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Spells of the Wayfarers

 

Religion

Spells of the Wayfarers, clerics of Eristemus.

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.
Bane Enemies gain -1 attack and -1 on saves against fear.
Bless      Allies gain +1 attack and +1 on saves against fear.
Bless Water  Makes holy water.
Burial Blessing1   Prevents corpses from rising as undead.
Champion Swimmer5 Subject gains +15 competence to all Swim checks.
Comprehend Languages You understand all written and spoken languages.
Cure Light Wounds Cures 1d8+1/level (max +5) damage.
Detect Undead  Reveals undead within 60'.
Divert Charge10 Redirects movement of charging attacker.
Divine Favor  You gain attack, damage bonus, +1/3 levels.
Faith Healing3  Cures 8+1/level (max +5) damage, only to followers of Eristemus.
Hide from Undead Undead can't perceive one subject/level.
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.
Random Action One creature acts randomly for one round.
Remove Fear +4 save against fear for one subject, +1/4 levels.
Resist Touch10 Adds +2 luck bonus, +1/3 levels, to touch AC.
Sanctuary   Opponents can't attack you, and you can't attack.
Shield of Faith  Aura grants +2 or higher AC bonus.
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.
Animal Messenger Sends a tiny animal to a specific place.
Augury   Learn whether the results of an action will be good or bad.
Bear's Endurance +4 enhancement bonus to Constitution.
Bed Bug Bites5 Sleeping target is covered with itchy bites that penalize all rolls for the next day.
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.
Calm Emotions  Calms 1d6 subjects/level, negates emotion effects.
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.
Desecrate Fills area with negative energy, making undead stronger.
Divine Flame Wards against cold creatures.
Divine Zephyr1 Wards against fire creatures.
Eagle's Splendor Target gains +4 bonus to Charisma for 1 min./level.
Enthrall Captivates all within 100 ft. + 10/ft./level.
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.
Locate Oasis5 Locates an oasis in the desert.
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.
Touch of Madness9 Touch attack dazes opponent for 1 round/level.

3rd Level:
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.
Daylight 60 ft. radius of bright light.
Dispel Magic Cancels magical spells and effects.
Divine Raimant4  Opponents can't attack you, but you can attack.
Glyph of Warding Inscription harms those who pass it.
Godspeed10 Movement rate increases to 60 ft. and adds +2 to AC.
Helping Hand Ghostly hand leads subject to you.
Locate Object Sense direction toward object (specific or type)
Mace of Odo3       Force effect damages target or absorbs spell.
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.
Obscure Object Masks object against divination.
Peaceful Weapon Target weapon cannot inflict damage.
Prayer  Allies gain +1 on most rolls, enemies suffer -1.
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.
Water Walk Subject can walk on water as if solid.

Fourth Level:
Air Walk Subject treads on air as if solid (climb at 45 degree angle).
Cloak of Righteousness4 Creates shining raiment, blinding opponents and encouraging allies.
Condemned4  Target becomes unaffected by magical healing.
Control Light4 Allows control of the amount of light or dark in an area.
Control Water Raises, lowers or parts bodies of water.
Cure Critical Wounds  Cures 4d8 +1/level (max +20) damage.
Dimensional Anchor      Bars extradimensional movement.
Discern Lies  Reveals deliberate falsehoods.
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.
Fair Light6 As daylight, but centers on caster; identifies good and evil; boosts good morale, decreases evil morale.
Freedom of Movement Subject moves normally despite impediments.
Greater Magic Weapon  +1 bonus / 3 levels (max. +5)
Greater Transferrance6 As transference, but you only need to see target to activate it; plus, both you and target gain saving throw bonuses.
Halo of Glory10 Creature gains celestial template.
Hand of EristemusA3 Immobile zone of warding stuns those of different patrons.
Harrier1 Summons an incorporeal bird of prey to fight for you.
Holy Channel4   Allows healing spells to be cast at range.
Holy LanternA       Immobile, imparts -4 penalty to foes' attacks, saves and checks.
Lesser Planar Ally     Exchange services with an 8 hit die outsider.
Luxur RefugeA Protects target from the harsh desert environment.
Mark of Evil6 Prevents target from being raised for a year and a day.
Neutralize Poison Immunizes subject to poison; Detoxifies venom in or on object.
North Star6 Caster knows which way is true north, regardless of location.
Restoration  Restores level and ability score drains.
Sending  Delivers short message anywhere, instantly.
Spell Immunity  Subject is immune to one spell/4 levels.
Status  Monitors condition, position of allies.
Summon Monster IV Summons outsider to fight for you.
Test of Souls6  Reveals detailed information about willing subject.
Tongues  Speak any language.
Truth's Wings10 Magical bird brings character to you.
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 becomes mighty cleaving ability.

Fifth Level:
Atonement        Removes burden of misdeeds from subject.
Break Enchantment Frees subject from enchantments, alterations, curses and petrification.
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. evil creatures, can banish outsiders, dispel evil spells.
Divine Agility1 Subject gains Reflex save bonus, 18 Dexterity and Spring Attack feat.
Flame Strike   Smite foes with divine fire (1d6/level)
Hallow Designates location as holy.
Halo of Shelter10 Surround target with energy field that absorbs 5 hp per level.
Mark of Justice    Designates action that will trigger curse on subject.
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.
Righteous Might Your size increases, and you gain +4 Str.
Scrying Spies on subject from a distance.
Shield of Light10 Grants +2 armor bonus and a +1 enhancement bonus to AC per three caster levels; undead cannot attack.
Spell Resistance Subject gains 12 +1/level SR.
Summon Monster V  Summons outsider to fight for you.
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.
Blazing Light10 Ray inflicts 1d8 points of damage/level; undead suffer more.
Constellation6 Allows communication with others under the same sky.
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.
Find the Path Shows most direct route to a location.
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.
Owl's Wisdom, Mass As owl's wisdom, affects one subject/ level.
Planar Ally   Exchange services with 16 HD outsider.
Summon Monster VI     Summon outsider to fight for you.
Suppress Glyph3 You notice but do not trigger magical sigils.
Symbol of Persuasion Triggered rune charms those nearby.
Undeath to Death3 Destroys 1d4 HD/level of undead (max 20d4)
Wind Walk You and your allies turn vaporous and travel fast.
Word of Recall     Teleports you back to designated place.

Seventh Level:
Charm's Aegis5 Grants Charisma bonus to AC, foes can't attack caster unless they make a Will save.
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.
Ethereal Jaunt You become e thereal for 1 round/level.
Fortunate Fate3 Target immediately receives a heal if killed by damage.
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.
Holy Star3 Glowing light turns spells, gives cover or shoots beams of fire.
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.
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.
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.
Holy Shout10  Inflicts 1d8 points of sonic damage per two caster levels  and other effects to evil creatures.
Recall Champion4    Call a dead hero to aid you.
Surelife9    Protects you from specific natural danger.
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 Eristemus.
Etherealness Travel to the Ethereal plane with companions.
Fact to Fiction6 Like a very limited wish; can force reroll of past round.
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.
Mass Heal     As heal, but for several targets.
Miracle      Requests a deity's intercession.
Shooting Stars6 12d6 cold damage or healing to those struck, 3d6 to those nearby.
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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