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Spell Lists (3E)
Tyr's Spells
0-LEVEL CLERIC SPELLS (Orisons)
Create Water. Creates 2 gallons/level of pure water.
Cure Minor Wounds. Cures 1 point of damage.
Detect Magic. Detects spells and magic items within 60 ft.
Detect Poison. Detects poison in one creature or small object.
Guidance. +1 on one roll, save, or check.
Inflict Minor Wounds. Touch attack, 1 point of damage.
Light. Object shines like a torch.
Mending. Makes minor repairs on an object.
Purify Food and Drink. Purifies 1 cu. ft./level of food or water.
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 suffer .1 attack, .1 on saves against fear.
Bless. Allies gain +1 attack and +1 on saves against fear.
Bless Water. Makes holy water.
Cause Fear. One creature flees for 1d4 rounds.
Command. One subject obeys one-word command for 1 round.
Comprehend Languages. Understand all spoken and written languages.
Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
Curse Water. Makes unholy water.
Deathwatch. Sees how wounded subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law. Reveals creatures, spells, or objects.
Detect Undead. Reveals undead within 60 ft.
Divine Favor. You gain attack, damage bonus, +1/three levels.
Doom. One subject suffers .2 on attacks, damage, saves, and checks.
Endure Elements. Ignores 5 damage/round from one energy type.
Entropic Shield. Ranged attacks against you suffer 20% miss chance.
Inflict Light Wounds. Touch, 1d8 +1/level damage (max +5).
Invisibility to Undead. Undead can.t perceive one subject/level.
Magic Stone. Three stones gain +1 attack, deal 1d6+1 damage.
Magic Weapon. Weapon gains +1 bonus.
Obscuring Mist. Fog surrounds you.
Protection from Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Random Action. One creature acts randomly for one round.
Remove Fear. +4 on saves against fear for one subject +1/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 outsider to fight for you.
2nd-LEVEL CLERIC SPELLS
Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Animal Messenger. Sends a Tiny animal to a specific place.
Augury. Learns whether an action will be good or bad.
Bull.s Strength. Subject gains 1d4+1 Str for 1 hr./level.
Calm Emotions. Calms 1d6 subjects/level, negating emotion effects.
Consecrate. Fills area with positive energy, making undead weaker.
Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
Darkness. 20-ft. radius of supernatural darkness.
Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2 Str, and +1 level.
Delay Poison. Stops poison from harming subject for 1 hour/level.
Desecrate. Fills area with negative energy, making undead stronger.
Endurance. Gain 1d4+1 Con for 1 hr./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. Holds one person helpless; 1 round/level.
Inflict Moderate Wounds. Touch attack, 2d8 +1/level damage (max +10).
Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage.
Make Whole. Repairs an object.
Remove Paralysis. Frees one or more creatures from paralysis, hold, or slow.
Resist Elements. Ignores 12 damage/round from one energy type.
Shatter. Sonic vibration damages objects or crystalline creatures.
Shield Other. You take half of subject.s damage.
Silence. Negates sound in 15-ft. radius.
Sound Burst. Deals 1d8 sonic damage to subjects; may stun them.
Speak with Animals. You can communicate with natural animals.
Spiritual Weapon. Magical weapon attacks on its own.
Summon Monster II. Calls outsider to fight for you.
Undetectable Alignment. Conceals alignment for 24 hours.
Zone of Truth. Subjects within range cannot lie.
3rd-LEVEL CLERIC SPELLS
Animate Dead. Creates undead skeletons and zombies.
Bestow Curse. .6 to an ability; .4 on attacks, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness. Makes subject blind or deaf.
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 +1/level damage (max +15).
Daylight. 60-ft. radius of bright light.
Deeper Darkness. Object sheds absolute darkness in 60-ft. radius.
Dispel Magic. Cancels magical spells and effects.
Glyph of Warding. Inscription harms those who pass it.
Helping Hand. Ghostly hand leads subject to you.
