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Breaking spells into 20 levels.
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<blockquote data-quote="der_kluge" data-source="post: 3774573" data-attributes="member: 945"><p>Divine Spells</p><p></p><p>1st Level</p><p>Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.</p><p>Comprehend Languages: You understand all spoken and written languages.</p><p>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).</p><p>Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.</p><p>Detect Undead: Reveals undead within 60 ft.</p><p>Divine Favor: You gain +1 per three levels on attack and damage rolls.</p><p>Endure Elements: Exist comfortably in hot or cold environments.</p><p>Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).</p><p>Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.</p><p>Obscuring Mist: Fog surrounds you.</p><p>Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.</p><p>Sanctuary: Opponents can’t attack you, and you can’t attack.</p><p>Shield of Faith: Aura grants +2 or higher deflection bonus.</p><p></p><p></p><p>2nd Level</p><p>Bane: Enemies take -1 on attack rolls and saves against fear.</p><p>Bless: Allies gain +1 on attack rolls and saves against fear.</p><p>Bless Water: Makes holy water.</p><p>Command: One subject obeys selected command for 1 round.</p><p>Curse Water: Makes unholy water.</p><p>Deathwatch: Reveals how near death subjects within 30 ft. are.</p><p>Doom: One subject takes -2 on attack rolls, saves, and checks.</p><p>Entropic Shield: Ranged attacks against you have 20% miss chance.</p><p>Hide from Undead: Undead can’t perceive one subject/level.</p><p>Magic Weapon: Weapon gains +1 bonus.</p><p>Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p><p>Summon Monster I: Calls extraplanar creature to fight for you.</p><p></p><p></p><p>3rd Level</p><p>Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).</p><p>Calm Emotions: Calms creatures, negating emotion effects.</p><p>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).</p><p>Darkness: 20-ft. radius of supernatural shadow.</p><p>Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.</p><p>Delay Poison: Stops poison from harming subject for 1 hour/level.</p><p>Find Traps: Notice traps as a rogue does.</p><p>Gentle Repose: Preserves one corpse.</p><p>Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).</p><p>Make Whole: Repairs an object.</p><p>Remove Paralysis: Frees one or more creatures from paralysis or slow effect.</p><p>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.</p><p>Shatter: Sonic vibration damages objects or crystalline creatures.</p><p>Shield Other: You take half of subject’s damage.</p><p>Spiritual Weapon: Magic weapon attacks on its own.</p><p>Undetectable Alignment: Conceals alignment for 24 hours.</p><p></p><p></p><p>4th Level</p><p>Align Weapon: Weapon becomes good, evil, lawful, or chaotic.</p><p>Augury: Learns whether an action will be good or bad.</p><p>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Consecrate: Fills area with positive energy, making undead weaker.</p><p>Desecrate: Fills area with negative energy, making undead stronger.</p><p>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Enthrall: Captivates all within 100 ft. + 10 ft./level.</p><p>Hold Person: Paralyzes one humanoid for 1 round/level.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.</p><p>Silence: Negates sound in 20-ft. radius.</p><p>Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.</p><p>Status: Monitors condition, position of allies.</p><p>Summon Monster II: Calls extraplanar creature to fight for you.</p><p>Zone of Truth: Subjects within range cannot lie.</p><p></p><p></p><p>5th Level</p><p>Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.</p><p>Contagion: Infects subject with chosen disease.</p><p>Continual Flame: Makes a permanent, heatless torch.</p><p>Create Food and Water: Feeds three humans (or one horse)/level.</p><p>Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).</p><p>Glyph of Warding: Inscription harms those who pass it.</p><p>Helping Hand: Ghostly hand leads subject to you.</p><p>Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).</p><p>Invisibility Purge: Dispels invisibility within 5 ft./level.</p><p>Magic Vestment: Armor or shield gains +1 enhancement per four levels.</p><p>Obscure Object: Masks object against scrying.</p><p>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.</p><p>Remove Blindness/Deafness: Cures normal or magical conditions.</p><p>Remove Curse: Frees object or person from curse.</p><p>Remove Disease: Cures all diseases affecting subject.</p><p>Wind Wall: Deflects arrows, smaller creatures, and gases.</p><p></p><p></p><p>6th Level</p><p>Animate Dead: Creates undead skeletons and zombies.</p><p>Blindness/Deafness: Makes subject blinded or deafened.