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Post by Stix on Feb 5, 2008 3:40:51 GMT -5
All divine casters have access to the following spells: 0. Detect Magic: Detects spells and magic items within 60 ft. 0. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. 0. Putrefy Food and Drink: Putrefies 1 cu. ft./level of food or water. 0. Read Magic: Read scrolls and spell books. 0. Virtue: Subject gains 1 temporary hp. 1. Bless: Allies gain +1 on attack rolls and saves against fear. 1. Bless Water M: Makes holy water. 1. Comprehend Languages: You understand all spoken and written languages. 1. Curse (Bane): Enemies take -1 on attack rolls and saves against fear. 1. Detect Chaos: Reveals creatures, spells, or objects of selected alignment. 1. Detect Evil: Reveals creatures, spells, or objects of selected alignment. 1. Detect Good: Reveals creatures, spells, or objects of selected alignment. 1. Detect Law: Reveals creatures, spells, or objects of selected alignment. 2. Consecrate M: Fills area with positive energy, making undead weaker. 2. Desecrate M: Fills area with negative energy, making undead stronger. 3. Dispel Magic: Cancels spells and magical effects. 3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. 3. Geas, Lesser: Commands subject of 7 HD or less. 3. Remove Curse: Frees object or person from curse. 3. Tongues: Speak any language. 5. Atonement: Removes burden of misdeeds from subject. 5. Commune: Deity answers one yes-or-no question/level. 6. Dispel Magic, Greater: As dispel magic, but up to +20 on check. 6. Geas/Quest: As lesser geas, plus it affects any creature. 9. Gate: Connects two planes for travel or summoning. 9. Miracle: Requests a deity’s intercession.
Hadrian will also get his choice of eight spell spheres. At least four must be from the spheres to which Odin offers major access (all spells through 9th). The rest may be either major or minor (0-3rd level spells).
Major Spheres: Animal, Combat, Creation, Divination, Elemental (Air), Elemental (Earth), Elemental (Fire), Elemental (Water), Protection, Summoning.
Minor Spheres: Astral, Chaos, Charm, Guardian, Healing, Necromantic, Numbers, Plant, Sun, Thought, Time, Travelers, War, Wards, Weather.
Hadrian's current spell selections fit in as follows:
Create Water: Creation or Elemental (Water) Cure Minor Wounds, Cure Light Wounds: Healing Guidance: Divination Light: Creation or Guardian or Sun Purify Food and Drink: (Universal) Divine Favor: Combat Protection from Evil: Protection
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Post by exile on Feb 5, 2008 17:36:10 GMT -5
On the surface this looks good, there are a lot of options for me to chose from and I think I can find a few that suit Hadrian's personality well. The problem at this point is that I'll be chosing sphere's without any clear knowledge of what spells fall under them.
Some of them I think I have a good fix on, for instance Elemental (Earth) sphere likely overlaps quite well with the spells from the Earth Domain in the SRD (and there is even an added bonus because it opens up my spell list to a couple of arcane items normally restricted to clerics but chosable as domain spells). Likewise Diviniation sphere and Knowledge Domain go hand in hand. However, I have no idea what would constitute a 7th, 8th, or 9th level creation spell. Similarily, I can't easily decide what you might consider a War sphere spell and what you might consider a Combat sphere one.
I think I'm leaning towards the following subset, but if you can be a little lenient with me while I figure out what exactly fits under each heading I'd appreciate it.
Major Spheres: Combat Divination Elemental Air Elemental Earth Elemental Fire Protection Summoning
Minor Spheres: Healingm
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Post by Stix on Feb 5, 2008 17:57:44 GMT -5
I'm working now on more sphere stuff. I'll post the lists in a few hours, once I've got it done, or close enough to it.
Some of the spheres may not end up going all the way to 9th -- the highest-level Creation spell I've got is Changestaff, which is 7th.
Men do combat, armies go to war. War spells are more for the benefit of whole units, while Combat is where you'll find things like Magic Stone, Divine Favor, Bless Weapon, and the like.
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Post by Stix on Feb 8, 2008 18:02:24 GMT -5
Here's what I've got so far for priest spheres. By no means complete yet, since I have yet to go through all the 2e spells.