Inflict Serious Wounds. Touch attack, 3d8 +1/level damage (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/three levels.
Meld into Stone. You and your gear merge with stone.
Negative Energy Protection. Subject resists level and ability drains.
Obscure Object. Masks object against divination.
Prayer. Allies gain +1 on most rolls, and enemies suffer .1.
Protection from Elements. Absorb 12 damage/level 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.
Searing Light. Ray deals 1d8/two levels, more against undead.
Speak with Dead. Corpse answers one question/two levels.
Speak with Plants. You can talk to normal plants and plant creatures.
Stone Shape. Sculpts stone into any form.
Summon Monster III. Calls outsider to fight for you.
Water Breathing. Subjects can breathe underwater.
Water Walk. Subject treads on water as if solid.
Wind Wall. Deflects arrows, smaller creatures, and gases.
4th-LEVEL CLERIC SPELLS
Air Walk. Subject treads on air as if solid (climb at 45-degree angle).
Control Water. Raises, lowers, or parts bodies of water.
Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).
Death Ward. Grants immunity to death spells and effects.
Dimensional Anchor. Bars extradimensional movement.
Discern Lies. Reveals deliberate falsehoods.
Dismissal. Forces a creature to return to native plane.
Divination. Provides useful advice for specific proposed actions.
Divine Power. You gain attack bonus, 18 Str, and 1 hp/level.
Freedom of Movement. Subject moves normally despite impediments.
Giant Vermin. Turns insects into giant vermin.
Greater Magic Weapon. +1 bonus/three levels (max +5).
Imbue with Spell Ability. Transfer spells to subject.
Inflict Critical Wounds. Touch attack, 4d8 +1/level damage (max +20).
Lesser Planar Ally. Exchange services with an 8 HD outsider.
Neutralize Poison. Detoxifies venom in or on subject.
Poison. Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin. Insects stay 10 ft. away.
Restoration. Restores level and ability score drains.
Sending. Delivers short message anywhere, instantly.
Spell Immunity. Subject is immune to one spell/four levels.
Status. Monitors condition, position of allies.
Summon Monster IV. Calls outsider to fight for you.
Tongues. Speak any language.
5th-LEVEL CLERIC SPELLS
Atonement. Removes burden of misdeeds from subject.
Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification.
Circle of Doom. Deals 1d8 +1/level damage in all directions.
Commune. Deity answers one yes-or-no question/level.
Dispel Chaos/Evil/Good/Law. +4 bonus against attacks.
Ethereal Jaunt. You become ethereal for 1 round/level.
Flame Strike. Smites foes with divine fire (1d6/level).
Greater Command. As command, but affects one subject/level.
Hallow. Designates location as holy.
Healing Circle. Cures 1d8 +1/level damage in all directions.
Insect Plague. Insect horde limits vision, inflicts damage, and weak creatures flee.
Mark of Justice. Designates action that will trigger curse on subject.
Plane Shift. Up to eight subjects travel to another plane.
Raise Dead. Restores life to subject who died up to 1 day/level ago.
Righteous Might. Your size increases, and you gain +4 Str.
Scrying. Spies on subject from a distance.
Slay Living. Touch attack kills subject.
Spell Resistance. Subject gains +12 +1/level SR.
Summon Monster V. Calls outsider to fight for you.
True Seeing. See all things as they really are.
Unhallow. Designates location as unholy.
Wall of Stone. 20 hp/four levels; can be shaped.
6th-LEVEL CLERIC SPELLS
Animate Objects. Objects attack your foes.
Antilife Shell. 10-ft. field hedges out living creatures.
Banishment. Banishes 2 HD/level extraplanar creatures.
Blade Barrier. Blades encircling you deal 1d6 damage/level.
Create Undead. Ghouls, shadows, ghasts, wights, or wraiths.
Etherealness. Travel to Ethereal Plane with companions.
Find the Path. Shows most direct way to a location.
Forbiddance. Denies area to creatures of another alignment.
Geas/Quest. As lesser geas, plus it affects any creature.