</p><p>Daylight: 60-ft. radius of bright light.</p><p>Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.</p><p>Dispel Magic: Cancels spells and magical effects.</p><p>Locate Object: Senses direction toward object (specific or type).</p><p>Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.</p><p>Meld into Stone: You and your gear merge with stone.</p><p>Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.</p><p>Searing Light: Ray deals 1d8/two levels damage, more against undead.</p><p>Speak with Dead: Corpse answers one question/two levels.</p><p>Stone Shape: Sculpts stone into any shape.</p><p>Summon Monster III: Calls extraplanar creature to fight for you.</p><p>Water Breathing: Subjects can breathe underwater.</p><p>Water Walk: Subject treads on water as if solid.</p><p></p><p></p><p>7th Level</p><p>Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).</p><p>Dimensional Anchor: Bars extradimensional movement.</p><p>Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.</p><p>Imbue with Spell Ability: Transfer spells to subject.</p><p>Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).</p><p>Magic Weapon, Greater: +1 bonus/four levels (max +5).</p><p>Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.</p><p>Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.</p><p>Restoration: Restores level and ability score drains.</p><p>Sending: Delivers short message anywhere, instantly.</p><p>Tongues: Speak any language.</p><p></p><p></p><p>8th Level</p><p>Air Walk: Subject treads on air as if solid (climb at 45-degree angle).</p><p>Control Water: Raises or lowers bodies of water.</p><p>Death Ward: Grants immunity to death spells and negative energy effects.</p><p>Discern Lies: Reveals deliberate falsehoods.</p><p>Dismissal: Forces a creature to return to native plane.</p><p>Divination: Provides useful advice for specific proposed actions.</p><p>Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.</p><p>Freedom of Movement: Subject moves normally despite impediments.</p><p>Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.</p><p>Poison: Touch deals 1d10 Con damage, repeats in 1 min.</p><p>Spell Immunity: Subject is immune to one spell per four levels.</p><p>Summon Monster IV: Calls extraplanar creature to fight for you.</p><p></p><p></p><p>9th Level</p><p>Atonement: Removes burden of misdeeds from subject.</p><p>Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.</p><p>Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.</p><p>Disrupting Weapon: Melee weapon destroys undead.</p><p>Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.</p><p>Insect Plague: Locust swarms attack creatures.</p><p>Mark of Justice: Designates action that will trigger curse on subject.</p><p>Scrying: Spies on subject from a distance.</p><p>Spell Resistance: Subject gains SR 12 + level.</p><p>Symbol of Pain M: Triggered rune wracks nearby creatures with pain.</p><p>Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.</p><p>Wall of Stone: Creates a stone wall that can be shaped.</p><p></p><p></p><p>10th Level</p><p>Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.</p><p>Command, Greater: As command, but affects one subject/level.</p><p>Commune: Deity answers one yes-or-no question/level.</p><p>Flame Strike: Smite foes with divine fire (1d6/level damage).</p><p>Hallow: Designates location as holy.</p><p>Plane Shift: As many as eight subjects travel to another plane.</p><p>Raise Dead: Restores life to subject who died as long as one day/level ago.</p><p>Righteous Might: Your size increases, and you gain combat bonuses.</p><p>Slay Living: Touch attack kills subject.</p><p>Summon Monster V: Calls extraplanar creature to fight for you.</p><p>True Seeing: Lets you see all things as they really are.</p><p>Unhallow: Designates location as unholy.</p><p></p><p></p><p>11th Level</p><p>Animate Objects: Objects attack your foes.</p><p>Antilife Shell: 10-ft. field hedges out living creatures.</p><p>Banishment: Banishes 2 HD/level of extraplanar creatures.</p><p>Create Undead: Create ghouls, ghasts, mummies, or mohrgs.</p><p>Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.</p><p>Dispel Magic, Greater: As dispel magic, but up to +20 on check.</p><p>Find the Path: Shows most direct way to a location.</p><p>Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.</p><p>Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.</p><p>Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.</p><p>or you.</p><p>Symbol of Fear: Triggered rune panics nearby creatures.</p><p>Symbol of Persuasion: Triggered rune charms nearby creatures.</p><p>Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).</p><p></p><p></p><p>12th Level</p><p>Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.</p><p>Blade Barrier: Wall of blades deals 1d6/level damage.</p><p>Bull’s Strength, Mass: As bull’s strength, affects one subject/level.