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Aclim - Spell Data Files

Aclim Spell Data List

This is the data list for KloOge for a priest of Aclim in the Kayugan pantheon.

# Name	Level	Cast Level	Expression	# Memorized	Cost	Sound	Effect
Bless/Curse	1	1	For 6 rounds, attack rolls and saves vs fear receive a +1 bonus.	--	1		
Combine	1	1	3 to 5 priests combine their efforts so that one can cast and turn undead at a higher level.	--	1		
Detect Magic - Priest	1	1	For 1 turn, I can detect magic in a 10'x30' path.	--	1		
Orison	1	1	I can create minor effects.	--	1		
Purify Food and Drink	1	1	Spoiled food and water is made pure again.	--	1		
Chant	2	2	For as long as I chant, friends in a 30' radius receive a +1 to attack, damage and save rolls while enemies receive a -1 to the same rolls.	--	1		
Mystic Transfer	2	2	A priest can send me a spell to cast.	--	1		
Sanctify	2	2	All friendlies within the area get a +1 to fear/charm spells and undead are turned at 1 level higher.	--	1		
Dispel Magic - Priest	3	3	I dispel {11-(1d20)+$L} level magic.	--	1		
Remove Curse - Priest	3	3	I remove a curse.	--	1		
Focus	4	4	Using the prayers of a bunch of faithful I maintain a spell for up to a year.	--	1		
Tongues - Priest	4	4	I can speak {$L/3} additional languages for 1 turn.	--	1		
Uplift	4	4	I increase the casting level of a priest, allowing him to cast spells beyond normal ability.	--	1		
Atonement	5	5	The target is atoned for past regretable deeds.	--	1		
Commune	5	5	I ask my god {$L} yes or no questions.	--	1		
Meld	5	5	For up to 12 hours, I can take over a willing subject's body.	--	1		
Quest	5	5	The target must undergo a quest or else suffer a -1 penalty to saves for each day he avoids the quest.	--	1		
True Seeing - Priest	5	5	For {$L} rounds I see things as they are.	--	1		
Speak with Monsters	6	6	For {$L*2} rounds I can speak with monsters.	--	1		
Gate - Priest	7	7	I'm aged by 5 years but I create a gate which allows an extraplanar being of great power to appear.	--	1		
Animal Friendship	1	1	I convince an animal that I want to be friends.	--	1		
Calm Animals	1	1	{2d4+$L} hit dice worth of animals are calmed for {10+$L} rounds.	--	1		
Invisibility to Animals	1	1	Up to {$L} target creatures are invisible to animals for {10+$L} rounds or until they attack.	--	1		
Locate Animals or Plants	1	1	For {$L} rounds I can detect a specific type of plant or animal in a 20' path in front of me up to {100+(20*$L)} yards distant.	--	1		
Charm Person or Mammal	2	2	A mammal who fails a save is charmed for a duration based on intelligence.	--	1		
Messenger	2	2	I tie a message to a bird who delivers it for me.	--	1		
Snake Charm	2	2	I hypnotise snakes for a duration based on how pissed off they are.	--	1		
Speak with Animals	2	2	I can speak with animals for {2*$L} rounds.	--	1		
Control Animal	3	3	I force an animal to do my bidding for {$L} rounds.	--	1		
Hold Animal	3	3	1-4 animals who fail their saves are frozen for {$L*2} rounds.	--	1		
Summon Insects	3	3	For {$L} rounds a swarm of {1d100[1-30="crawling insects";31-100="flying insects"]} attacks the victim.	--	1		
Animal Summoning I	4	4	Up to 8 animals of 4 hit dice or less within a 1 mile radius come to my aid.	--	1		
Call Woodland Beings	4	4	I call to local woodland beings to aid me.	--	1		
Giant Insect	4	4	I permanently increase the size of insects to giant variety.	--	1		
Repel Insects	4	4	Normal insects as well as giant ones of {$L/3} hit dice or less are repelled from approaching me for {$L} turns.	--	1		
