of warding, but up to 10d8 damage or 6th level
spell.
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Harm
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Deals 10/level damage to target.
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Heal
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Cures 10/level damage, diseases and mental conditions.
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Heroes' Feast
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Food for 1 creature/level cures and grants combat bonuses.
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Planar Ally
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Exchange services with 16 HD outsider.
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Spellmantle3
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As spell immunity, but negated
spell triggers a helpful spell on target.
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Summon Monster VI
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Summon outsider to fight for you.
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Suppress Glyph3
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You notice but do not trigger magical
sigils.
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Symbol of Fear
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Triggered rune panics nearby creatures.
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Symbol of Persuasion
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Triggered rune charms those nearby.
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Wind Walk
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You and your allies turn vaporous and
travel fast.
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Word of Recall
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Teleports you back to designated place.
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Seventh Level:
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Borlamnos' Spell ShieldA3
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Grants SR 12 +1/caster level; enemy
caster suffers 2d6+1/spell level if spell resisted.
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Cure Serious Wounds, Mass
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Cures 3d8+1/level (max +35) damage to many
creatures.
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Divine Protection5
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Grants allies a +6 enhancement bonus to Con,
Wis, and Dex.
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Ethereal Jaunt
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You become ethereal for 1 round/level.
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Greater Restoration
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As restoration, plus restores all levels and ability
scores.
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Greater Scrying
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As scrying, but faster and
longer.
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Holy Word
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Kills, paralyzes, weakens or dazes non-good subjects.
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Holy Star3
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Glowing light turns spells, gives cover
or shoots beams of fire.
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Incite4
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Enlist a large group to accomplish a specified goal.
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Redemption from Evil Power10
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Undoes the effects of an evil spell cast within 1 round.
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Refuge
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Alters item to transport its possessor to you.
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Repulsion
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Creatures can't approach you.
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Resurrection
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Fully restore dead subject.
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Righteous Wrath of the Faithful1
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As aid within 30 ft., followers of
Borlamnos receive more.
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Summon Monster VII
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Summons outsider to fight for you.
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Symbol of Stunning
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Triggered rune stuns nearby creatures.
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Symbol of Weakness
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Triggered rune weakens nearby creatures.
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Trust in the Gods5
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One roll determined by the caster automatically succeeds,
but at great personal cost.
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Eighth Level:
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Antimagic Field
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Negates magic within 10 ft.
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Avatar4
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Allows caster to take on aspects of the
deity.
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Cure Critical Wounds, Mass
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Cures 4d8+1/level (max +40) damage to many
creatures
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Dimensional Lock
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Teleportation and interplanar travel
blocked for 1 day/level.
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Discern Location
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Learn exact location of creature or object.
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Fire Storm
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Deals 1d6/level fire damage.
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Greater Planar Ally
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Exchange services with 24 HD outsider.
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Greater Spell Immunity
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As spell immunity, but up to 8th level spells.
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Holy Aura
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+4 AC, +4 resistance and SR 25 against evil spells.
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Recall Champion4
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Call a dead hero to aid you.
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Surelife9
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Protects you from specific natural danger.
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Summon Monster VIII
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Summons an outsiders to fight for you.
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Symbol of Death
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Triggered rune slays nearby creatures.
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Symbol of Insanity
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Triggered rune renders nearby creatures
insane.
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True Creation9
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Creates real, permanent, complex object.
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Ninth Level:
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Astral Projection
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Projects you and companions into the astral plane.
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Confutation of the Demon10
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Destroys evil outsider or inflicts 10d6 points of damage.
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Convert4
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Subject gains belief in Borlamnos.
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Etherealness
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Travel to the Ethereal plane with
companions.
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Fact to Fiction6
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Like a very limited wish; can
force reroll of past round.
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Gate
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Connects two planes for travel or summoning.
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Genesis9
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You can create a demi-plane of your own.
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Holy War5
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+4 bonus to attack, damage, saves, spell DCs and skills to
all worshippers of your god.
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Mind Share7
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Allows caster to get truthful answers to
any question.
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Mass Heal
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As heal, but for several targets.
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Miracle
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Requests a deity's intercession.
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Shooting Stars6
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12d6 cold damage or healing to those
struck, 3d6 to those nearby.
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Summon Monster IX
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Summons outsider to fight for you.
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True Resurrection
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As resurrection, plus remains aren't needed.
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Wellsprings of the Soul's Light10
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Inflicts 10d6 points of damage on all
evil creatures and summons one 10th-level paladin per four caster
levels.
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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)
12 = The Book of Eldritch Might II (Malhavoc
Press)
A = Spell renamed; see Below for Origin
Renamed Spells:
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
Hand of Borlamnos was Hand of Torm from Magic of Faerūn
Holy Lantern was Aeonian Lantern from The Book of
Hallowed Might
Seal of Borlamnos was Seal of Hedrada from Relics and Rituals
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