Dark Sun conversion - divine spell lists

Staffan

Legend
These are the drafts for the spell lists for druids and clerics in my Dark Sun conversion. Preliminarily, templars will be using the cleric list - I might eventually give them their own list, but it feels less important because there would probably only be like a dozen spells that differed between the two (adding in the _____ of the Sorcerer-kings spells from EAFW, and some of the undead-creating spells I removed because the elemental spirits don't like undead).
The asterisks denote spells that are either "new" (i.e. not in core D&D) or changed.
 

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Staffan

Legend
Cleric core list, level 0 through 4

0-LEVEL CLERIC SPELLS (ORISONS)
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1ST-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Element* M: Makes a small quantity of an element holy.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are.
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.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Weapon: Weapon gains +1 bonus.
Merciful Shadows*: Shades one person from the sun.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
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.
Summon Monster I*: Calls extraplanar creature to fight for you.

2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Altruism*: Caster transfers hit points to another character.
Augury MF: 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.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
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.
Desecrate M: 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.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
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.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject's damage.
Silence: Negates sound in 15-ft. radius.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II*: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3RD-LEVEL CLERIC SPELLS
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding
M: 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.
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.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
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.
Speak with Dead: Corpse answers one question/two levels.
Summon Monster III*: Calls extraplanar creature to fight for you.

4TH-LEVEL CLERIC SPELLS
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: 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.
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.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Rejuvenate*: Repairs the damage done by defiling to an area.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV*: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
 
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Staffan

Legend
Cleric core list, levels 5 through 9

5TH-LEVEL CLERIC SPELLS
Atonement FX: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Disrupting Weapon: Melee weapon destroys undead.
Hallow M: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift F: As many as eight subjects travel to another plane.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying F: Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V*: Calls extraplanar creature to fight for you.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: Lets you see all things as they really are.
Unhallow M: Designates location as unholy.

6TH-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
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.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI*: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Word of Recall: Teleports you back to designated place.

7TH-LEVEL CLERIC SPELLS
Create Shrine*: Creates a shrine dedicated to the cleric's element.
Create Tree of Life*: Turns a sapling into a Tree of Life
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M: 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 X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII*: Calls extraplanar creature to fight for you.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.

8TH-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Elemental Swarm: Summons multiple elementals.
Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII*: Calls extraplanar creature to fight for you.
Symbol of Death M: Triggered rune slays nearby creatures.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.

9TH-LEVEL CLERIC SPELLS
Energy Drain: Subject gains 2d4 negative levels.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round.
Miracle X: Requests a deity's intercession.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Summon Monster IX*: Calls extraplanar creature to fight for you.
True Resurrection M: As resurrection, plus remains aren
 
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Staffan

Legend
Druid core list, levels 0 through 4

0-LEVEL DRUID SPELLS (ORISONS)
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.

1ST-LEVEL DRUID SPELLS
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can't perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Merciful Shadows*: Shades one person from the sun.
Pass without Trace: One subject/level leaves no tracks.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I*: Calls creature to fight.

2ND-LEVEL DRUID SPELLS
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Summon Nature's Ally II*: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.

3RD-LEVEL DRUID SPELLS
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Disease: Cures all diseases affecting subject.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature's Ally III*: Calls creature to fight.

4TH-LEVEL DRUID SPELLS
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sway the actions of one or more plant creatures.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Reincarnate: Brings dead subject back in a random body.
Rejuvenate*: Repairs the damage done by defiling to an area.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Scrying F: Spies on subject from a distance.
Summon Nature's Ally IV*: Calls creature to fight.
 

Staffan

Legend
Druid spells, levels 5 through 9

5TH-LEVEL DRUID SPELLS
Animal Growth: One animal/two levels doubles in size.
Atonement: Removes burden of misdeeds from subject.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
Hallow M: Designates location as holy.
Summon Nature's Ally V*: Calls creature to fight.
Tree Stride: Step from one tree to another far away.
Unhallow M: Designates location as unholy.
Wall of Thorns: Thorns damage anyone who tries to pass.