Animal Growth - Priest	5	5	Up to 8 animals double in size for {$L*2} rounds.	--	1		
Animal Summoning II	5	5	Up to six animals of 8 HD or less or 12 animals of 4 HD or less come to my aid.	--	1		
Commune with Nature	5	5	I can learn some information about my surroundings.	--	1		
Insect Plague	5	5	A thick cloud of insects go forth and attack for {$L*2} rounds.	--	1		
Animal Summoning III	6	6	Up to 4 animals of 16 HD or less, 8 animals of 8 HD or less or 16 animals of 4 HD or less come to my aid.	--	1		
Anti-animal Shell	6	6	For {$L} turns, I have a 10' radius barrier which keeps out animals and things with animal parts.	--	1		
Creeping Doom	7	7	A massive cloud of {(1d6+4)*100} insects moves forth and bites everything in its way for {$L*4} rounds.	--	1		
Reincarnate	7	7	The target corpse comes back to life as a {1d100[1-3="badger!";4-8="black bear!";9-12="brown bear!";13-16="wild boar!";17-19="centaur!";20-23="dryad!";24-28="eagle!";29-31="elf!";32-34="satyr!";35-36="fox!";37-40="gnome!";41-44="hawk!";45-58="human!";59-61="lynx!";62-64="owl!";65-68="pixie!";69-70="racoon!";71-75="stag!";76-80="wolf!";81-85="wolverine!";86-100="DM's choice!"]}	--	1		
Command	1	1	I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves.	--	1		
Magical Stone	1	1	3 stones become +1 rocks.	--	1		
Aid	2	2	For {$L+1} rounds, I gain {1d8} hitpoints and +1 to saves and attack rolls.	--	1		
Spiritual Hammer	2	2	I summon forth a magical hammer which flies around and hits things for {3+$L} rounds.	--	1		
Prayer	3	3	For {$L} rounds, allies in a 60' radius recieve a +1 to attack, damage and save rolls while enemies receive a -1 to those rolls. This is cumulative with chant.	--	1		
Unearthly Choir	3	3	A group of priests sing and deal damage based on how many are singing.	--	1		
Recitation	4	4	For {$L} rounds, allies in a 60' radius recieve a +2 to attack, damage and save rolls (+3 if they are of the same faith) while enemies receive a -2 to those rolls. This is cumulative with chant and prayer.	--	1		
Flame Strike	5	5	A 5' radius collumn of flame strikes a target for {6d8} points of damage, save for half.	--	1		
Righteous Wrath of the Faithful	5	5	For {$L} rounds, all allies within a 30' radius are affected as per an aid spell. If they are of the same faith, they gain extra bonuses.	--	1		
Spiritual Wrath	6	6	Several priests cooperate to create a huge blast of energy.	--	1		
Word of Recall	6	6	I can return to a sanctuary.	--	1		
Holy Word	7	7	I say a powerful word that does bad things to evil creatures.	--	1		
Entangle	1	1	For 1 turn, a 40' cube of bushes and weeds entangles all in the area.	--	1			
Locate Animals or Plants	1	1	For {$L} rounds I can detect a specific type of plant or animal in a 20' path in front of me up to {100+(20*$L)} yards distant.	--	1			
Pass without Trace	1	1	For {$L} turns, I leave no tracks or scent.	--	1			
Shillelagh	1	1	For {4+$L} rounds, my staff becomes a magical one.	--	1			
Barkskin	2	2	For {$L+4} rounds, my skin is stiff as bark, providing an AC of {6-($L/4)}.	--	1			
Detect Snares and Pits	2	2	for {$L*4} rounds, I can detect snares and pits in a 10'x40' path in front of me.	--	1			
Goodberry	2	2	I turn {2d4} fresh berries into magical berries that keep me fed and heal 1 point of damage each. They stay good for {$L+1} days.	--	1			
Trip	2	2	For {$L} turns, a long object up to 10' long trips anyone who crosses it.	--	1			
Warp Wood	2	2	I bend wood out of shape.	--	1			
Plant Growth - Priest	3	3	I either make plants grow out of control to restrict movement or cause crops to yield more fruit.	--	1			