Animal 1. Calm Animals: Calms (2d4 + level) HD of animals. 1. Charm Animal: Makes one animal your friend. 1. Detect Animals or Plants: Detects kinds of animals or plants. 1. Invisibility to Animals (Hide from Animals): Animals can’t perceive one subject/level. 1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. 1. Summon Nature’s Ally I: Calls creature to fight. 2. Animal Messenger: Sends a Tiny animal to a specific place. 2. Animal Trance: Fascinates 2d6 HD of animals. 2. Hold Animal: Paralyzes one animal for 1 round/level. 2. Reduce Animal: Shrinks one willing animal. 2. Summon Nature’s Ally II: Calls creature to fight. 2. Summon Swarm: Summons swarm of bats, rats, or spiders. 3. Dominate Animal: Subject animal obeys silent mental commands. 3. Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). 3. Speak with Animals: You can communicate with animals. 3. Summon Nature’s Ally III: Calls creature to fight. 4. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. 4. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. 4. Summon Nature’s Ally IV: Calls creature to fight. 5. Animal Growth: One animal/two levels doubles in size. 5. Commune with Nature: Learn about terrain for 1 mile/level. 5. Insect Plague: Locust swarms attack creatures. 5. Summon Nature’s Ally V: Calls creature to fight. 6. Antilife Shell: 10-ft. field hedges out living creatures. 6. Summon Nature’s Ally VI: Calls creature to fight. 7. Creeping Doom: Swarms of centipedes attack at your command. 7. Summon Nature’s Ally VII: Calls creature to fight. 8. Summon Nature’s Ally VIII: Calls creature to fight. 9. Summon Nature’s Ally IX: Calls creature to fight.
Charm 1. Calm Animals: Calms (2d4 + level) HD of animals. 1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. 1. Charm Animal: Makes one animal your friend. 1. Charm Person: Makes one person your friend. 1. Command: One subject obeys selected command for 1 round. 1. Doom: One subject takes -2 on attack rolls, saves, and checks. 1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. 1. Sanctuary: Opponents can’t attack you, and you can’t attack. 2. Animal Trance: Fascinates 2d6 HD of animals. 2. Calm Emotions: Calms creatures, negating emotion effects. 2. Enthrall: Captivates all within 100 ft. + 10 ft./level. 2. Hold Animal: Paralyzes one animal for 1 round/level. 2. Hold Person: Paralyzes one humanoid for 1 round/level. 3. Helping Hand: Ghostly hand leads subject to you.
Combat 1. Align Weapon: Weapon becomes good, evil, lawful, or chaotic. 1. Bless Weapon: Weapon strikes true against foes of opposite alignment. 1. Command: One subject obeys selected command for 1 round. 1. Divine Favor: You gain +1 per three levels on attack and damage rolls. 1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. 1. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. 1. Magic Weapon: Weapon gains +1 bonus. 1. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger. 2. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). 2. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. 2. Spiritual Weapon: Magic weapon attacks on its own. 3. Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). 3. Magic Weapon, Greater: +1 bonus/four levels (max +5). 3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty. 5. Flame Strike: Smite foes with divine fire (1d6/level damage). 5. Insect Plague: Locust swarms attack creatures. 7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. 7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. 7. Holy Word: Kills, paralyzes, blinds, slows, or deafens nongood subjects. 7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. 8. Word of Recall: Teleports you back to designated place.
Creation 0. Create Water: Creates 2 gallons/level of pure water. 0. Light: Object shines like a torch. 0. Mending: Makes minor repairs on an object. 2. Continual Flame M: Makes a permanent, heatless torch. 2. Darkness: 20-ft. radius of supernatural shadow. 2. Make Whole: Repairs an object. 3. Create Food and Water: Feeds three humans (or one horse)/level. 5. Wall of Thorns: Thorns damage anyone who tries to pass. 6. Animate Objects: Objects attack your foes. 6. Blade Barrier: Wall of blades deals 1d6/level damage. 6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. 7. Changestaff: Your staff becomes a treant on command.
Divination 0. Detect Poison: Detects poison in one creature or object. 0. Guidance: +1 on one attack roll, saving throw, or skill check. 1. Detect Animals or Plants: Detects kinds of animals or plants. 1. Detect Snares and Pits: Reveals natural or primitive traps. 1. Detect Undead: Reveals undead within 60 ft. 2. Augury M F: Learns whether an action will be good or bad. 2. Find Traps: Notice traps as a rogue does. 2. Obscure Object: Masks object against scrying. 2. Undetectable Alignment: Conceals alignment for 24 hours. 3. Locate Object: Senses direction toward object (specific or type). 3. Speak with Dead: Corpse answers one question/two levels. 4. Discern Lies: Reveals deliberate falsehoods. 4. Divination M: Provides useful advice for specific proposed actions. 4. Indiscernible Lies: Conceals deliberate falsehoods. 5. Commune with Nature: Learn about terrain for 1 mile/level. 5. True Seeing M: Lets you see all things as they really are. 6. Find the Path: Shows most direct way to a location. 6. Lose the Path: Obscures way to a location. 6. Stone Tell: Talk to natural or worked stone. 8. Discern Location: Reveals exact location of creature or object. 9. Foresight: “Sixth sense” warns of impending danger.