6TH-LEVEL DRUID SPELLS
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
Bull's Strength, Mass: As bull's strength, affects one subject/level.
Cat's Grace, Mass: As cat's grace, affects one subject/level.
Create Tree of Life*: Turns a sapling into a Tree of Life
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Summon Nature's Ally VI*: Calls creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.

7TH-LEVEL DRUID SPELLS
Animate Plants: One or more plants animate and fight for you.
Bane of the Defilers*: Turns one projectile into a projectile of defiler slaying.
Changestaff: Your staff becomes a treant on command.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature's Ally VII*: Calls creature to fight.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing M: Lets you see all things as they really are.
Wild Lands*: Area attracts violent and savage creatures.

8TH-LEVEL DRUID SPELLS
Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many
creatures.
Finger of Death: Kills one subject.
Reverse Gravity: Objects and creatures fall upward.
Summon Nature's Ally VIII*: Calls creature to fight.
Word of Recall: Teleports you back to designated place.

9TH-LEVEL DRUID SPELLS
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: "Sixth sense" warns of impending danger.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Shapechange F: Transforms you into any creature, and change forms once per round.
Summon Nature's Ally IX*: Calls creature to fight.
Sympathy M: Object or location attracts certain creatures.
 

Staffan

Legend
Air spells, all levels

0-LEVEL AIR SPELLS (ORISONS)
(none)

1ST-LEVEL AIR SPELLS
Curse of Tongues*: Makes the victim unable to form coherent speech, and stops verbal components
Deep Breath*: Target does not need to breathe for 1 minute/level.
Obscuring Mist: Fog surrounds you.

2ND-LEVEL AIR SPELLS
Channel Stench*: Victims in a cone may be sickened.
Coat of Mist*: Caster is surrounded by mists, providing concealment and +2 to saves vs. fire.
Gust of Wind: Blows away or knocks down smaller creatures.
Slave Scent*: Learn whether a person is a slave, escaped slave, freeman, or noble.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Steal Breath*: Removes the air from victim's lungs, dazing them.
Whispers*: Lets the caster listen in on conversations within sight.
Winds of Change*: Victim's alignment depends on the wind.

3RD-LEVEL AIR SPELLS
Air Lens*: Lens in the sky directs bolts of intensified sunlight against targets
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4TH-LEVEL AIR SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Defiler Scent*: Learns whether one target/level is a defiler or not.
Intensification of Weather*: Target is doubly affected by natural weather and more affected by magical weather.
Protection from Weather:* Target is immune to natural weather and somewhat protected from magical weather.

5TH-LEVEL AIR SPELLS
Bad Weather*: Makes temperature and wind speed near target less tolerable.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Chimes of Finding*F: Finds a person by moving chimes over a map.
Control Winds: Change wind direction and speed.
Good Weather*: Makes temperature and wind speed near target more comfortable.
Insect Plague: Locust swarms attack creatures.
Sands of Time*F: Reverses or accellerates erosion of time.

6TH-LEVEL AIR SPELLS
Mark of the Hunted*: Victim becomes hunted by a fierce beast.
Silt Tides*: Raises or lowers silt within 30 ft/level by 10 ft.
Wind Walk: You and your allies turn vaporous and travel fast.

7TH-LEVEL AIR SPELLS
Control Weather: Changes weather in local area.
Ethereal Jaunt: You become ethereal for 1 round/level.
Scirocco*: Summons a powerful but uncontrollable wind.

8TH-LEVEL AIR SPELLS
Whirlwind: Cyclone deals damage and can pick up creatures.

9TH-LEVEL AIR SPELLS
Astral Projection M: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions.
Storm of Vengeance: Storm rains acid, lightning, and hail.
 

Staffan

Legend
Earth spells, all levels

0-LEVEL EARTH SPELLS (ORISONS)
(none)

1ST-LEVEL EARTH SPELLS
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.

2ND-LEVEL EARTH SPELLS
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.

