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Spells of the Wrights

 

Religion

A Complete List of Mordhalite Spells

0-Level:
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:
Armor Contingency10 Summons armor, fully donned and prepared, under certain condition.
Bless      Allies gain +1 attack and +1 on saves against fear.
Bless Water  Makes holy water.
Burial Blessing1   Prevents corpses from rising as undead.
Cure Light Wounds Cures 1d8+1/level (max +5) damage.
Detect Undead  Reveals undead within 60'.
Divine Favor  You gain attack, damage bonus, +1/3 levels.
Endure Elements Ignores 5 damage/round from one energy type.
Faith Healing3  Cures 8+1/level (max +5) damage, only to Mordhalites.
Handfire3  Hand glows; touch attack deals 1d4+1/level, more against undead. 
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.
Protection from Evil +2 to AC and saves, counter mind control, hedges out outsiders.
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.
Silver Sword7 Causes a weapon to count as silver for special attack purposes.
Smite4      +4 to hit, +1/level to damage, only v. Evil.
Summon Monster I  Calls outsider to fight for you.
Vision of Glory3  Target gains +1 morale bonus on next saving throw.
Wieldskill3 Target gains +10 to one skill, or can use it untrained, or gains weapon or armor proficiency.

2nd Level:
Aid +1 attack, _1 on saves v. fear, 1d8 temporary hit points.
Align Weapon   Weapon becomes "good".
Augury   Learn whether the results of an action will be good or bad.
Aura against Flame3  Ignores 12 fire damage/round and extinguishes fire.
Bear's Endurance +4 enhancement bonus to Constitution.
Bull's Strength  +4 enhancement bonus to Strength.
Calm Emotions  Calms 1d6 subjects/level, negates emotion effects.
Consecrate Fills area with positive energy, making undead weaker.
Crystal of Reflection10  Reflects ray back at attacker.
Cure Moderate Wounds Cures 2d8 +1/level (max +10) damage.
Delay Poison Stops poison from harming subject for 1 hour/level.
Divine Flame1  Wards against cold creatures.
Force of Will5  Substitute your Wisdom mod. for one of your physical ability mods.
Gentle Repose Preserves one corpse.
Hand of Divinity3  Gives +2 sacred bonus to Mordhal worshipper.
Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
Make Whole Repairs an object.
Remove Paralysis Frees one or more creatures from paralysis, hold or slow.
Resist Elements  Ignores 12 damage/round from one energy type.
Shield Other You take half of subject's damage.
Spiritual Weapon Magical weapon attacks on its own.
Stop Golem7 As hold person, but functions against constructs.
Summon Monster II Summons outsider to fight for you.
Zone of Truth Subjects within range cannot lie.

3rd Level:
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.
Dispel Magic Cancels magical spells and effects.
Divine Raimant4  Opponents can't attack you, but you can attack.
Fist of Iron7  Transforms one fist into an iron club.
Flame of Faith1; Non-magical weapon temporarily becomes a flaming burst weapon.
Glyph of Warding  Inscription harms those who pass it.
Helping Hand Ghostly hand leads subject to you.
Invisibility Purge Dispels invisibility within 5 ft./level.
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.
Meld Into Stone  You and your gear merge into stone.
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.
Protection from Elements Absorbs 12 damage/level from one energy type.
Remove Blindness/Deafness Cures normal or magical condition.
Remove Curse Frees object or person from one curse.
Runic Weave11 Imbues garments with magical protections and runes.
Remove Disease Cures all diseases afflicting the subject.
Sacred Weapon4  Summons weapon that inflicts 1d10 damage and causes deafness.
Stone Shape Sculpts stone into any form.
Summon Monster III  Summons outsider to fight for you.
Tiny Hut  As arcane spell Leomund's Tiny Hut.
Understand Device3  You can make untrained Disable Device checks or gives +4 bonus if you already have the skill.
Weapon of Impact3  Doubles the critical threat range of a bludgeoning weapon.

Fourth Level:
Condemned4  Target becomes unaffected by magical healing.
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.
Freedom of Movement Subject moves normally despite impediments.
Greater Magic Weapon  +1 bonus / 3 levels (max. +5)
Holy Channel4   Allows healing spells to be cast at range.
Holy LanternA       Immobile, imparts -4 penalty to foes' attacks, saves and checks.
Lesser Planar Ally     Exchange services with an 8 hit die outsider.
Neutralize Poison Immunizes subject to poison; Detoxifies venom in or on object.
Quick Learn5   Grants caster 3+1/level skill ranks in a desired skill.
Recitation1    Allies gain +2 or +3 on attacks and saves, enemies suffer -3.
Restoration  Restores level and ability score drains.
Secure Shelter  As arcane spell Leomund's Secure Shelter.
Sending  Delivers short message anywhere, instantly.
Spell Immunity  Subject is immune to one spell/4 levels.
Status  Monitors condition, position of allies.
Summon Monster IV Summons outsider to fight for you.
Test of Souls6  Reveals detailed information about willing subject.
Tongues  Speak any language.
Unfailing Endurance1  +4 bonus to saves v. weakness or fatigue, endurance bonuses.
Unwavering Ally5   Subject gains +20 divine bonus  v. mind-affecting spells.
Weapon of the Deity1 Hammer gains bonuses to hit, becomes mighty cleaving hammer.