Greater Dispelling. As dispel magic, but up to +20 on check.
Greater Glyph of Warding. As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm. Subject loses all but 1d4 hp.
Heal. Cures all damage, diseases, and mental conditions.
Heroes. Feast. Food for one creature/level cures and blesses.
Planar Ally. As lesser planar ally, but up to 16 HD.
Summon Monster VI. Calls outsider to fight for you.
Wind Walk. You and your allies turn vaporous and travel fast.
Word of Recall. Teleports you back to designated place.
7th-LEVEL CLERIC SPELLS
Blasphemy. Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather. Changes weather in local area.
Destruction. Kills subject and destroys remains.
Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects.
Greater Restoration. As restoration, plus restores all levels and ability scores.
Greater Scrying. As scrying, but faster and longer.
Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects.
Refuge. Alters item to transport its possessor to you.
Regenerate. Subject.s severed limbs grow back.
Repulsion. Creatures can.t approach you.
Resurrection. Fully restore dead subject.
Summon Monster VII. Calls outsider to fight for you.
Word of Chaos. Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-LEVEL CLERIC SPELLS
Antimagic Field. Negates magic within 10 ft.
Cloak of Chaos. +4 AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead. Mummies, spectres, vampires, or ghosts.
Discern Location. Exact location of creature or object.
Earthquake. Intense tremor shakes 5-ft./level radius.
Fire Storm. Deals 1d6 fire damage/level.
Greater Planar Ally. As lesser planar ally, but up to 24 HD.
Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells.
Mass Heal. As heal, but with several subjects.
Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells.
Summon Monster VIII. Calls outsider to fight for you.
Symbol. Triggered runes have array of effects.
Unholy Aura. +4 AC, +4 resistance, and SR 25 against good spells.
9th-LEVEL CLERIC SPELLS
Astral Projection. Projects you and companions into Astral Plane.
Energy Drain. Subject gains 2d4 negative levels.
Gate. Connects two planes for travel or summoning.
Implosion. Kills one creature/round.
Miracle. Requests a deity.s intercession.
Soul Bind. Traps newly dead soul to prevent resurrection.
Storm of Vengeance. Storm rains acid, lightning, and hail.
Summon Monster IX. Calls outsider to fight for you.
True Resurrection. As resurrection, plus remains aren.t needed.
Good Domain
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid. +1 attack, +1 on saves against fear, 1d6 temporary hit points.
3 Magic Circle against Evil. As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite. Damages and blinds evil creatures.
5 Dispel Evil. +4 bonus against attacks by evil creatures.
6 Blade Barrier. Blades encircling you deal 1d6 damage/level.
7 Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects.
8 Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX.* Calls outsider to fight for you.
*Cast as a good spell only.
Knowledge Domain
Granted Power: All Knowledge skills are class skills. You cast divinations at +1 caster level.
Knowledge Domain Spells
1 Detect Secret Doors. Reveals hidden doors within 60 ft.
2 Detect Thoughts. Allows .listening. to surface thoughts.
3 Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level.
4 Divination. Provides useful advice on to specific proposed actions.
5 True Seeing. See all things as they really are.
6 Find the Path. Shows most direct way to a location.
7 Legend Lore. Learn tales about a person, place, or thing.
8 Discern Location. Exact location of creature or object.
9 Foresight. .Sixth sense. warns of impending danger.
Law Domain
Granted Power: You cast law spells at +1 caster level.
Law Domain Spells
1 Protection from Chaos. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions. Calms 1d6 creatures/level, negating emotion effects.
3 Magic Circle against Chaos. As protection spells, but 10-ft. radius and 10 min./level.
4 Order.s Wrath. Damages and dazes chaotic creatures.
5 Dispel Chaos. +4 bonus against attacks by chaotic creatures.
6 Hold Monster. As hold person, but any creature.
7 Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects.
8 Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Summon Monster IX.* Calls outsider to fight for you.
*Cast as a law spell only.
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