3RD-LEVEL EARTH SPELLS
Bramblestaff*: Staff or club does double damage and gets +2 to hit.
Curse of Black Sand*: Victim leaves black, uncoverable trail.
Meld into Stone: You and your gear merge with stone.
Oil Spray*: Covers everyone within a 15-foot radius with flammable oil.
Sand Spray:* Ray inflicts 1d10 damage and blinds target for 1d6 rounds.
Stone Shape: Sculpts stone into any shape.

4TH-LEVEL EARTH SPELLS
Infestation*: Infests victim with parasites.
Rusting Grasp: Your touch corrodes iron and alloys.
Sand Warriors*: Conjures 1d4 warriors from sand.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Stone of Sharpening*: 1 weapon/level gets +3, +2 and +1 damage on subsequent hits.
Thorns of Binding*: Entangles one target and inflicts 2d6 damage.
Whirlpool of Doom*: Earth tries to swallow everyone in area, Swim checks to escape.

5TH-LEVEL EARTH SPELLS
Crumble*: Removes all water from object(s), possibly destroying them.
Stoneskin M: Ignore 10 points of damage per attack.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Growth*: Grows a tree from a seed in one round.
Wall of Stone: Creates a stone wall that can be shaped.

6TH-LEVEL EARTH SPELLS
Move Earth: Digs trenches and builds hills.
Sand Blade*: Weapon does +2 damage.
Stone Tell: Talk to natural or worked stone.
Wall of Stone: Creates a stone wall that can be shaped.

7TH-LEVEL EARTH SPELLS
Earthquake: Intense tremor shakes 5-ft./level radius.
Glass Storm*: Deals 2d8 damage/round within 30 foot, blinding and deafening for 1 round/level

8TH-LEVEL EARTH SPELLS
Repel Metal or Stone: Pushes away metal and stone.

9TH-LEVEL EARTH SPELLS
(none)
 

Staffan

Legend
0-LEVEL FIRE SPELLS (ORISONS)
Flare: Dazzles one creature (–1 penalty on attack rolls).
Light: Object shines like a torch.

1ST-LEVEL FIRE SPELLS
Blistering Rays*: Intensifies the sun's heat against one target
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Produce Flame: 1d6 damage +1/level, touch or thrown.

2ND-LEVEL FIRE SPELLS
Chill Metal: Cold metal damages those who touch it.
Clues of Ash*: Learns what ash was before, and the last moments of its existence.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Heat Metal: Make metal so hot it damages those who touch it.

3RD-LEVEL FIRE SPELLS
Continual Flame M: Makes a permanent, heatless torch.
Create Smoke*: Caster creates a big cloud of noxious smoke.
Heat Exhaustion*: Strikes target with heat exhaustion, giving it a –2 penalty on attacks and saves.
Quench: Extinguishes nonmagical fires or one magic item.
Searing Light: Ray deals 1d8/two levels damage, more against undead.

4TH-LEVEL FIRE SPELLS
Channel Flame*: Deals 1d8/2 levels damage each round within 30 yards while near burning object.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

5TH-LEVEL FIRE SPELLS
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Flame Harvest*: Turns area into trap that is engulfed in flames when a condition is met, dealing 1d6/level damage.
Flame Strike: Smite foes with divine fire (1d6/level damage).

6TH-LEVEL FIRE SPELLS
Fire Seeds: Acorns and berries become grenades and bombs.
Spirit of Flame*: Teleports caster from one fire to another within 2 miles/level, taking 1d6 damage.
Watchfire*: Caster may watch through fires within 2 miles/level for one hour.

7TH-LEVEL FIRE SPELLS
Fire Storm: Deals 1d6/level fire damage.
Sunbeam: Beam blinds and deals 4d6 damage.

8TH-LEVEL FIRE SPELLS
Sunburst: Blinds all within 10 ft., deals 6d6 damage.

9TH-LEVEL FIRE SPELLS
(none)
 

Staffan

Legend
0-LEVEL WATER SPELLS (ORISONS)
Create Water*: Creates ½ gallon/level of pure water.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

1ST-LEVEL WATER SPELLS
Obscuring Mist: Fog surrounds you.