Elemental, Air 2. Fog Cloud: Fog obscures vision. 2. Gust of Wind: Blows away or knocks down smaller creatures. 2. Wind Wall: Deflects arrows, smaller creatures, and gases. 4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle). 5. Control Winds: Change wind direction and speed. 6. Wind Walk: You and your allies turn vaporous and travel fast. 8. Whirlwind: Cyclone deals damage and can pick up creatures. 9. Elemental Swarm: Summons multiple elementals.
Elemental, Earth 1. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. 2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. 3. Meld into Stone: You and your gear merge with stone. 3. Stone Shape: Sculpts stone into any shape. 4. Spike Stones: Creatures in area take 1d8 damage, may be lowed. 4. Stoneskin M: Ignore 10 points of damage per attack. 5. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. 5. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. 5. Wall of Stone: Creates a stone wall that can be shaped. 6. Move Earth: Digs trenches and builds hills. 6. Stone Tell: Talk to natural or worked stone. 7. Earthquake: Intense tremor shakes 80-ft.-radius. 7. Transmute Metal to Wood: Metal within 40 ft. becomes wood. 8. Repel Metal or Stone: Pushes away metal and stone. 9. Elemental Swarm: Summons multiple elementals.
Elemental, Fire 2. Chill Metal: Cold metal damages those who touch it. 2. Fire Trap M: Opened object deals 1d4 +1/level damage. 2. Flame Blade: Touch attack deals 1d8 +1/two levels damage. 2. Heat Metal: Make metal so hot it damages those who touch it. 2. Produce Flame: 1d6 damage +1/ level, touch or thrown. 2. Pyrotechnics: Turns fire into blinding light or choking smoke. 3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 3. Quench: Extinguishes nonmagical fires or one magic item. 4. 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. 5. Flame Strike: Smite foes with divine fire (1d6/level damage). 6. Fire Seeds: Acorns and berries become grenades and bombs. 7. Fire Storm: Deals 1d6/level fire damage. 9. Elemental Swarm: Summons multiple elementals.
Elemental, Water 0. Create Water: Creates 2 gallons/level of pure water. 0. Destroy Water: Destroys 2 gallons of water/level. 3. Air Breathing: Subjects can breathe above water. 3. Water Breathing: Subjects can breathe underwater. 3. Water Walk: Subject treads on water as if solid. 4. Control Water: Raises or lowers bodies of water. 4. Rusting Grasp: Your touch corrodes iron and alloys. 9. Elemental Swarm: Summons multiple elementals.
Guardian 0. Light: Object shines like a torch. 2. Continual Flame M: Makes a permanent, heatless torch. 2. Darkness: 20-ft. radius of supernatural shadow. 2. Silence: Negates sound in 20-ft. radius. 2. Status: Monitors condition, position of allies. 3. Glyph of Warding M: Inscription harms those who pass it. 3. Helping Hand: Ghostly hand leads subject to you.
Healing 0. Cure Minor Wounds: Cures 1 point of damage. 0. Inflict Minor Wounds: Touch attack, 1 point of damage. 1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). 1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5). 2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). 2. Delay Poison: Stops poison from harming subject for 1 hour/level. 2. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). 3. Blindness/Deafness: Makes subject blinded or deafened. 3. Contagion: Infects subject with chosen disease. 3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). 3. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). 3. Remove Blindness/Deafness: Cures normal or magical conditions. 3. Remove Disease: Cures all diseases affecting subject.
Necromantic 0. Disrupt Undead: Deals 1d6 damage to one undead. 0. Touch of Fatigue: Touch attack fatigues target. 1. Deathwatch: Reveals how near death subjects within 30 ft. are. 1. Detect Undead: Reveals undead within 60 ft. 1. Invisibility to Undead (Hide from Undead): Undead can’t perceive one subject/level. 2. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). 2. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. 2. Gentle Repose: Preserves one corpse. 2. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. 2. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. 3. Animate Dead M: Creates undead skeletons and zombies. 3. Blindness/Deafness: Makes subject blinded or deafened. 3. Contagion: Infects subject with chosen disease. 3. Remove Blindness/Deafness: Cures normal or magical conditions. 3. Remove Disease: Cures all diseases affecting subject. 3. Speak with Dead: Corpse answers one question/two levels.
Plant 1. Badberry: 2d4 berries each deal 1 hp damage when eaten. 1. Detect Animals or Plants: Detects kinds of animals or plants. 1. Detect Snares and Pits: Reveals natural or primitive traps. 1. Entangle: Plants entangle everyone in 40-ft.-radius. 1. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). 1. Pass without Trace: One subject/level leaves no tracks. 1. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger. 1. Summon Nature’s Ally I: Calls creature to fight. 2. Barkskin: Grants +2 (or higher) enhancement to natural armor. 2. Summon Nature’s Ally II: Calls creature to fight. 2. Tree Shape: You look exactly like a tree for 1 hour/level. 2. Warp Wood: Bends wood (shaft, handle, door, plank). 2. Wood Shape: Rearranges wooden objects to suit you. 3. Diminish Plants: Reduces size or blights growth of normal plants. 3. Plant Growth: Grows vegetation, improves crops. 3. Snare: Creates a magic booby trap. 3. Speak with Plants: You can talk to normal plants and plant creatures. 3. Spike Growth: Creatures in area take 1d4 damage, may be slowed. 3. Summon Nature’s Ally III: Calls creature to fight.
