Ilfreann (OLD)

Adventures of four not-adventurers.

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charsheets:wendele:divine_list

Wendele's Priestess Prayers

Level 0

done: cleric, cloistered, domains (none), druid, paladin (none), ranger (none)

  • Create Water: Creates 2 gallons/level of pure water.
  • Cure Minor Wounds: Cures 1 point of damage.
  • DIVINE BARD Dancing Lights: Creates torches or other lights.
  • DIVINE BARD Daze: Humanoid creature of 4 HD or less loses next action.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Flare: Dazzles one creature (-1 penalty on attack rolls).
  • DIVINE BARD Ghost Sound: Figment sounds.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Inflict Minor Wounds: Touch attack, 1 point of damage.
  • Know Direction: You discern north.
  • Light: Object shines like a torch.
  • DIVINE BARD Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
  • DIVINE BARD Mage Hand: 5-pound telekinesis.
  • Mending: Makes minor repairs on an object.
  • Message: Whispered conversation at distance.
  • DIVINE BARD Open/Close: Opens or closes small or light things.
  • DIVINE BARD Prestidigitation: Performs minor tricks.
  • 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.

TODO

Divine Bard

  • DIVINE BARD Summon Instrument: Summons one instrument of the caster’s choice.

Level 1

done: cleric, cloistered, druid, paladin, ranger

  • RANGER Alarm: Wards an area for 2 hours/level.
  • RANGER Animal Messenger: Sends a Tiny animal to a specific place.
  • 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.
  • PALADIN Bless Weapon: Weapon strikes true against evil foes.
  • Calm Animals: Calms (2d4 + level) HD of animals.
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Charm Animal: Makes one animal your friend.
  • 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).
  • Curse Water: Makes unholy water.
  • Deathwatch: Reveals how near death subjects within 30 ft. are.
  • Detect Animals or Plants: Detects kinds of animals or plants.
  • Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
  • Detect Snares and Pits: Reveals natural or primitive traps.
  • 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, saves, and checks.
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Entangle: Plants entangle everyone in 40-ft.-radius.
  • Entropic Shield: Ranged attacks against you have 20% miss chance.
  • Erase: Mundane or magical writing vanishes.
  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  • Hide from Animals: Animals can’t perceive one subject/level.
  • Hide from Undead: Undead can’t perceive one subject/level.
  • Identify: Determines properties of magic item.
  • Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
  • 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.
  • Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
  • Magic Weapon: Weapon gains +1 bonus.
  • Obscuring Mist: Fog surrounds you.
  • Pass without Trace: One subject/level leaves no tracks.
  • Produce Flame: 1d6 damage +1/level, touch or thrown.
  • 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.
  • Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
  • Speak with Animals: You can communicate with animals.
  • Summon Monster I: Calls extraplanar creature to fight for you.
  • Summon Nature’s Ally I: Calls creature to fight.
  • Unseen Servant: Invisible force obeys your commands.

TODO

Black Guard

  • Corrupt Weapon: Weapon strikes true against good foes.

Domains

FIRE

  • Burning Hands: 1d4/level fire damage (max 5d4).

KNOWLEDGE

  • Detect Secret Doors: Reveals hidden doors within 60 ft.

MAGIC

  • Magic Aura: Alters object’s magic aura.

STRENGTH

  • Enlarge Person: Humanoid creature doubles in size.

TRICKERY

  • Disguise Self: Disguise own appearance.

ARTIFICE

  • Animate Rope: Makes a rope move at your command.

CHARM

  • Charm Person: Makes one person your friend.

GLORY

  • Disrupt undead: Deals 1d6 damage to one undead.

MADNESS

  • Lesser confusion: One creature is confused for 1 round.

RUNE

  • Erase: Mundane or magical writing vanishes.

Divine Bard

  • Erase: Mundane or magical writing vanishes.
  • Expeditious Retreat: Your speed increases by 30 ft.
  • Feather Fall: Objects or creatures fall slowly.
  • Grease: Makes 10-ft. square or one object slippery.
  • Hideous Laughter: Subject loses actions for 1 round/ level.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Magic Mouth M: Speaks once when triggered.
  • Silent Image: Creates minor illusion of your design.
  • Sleep: Puts 4 HD of creatures into magical slumber.
  • Ventriloquism: Throws voice for 1 min./level.

