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Spells of the Speakers

 

Religion

Spells of the Speakers, clerics of Ilion.

0-Level:
Audible Whisper10 Everyone within 100 ft. can hear everything you say.
Bleeding Disease4 Initiates a contagious sickness in a random individual.
Clarity of Mind10          +1 Competence Bonus to Concentration Checks.
Clean           Cleans grime and dirt from one object or person.
Conjurer's Toolbelt8 Conjures any small tool for 1 minute/level.
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:
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.
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Comprehend Languages You understand all written and spoken languages.
Cure Light Wounds Cures 1d8+1/level (max +5) damage.
Detect Shapechangers5 Detects the presence and strength of shapechangers.
Detect Undead  Reveals undead within 60'.
Divert Charge10 Redirects movement of charging attacker.
Divine Favor  You gain attack, damage bonus, +1/3 levels.
Doom One subject -2 on  attack rolls, damage, saves & checks.
Entropic Shield Ranged attacks against you have a 20% miss chance.
Faith Healing3  Cures 8+1/level (max +5) damage, only to followers of Ilion.
Hide from Undead Undead can't perceive one subject/level.
Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5)
Magic Stone Three stones gain +1 attack, deal 1d6+1/level.
Magic Weapon  Weapon gains +1 bonus.
Minor Symbol of Divinity4 Creates minor magical protections within small area.
Pattern of Sibyllic Fate10 Reveals general outlook of subject's fate.
Protection from Evil +2 to AC and saves, counter mind control, hedges out outsiders.
Random Action One creature acts randomly for one round.
Redemptive Redress10 Compensates for, but does not dispel, the effects of a detrimental spell.
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.

2nd Level:
Aid +1 attack, +1 on saves v. fear, 1d8 temporary hit points.
Augury   Learn whether the results of an action will be good or bad.
Aura against Flame3  Ignores 12 fire damage/round and extinguishes fire.
Aura of Menace5 Caster gains +1 to his Intimidate skill per caster level.
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.
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.
Cure Moderate Wounds Cures 2d8 +1/level (max +10) damage.
Curse of Ill Fortune3 Subject suffers -3 on attacks, saves and checks.
Curse of Solidity5 Forces one incorporeal creature to become corporeal.
Darkness 20 ft. radius of supernatural shadow.
Delay Poison Stops poison from harming subject for 1 hour/level.
Eagle's Splendor Target gains +4 bonus to Charisma for 1 min./level.
Find Traps Notice traps as a rogue does.
Force of Will5  Substitute your Wisdom modifiers. for one of your physical ability modifiers.
Gentle Repose Preserves one corpse.
Gloom4 Creates an area of shadowy light around a touched object.
Grant Quarter10 Puts one helpless or willing creature per level into an extradimensional prison.
Hand of Divinity3  Gives +2 sacred bonus to worshipper of your god.
Ilion's LuckA4 Bestows a brief bout of ill fortune on the subject.
Inflict Moderate Wounds Touch causes 2d8+1/level damage (max +10).
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Owl's Wisdom Target gains +4 bonus to Wisdom for 1 min./level.
Remove Paralysis Frees one or more creatures from paralysis or slow effects.
Shatter Sonic vibrations damage objects or crystalline structures.
Shield Other You take half of subject's damage.
Silence Negates sound in a 15 ft. radius.
Sleep of the Dead4 Feign death.
Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
Spectral Stag3 Phantom stag can bull rush and be a mount.
Spell Shield3 Target gains +3 bonus on saves against spells and spell-like abilities.
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:
Bestow Curse -6 to an ability;-4 on attacks, saves and checks; or 50% chance of losing each action.
Continual Flame  Makes a permanent, heatless, torch.
Create Food and Water Feeds three humans (or one horse)/level.
Cure Serious Wounds Cures 3d8 +1/level (max +15) damage.
Curse of the Brute1 Up to +1/level  to Str., Dex. or Con.; Both Int. and Cha. down the same amount.
Curse of the Firefly5 Target glows, making him easier to target.
Daylight 60 ft. radius of bright light.
Deeper Darkness Object sheds absolute darkness in 60 ft. radius.
Dispel Magic Cancels magical spells and effects.
Glyph of Warding Inscription harms those who pass it.
Helping Hand Ghostly hand leads subject to you.
Inflict Serious Wounds Touch causes 3d8 +1/level damage (max +15).
Invisibility Purge Dispels invisibility within 5 ft./level.
Life Force Transfer4 Heal others by harming yourself.
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.
Mystic Lash3 Ranged touch attack deals 1d8 +1/2 levels electricity damage; plus stunning.
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.
Ricochete5 Allows an arrow, sling bullet, or crossbow bolt to strike multiple targets in a single round.
Sacred Weapon4  Summons weapon that inflicts 1d10 damage and causes deafness.
Siren Song7 Causes multiple targets to be drawn inexorably towards caster.
Summon Monster III  Summons outsider to fight for you.

