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Religion |
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These are the spells of the Preservers, holy
warriors of Mordhal, god of the forge.
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1st Level:
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Armor Contingency5
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Summons armor, fully donned and prepared, under
certain condition
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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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Creates Holy Water
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Burning Brand5
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Burning torch inflicts 1d6 damage as touch
attack. 2d6 to undead.
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Cure Light Wounds
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Cures 1d8 +1/level damage (max +5)
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Deafening Clang2
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Weapon deafens with a successful touch attack.
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Detect Poison
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Detects poison in or on object.
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Detect Undead
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Detects undead within 50 ft.
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Divine Favor
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You gain attack, damage bonus, +1/3 levels.
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Divine Sacrifice1
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Sacrifice hit points for damage bonus.
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Endure Elements
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Ignores 5 damage/round from one energy type.
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Ephod of Melee3
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A magical vest that protects against missiles and
ranged attacks.
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Faith Healing2
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Cures 8 +1/level damage (max +5) to a worshipper of
Mordhal
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Holy Beacon3
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Signals holy warriors that another holy warrior is in
danger.
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Illuminated Weapon5
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Imposes -2 penalty to attacks, saves and checks upon
undead struck.
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Lesser Restoration
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Dispels Magical ability penalty or restores 1d4 ability
damage.
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Magic Weapon
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Weapon receives +1 enhancement bonus.
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Minor Symbol of Divinity3
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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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Resistance
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Subject gains +1 on all saving throws.
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Silver Sword3
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Weapon counts as silver for any special attack
purposes.
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Strategic Charge2
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You gain benefits of Mobility feat.
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Virtue
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You gain +1 hit point.
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Vision of Glory2
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Target gains +1 morale bonus on next saving throw.
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Warning Shout2
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All living creatures within 1 mile hear your
shout.
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2nd Level:
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Aura of Glory2
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Bonus on Cha-based checks, cure allies, and bolster
them against fear.
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Bull's Strength
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+4 bonus to Strength for 1 min./level.
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Delay Poison
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Stops poison from harming subject for 1 hr. /level.
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Eagle's Splendor
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+4 bonus to Charisma for 1 min./level.
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Force of
Will3
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Substitute your Wisdom modifier for one of your
physical modifiers.
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Hand of Divinity2
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Gives +2 sacred bonus to worshipper of
Mordhal
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Heartglow5
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Evil creatures w/in 10 ft. suffer -1 penalty to
attack, saves and checks.
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Light Blade4
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Creates a weapon made of pure light.
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Limbs of Endurance3
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Cures fatigue, improves Fortitude save by +1, reduces
need for rest.
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Owl's Wisdom
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+4 bonus to Wisdom for 1 min./level.
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Resist Elements
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Ignores 12 damage/round from one energy type.
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Shield Other
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You take half of subject's damage.
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Zeal1
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You gain +4 AC v. Attacks of Opportunity; move
through enemies
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3rd Level:
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Cure Moderate Wounds
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Cures 2d8 +1/level damage (max +10)
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Dispel Magic
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Cancels magical spells and effects.
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Forceward2
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Creates sphere that prevents intrusion.
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Greater Magic Weapon
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Weapon gains +1 bonus/4 levels (max +5)
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Heal Mount
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Cures 10/level damage, diseases and mental conditions,
to special mount only.
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Heart of
Valor3
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Augment Aura of Courage, attack bonuses, causes fear
in opponents.
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Know Greatest
Enemy2
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Determines relative power level of creatures within
the area.
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Loyal Vassal2
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Ally gains +3 v. mind-affecting, cannot be compelled
to harm you.
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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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Prayer
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Allies +1 on most rolls, enemies -1.
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Remove Blindness/Deafness
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Cures normal and magical conditions.
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Remove Curse
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Frees object or person from curse.
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Righteous Fury2
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Gain temporary hp., +2 natural armor, +2 to Str.
& Dex., Undead that strike you take 1 point.
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4th Level:
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Break Enchantment
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Frees subject from enchantments, alterations, curses
and petrifaction.
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Cure Serious Wounds
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Cures 3d8 +1/level damage (max +15)
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Death Ward
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Grants immunity to death spells and negative energy
effects.
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Demonbane4
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Caster temporarily gains great power in battle
against evil outsiders.
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Dispel Evil
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+4 AC v. evil creatures, can banish evil outsiders,
dispel evil spells.
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Glory of the Martyr2
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As shield other, but affects multiple
creatures and heals them if you die.
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Holy Beacon's Answer3
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Allows holy warriors to answer the call of a holy
beacon.
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Holy Sword
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Weapon becomes +5, +2d6 v. Evil.
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Hand of MordhalA2
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Immobile zone of warding stuns non-Mordhalites.
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Mark of Justice
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Designates action that will trigger curse on
subject.
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Neutralize Poison
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Immunizes subject against poisons, detoxifies poison
on or in object.
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Restoration
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Restores level and ability score drains.
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Righteous Charge4
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Imbues the caster's next charge with divine power.
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Seek Eternal Rest2
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Turn undead as paladin three levels higher.
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Soul of
Mercy3
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Enhances power when attacking to subdue.
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Weapon of the
Deity1
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Hammer gains bonuses to hit, becomes mighty
cleaving hammer.
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