Protection 0. Resistance: Subject gains +1 on saving throws. 1. Endure Elements: Exist comfortably in hot or cold environments. 1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 1. Sanctuary: Opponents can’t attack you, and you can’t attack. 1. Shield of Faith: Aura grants +2 or higher deflection bonus. 2. Barkskin: Grants +2 (or higher) enhancement to natural armor. 2. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. 2. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. 2. Shield Other F: You take half of subject’s damage. 3. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. 3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. 3. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. 3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level. 3. Magic Vestment: Armor or shield gains +1 enhancement per four levels. 3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 4. Antiplant Shell: Keeps animated plants at bay. 4. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. 4. Spell Immunity: Subject is immune to one spell per four levels. 5. Dispel Chaos: +4 bonus against attacks by chaotic creatures. 5. Dispel Evil: +4 bonus against attacks by evil creatures. 5. Dispel Good: +4 bonus against attacks by good creatures. 5. Dispel Law: +4 bonus against attacks by lawful creatures. 6. Antilife Shell: 10-ft. field hedges out living creatures. 8. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summoning 1. Summon Monster I: Calls extraplanar creature to fight for you. 1. Summon Nature’s Ally I: Calls creature to fight. 2. Animal Messenger: Sends a Tiny animal to a specific place. 2. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. 2. Bull’s Strength: Subject gains +4 to Str for 1 min./level. 2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. 2. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. 2. Fox’s Cunning: Subject gains +4 to Int for 1 min./level. 2. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. 2. Summon Monster II: Calls extraplanar creature to fight for you. 2. Summon Nature’s Ally II: Calls creature to fight. 2. Summon Swarm: Summons swarm of bats, rats, or spiders. 3. Summon Monster III: Calls extraplanar creature to fight for you. 3. Summon Nature’s Ally III: Calls creature to fight. 4. Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature. 4. Summon Monster IV: Calls extraplanar creature to fight for you. 4. Summon Nature’s Ally IV: Calls creature to fight. 5. Dispel Chaos: +4 bonus against attacks by chaotic creatures. 5. Dispel Evil: +4 bonus against attacks by evil creatures. 5. Dispel Good: +4 bonus against attacks by good creatures. 5. Dispel Law: +4 bonus against attacks by lawful creatures. 5. Summon Monster V: Calls extraplanar creature to fight for you. 5. Summon Nature’s Ally V: Calls creature to fight. 5. Wall of Thorns: Thorns damage anyone who tries to pass. 6. Animate Objects: Objects attack your foes. 6. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. 6. Bull’s Strength, Mass: As bull’s strength, affects one subject/level. 6. Cat’s Grace, Mass: As cat’s grace, affects one subject/level. 6. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. 6. Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. 6. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. 6. Planar Ally X: As lesser planar ally, but up to 12 HD. 6. Summon Monster VI: Calls extraplanar creature to fight for you. 6. Summon Nature’s Ally VI: Calls creature to fight. 7. Creeping Doom: Swarms of centipedes attack at your command. 7. Summon Monster VII: Calls extraplanar creature to fight for you. 7. Summon Nature’s Ally VII: Calls creature to fight. 8. Planar Ally, Greater X: As lesser planar ally, but up to 18 HD. 8. Summon Monster VIII: Calls extraplanar creature to fight for you. 8. Summon Nature’s Ally VIII: Calls creature to fight. 8. Word of Recall: Teleports you back to designated place. 9. Summon Monster IX: Calls extraplanar creature to fight for you. 9. Summon Nature’s Ally IX: Calls creature to fight.
Sun 0. Light: Object shines like a torch. 2. Continual Flame M: Makes a permanent, heatless torch. 2. Darkness: 20-ft. radius of supernatural shadow. 3. Daylight: 60-ft. radius of bright light. 3. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. 3. Searing Light: Ray deals 1d8/two levels damage, more against undead.
Weather 1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. 1. Obscuring Mist: Fog surrounds you. 3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. 3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 3. Sleet Storm: Hampers vision and movement.
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Post by exile on Feb 8, 2008 18:57:55 GMT -5
Looks like you've been busy.
I eagerly await to see how the 2nd edition spells will add to my repitoir but these are my current thoughts:
Major Spheres: Combat Divination Elemental (Air) Elemental (Earth) Protection Summoning
Minor Spheres: Healing Necromanticm
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