</p><p>Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.</p><p>Forbiddance: Blocks planar travel, damages creatures of different alignment.</p><p>Geas/Quest: As lesser geas, plus it affects any creature.</p><p>Harm: Deals 10 points/level damage to target.</p><p>Heal: Cures 10 points/level of damage, all diseases and mental conditions.</p><p>Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.</p><p>Planar Ally: As lesser planar ally, but up to 12 HD.</p><p>Summon Monster VI: Calls extraplanar creature to fight fWord of Recall: Teleports you back to designated place.</p><p>Wind Walk: You and your allies turn vaporous and travel fast.</p><p></p><p></p><p>13th Level</p><p>Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.</p><p>Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.</p><p>Refuge: Alters item to transport its possessor to you.</p><p>Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).</p><p>Repulsion: Creatures can’t approach you.</p><p>Restoration, Greater: As restoration, plus restores all levels and ability scores.</p><p>Scrying, Greater: As scrying, but faster and longer.</p><p>Symbol of Stunning: Triggered rune stuns nearby creatures.</p><p>Symbol of Weakness: Triggered rune weakens nearby creatures.</p><p></p><p></p><p>14th Level</p><p>Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.</p><p>Control Weather: Changes weather in local area.</p><p>Destruction: Kills subject and destroys remains.</p><p>Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.</p><p>Ethereal Jaunt: You become ethereal for 1 round/level.</p><p>Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.</p><p>Resurrection: Fully restore dead subject.</p><p>Summon Monster VII: Calls extraplanar creature to fight for you.</p><p>Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.</p><p></p><p></p><p>15th Level</p><p>Antimagic Field: Negates magic within 10 ft.</p><p>Create Greater Undead: Create shadows, wraiths, spectres, or devourers.</p><p>Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.</p><p>Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.</p><p>Earthquake: Intense tremor shakes 80-ft.-radius.</p><p>Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.</p><p>Symbol of Death: Triggered rune slays nearby creatures.</p><p>Symbol of Insanity: Triggered rune renders nearby creatures insane.</p><p></p><p></p><p>16th Level</p><p>Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.</p><p>Discern Location: Reveals exact location of creature or object.</p><p>Fire Storm: Deals 1d6/level fire damage.</p><p>Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.</p><p>Planar Ally, Greater: As lesser planar ally, but up to 18 HD.</p><p>Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.</p><p>Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.</p><p>Summon Monster VIII: Calls extraplanar creature to fight for you.</p><p>Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.</p><p></p><p></p><p>17th Level</p><p>Energy Drain: Subject gains 2d4 negative levels.</p><p>Heal, Mass: As heal, but with several subjects.</p><p>Implosion: Kills one creature/round.</p><p>Soul Bind: Traps newly dead soul to prevent resurrection.</p><p></p><p></p><p>18th Level</p><p>Astral Projection: Projects you and companions onto Astral Plane.</p><p>Storm of Vengeance: Storm rains acid, lightning, and hail.</p><p>Summon Monster IX: Calls extraplanar creature to fight for you.</p><p></p><p></p><p>19th Level</p><p>Etherealness: Travel to Ethereal Plane with companions.</p><p>Gate: Connects two planes for travel or summoning.</p><p></p><p></p><p>20th Level</p><p>Miracle: Requests a deity’s intercession.</p><p>True Resurrection: As resurrection, plus remains aren’t needed.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 3774573, member: 945"] Divine Spells 1st Level Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Comprehend Languages: You understand all spoken and written languages. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per three levels on attack and damage rolls. Endure Elements: Exist comfortably in hot or cold environments. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Obscuring Mist: Fog surrounds you. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Sanctuary: Opponents can’t attack you, and you can’t attack. Shield of Faith: Aura grants +2 or higher deflection bonus. 2nd Level Bane: Enemies take -1 on attack rolls and saves against fear. Bless: Allies gain +1 on attack rolls and saves against fear. Bless Water: Makes holy water. Command: One subject obeys selected command for 1 round. Curse Water: Makes unholy water. Deathwatch: Reveals how near death subjects within 30 ft. are. Doom: One subject takes -2 on attack rolls, saves, and checks. Entropic Shield: Ranged attacks against you have 20% miss chance. Hide from Undead: Undead can’t perceive one subject/level. Magic Weapon: Weapon gains +1 bonus. