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Belinos - Spell Data Files

Belinos Spell Data List

This is the data list for KloOge for a priest of Belinos 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 {$L*2} rounds I can speak with monsters.	--	1		
Gate - Priest	7	7	I'm aged by 5 years but I create a gate which allows an extraplanar being of great power to appear.	--	1		
Light - Priest	1	1	I create a 20' radius globe of light which lights the way for {6+$L} turns.	--	1			
Sunscorch	1	1	A beam of light shines from the sky onto a target dealing {1d6+$L} points of damage, {1d6+($L*2)} if the target is undead. In either case the target is blinded for {1d4} rounds.	--	1			
Continual Light - Priest	3	3	A permanent, 60' radius globe of light is created.	--	1			
Starshine	3	3	I make an illusion of starlight in the sky which lasts {$L} turns	--	1			
Blessed Warmth	4	4	A shaft of light beams down, granting immunity to cold.	--	1			
Moonbeam	5	5	I shine forth a bright beam of moonlight for {$L} rounds.	--	1			
Rainbow	5	5	I can either make a rainbow bridge or a rainbow bow.	--	1			
Sol's Searing Orb	6	6	I turn a topaz into an exploding ball of light which I can throw for {6d6} points of damage, {12d6} if the target is undead. In addition the target is blinded for {1d6} rounds, or {2d6} if the target is undead. The damage is halved and blindess is negated if a save is made.	--	1			
Sunray	7	7	I create a bright light much like sunlight which blinds those near me and undead suffer {8d6} points of damage. I can send out a wave a round for {1d4+1} rounds.	--	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 {$L} rounds, all allies within a 30' radius are affected as per an aid spell. If they are of the same faith, they gain extra bonuses.	--	1		
Spiritual Wrath	6	6	Several priests cooperate to create a huge blast of energy.	--	1		
Word of Recall	6	6	I can return to a sanctuary.	--	1		
Holy Word	7	7	I say a powerful word that does bad things to evil creatures.	--	1		
Analyze Balance	1	1	I detect how far from neutral alignment an area or person is.	--	1			
Detect Evil - Priest	1	1	For {10+($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			
Detect Lie	4	4	For the next {$L} rounds, I know any falsehoods of which you speak. Though I do receive a save vs spell, adjusted by the caster's Wisdom.	--	1			
Divination	4	4	I divine information about a future task or goal with {60+$L}% chance of success.	--	1			
Omniscient Eye	4	4	For the next {10+$L} rounds, I can see through any normal or magical darkness, mist or fog out to 60 feet and have a chance of seeing through illusions and invisibility as well.	--	1			
Consequence	5	5	I can see how a single event fits into the grand scheme of things.	--	1			
Magic Font	5	5	I turn a holy font into a scrying device, much like a crystal ball.	--	1			
Find the Path	6	6	For the next {$L} turns, I can detect the direction into or out of a specific locale.	--	1			
Stone Tell	6	6	I speak to stone and ask it what has touched it as well as what is covered, concealed or behind it.	--	1			
Divine Inspiration	7	7	I ask the gods for a clue as to what to do next.	--	1			
Create Water	1	1	I create {$L*4} gallons of water.	--	1			
Firelight	1	1	A fire burns cooler and brighter with no smoke for {4+($L\2)} hours.	--	1			
Log of Everburning	1	1	Burning wood remains burning for {$L} hours.	--	1			
Strength of Stone	1	1	For as long as the target touches stone, or {3+$L} rounds, whichever comes first, the target's strength is increased by {1d4} points.	--	1			
Wind Column	1	1	I summon forth a column of air which slows my decent for {$L*2} rounds.	--	1			
Dust Devil	2	2	I conjure forth a dust devil for {$L*2} rounds.	--	1			
Fire Trap - Priest	2	2	I ward a closeable object. Anyone who opens it takes {1d4+$L} points of damage!	--	1			
Flame Blade	2	2	I conjure forth a blade of flame which lasts {4+($L/2)} rounds!	--	1			
Heat Metal	2	2	Target metal object heats up and burns whoever touches it.	--	1			
Produce Flame	2	2	I conjure forth balls of flame which I can throw one at a time for the next {$L} rounds.	--	1			
Soften Earth and Stone	2	2	{$L} 10' squares of earth or stone become softened.	--	1			
