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The spells of the Waves of Roldein.
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0-Level:
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Audible Whisper10
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Everyone within 100 ft. can hear
everything you say.
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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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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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Bane
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Enemies gain -1 attack and -1 on saves
against fear.
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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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Cause Fear
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One creature of 5 HD or less flees for
1d4 rounds.
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Champion Swimmer5
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Subject gains +15 competence to all Swim
checks.
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Command
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One subject obeys selected command for 1
round.
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Comprehend Languages
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You understand all written and spoken
languages.
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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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Doom
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One subject -2 on attack rolls,
damage, saves & checks.
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Endure Elements
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Ignores 5 damage/round from one energy
type.
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Entropic Shield
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Ranged attacks against you have a 20%
miss chance.
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Faith Healing3
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Cures 8+1/level (max +5) damage, only to
followers of Roldein.
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Locate Water5
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Locates sources of water, fresh or salt.
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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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Obscuring Mist
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Fog surrounds you.
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Protection from Good
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+2 to AC and saves, counter mind
control, hedges out outsiders.
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Random Action
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One creature acts randomly for one
round.
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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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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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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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Animal Messenger
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Sends a tiny animal to a specific place.
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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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Aura of Menace5
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Caster gains +1 to his Intimidate skill
per caster level.
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Bread of Life5
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Provides a day's nourishment and
1d8+1/level healing.
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Burst of Energy5
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Caster gains 10 temporary hit points and
a +1 bonus to all saving throws.
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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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Cure Moderate Wounds
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Cures 2d8 +1/level (max +10) damage.
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Curse of Ill Fortune3
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Subject suffers -3 on attacks, saves and
checks.
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Curse of Solidity5
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Forces one incorporeal creature to
become corporeal.
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Delay Poison
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Stops poison from harming subject for 1 hour/level.
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Desecrate
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Fills area with negative energy, making
undead stronger.
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Enthrall
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Captivates all within 100 ft. +
10/ft./level.
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Find Traps
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Notice traps as a rogue does.
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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 worshipper of
your god.
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Knife Spray1
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Cone of water droplets, 1d6+1/level
damage (max +10)
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Lesser Restoration
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Dispels magic ability penalty or repairs 1d4 ability damage.
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Locate Oasis5
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Locates an oasis in the desert.
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Remove Paralysis
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Frees one or more creatures from
paralysis or slow effects.
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Resist Energy
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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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Silence
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Negates sound in a 15 ft. radius.
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Speak with Aquatic Animals
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You can communicate with natural aquatic
animals.
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Spiritual Weapon
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Magical weapon attacks on its own.
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Summon Monster II
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Summons outsider to fight for you.
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3rd Level:
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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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Curse of the Brute1
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Up to +1/level to Str., Dex. or
Con.; Both Int. and Cha. down the same amount.
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Daylight
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60 ft. radius of bright light.
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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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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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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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Negative Energy Protection
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Subject resists
level and ability drains.
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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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Remove Disease
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Cures all diseases afflicting the subject.
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Runic Weave11
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Imbues garments with magical protections
and runes.
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Sacred Weapon4
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Summons weapon that inflicts 1d10 damage and causes deafness.
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Siren Song7
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Causes multiple targets to be drawn
inexorably towards caster.
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Summon Monster III
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Summons outsider to fight for you.
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Sweet Water1
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Creates a well to fresh water up to 100
ft. down.
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Sword Stream1
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Cone of water droplets, 1d8+1/level
damage (max +10)
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Water Breathing
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Subjects can breathe underwater.
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Water Walk
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Subject can walk on water as if solid.
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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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Blood Water4
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Person's blood transforms to consistency
of water. Victim takes additional damage each round after
being injured.
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Condemned4
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Target becomes unaffected by magical healing.
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Control Light4
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Allows control of the amount of light or
dark in an area.
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Control Water
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Raises, lowers or parts bodies of water.
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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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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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Doomtide3
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Black mist obscures vision, dazes
creatures.
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Fair Light6
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As daylight, but centers on
caster; identifies good and evil; boosts good morale, decreases evil
morale.
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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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Hand of RoldeinA3
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Immobile zone of warding stuns those of
different patrons.
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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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Luxur RefugeA
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Protects target from the harsh desert
environment.
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Mark of Evil6
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Prevents target from being raised
for a year and a day.
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Neutralize Poison
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Immunizes subject to poison; Detoxifies venom in or on object.
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Restoration
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Restores level and ability score drains.