Fourth Level:
Castigate1 Deafen or damage foes, depending on their alignment.
Condemned4  Target becomes unaffected by magical healing.
Control Light4 Allows control of the amount of light or dark in an area.
Cure Critical Wounds  Cures 4d8 +1/level (max +20) damage.
Death Ward Grants immunity to death spells and effects.
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.
Enhanced Senses5 Grants Darkvision, +10 bonuses to Listen, Search and Spot, plus Scent ability.
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)
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.
Inflict Critical Wounds Touch causes 4d8+1/level damage (max +20)
Know Vulnerabilities Determines target's vulnerabilities and resistances.
Lesser Planar Ally     Exchange services with an 8 hit die outsider.
Neutralize Poison Immunizes subject to poison; Detoxifies venom in or on object.
Restoration  Restores level and ability score drains.
Sending  Delivers short message anywhere, instantly.
Skull of Secrets3 Intangible skull stores messages and can be triggered to breathe fire.
Spell Immunity  Subject is immune to one spell/4 levels.
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.
Weapon of the Deity1 Weapon gains +1 to attack and damage, becomes shocking burst weapon.

Fifth Level:
Atonement        Removes burden of misdeeds from subject.
Bolts of Bedevilment9 Ray dazes target for 1d3 rounds; cast one ray/round for 1 round/level.
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.
Curse of Wounding10 50% of attacks targeting creature that would normally miss now hit.
Demonbane5  Temporarily gain great power in battle against evil outsiders.
Dispel Evil +4 AC v. evil creatures, can banish outsiders, dispel good spells.
Doomwail4 Victims must make Will saving throws or be paralyzed or deafened.
Essential Blade5  Melee or natural weapon to ignore item hardness, damages incorporeal creatures and makes touch attacks in melee.
Flame Strike   Smite foes with divine fire (1d6/level)
Greater Command   As command, but affects one creature/level.
Hallow Designates location as holy.
Halo of Shelter10 Surround target with energy field that absorbs 5 hp per level.
Plane Shift     Up to eight subjects travel to another plane.
Raise Dead Restores life to subject who died up to 1 day/level ago.
Spell Phylactery3 Scroll activates upon you if conditions are met.
Spell Resistance Subject gains 12 +1/level SR.
Summon Monster V  Summons outsider to fight for you.
Symbol of Pain Triggered rune wracks nearby creatures with pain.
Symbol of Sleep  Triggered rune puts nearby creatures into catatonic slumber.
True Seeing   See all things as they really are.

Sixth Level:
Animate Objects Objects attack your foes.
Antilife Shell 10 ft. field hedges out living creatures.
Banishment   Banishes 2 HD/level of extradimensional creatures.
Blade Barrier     Wall of blades deals 1d6/level.
Cure Moderate Wounds, Mass    Cures 2d8+1/level (max +30) damage to many creatures
Eagle's Splendor, Mass As eagle's splendor, affects one subject/ level.
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.
Pass the Years4 Ages target by 1d10 years.
Planar Ally   Exchange services with 16 HD outsider.
Summon Monster VI     Summon outsider to fight for you.
Suppress Glyph3 You notice but do not trigger magical sigils.
Symbol of Fear Triggered rune panics nearby creatures.
Symbol of Persuasion Triggered rune charms those nearby.
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.
Divine Talion7 Your enemies' attacks are revisited upon them.
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.
Holy Word   Kills, paralyzes, weakens or dazes non-good subjects.
Incite4     Enlist a large group to accomplish a specified goal.
Redemption from Evil Power10 Undoes the effects of an evil spell cast within 1 round.
Refuge Alters item to transport its possessor to you.
Resurrection Fully restore dead subject.
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
Death Pact3 -2 Con. in exchange for word of recall, raise dead and heal.
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.
Maddening Scream9 Target goes mad, cannot do anything but run and scream (-4 AC, Reflex saves only on a 20, cannot use shield).
Recall Champion4    Call a dead hero to aid you.
Surelife9    Protects you from specific natural danger.
Stormrage3 Fly, wind wall, protection from strong winds and make electrical attacks.
Summon Monster VIII  Summons an outsiders to fight for you.
Symbol of Death Triggered rune slays nearby creatures.
Symbol of Insanity Triggered rune renders nearby creatures insane.

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

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

Renamed Spells:

Holy Lantern was Aeonian Lantern from The Book of Hallowed Might
Ilion's Luck was Enkili's Luck from Relics and Rituals

 
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