Slow Rot	3	3	Fruits, vegetables and grains remain ripe for {$L} weeks.	--	1			
Snare	3	3	I create a magical snare which is 90% undetectable without magical aid. It sticks around until something gets caught.	--	1			
Spike Growth	3	3	For {3d4+$L} turns the area is laden with hidden, wooden caltrops.	--	1			
Tree	3	3	I turn into a tree for up to {6+$L} turns.	--	1			
Hallucinatory Forest	4	4	I create a permanent, illusionary forest.	--	1			
Hold Plant	4	4	Up to {1d4} plants or plantlike monsters are held for {$L} rounds unless they make a save vs spell.	--	1			
Plant Door	4	4	I can either step into or pass through trees, making a path up to {$L*4} feet wide, {$L*8} feet high, and {$L} feet long.	--	1			
Speak with Plants	4	4	I can talk to intelligent plants or ask nonintelligent ones to do things for me for {$L} rounds.	--	1			
Sticks to Snakes	4	4	For {$L*2} rounds, {1d4+$L} sticks turn into snakes.	--	1			
Anti-plant Shell	5	5	For {$L} turns, a 15' radius barrier stops intelligence plants from passing through.	--	1			
Commune with Nature	5	5	I can learn some information about my surroundings.	--	1			
Pass Plant	5	5	I step into one tree and pass to another within a few hundred yards.	--	1			
Liveoak	6	6	For {$L} days, the target tree attacks whenever a specified trigger is met.	--	1			
Transport Via Plants	6	6	I step into one tree and pass to another any distance away.	--	1			
Turn Wood	6	6	For {$L} rounds, all wooden objects in a {$L*20}'x120' area are pushed back 40' a round.	--	1			
Wall of Thorns	6	6	For {$L} turns, {$L} 10' cubes of tough, thorny brush spring into existence.	--	1			
Changestaff	7	7	I turn a specially prepared staff into a treant.	--	1			
Know Direction	1	1	I know which way is north.	--	1			
Aura of Comfort	2	2	I'm protected from harsh weather for {$L} hours.	--	1			
Lighten Load	2	2	The weight of the stuff I'm carrying is 50% less for {$L} hours.	--	1			
Create Campsite	3	3	Tiny invisible servants run about and setup a campsite for me in a 50' radius area or less.	--	1			
Helping Hand	3	3	For {$L} hours, a disembodied hand goes off to fetch help.	--	1			
Know Customs	3	3	I know the customs of the local area as believed by the target of this spell.	--	1			
Circle of Privacy	4	4	Chances for random encounters at our camp are reduced by 50% for {$L} hours.	--	1			
Tree Steed	4	4	I turn a large piece of wood into a steed I can ride.	--	1			
Clear Path	5	5	For {$L} hours, dense paths in front of me are cleared so I can move better.	--	1			
Easy March	5	5	{$L} people can force march twice their movement for {$L} days, though they suffer a -1 to attacks.	--	1			
Monster Mount	6	6	I compel a monster to be my mount for {$L} hours.	--	1			
Hovering Road	7	7	I cause a road to appear for me for {$L} turns.	--	1			
Endure Cold/Endure Heat	1	1	For {9*$L} turns, I'm immune to natural extremes of heat or cold. Though magical extremes cause this spell to fail.	--	1			
Protection from Evil - Priest	1	1	For {$L*3} rounds, I am protected from evil attacks and summoned creatures.	--	1			
Ring of Hands	1	1	For {2d10} rounds, between 2 and 10 priests create a circle of protection which acts like a protection from evil spell.	--	1			
Sanctuary	1	1	For {2+$L} rounds, people can't attack me unless they save vs spell.	--	1			
Resist Acid and Corrosion	2	2	For {$L} rounds, I am immune to normal acids and recieve a +3 to saves against more potent ones as well as halving the damage caused by them.	--	1			
Resist Fire/Resist Cold	2	2	I'm immune to normal hot or cold conditions for {$L} rounds. In addition, magical hot or cold conditions reduce their damage by half and I receive a +1 to saves.	--	1			