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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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Touch of the Eel4
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Electrifies target's body, doing damage
to all who touch him.
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Wall of Good3
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As magic circle against evil, but
one-sided wall.
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Wall of Ice
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Ice plane creates wall or hemisphere
with 15 hp, +1 level.
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Weapon of the Deity1
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Spear or cutlass gains +1 to attack and
damage, plus becomes shock weapon.
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Weather Eye1
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Forecast natural weather for one
week.
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Fifth Level:
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Atonement
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Removes burden of misdeeds from subject.
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Break Enchantment
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Frees subject from enchantments, alterations, curses
and 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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Dispel Evil
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+4 AC v. evil creatures, can banish
outsiders, dispel evil spells.
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Divine Agility1
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Subject gains Reflex save bonus, 18
Dexterity and Spring Attack feat.
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Essential Blade5
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Melee or natural weapon to ignore item hardness, damages incorporeal creatures and makes touch attacks in melee.
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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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Halo of Shelter10
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Surround target with energy field that
absorbs 5 hp per level.
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Ice Storm
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Hail deals 5d6 damage in cylinder 40 ft.
across.
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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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Scrying
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Spies on subject from a distance.
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Shield of Light10
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Grants +2 armor bonus and a +1
enhancement bonus to AC per three caster levels; undead cannot
attack.
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Spell Phylactery3
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Scroll activates upon you if conditions
are met.
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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 Pain
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Triggered rune wracks nearby creatures
with pain.
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Symbol of Sleep
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Triggered rune puts nearby creatures into catatonic slumber.
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True Seeing
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See all things as they really are.
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Water's Embrace4
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Animates a body of water in order to
drown a creature.
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Sixth Level:
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Antilife Shell
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10 ft. field hedges out living
creatures.
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Banishment
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Banishes 2 HD/level of extradimensional creatures.
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Blazing Light10
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Ray inflicts 1d8 points of damage/level;
undead suffer more.
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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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Find the Path
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Shows most direct route to a location.
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Forbiddance
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Denies area to creatures of evil alignment.
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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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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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Summon Monster VI
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Summon outsider to fight for you.
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Symbol of Fear
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Triggered rune panics nearby creatures.
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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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Control Weather
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Changes weather in local area.
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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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Fortunate Fate3
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Target immediately receives a heal
if killed by damage.
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Greater Restoration
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As restoration, plus restores all levels and ability
scores.
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Greater Scrying
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As scrying, but faster and
longer.
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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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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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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
your god 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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Symbol of Weakness
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Triggered rune weakens 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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Watery Prison10
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Imprisons subject in pool of water.
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Waves of Light10
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Holy energy inflicts 1d6 points of
damage per two levels and other effects.
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Word of Chaos
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Kills, paralyzes, weakens or dazes
non-chaotic subjects.
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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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Death Pact3
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-2 Con. in exchange for word of
recall, raise dead and heal.
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Dimensional Lock
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Teleportation and interplanar travel
blocked for 1 day/level.
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Discern Location
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Learn exact location of creature or object.
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Earthquake
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Intense tremor shakes 5 ft./level
radius.
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Elemental Kiss5
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Target creature gains elemental type.
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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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Surelife9
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Protects you from specific natural danger.
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Strength of ArthysA4
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Target receives +1/level bonus to
strength (max +20)
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Summon Monster VIII
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Summons an outsiders to fight for you.
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Symbol of Death
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Triggered rune slays nearby creatures.
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Symbol of Insanity
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Triggered rune renders nearby creatures
insane.
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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 Roldein.
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Elemental Swarm
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Summons 2d4 large, 1d4 Huge elementals
(water only).
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Etherealness
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Travel to the Ethereal plane with
companions.
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Fact to Fiction6
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Like a very limited wish; can
force reroll of past round.
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Gate
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Connects two planes for travel or summoning.
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Holy War5
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+4 bonus to attack, damage, saves, spell DCs and skills to
all worshippers of your god.
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Implosion
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Kills one creature/round.
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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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Storm of Vengeance
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Storm rains acid, lightning and hail.
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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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Wellsprings of the Soul's Light10
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Inflicts 10d6 points of damage on all
evil creatures and summons one 10th-level paladin per four caster
levels.
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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:
Hand of Rpldein was Hand of Torm from Magic of Faerūn
Holy Lantern was Aeonian Lantern from The Book of
Hallowed Might
Luxur Refuge was Keshmiri Refuge from Relics and Rituals
II
Strength of the Arthys was Strength of Kadum from Relics and Rituals
|