Watery Fist	2	2	A psuedopod of water rises from a body of water and smashes things for {$L} rounds.	--	1			
Flame Walk	3	3	I can allow {$L-5} other creatures as well as myself the ability to walk through natural fire unharmed for {1+$L} rounds. Magical fire is reduced to half and saves are made at +2.	--	1			
Meld into Stone	3	3	For {8+1d8} rounds I am one with the stone.	--	1			
Protection from Fire	3	3	Protection from fire is conferred for up to {$L} turns. If I cast it on myself, it lasts until then or until it absorbs {12*$L} points of fire damage. If cast on another it reduces fire damage by half and provides a +4 bonus to saves vs fire attacks. In either case, the target is completely immune to natural fire.	--	1			
Stone Shape - Priest	3	3	I permanently shape {9+$L} cubic feet of stone.	--	1			
Water Breathing	3	3	I can breathe for {$L} hours and can divide that time among as many other recipients as I wish to a minimum of 30 minutes per recipient.	--	1			
Water Walk	3	3	I can allow {$L-5} other creatures as well as myself to be able to walk on water for {$L+1} turns.	--	1			
Wind Servant	3	3	I conjure forth a wind servant for {$L} rounds.	--	1			
Zone of Sweet Air	3	3	Gas can't enter an area of up to {$L} 10' cubes for the next {$L} turns.	--	1			
Adamantite Mace	4	4	A cudgel, mace or staff is enchanted for {$L} rounds.	--	1			
Lower Water - Priest	4	4	For {$L} turns, a {$L*10} foot square of water is lowered up to {$L*2} feet.	--	1			
Produce Fire	4	4	A 12' square of flame erupts from the ground, dealing {1d4+$L} points of damage and lighting any combustables on fire.	--	1			
Pyrotechnics - Priest	4	4	I cause a fire to shoot blinding fireworks or thick black smoke.	--	1			
Reflecting Pool	4	4	I turn a natural body of water into a scrying device for {$L*2} rounds.	--	1			
Windborne	4	4	I summon a column of air which allows me to fly or glide.	--	1			
Air Walk	5	5	For {6+$L} turns, I can walk on air.	--	1			
Animate Flame	5	5	For {$L} rounds, I animate a flame of up to {$L} feet in diameter and order it to attack things.	--	1			
Cloud of Purification	5	5	For {$L} rounds, a 20' cube of gas turns all garbage, filth and vermin into pure water.	--	1			
Control Winds	5	5	For {$L} turns, I can control the wind in a {40*$L} ft radius, adjusting the wind by {$L/3} levels.	--	1			
Produce Ice	5	5	A {$L} ft cube turns into ice, dealing {2d4+$L} points of damage to those caught in the area. The ice persists for {$L*2} rounds.	--	1			
Spike Stones	5	5	For {3d4+$L} turns, stony spikes erupt from the earth in {$L} 10' squares. 	--	1			
Transmute Rock to Mud - Priest	5	5	{$L} 20' cubes of earth turn to mud.	--	1			
Wall of Fire - Priest	5	5	A wall of flame is conjured forth for as long as I concentrate or {$L} rounds if I choose not to concentrate.	--	1			
Conjure Fire Elemental	6	6	For {$L} turns, I am aided by {1d100[1-65="a 12 HD fire elemental.";66-85="a 16 HD fire elemental.";86-95="2-4 fire salamanders.";96-98="an efreeti";99-100="a 21-24 HD fire elemental."]}	--	1			
Fire Seeds	6	6	I create some exploding acorns or holly berries which lose their magic after {$L} turns.	--	1			
Part Water - Priest	6	6	For {$L} turns, I create a trough or tunnel through the water which is {$L} feet deep, {$L*30} yards wide and {$L*20} yards long.	--	1			
Stone Tell	6	6	I speak to stone and ask it what has touched it as well as what is covered, concealed or behind it.	--	1			
Transmute Water to Dust	6	6	I turn {$L} cubic yards of water into dust.	--	1			
Whirlwind	6	6	I create a powerful cyclone which sticks around for {$L} rounds.	--	1			
Animate Rock	7	7	I animate a boulder of up to {$L*2} cubic feet in size for {$L} rounds.	--	1			
Antimineral Shell	7	7	For {$L} turns, animated minerals cannot enter a 10' radius area.	--	1			
Chariot of Sustarre	7	7	I conjure forth a flying, flaming chariot for up to 12 hours.	--	1			
Conjure Air Elemental	7	7	For {$L} turns, I conjure forth a {1d100[1-60="12 HD air elemental.";61-95="16 HD air elemental.";96-100="21-24 HD air elemental."]}	--	1			
Conjure Earth Elemental	7	7	For {$L} turns, I conjure forth a {1d100[1-60="12 HD earth elemental.";61-95="16 HD earth elemental.";96-100="21-24 HD earth elemental."]}	--	1			
