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A Complete List of Mordhalite Spells
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0-Level:
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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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Conjurer's Toolbelt8
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Conjures any small tool for 1 minute/level.
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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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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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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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Divine Favor
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You gain attack, damage bonus, +1/3
levels.
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Endure Elements
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Ignores 5 damage/round from one energy
type.
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Faith Healing3
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Cures 8+1/level (max +5) damage, only to
Mordhalites.
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Handfire3
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Hand glows; touch attack deals
1d4+1/level, more against undead.
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Magic Stone
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Three stones gain +1 attack, deal
1d6+1/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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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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Silver Sword7
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Causes a weapon to count as silver for
special attack purposes.
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Smite4
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+4 to hit, +1/level to damage, only v.
Evil.
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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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Wieldskill3
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Target gains +10 to one skill, or can
use it untrained, or gains weapon or armor proficiency.
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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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Align Weapon
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Weapon becomes "good".
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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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Aura against Flame3
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Ignores 12 fire damage/round and extinguishes fire.
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Bear's Endurance
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+4 enhancement bonus to Constitution.
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Bull's Strength
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+4 enhancement bonus to Strength.
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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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Crystal of Reflection10
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Reflects ray back at attacker.
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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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Divine Flame1
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Wards against cold creatures.
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Force of Will5
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Substitute your Wisdom mod. for one of your physical
ability mods.
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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 Mordhal worshipper.
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Lesser Restoration
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Dispels magic ability penalty or repairs 1d4 ability damage.
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Make Whole
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Repairs an object.
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Remove Paralysis
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Frees one or more creatures from paralysis, hold or slow.
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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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Spiritual Weapon
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Magical weapon attacks on its own.
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Stop Golem7
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As hold person, but functions against constructs.
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Summon Monster II
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Summons outsider to fight for you.
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Zone of Truth
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Subjects within range cannot lie.
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3rd Level:
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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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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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Fist of Iron7
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Transforms one fist into an iron club.
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Flame of Faith1;
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Non-magical weapon temporarily becomes a
flaming
burst weapon.
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Glyph of Warding
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Inscription harms those who pass it.
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Helping Hand
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Ghostly hand leads subject to you.
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Invisibility
Purge
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Dispels invisibility within 5 ft./level.
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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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Meld Into Stone
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You and your gear merge into stone.
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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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Protection from Elements
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Absorbs
12 damage/level from one energy type.
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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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Runic Weave11
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Imbues garments with magical protections
and runes.
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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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Stone Shape
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Sculpts stone into any form.
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Summon Monster III
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Summons outsider to fight for you.
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Tiny
Hut
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As arcane spell Leomund's Tiny Hut.
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Understand Device3
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You can make untrained Disable Device checks or gives +4 bonus
if you already have the skill.
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Weapon of Impact3
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Doubles the critical threat range of a bludgeoning weapon.
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Fourth Level:
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Condemned4
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Target becomes unaffected by magical healing.
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Cure Critical Wounds
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Cures 4d8 +1/level (max +20) damage.
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Death Ward
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Grants immunity to death spells and effects.
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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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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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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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Neutralize Poison
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Immunizes subject to poison; Detoxifies venom in or on object.
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Quick Learn5
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Grants caster 3+1/level skill ranks in a desired skill.
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Recitation1
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Allies gain +2 or +3 on attacks and saves, enemies suffer -3.
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Restoration
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Restores level and ability score drains.
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Secure Shelter
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As arcane spell Leomund's Secure Shelter.
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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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Unfailing Endurance1
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+4 bonus to saves v. weakness or fatigue, endurance bonuses.
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Unwavering Ally5
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Subject gains +20 divine bonus v. mind-affecting spells.
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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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Fifth Level:
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Afflatus6
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Subject gains +10 bonus on next Craft check.
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Atonement
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Removes burden of misdeeds from subject.
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Battletide3
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Targets have attack penalties and you gain an action each round.
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Bear's Heart1
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One ally/level gains +4 Str and +1d4/level hit points.
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Break Enchantment
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Frees subject from enchantments, alterations, curses &
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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Essential Blade5
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Allows a melee or natural weapon to ignore item hardness,
damage incorporeal creatures and make touch attacks in melee.
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Flame Strike
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Smite foes with divine fire (1d6/level)
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Greater Command
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As command, but affects one creature/level.
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Hallow
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Designates location as holy.
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Legion's March5
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One subject/level gains +4 Con.
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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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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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Transfer Sentience7
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Subject and target golem exchange intelligences.
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True Seeing
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See all things as they really are.
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Wall of Stone
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20 hp/four levels; can be shaped.
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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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Animate Objects
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Objects attack your foes.
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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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Blade Barrier
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Wall of blades deals 1d6/level.
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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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Fantastic Machine2
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Creates a large animated object which follows simple orders.
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Forbiddance
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Denies area to creatures of evil alignment.
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Fourfold Forging7
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Transforms the caster's weapon into four that act in unison.
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Gate Seal2
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You permanently seal a gate or portal
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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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Heal Construct7
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As Heal, but on constructs.
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Heroes' Feast
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Food for 1 creature/level cures and grants combat bonuses.
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Planar Ally
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Exchange services with 16 HD outsider.
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Return and Avenge10
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Summoned celestial creature returns if destroyed and attacks
slayer.
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Stone Walk3
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Linked areas allow multiple
teleportations.
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Summon Monster VI
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Summon outsider to fight for you.
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Symbol of Persuasion
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Triggered rune charms those nearby.
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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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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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Greater Restoration
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As restoration, plus restores all levels and ability
scores.
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Hardening9
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Magically hardens object
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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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Incite4
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Enlist a large group to accomplish a specified goal.
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Judgment of Gold7
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Transforms target into a golden statue.
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Mordhal's Magnificent Mansion
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As arcane spell Mordenkainen's Magnificent Mansion.
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Reconstruct7
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As resurrection, but affects constructs.
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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 Mordhal 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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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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Discern Location
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Learn exact location of creature or object.
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Mordhal's FireA5
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Deals 1d6/level fire damage (max 20d6) and blinds, 15' r.
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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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Spiritual SoldierA10
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Creates statue that absorbs incorporeal undead and
becomes a golem under the caster's command.
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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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True Creation9
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Creates real, permanent, complex object.
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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 Mordhal.
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Gate
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Connects two planes for travel or summoning.
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Genesis9
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You can create a demi-plane of your own.
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Greater Fantastic Machine2
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Creates large animated object which follows complex orders.
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Greater Repair6
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Mend anything and recharge magic
items.
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Holy War5
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+4 bonus to attack, damage, saves, spell DCs and skills to
all worshippers of Mordhal.
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Incapacitate4
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Reduces all of target's ability scores to 3, and removes all
but 1d4 hit points.
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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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Steal Control7
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Steal control of any construct in sight.
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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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