|
Spells of the Templars, holy warriors of Erdhon.
| 1st
Level: |
|
| Armor
Contingency5 |
Summons
armor, fully donned and prepared, under certain condition |
| Bless |
Allies
gain +1 attack and +1 on saves against fear. |
| Bless
Water |
Creates
Holy Water |
| Burning
Brand5 |
Burning
torch inflicts 1d6 damage as touch attack. 2d6
to undead. |
| Burst
of Energy |
Caster
gains 10 temporary hit points and a +1 bonus to all saving
throws. |
| Cure
Light Wounds |
Cures
1d8 +1/level damage (max +5) |
| Detect
Poison |
Detects
poison in or on object. |
| Detect
Undead |
Detects
undead within 50 ft. |
| Divine
Favor |
You
gain attack, damage bonus, +1/3 levels. |
| Divine
Sacrifice1 |
Sacrifice
hit points for damage bonus. |
| Endure
Elements |
Ignores
5 damage/round from one energy type. |
| Faith
Healing2 |
Cures
8 +1/level damage (max +5) to a worshipper of Erdhon. |
| Holy
Beacon3 |
Signals
holy warriors that another holy warrior is in danger. |
| Illuminated
Weapon5 |
Imposes
-2 penalty to attacks, saves and checks upon undead struck. |
| Lesser
Restoration |
Dispels
Magical ability penalty or restores 1d4 ability damage. |
| Magic
Weapon |
Weapon
receives +1 enhancement bonus. |
| Minor
Symbol of Divinity3 |
Creates
minor magical protections within small area. |
| Protection
from Evil |
+2
to AC and saves, counter mind control, hedges out outsiders |
| Read
Magic |
Read
scrolls and spellbooks. |
| Resistance |
Subject
gains +1 on all saving throws. |
| Smite3 |
Invokes
the Smite Evil power. |
| Virtue |
You
gain +1 hit point. |
| Vision
of Glory2 |
Target
gains +1 morale bonus on next saving throw. |
| Warning
Shout2 |
All
living creatures within 1 mile hear your shout. |
| 2nd
Level: |
|
| Aura
of Glory2 |
Bonus
on Cha-based checks, cure allies, and bolster them against
fear. |
| Blessed
Aim |
Allies
receive +2 morale bonus on ranged attacks. |
| Delay
Poison |
Stops
poison from harming subject for 1 hr. /level. |
| Eagle's
Splendor |
+4
bonus to Charisma for 1 min./level. |
| Force
of Will3 |
Substitute
your Wisdom modifier for one of your physical modifiers. |
| Hand
of Divinity2 |
Gives
+2 sacred bonus to worshipper of your deity. |
| Heartglow5 |
Evil
creatures w/in 10 ft. suffer -1 penalty to attack, saves and
checks. |
| Light
Blade4 |
Creates
a weapon made of pure light. |
| Limbs
of Endurance3 |
Cures
fatigue, improves Fortitude save by +1, reduces need for rest. |
| Owl's
Wisdom |
+4
bonus to Wisdom for 1 min./level. |
| Resist
Elements |
Ignores
12 damage/round from one energy type. |
| Shield
Other |
You
take half of subject's damage. |
| Zeal1 |
You
gain +4 AC v. Attacks of Opportunity; move through enemies |
| 3rd
Level: |
|
| Cure
Moderate Wounds |
Cures
2d8 +1/level damage (max +10) |
| Dispel
Magic |
Cancels
magical spells and effects. |
| Forceward2 |
Creates
sphere that prevents intrusion. |
| Greater
Magic Weapon |
Weapon
gains +1 bonus/4 levels (max +5) |
| Heal
Mount |
Cures
10/level damage, diseases and mental conditions, to special
mount only. |
| Heart
of Valor3 |
Augment
Aura of Courage, attack bonuses, causes fear in opponents. |
| Know
Greatest Enemy2 |
Determines
relative power level of creatures within the area. |
| Loyal
Vassal2 |
Ally
gains +3 v. mind-affecting, cannot be compelled to harm you. |
| Magic
Circle against Evil |
As
protection from evil, but 10' r. and 10 min./level. |
| Prayer |
Allies
+1 on most rolls, enemies -1. |
| Remove
Blindness/Deafness |
Cures
normal and magical conditions. |
| Remove
Curse |
Frees
object or person from curse. |
| Righteous
Fury2 |
Gain
temporary hp., +2 natural armor, +2 to Str. & Dex., Undead
that strike you take 1 point. |
| Undead
Bane Weapon |
Your
weapon gains the undead bane property. |
| 4th
Level: |
|
| Break
Enchantment |
Frees
subject from enchantments, alterations, curses and
petrifaction. |
| Brothers
in Arms |
Allies
exchange hit points and Strength between themselves. |
| Cloak
of Righteousness |
Creates
shining raiment, blinding opponents and encouraging allies. |
| Cure
Serious Wounds |
Cures
3d8 +1/level damage (max +15) |
| Death
Ward |
Grants
immunity to death spells and negative energy effects. |
| Demonbane4 |
Caster
temporarily gains great power in battle against evil
outsiders. |
| Dispel
Evil |
+4
AC v. evil creatures, can banish evil outsiders, dispel evil
spells. |
| Holy
Beacon's Answer3 |
Allows
holy warriors to answer the call of a holy beacon. |
| Holy
Sword |
Weapon
becomes +5, +2d6 v. Evil. |
| Hand
of ErdhonA2 |
Immobile
zone of warding stuns non-Erdhonites. |
| Mark
of Justice |
Designates
action that will trigger curse on subject. |
| Neutralize
Poison |
Immunizes
subject against poisons, detoxifies poison on or in object. |
| Restoration |
Restores
level and ability score drains. |
| Righteous
Charge4 |
Imbues
the caster's next charge with divine power. |
| Seek
Eternal Rest2 |
Turn
undead as paladin three levels higher. |
| Sacred
Journey3 |
Long
ritual enhance holy warrior's natural abilities. |
| Soul
of Mercy3 |
Enhances
power when attacking to subdue. |
| Weapon
of the Deity1 |
Spear
gains bonuses to hit, becomes flaming shock spear. |
1 = Defenders of the Faith (Wizards
of the Coast)
2 = Magic of Faerūn (Wizards
of the Coast)
3 = Relics and Rituals (Sword
and Sorcery Studio)
4 = Relics and Rituals II (Sword
and Sorcery Studio)
5 = The Book of Hallowed Might (Malhavoc
Press)
A = Spell renamed; see Below for Origin
Renamed Spells:
Hand of Erdhon was Hand of Torm from the Magic of Faerūn
|