Main / BelinosSpellDataList
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