Fifth Level:
Afflatus6    Subject gains +10 bonus on next Craft check.
Atonement        Removes burden of misdeeds from subject.
Battletide3    Targets have attack penalties and you gain an action each round.
Bear's Heart1  One ally/level gains +4 Str and +1d4/level hit points.
Break Enchantment Frees subject from enchantments, alterations, curses &             petrification.
Commune  Deity answers one yes-or-no question / level.
Cure Light Wounds, Mass Cures 1d8+1/level (max +25) damage to many creatures.
Demonbane5  Temporarily gain great power in battle against evil outsiders.
Essential Blade5  Allows a melee or natural weapon to ignore item hardness,               damage incorporeal creatures and make 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.
Legion's March5 One subject/level gains +4 Con.
Mark of Justice    Designates action that will trigger curse on subject.
Plane Shift     Up to eight subjects travel to another plane.
Raise Dead Restores life to subject who died up to 1 day/level ago.
Righteous Charge5   Imbues the caster's next charge attack with divine power.
Righteous Might Your size increases, and you gain +4 Str.
Spell Resistance Subject gains 12 +1/level SR.
Summon Monster V  Summons outsider to fight for you.
Symbol of Sleep  Triggered rune puts nearby creatures into catatonic slumber.
Transfer Sentience7    Subject and target golem exchange intelligences.
True Seeing   See all things as they really are.
Wall of Stone   20 hp/four levels; can be shaped.

Sixth Level:
Angel's Redoubt10 Conjures a fortified dwelling.
Animate Objects Objects attack your foes.
Banishment   Banishes 2 HD/level of extradimensional creatures.
Bear's Endurance, Mass   As bear's Endurance, affects one subject/ level.
Blade Barrier     Wall of blades deals 1d6/level.
Cure Moderate Wounds, Mass    Cures 2d8+1/level (max +30) damage to many creatures
Fantastic Machine2    Creates a large animated object which follows simple orders.
Forbiddance   Denies area to creatures of evil alignment.
Fourfold Forging7    Transforms the caster's weapon into four that act in unison.
Gate Seal2      You permanently seal a gate or portal
Geas/Quest    Subject takes damage if it does not obey caster.  
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.
Heal Construct7 As Heal, but on constructs.
Heroes' Feast     Food for 1 creature/level cures and grants combat bonuses.
Planar Ally   Exchange services with 16 HD outsider.
Return and Avenge10   Summoned celestial creature returns if destroyed and attacks slayer.
Stone Walk3   Linked areas allow multiple teleportations.
Summon Monster VI     Summon outsider to fight for you.
Symbol of Persuasion Triggered rune charms those nearby.
Word of Recall     Teleports you back to designated place.

Seventh Level:
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.
Greater Restoration    As restoration, plus restores all levels and ability scores.
Hardening9 Magically hardens object
Hero's Death7 You empower a target to accomplish a last heroic feat before dying.
Holy Word   Kills, paralyzes, weakens or dazes non-good subjects.
Incite4     Enlist a large group to accomplish a specified goal.
Judgment of Gold7   Transforms target into a golden statue.
Mordhal's Magnificent Mansion   As arcane spell Mordenkainen's Magnificent Mansion.
Reconstruct7 As resurrection, but affects constructs.
Redemption from Evil Power10 Undoes the effects of an evil spell cast within 1 round.
Refuge Alters item to transport its possessor to you.
Repulsion      Creatures can't approach you.
Resurrection Fully restore dead subject.
Righteous Wrath of the Faithful1 As aid within 30 ft., followers of Mordhal receive more.
Summon Monster VII    Summons outsider to fight for you.
Symbol of Stunning   Triggered rune stuns 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
Discern Location Learn exact location of creature or object.
Mordhal's FireA5     Deals 1d6/level fire damage (max 20d6) and blinds, 15' r.
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.
Recall Champion4    Call a dead hero to aid you.
Spiritual SoldierA10  Creates statue that absorbs incorporeal undead and becomes a golem under the caster's command.
Surelife9    Protects you from specific natural danger.
Summon Monster VIII  Summons an outsiders to fight for you.
True Creation9 Creates real, permanent, complex object.

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 Mordhal.
Gate    Connects two planes for travel or summoning.
Genesis9      You can create a demi-plane of your own.
Greater Fantastic Machine2      Creates large animated object which follows complex orders.
Greater Repair6 Mend anything and recharge magic items.
Holy War5      +4 bonus to attack, damage, saves, spell DCs and skills to all worshippers of Mordhal.
Incapacitate4    Reduces all of target's ability scores to 3, and removes all but 1d4 hit points.
Mass Heal     As heal, but for several targets.
Miracle      Requests a deity's intercession.
Steal Control7   Steal control of any construct in sight.
Summon Monster IX    Summons outsider to fight for you.
True Resurrection    As resurrection, plus remains aren't needed.

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 = Spells and Spellcraft 
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:
Mordhal's Fire
was Corean's Fire from Relics and Rituals II

 
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