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Summon Monster I: Calls extraplanar creature to fight for you. 3rd Level Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Calm Emotions: Calms creatures, negating emotion effects. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Darkness: 20-ft. radius of supernatural shadow. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Delay Poison: Stops poison from harming subject for 1 hour/level. Find Traps: Notice traps as a rogue does. Gentle Repose: Preserves one corpse. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). Make Whole: Repairs an object. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Shatter: Sonic vibration damages objects or crystalline creatures. Shield Other: You take half of subject’s damage. Spiritual Weapon: Magic weapon attacks on its own. Undetectable Alignment: Conceals alignment for 24 hours. 4th Level Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Augury: Learns whether an action will be good or bad. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Consecrate: Fills area with positive energy, making undead weaker. Desecrate: Fills area with negative energy, making undead stronger. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Enthrall: Captivates all within 100 ft. + 10 ft./level. Hold Person: Paralyzes one humanoid for 1 round/level. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Silence: Negates sound in 20-ft. radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Status: Monitors condition, position of allies. Summon Monster II: Calls extraplanar creature to fight for you. Zone of Truth: Subjects within range cannot lie. 5th Level Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. Contagion: Infects subject with chosen disease. Continual Flame: Makes a permanent, heatless torch. Create Food and Water: Feeds three humans (or one horse)/level. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Glyph of Warding: Inscription harms those who pass it. Helping Hand: Ghostly hand leads subject to you. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Invisibility Purge: Dispels invisibility within 5 ft./level. Magic Vestment: Armor or shield gains +1 enhancement per four levels. Obscure Object: Masks object against scrying. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Wind Wall: Deflects arrows, smaller creatures, and gases. 6th Level Animate Dead: Creates undead skeletons and zombies. Blindness/Deafness: Makes subject blinded or deafened. Daylight: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Dispel Magic: Cancels spells and magical effects. Locate Object: Senses direction toward object (specific or type). Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Meld into Stone: You and your gear merge with stone. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty. Searing Light: Ray deals 1d8/two levels damage, more against undead. Speak with Dead: Corpse answers one question/two levels. Stone Shape: Sculpts stone into any shape. Summon Monster III: Calls extraplanar creature to fight for you. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. 7th Level Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Dimensional Anchor: Bars extradimensional movement. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Imbue with Spell Ability: Transfer spells to subject. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). Magic Weapon, Greater: +1 bonus/four levels (max +5). Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Restoration: Restores level and ability score drains. Sending: Delivers short message anywhere, instantly. Tongues: Speak any language. 8th Level Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Control Water: Raises or lowers bodies of water. Death Ward: Grants immunity to death spells and negative energy effects. Discern Lies: Reveals deliberate falsehoods. Dismissal: Forces a creature to return to native plane. Divination: Provides useful advice for specific proposed actions. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. Freedom of Movement: Subject moves normally despite impediments. Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Spell Immunity: Subject is immune to one spell per four levels. Summon Monster IV: Calls extraplanar creature to fight for you. 9th Level Atonement: Removes burden of misdeeds from subject. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. Disrupting Weapon: Melee weapon destroys undead. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures. Insect Plague: Locust swarms attack creatures. Mark of Justice: Designates action that will trigger curse on subject. Scrying: Spies on subject from a distance. Spell Resistance: Subject gains SR 12 + level. Symbol of Pain M: Triggered rune wracks nearby creatures with pain. