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Aelfwine
Stats / Items / Spells
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Keldon

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Kyra
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Stones
Stats / Items / Spells

 

 
 
Spell level: 0 1 2 3 4 5 6 7 8 9
Spells/day: 4 3 2 - - - - - - -
Domain/day: - 1 1 - - - - - - -
x
Level 0 (Orisons)

1. Create Water

Creates 2 gallons/level of pure water

2. Cure Mnr. Wounds

Cures 1 point of damage

3. Detect Magic

Detects spells and magic items within 60 ft.

4. Detect Poison

Detects poison in one creature or small object

5. Guidance

+1 on one roll, save, or check

6. Inflict Mnr. Wounds

Touch attack, 1 point of damage

7. Light

Object shines like a torch

8. Mending

Makes minor repairs on an object

9. Pur. Food, Drink

Purifies 1 cu. ft./level of food or water

10. Read Magic

Read scrolls and spellbooks

11. Resistance

Subject gains +1 on saving throws

12. Virtue

Subject gains 1 temporary hp.
x
Level 1
1. Bane Enemies suffer -1 attack, -1 on saves against fear
2. Bless Allies gain +1 attack and +1 on saves against fear
3. Bless Water Makes holy water
4. Cause Fear One creature flees for 1d4 rounds
5. Command One subject obeys one-word command for 1 round
6. Comp. Languages Understand all spoken and written languages

7. Cure Lt. Wounds

Cures 1d8 +1/level damage (max +5)
8. Deathwatch Sees how wounded subjects within 30 ft. are
9. Detect C/E/G/L Reveals creatures, spells, or objects
10. Detect Undead Reveals undead within 60 ft.
11. Divine Favor You gain attack, damage bonus, +1/three levels
12. Doom One subject suffers -2 on attacks, damage, saves, and checks
13. Endure Elements Ignores 5 damage/round from one energy type
14. Entropic Shield Ranged attacks against you suffer 20% miss chance
15. Inflict Lt. Wounds Touch, 1d8 +1/level damage (max +5)
16. Invis. to Undead Undead can't perceive one subject/level
17. Magic Stone Three stones gain +1 attack, deal 1d6+1 damage
18. Magic Weapon Weapon gains +1 bonus
19. Obscuring Mist Fog surrounds you
20. Prot. from C/E/L +2 AC, saves; counter mind control, hedge out elementals, outsiders
21. Random Action One creature acts randomly for one round
22. Remove Fear +4 on saves against fear for one subject +1/four levels
23. Sanctuary Opponents can't attack you, and you can't attack
24. Shield of Faith Aura grants +2 or higher deflection bonus
25. Summon Mnstr. I Calls outsider to fight for you
x
Level 2
1. Aid +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
2. Align Weapon Weapon becomes good, evil, lawful, or chaotic.
3. Augury Learns whether an action will be good or bad.
4. Bear's Endurance Subject gains +4 to Con for 1 min./level.
5. Bill's Strength Subject gains +4 to Str for 1 min./level.
6. Calm Emotions Calms creatures, negating emotion effects.

7. Consecrate

Fills area with positive energy, making undead weaker.
8. Cure Moderate Wounds Cures 2d8 damage +1/level (max +10).
9. Darkness 20-ft. radius of supernatural shadow.
10. Death Knell Kills dying creature, you gain 1d8 temporary hp, +2 to Str. and +1 level.
11. Delay Poison Stops poison from harming subject for 1 hour/level.
12. Desecrate Fills areas with negative energy, making undead stronger.
13. Eagle's Splendor Subject gains +4 to Cha for 1 min./level.
14. Enthrall Captivates all within 100 ft. + 10 ft./level.
15. Find Traps Notice traps as a rogue does.
16. Gentle Repose Preserves one corpse.
17. Hold Person Paralyzes one humanoid for 1 round/level.
18. Inflict Mod. Wounds Touch attack, 2d8 damage +1/level (max +10).
19. Make Whole Repairs an object.
20. Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
21. Remove Paralysis Frees one or more creatures from paralysis or slow effect.
22. Resist Energy Ignores 10 (or more) points of damage/attack from specific energy type.
23. Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage.
24. Shatter Sonic vibration damages objects or crystalline creatures.
25. Shield Other You take half of subject's damage.
26. Silence Negates sound in 15-ft. radius.
27. Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
28. Spiritual Weapon Magical weapon attacks on its own.
29. Status Monitors condition, position of allies.
30. Summon Monster II Calls extraplanar creature to fight for you.
31. Undetectable Align. Conceals alignment for 24 hours.
32. Zone of Truth Subjects within range cannot lie.

Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier.
1. Magic Stone Three stones gain +1 attack, deal 1d6+1 damage
2. Soften Earth and Stone Turns stone o clay or dirt to sand or mud.
x
Protection Domain
Granted Power: You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on her next saving throw equal to your level. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
1. Sanctuary Opponents can't attack you, and you can't attack
2. Shield Other You take half of subject's damage.
 
 
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