Main / AclimSpellDataList
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