Level 2

done: cleric, cloistered, druid, paladin, ranger

  • 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.
  • Animal Trance: Fascinates 2d6 HD of animals.
  • Augury: Learns whether an action will be good or bad.
  • 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.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
  • Chill Metal: Cold metal damages those who touch it.
  • Consecrate: 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: 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.
  • Fire Trap: 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.
  • Fog Cloud: Fog obscures vision.
  • Fox’s Cunning: Subject gains +4 Int for 1 min./level.
  • Gentle Repose: Preserves one corpse.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Heat Metal: Make metal so hot it damages those who touch it.
  • Hold Animal: Paralyzes one animal for 1 round/level.
  • 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.
  • Reduce Animal: Shrinks one willing animal.
  • 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: You take half of subject’s damage.
  • Silence: Negates sound in 20-ft. radius.
  • RANGER Snare: Creates a magic booby trap.
  • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  • RANGER Speak with Plants: You can talk to normal plants and plant creatures.
  • Spider Climb: Grants ability to walk on walls and ceilings.
  • RANGER Spike Growth: Creatures in area take 1d4 damage, may be slowed.
  • Spiritual Weapon: Magic weapon attacks on its own.
  • Status: Monitors condition, position of allies.
  • Summon Monster II: Calls extraplanar creature to fight for you.
  • 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.
  • Undetectable Alignment: Conceals alignment for 24 hours.
  • Warp Wood: Bends wood (shaft, handle, door, plank).
  • Wood Shape: Rearranges wooden objects to suit you.
  • Zone of Truth: Subjects within range cannot lie.

TODO

Domains

KNOWLEDGE

  • Detect Thoughts: Allows “listening” to surface thoughts.

TRICKERY

  • Invisibility: Subject invisible 1 min./level or until it attacks.

CREATION

  • Minor image: As silent image, plus some sound.

MADNESS

  • Touch of madness: daze one living creature by making a successful touch attack.

Divine Bard

  • Alter Self: Assume form of a similar creature.
  • Blur: Attacks miss subject 20% of the time.
  • Daze Monster: Living creature of 6 HD or less loses next action.
  • Glitterdust: Blinds creatures, outlines invisible creatures.
  • Heroism: Gives +2 on attack rolls, saves, skill checks.
  • Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
  • Misdirection: Misleads divinations for one creature or object.
  • Pyrotechnics: Turns fire into blinding light or choking smoke.
  • Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
  • Scare: Panics creatures of less than 6 HD.
  • Suggestion: Compels subject to follow stated course of action.
  • Whispering Wind: Sends a short message 1 mile/level.

Level 3

done: cleric, cloistered, druid, ranger

  • Animate Dead: Creates undead skeletons and zombies.
  • Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  • Blacklight: Creates an area of total darkness, but the caster can see normally.
  • Blindness/Deafness: Makes subject blinded or deafened.
  • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  • RANGER Command Plants: Sway the actions of one or more plant creatures.
  • 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).
  • RANGER Darkvision: See 60 ft. in total darkness.
  • Daylight: 60-ft. radius of bright light.
  • Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
  • Diminish Plants: Reduces size or blights growth of normal plants.
  • Dispel Magic: Cancels spells and magical effects.
  • Dominate Animal: Subject animal obeys silent mental commands.
  • Glyph of Warding: Inscription harms those who pass it.
  • Helping Hand: Ghostly hand leads subject to you.
  • Illusory Script M: Only intended reader can decipher.
  • 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 Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
  • Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  • Meld into Stone: You and your gear merge with stone.
  • Obscure Object: Masks object against scrying.
  • Plant Growth: Grows vegetation, improves crops.
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  • Quench: Extinguishes nonmagical fires or one magic item.
  • 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 damage, more against undead.
  • Secret Page: Changes one page to hide its real content.
  • Sleet Storm: Hampers vision and movement.
  • 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.
  • Summon Nature’s Ally III: Calls creature to fight.
  • Tongues: Speak any language.
  • Water Breathing: Subjects can breathe underwater.
  • Water Walk: Subject treads on water as if solid.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.

TODO

Paladin

  • PALADIN Heal Mount: As heal on warhorse or other special mount.

Domains

CHARM

  • Suggestion: Compels subject to follow stated course of action.

MADNESS

  • Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.

AIR

  • Gaseous Form: Subject becomes insubstantial and can fly slowly.

KNOWLEDGE

  • Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.

TRAVEL

  • Fly: Subject flies at speed of 60 ft.

TRICKERY

  • Nondetection M: Hides subject from divination, scrying.

Divine Bard

  • Blink: You randomly vanish and reappear for 1 round/level.
  • Charm Monster: Makes monster believe it is your ally.
  • Confusion: Subjects behave oddly for 1 round/level.
  • Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Displacement: Attacks miss subject 50%.
  • Fear: Subjects within cone flee for 1 round/level.
  • Geas, Lesser: Commands subject of 7 HD or less.
  • Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
  • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Invisibility Sphere: Makes everyone within 10 ft. invisible.
  • Major Image: As silent image, plus sound, smell and thermal effects.
  • Phantom Steed: Magic horse appears for 1 hour/level.
  • Sculpt Sound: Creates new sounds or changes existing ones.
  • See Invisibility: Reveals invisible creatures or objects.
  • Sepia Snake Sigil: Creates text symbol that immobilizes reader.
  • Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
  • Tiny Hut: Creates shelter for ten creatures.
charsheets/wendele/divine_list.txt · Last modified: 2014/07/06 16:25 (external edit)