2ND-LEVEL WATER SPELLS
Clear Water*: Makes one gallon of water/level twice as thirst-quenching.
Coat of Mist*: Caster is surrounded by mists, providing concealment and +2 to saves vs. fire.
Crystallize:* Turns water into ice.
Muddy Water*: Makes one gallon of water per level half as thirst-quenching, without it seeming odd.
Fog Cloud: Fog obscures vision.
Speak with Water*: Lets the caster talk to the spirits of a body of water.

3RD-LEVEL WATER SPELLS
Bramblestaff*: Staff or club does double damage and gets +2 to hit.
Circle of Life*: 3 creatures/level needs half water, caster needs double, for 1 day.
Create Food and Water*: Feeds one human (or ¼ large creature)/level.
Sleet Storm: Hampers vision and movement.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.

4TH-LEVEL WATER SPELLS
Control Water: Raises or lowers bodies of water.
Curse of the Choking Sand*: All water touched by victim for a week turns to sand.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Intensification of Weather*: Target is doubly affected by natural weather and more affected by magical weather.
Lungs of Water*: Fills victim's lungs with water, drowning him.
Protection from Weather*: Target is immune to natural weather and somewhat protected from magical weather.
Soothe*: Conjures a mild rain for 1 round/2 levels, healing 1 hp/round and providing concealment.
Thorns of Binding*: Entangles one target and inflicts 2d6 damage.
Water Trap*: Turns a small body of water into a trap that attempts to drown drinkers.

5TH-LEVEL WATER SPELLS
Bad Weather*: Makes temperature and wind speed near target less tolerable.
Crumble*: Removes all water from object(s), possibly destroying them.
Good Weather*: Makes temperature and wind speed near target more comfortable.
Sands of Time*F: Reverses or accellerates erosion of time.
Tree Growth*: Grows a tree from a seed in one round.

6TH-LEVEL WATER SPELLS
Heartseeker*: Makes one spear or arrow try to take root in target, killing them.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Waters of Life*: Caster takes all damage, poisons and diseases of target on himself and tries to heal them.

7TH-LEVEL WATER SPELLS
(none)

8TH-LEVEL WATER SPELLS
Horrid Wilting: Deals 1d6/level damage within 30 ft.

9TH-LEVEL WATER SPELLS
Storm of Vengeance: Storm rains acid, lightning, and hail.
 

Staffan

Legend
Final comments

Some notes on these spell lists:
  • I've removed most of the high-level alignment-based spells from the cleric list, and I'm considering pruning those a bit more (e.g. Hallow/Unhallow, though probably the Magic Circles vs alignment or Protection from alignment. This is because clerics on Athas serve impersonal elements that don't care much about good or evil, but are more interested in the promotion of their element.
  • I have included some stuff that deals with sound in the sphere of Air (because that's what sound is - air vibrations). I have also included some light stuff in the sphere of Fire, because fire represents the sun (I don't hold with the paraelements introduced in EAFW, on account of them painting the elemental clerics as predominantly good and the paraelemental ones as predominantly evil. I like my clerics ambiguous.).
  • The Summon Monster/Nature's ally spells will be modified to summon creatures that are more Athasian in nature. This will include replacing celestial/fiendish templates with elemental templates (from Manual of the Planes), dropping most of the outsiders and/or fey, and replacing the animals with animals found on Athas. Divine casters will of course be forbidden from summoning elemental-based creatures that are not from their elements (e.g. no magmin summoned by water clerics)
  • The lack of high-level elemental spells is mostly due to converting most of the spells straight from 2e, where there were no 8th and 9th level priest spells (ignoring psionic enchantments). The same goes for the lack of 0-level elemental spells. The most annoying hole though is the lack of 7th-level Water spells. Nevertheless, while I find this annoying I don't find it disastrous, because they can always fill the slots with spells from the core lists.
  • Um... I think that's all for the moment, at least. When I get around to actually writing up all the converted spells, I'll probably post them in House Rules instead of Conversions, because I figure many could be interesting to people that aren't looking at the Conversions forum.
 

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