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Spells of the Wayfarers, clerics of Eristemus.
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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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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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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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Armor Contingency10
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Summons armor, fully donned and
prepared, under certain condition.
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Bane
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Enemies gain -1 attack and -1 on saves
against fear.
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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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Champion Swimmer5
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Subject gains +15 competence to all Swim
checks.
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Comprehend Languages
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You understand all written and spoken
languages.
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Cure Light Wounds
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Cures 1d8+1/level (max +5) damage.
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Detect Undead
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Reveals undead within 60'.
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Divert Charge10
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Redirects movement of charging attacker.
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Divine Favor
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You gain attack, damage bonus, +1/3
levels.
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Faith Healing3
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Cures 8+1/level (max +5) damage, only to
followers of Eristemus.
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Hide from Undead
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Undead can't perceive one subject/level.
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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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Protection from Evil
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+2 to AC and saves, counter mind
control, hedges out outsiders.
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Random Action
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One creature acts randomly for one
round.
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Remove Fear
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+4 save against fear for one subject,
+1/4 levels.
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Resist Touch10
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Adds +2 luck bonus, +1/3 levels, to
touch AC.
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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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Vision of Glory3
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Target gains +1 morale bonus on next
saving throw.
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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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Animal Messenger
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Sends a tiny animal to a specific place.
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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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Bear's Endurance
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+4 enhancement bonus to Constitution.
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Bed Bug Bites5
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Sleeping target is covered with itchy
bites that penalize all rolls for the next day.
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Bread of Life5
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Provides a day's nourishment and
1d8+1/level healing.
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Bull's Strength
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+4 enhancement bonus to Strength.
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Burst of Energy5
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Caster gains 10 temporary hit points and
a +1 bonus to all saving throws.
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Calm Emotions
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Calms 1d6 subjects/level, negates emotion effects.
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Consecrate
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Fills area with positive energy, making undead
weaker.
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Cure Moderate Wounds
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Cures 2d8 +1/level (max +10) damage.
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Delay Poison
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Stops poison from harming subject for 1 hour/level.
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Desecrate
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Fills area with negative energy, making
undead stronger.
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Divine Flame1
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Wards against cold creatures.
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Divine Zephyr1
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Wards against fire creatures.
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Eagle's Splendor
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Target gains +4 bonus to Charisma for 1
min./level.
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Enthrall
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Captivates all within 100 ft. +
10/ft./level.
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Gentle Repose
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Preserves one corpse.
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Hand of Divinity3
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Gives +2 sacred bonus to worshipper of
your god.
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Lesser Restoration
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Dispels magic ability penalty or repairs 1d4 ability damage.
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Locate Oasis5
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Locates an oasis in the desert.
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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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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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Touch of Madness9
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Touch attack dazes opponent for 1
round/level.
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3rd Level:
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Blessed Aim1
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Allies receive +2 morale bonus on ranged
attacks.
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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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Dispel Magic
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Cancels magical spells and effects.
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Divine Raimant4
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Opponents can't attack you, but you can attack.
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Glyph of Warding
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Inscription harms those who pass it.
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Godspeed10
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Movement rate increases to 60 ft. and
adds +2 to AC.
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Helping Hand
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Ghostly hand leads subject to you.
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Locate Object
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Sense direction toward object (specific or type)
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Mace of Odo3
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Force effect damages target or absorbs spell.
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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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Sacred Weapon4
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Summons weapon that inflicts 1d10 damage and causes deafness.
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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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Water Walk
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Subject can walk on water as if solid.
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Fourth Level:
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Air Walk
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Subject treads on air as if solid (climb
at 45 degree angle).
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Cloak of Righteousness4
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Creates shining raiment, blinding
opponents and encouraging allies.
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Condemned4
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Target becomes unaffected by magical healing.
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Control Light4
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Allows control of the amount of light or
dark in an area.
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Control Water
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Raises, lowers or parts bodies of water.
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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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Discern Lies
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Reveals deliberate falsehoods.
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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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Divine Power
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You gain attack bonus, 18 Str and 1 hp/level.
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Fair Light6
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As daylight, but centers on
caster; identifies good and evil; boosts good morale, decreases evil
morale.
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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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Greater Transferrance6
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As transference, but you only
need to see target to activate it; plus, both you and target gain
saving throw bonuses.
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Halo of Glory10
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Creature gains celestial template.
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Hand of EristemusA3
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Immobile zone of warding stuns those of
different patrons.
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Harrier1
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Summons an incorporeal bird of prey to
fight for you.
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Holy Channel4
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Allows healing spells to be cast at range.
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Holy LanternA
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Immobile, imparts -4 penalty to foes' attacks, saves and checks.
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Lesser Planar Ally
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Exchange services with an 8 hit die outsider.
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Luxur RefugeA
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Protects target from the harsh desert
environment.
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Mark of Evil6
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Prevents target from being raised
for a year and a day.
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Neutralize Poison
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Immunizes subject to poison; Detoxifies venom in or on object.
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North Star6
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Caster knows which way is true north,
regardless of location.
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Restoration
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Restores level and ability score drains.
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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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Truth's Wings10
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Magical bird brings character to you.
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Unwavering Ally5
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Subject gains +20 divine bonus v. mind-affecting spells.
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Wall of Good3
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As appropriate magic circle, but
one-sided wall.
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Weapon of the Deity1
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Weapon gains +1 to attack and
damage, plus becomes mighty cleaving ability.
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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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Demonbane5
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Temporarily gain great power in battle against evil outsiders.
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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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Divine Agility1
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Subject gains Reflex save bonus, 18
Dexterity and Spring Attack feat.
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Flame Strike
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Smite foes with divine fire (1d6/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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Mark of Justice
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Designates action that will trigger curse on subject.
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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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Righteous Charge5
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Imbues the caster's next charge attack with divine power.
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Righteous Might
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Your size increases, and you gain +4
Str.
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Scrying
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Spies on subject from a distance.
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Shield of Light10
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Grants +2 armor bonus and a +1
enhancement bonus to AC per three caster levels; undead cannot
attack.
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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 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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Angel's Redoubt10
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Conjures a fortified dwelling.
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Banishment
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Banishes 2 HD/level of extradimensional creatures.
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Bear's Endurance, Mass
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As bear's endurance, affects one subject/ level.
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Blazing Light10
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Ray inflicts 1d8 points of damage/level;
undead suffer more.
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Constellation6
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Allows communication with others under
the same sky.
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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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Eagle's Splendor, Mass
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As eagle's splendor, affects one subject/ level.
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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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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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Owl's Wisdom, Mass
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As owl's wisdom, affects one subject/ level.
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Planar Ally
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Exchange services with 16 HD outsider.
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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 Persuasion
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Triggered rune charms those nearby.
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Undeath to Death3
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Destroys 1d4 HD/level of undead (max
20d4)
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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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Charm's Aegis5
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Grants Charisma bonus to AC, foes can't
attack caster unless they make a Will save.
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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 e thereal for 1 round/level.
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Fortunate Fate3
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Target immediately receives a heal
if killed by damage.
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Greater Restoration
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As restoration, plus restores all levels and ability
scores.
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Hero's Death7
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You empower a target to accomplish a last heroic feat
before dying.
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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
your god 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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Holy Shout10
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Inflicts 1d8 points of sonic damage per two caster levels
and other effects to evil creatures.
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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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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 Eristemus.
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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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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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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)
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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