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Cahus - Spell Data Files

Cahus Spell Data List

This is the data list for KloOge for a priest of Cahus 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 {$L*2} rounds I can speak with monsters.	--	1		
Gate - Priest	7	7	I'm aged by 5 years but I create a gate which allows an extraplanar being of great power to appear.	--	1
Command	1	1	I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves.	--	1		
Magical Stone	1	1	3 stones become +1 rocks.	--	1		
Aid	2	2	For {$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		
Blessed Watchfulness	1	1	For the next {4+$L} hours, the target is wide awake and vigilant.	--	1			
Light - Priest	1	1	I create a 20' radius globe of light which lights the way for {6+$L} turns.	--	1			
Sacred Guardian	1	1	For the next {$L} days, I know if the target of this spell is in danger.	--	1			
Iron Vigil	2	2	For {7+$L} days, the target has no need for food or drink and can easily withstand harsh climes. Sleep can be replaced with meditation.	--	1			
Silence, 15' Radius	2	2	For {$L*2} rounds, no sound can enter the 15' radius area.	--	1			
Wyvern Watch	2	2	A wyvern like haze guards a 10' radius area for up to 8 hours. If an intruder enters the area, it attacks. The intruder must save vs spell or be paralyzed for {$L} rounds or until the caster releases him.	--	1			
Continual Light - Priest	3	3	A permanent, 60' radius globe of light is created.	--	1			
Glyph of Warding	3	3	I create a glyph on an area which explodes when someone touches it. Individual glyphs may vary.	--	1			
Abjure	4	4	I send a {1d20-11+$L} HD creature back to it's home plane.	--	1			
Dimensional Anchor	4	4	For the next {$L+10} rounds, the target creature is unable to use any forms of extradimensional travel.	--	1			
Dispel Evil	5	5	I send back evil creatures to their home plane if I touch them.	--	1			
Unceasing Vigilance of the Holy Sentinel	5	5	I create a 5' radius sphere which sticks around for {$L} hours and allows those within it to be better at guarding an area.	--	1			
Blade Barrier	6	6	I create an immobile barrier of blades between 5 and 60 square feet in area. Anyone who is caught in it takes {8d8} points of damage. The barrier stays up for {$L*3} rounds.	--	1			
Forbiddance	6	6	No one can enter the area unless they meet my criteria.	--	1			
Symbol - Priest	7	7	I create a symbol which discharges later to some effect.	--	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			
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 {$L} turns, I'm completely immune to mind affecting spells and effects.	--	1			
Courage	1	1	The target unit does not need to make morale checks.	--	1			
Morale	1	1	Target unit's morale is raised or lowered.	--	1			
Emotion Perception	2	2	I learn the morale rating of up to {$L/5} target units.	--	1			
Rally	2	2	Target unit makes a rally check.	--	1			
Adaptation	3	3	Target unit fights as though they have a different favored terrain.	--	1			
Caltrops	3	3	I summon forth caltrops for {$L} turns.	--	1			
Fortify - War	3	3	I create a fortification equal in size to a {($L/2)*10} ft cube.	--	1			
Entrench	4	4	I create a fortification equal in size to a {($L/2)*10} ft cube.	--	1			
Leadership	4	4	I'm now better at leading troops.	--	1			
Tanglefoot	4	4	I double the movement cost of a type of terrain for {$L*2} turns	--	1			
Disguise - Priest	5	5	For {$L/3} turns, the target unit is disguised to look like another.	--	1			
Illusory Artillery	5	5	I make illusionary artillery fire which causes the target to make morale checks.	--	1			
Gravity Variation	6	6	I can cause or negate the effect of slopes for {$L/3} turns.	--	1			
Illusory Fortification	7	7	I create a large illusionary wall.	--	1			
Shadow Engines	7	7	I create illusionary siege weapons which deal half damage of real ones.	--	1			
Battlefate	1	1	For {$L*2} rounds, the target gets a {($L+2)/3} bonus to a randomly determined thing.	--	1		
Mistaken Missive	1	1	Over the course of 6 days, the writing on a piece of paper shifts to change meaning.	--	1		
Chaos Ward	2	2	For {$L*2} rounds, the target's AC gains a +1 bonus vs melee and a +2 bonus vs ranged attacks as well as a +2 bonus to saves vs spells. In addition there is a chance that spells and missiles are deflected.	--	1		
Dissension's Feast	2	2	Everyone who eats a meal upon which this spell is cast starts arguing with each other for {5+($L*2)} turns.	--	1		
Miscast Magic	3	3	A wizard who fails his save casts a random spell of the same level or lower as the next spell he casts.	--	1		
Random Causality	3	3	Weapon is enchanted to deal damage to one of the weilder's allies instead of who he attacks for {3+$L} rounds.	--	1
Command	1	1	I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves.	--	1		
Remove Fear	1	1	I allow {($L+3}/4} target creatures to geta new save vs fear effects.	--	1		
Sanctuary	1	1	For {2+$L} rounds, people can't attack me unless they save vs spell.	--	1		
Enthrall	2	2	I enthral those in a 90' radius with my talking.	--	1		
Hold Person - Priest	2	2	Up to 4 target humanoids are held immobile for {$L*2} rounds unless they make a save vs spell.	--	1		
Music of the Spheres	2	2	Up to {$L/3} creatures within a 20' diameter circle cannot harm me and are vulnerable to a suggestion for the next {10+$L} rounds.	--	1		
Snake Charm	2	2	I hypnotise snakes for a duration based on how pissed off they are.	--	1		
Dictate	3	3	Up to 6 creatures follow a single command for {$L} rounds.	--	1		
Emotion Control	3	3	I alter emotions for {$L} rounds.	--	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 {$L} turns or until I'm actually struck by a negative attack, whichever comes first.	--	1			
Remove Paralysis	3	3	{1d4} creatures in a 20' cube are cured of paralysis.	--	1			
Speak with Dead	3	3	I may speak with the recently deceased and ask a few questions.	--	1			
Know Direction	1	1	I know which way is north.	--	1			
Aura of Comfort	2	2	I'm protected from harsh weather for {$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