Conjure Water Elemental	7	7	For {$L} turns, I conjure forth a {1d100[1-60="12 HD water elemental.";61-95="16 HD water elemental.";96-100="21-24 HD water elemental."]}	--	1			
Earthquake	7	7	A {$L} ft diameter area is rocked by a powerful earthquake.	--	1			
Fire Storm	7	7	{$L*2} 10' cubes of area are destroyed by a rain of fire.	--	1			
Transmute Metal to Wood	7	7	I permanently transmute metal to wood.	--	1			
Tsunami	7	7	A {$L*2} ft high and {$L*10} ft long wave rises from the water.	--	1			
Wind Walk	7	7	I and up to {$L\8} other targets turn to mist and are able to move as fast as a movement rate of 60 or as slow as 6. We stay this way for {$L} hours or until I choose to release the spell.	--	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			
Cure Serious Wounds	4	4	You're healed {-2d8-1} points.	--	1			
Fortify - Healing	4	4	The next healing spell cast does maximum healing.	--	1			
Neutralize Poison	4	4	Poison is neutralized.	--	1			
Cure Critical Wounds	5	5	You're healed {-3d8-3} points.	--	1			
Heal	6	6	Disease, blindness, damage, and mental disorders are cured.	--	1			
Regenerate	7	7	A lost limb is regenerated.	--	1			
Dispel Fatigue	1	1	The target is no longer fatigued.	--	1			
Invisibility to Undead	1	1	For 6 rounds, undead cannot see me, though those of 4 hd or more do get a save.	--	1			
Aid	2	2	For {$L+1} rounds, I gain {1d8} hitpoints and +1 to saves and attack rolls.	--	1			
Restore Strength	2	2	Lost strength is restored.	--	1			
Animate Dead - Priest	3	3	Skeletons or zombies are created from corpses.	--	1			
Feign Death - Priest	3	3	I appear dead for {10+$L} rounds.	--	1			
Negative Plane Protection	3	3	I am protected from negative energy for {$L} turns or until I'm actually struck by a negative attack, whichever comes first.	--	1			
Remove Paralysis	3	3	{1d4} creatures in a 20' cube are cured of paralysis.	--	1			
Speak with Dead	3	3	I may speak with the recently deceased and ask a few questions.	--	1			
Suspended Animation	4	4	A willing target is placed in suspended animation.	--	1			
Unfailing Endurance	4	4	I'm highly resistant to fatigue for the next {$L} days. 	--	1			
Raise Dead	5	5	A corpse is brought back to life. If reverse, the target must save vs spell or die. Success still indicates {2d8+1} points of damage.	--	1			
Restoration	7	7	A lost energy level is restored, however, both the caster and the recipient are aged 2 years.	--	1			
Resurrection	7	7	I bring a corpse back to life and age 3 years.	--	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			
Protection from Chaos	1	1	Like protection from evil, I am protected from chaos for {$L*3} rounds.	--	1			
Calm Chaos	2	2	Up to {($L)d6} creatures in a chaotic situation calm down for a bit.	--	1			
Enthrall	2	2	I enthral those in a 90' radius with my talking.	--	1			
Hold Person - Priest	2	2	Up to 4 target humanoids are held immobile for {$L*2} rounds unless they make a save vs spell.	--	1			
Dictate	3	3	Up to 6 creatures follow a single command for {$L} rounds.	--	1			
Rigid Thinking	3	3	Target creature continues his current action for {$L} rounds.	--	1			
Strength of One	3	3	Up to {($L/2)+1} creatures of lawful alignment can take the strength bonus of one of the creatures in the group. for {2d6} rounds.	--	1			
Compulsive Order	4	4	Target who fails a save permanently has OCD.	--	1			
Defensive Harmony	4	4	For {1+2d4} rounds, up to {$L/2} creatures gain a bonus to their AC due to working together. The bonus is +1 per creature affected beyond the first, to a max of +5.	--	1			
Champion's Strength	5	5	One person is designated as a champion among a group of {$L\2}. For as long as the rest of the group concentrates on that champion, he receives the combined strength bonuses of everyone in the group.	--	1			
Impeding Permission	5	5	For {$L} turns, the victim of this spell must ask the caster permission to do anything unless he succeeds in a save vs spell.	--	1			
Legal Thoughts	6	6	If the victim fails a save, he permanently is unable to break a specified law.	--	1			
Endure Cold/Endure Heat	1	1	For {9*$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 vestiments 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