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. Wall of Stone: Creates a stone wall that can be shaped. 10th Level Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Command, Greater: As command, but affects one subject/level. Commune: Deity answers one yes-or-no question/level. Flame Strike: Smite foes with divine fire (1d6/level damage). Hallow: Designates location as holy. Plane Shift: As many as eight subjects travel to another plane. Raise Dead: Restores life to subject who died as long as one day/level ago. Righteous Might: Your size increases, and you gain combat bonuses. Slay Living: Touch attack kills subject. Summon Monster V: Calls extraplanar creature to fight for you. True Seeing: Lets you see all things as they really are. Unhallow: Designates location as unholy. 11th Level Animate Objects: Objects attack your foes. Antilife Shell: 10-ft. field hedges out living creatures. Banishment: Banishes 2 HD/level of extraplanar creatures. Create Undead: Create ghouls, ghasts, mummies, or mohrgs. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. Dispel Magic, Greater: As dispel magic, but up to +20 on check. Find the Path: Shows most direct way to a location. Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures. or you. Symbol of Fear: Triggered rune panics nearby creatures. Symbol of Persuasion: Triggered rune charms nearby creatures. Undeath to Death: Destroys 1d4 HD/level undead (max 20d4). 12th Level Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. Blade Barrier: Wall of blades deals 1d6/level damage. Bull’s Strength, Mass: As bull’s strength, affects one subject/level. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. Forbiddance: Blocks planar travel, damages creatures of different alignment. Geas/Quest: As lesser geas, plus it affects any creature. Harm: Deals 10 points/level damage to target. Heal: Cures 10 points/level of damage, all diseases and mental conditions. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. Planar Ally: As lesser planar ally, but up to 12 HD. Summon Monster VI: Calls extraplanar creature to fight fWord of Recall: Teleports you back to designated place. Wind Walk: You and your allies turn vaporous and travel fast. 13th Level Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures. Refuge: Alters item to transport its possessor to you. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Repulsion: Creatures can’t approach you. Restoration, Greater: As restoration, plus restores all levels and ability scores. Scrying, Greater: As scrying, but faster and longer. Symbol of Stunning: Triggered rune stuns nearby creatures. Symbol of Weakness: Triggered rune weakens nearby creatures. 14th Level Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. Control Weather: Changes weather in local area. Destruction: Kills subject and destroys remains. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. Ethereal Jaunt: You become ethereal for 1 round/level. Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. Resurrection: Fully restore dead subject. Summon Monster VII: Calls extraplanar creature to fight for you. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. 15th Level Antimagic Field: Negates magic within 10 ft. Create Greater Undead: Create shadows, wraiths, spectres, or devourers. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. Earthquake: Intense tremor shakes 80-ft.-radius. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures. Symbol of Death: Triggered rune slays nearby creatures. Symbol of Insanity: Triggered rune renders nearby creatures insane. 16th Level Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells. Discern Location: Reveals exact location of creature or object. Fire Storm: Deals 1d6/level fire damage. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. Planar Ally, Greater: As lesser planar ally, but up to 18 HD. Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells. Summon Monster VIII: Calls extraplanar creature to fight for you. Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells. 17th Level Energy Drain: Subject gains 2d4 negative levels. Heal, Mass: As heal, but with several subjects. Implosion: Kills one creature/round. Soul Bind: Traps newly dead soul to prevent resurrection. 18th Level Astral Projection: Projects you and companions onto Astral Plane. Storm of Vengeance: Storm rains acid, lightning, and hail. Summon Monster IX: Calls extraplanar creature to fight for you. 19th Level Etherealness: Travel to Ethereal Plane with companions. Gate: Connects two planes for travel or summoning. 20th Level Miracle: Requests a deity’s intercession. True Resurrection: As resurrection, plus remains aren’t needed. [/QUOTE]
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Breaking spells into 20 levels.
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