Withdraw	2	2	I withdraw from time for {2+$L} rounds, allowing me to think, cast detections or heal myself.	--	1			
Line of Protection	3	3	I create a field of energy that deals damage to those who pass through it. It may be stationary or anchored by 2 or more priests. In any case, it lasts {$L} rounds.	--	1			
Magical Vestment	3	3	My vestments grant me an AC of {5-(($L-5)/3)} for the next {$L} rounds.	--	1			
Negative Plane Protection	3	3	I am protected from negative energy for {$L} turns or until I'm actually struck by a negative attack, whichever comes first.	--	1			
Protection from Evil, 10' Radius - Priest	3	3	For {$L*3} rounds, both myself and everyone in a 10' radius are protected from evil attacks and summoned creatures.	--	1			
Remove Paralysis	3	3	{1d4} creatures in a 20' cube are cured of paralysis.	--	1			
Spell Immunity	4	4	For {$L} turns, the touched creature is immune to a specific spell.	--	1			
Anti-plant Shell	5	5	For {$L} turns, a 15' radius barrier stops intelligence plants from passing through.	--	1			
Impregnable Mind	5	5	I'm protected from magical attacks on the mind for {10+$L} rounds. This allows a save if none is normally allowed, and a +4 bonus if there are normally saves allowed.	--	1			
Anti-animal Shell	6	6	For {$L} turns, I have a 10' radius barrier which keeps out animals and things with animal parts.	--	1			
Antimineral Shell	7	7	For {$L} turns, animated minerals cannot enter a 10' radius area.	--	1			
Impervious Sanctity of Mind	7	7	For {$L} turns, I'm completely immune to mind affecting spells and effects.	--	1			
Analyze Balance	1	1	I detect how far from neutral alignment an area or person is.	--	1			
Detect Evil - Priest	1	1	For {10+($L*5)} rounds, I can detect evil in a 10'x360' path in front of me, though I must concentrate for a round to do it. If the evil is overwhelming, I have a {$L*10}% chance of knowing what kind of evil it is.	--	1			
Detect Poison	1	1	I hold up a sheet of vellum. If it is placed in front of poison within the next {10+$L} rounds, it will turn black. There is a {$L}% chance that I can detect the exact type of poison.	--	1			
Augury	2	2	I ask a question about a future task and recieve a reply with {70+$L}% certainty.	--	1			
Detect Charm	2	2	For 1 turn I can detect if one creature per round is under some sort of influence, be it charm or possession or whatnot. I also have a {5*$L}% chance of knowing what that influence is.	--	1			
Find Traps	2	2	For 3 turns I can detect traps in a 10'x90' path in front of me.	--	1			
Detect Spirits	3	3	For {1+$L} turns I can detect any spirits in a 10'x60' path in front of me.	--	1			
Extradimensional Detection	3	3	For {$L} rounds, I can detect any extradimensional spaces in a 10'x60' path in front of me.	--	1			
Locate Object - Priest	3	3	For 8 hours, I can detect the direction to an item of my choosing as long as it is within {60+($L*10)} yards.	--	1			
Speak with Dead	3	3	I may speak with the recently deceased and ask a few questions.	--	1			
Cure Light Wounds	1	1	You're healed {-1d8} points.	--	1			
Cure Moderate Wounds	2	2	You're healed {-1d10-1} points.	--	1			
Slow Poison	2	2	Poison doesn't take further effect for the next {$L} hours.	--	1			
Cure Blindness or Deafness	3	3	Blindness or deafness is cured!	--	1			
Cure Disease	3	3	Disease is cured.	--	1			
Hold Poison	3	3	Poison doesn't take further effect for the next {$L} days.	--	1			
Repair Injury	3	3	You're healed {-1d10-1} points.	--	1