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Spells of the Preservers


 

Religion

These are the spells of the Preservers, holy warriors of Mordhal, god of the forge.

 

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.
Cure Light Wounds  Cures 1d8 +1/level damage (max +5)
Deafening Clang2 Weapon deafens with a successful touch attack.
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.
Ephod of Melee3 A magical vest that protects against missiles and ranged attacks.
Faith Healing2 Cures 8 +1/level damage (max +5) to a worshipper of Mordhal
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
Resistance Subject gains +1 on all saving throws.
Silver Sword3 Weapon counts as silver for any special attack purposes.
Strategic Charge2 You gain benefits of Mobility feat.
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.
Bull's Strength +4 bonus to Strength for 1 min./level.
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 Mordhal
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.

4th Level:
Break Enchantment Frees subject from enchantments, alterations, curses and petrifaction.
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.
Glory of the Martyr2 As shield other, but affects multiple creatures and heals them if you die.
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 MordhalA2 Immobile zone of warding stuns non-Mordhalites.
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.
Soul of Mercy3 Enhances power when attacking to subdue.
Weapon of the Deity1 Hammer gains bonuses to hit, becomes mighty cleaving hammer.


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 Mordhal
was Hand of Torm from the Magic of Faerūn

 
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