Main / FlandalSteelskinSpellDataList
Flandal Steelskin - Spell Data Files
Flandal Steelskin Spell Data List
This is the data list for KloOge for a priest of Flandal Steelskin in the Gnomish 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 Create Holy Symbol 2 2 I conjure forth an appropriate holy symbol to my faith. -- 1 Continual Light - Priest 3 3 A permanent, 60' radius globe of light is created. -- 1 Create Food and Water 3 3 I create {$L} cubic feet of food and water. -- 1 Blessed Abundance 5 5 I duplicate {$L} cubic feet of animal and vegetable matter. -- 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 {$L*3} rounds. -- 1 Heroes' Feast 6 6 I create a feast for {$L}. Those who partake of it are healed {1d4+4} points of damage, are immune to poison, cured of disease, immune to fear. In addition they recieve the benefits of a bless spell. These effects last 12 hours. -- 1 The Great Circle 6 6 Several priests chant together for an hour. When they finish, a halo of light bursts through the area, destroying undead along the way. -- 1 Strength of Stone 1 1 For as long as the target touches stone, or {3+$L} rounds, whichever comes first, the target's strength is increased by {1d4} points. -- 1 Soften Earth and Stone 2 2 {$L} 10' squares of earth or stone become softened. -- 1 Meld into Stone 3 3 For {8+1d8} rounds I am one with the stone. -- 1 Stone Shape - Priest 3 3 I permanently shape {9+$L} cubic feet of stone. -- 1 Adamantite Mace 4 4 A cudgel, mace or staff is enchanted for {$L} 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 {$L} 20' cubes of earth turn to mud. -- 1 Stone Tell 6 6 I speak to stone and ask it what has touched it as well as what is covered, concealed or behind it. -- 1 Animate Rock 7 7 I animate a boulder of up to {$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 Conjure Earth Elemental 7 7 For {$L} turns, I conjure forth a {1d100[1-60="12 HD earth elemental.";61-95="16 HD earth elemental.";96-100="21-24 HD earth elemental."]} -- 1 Earthquake 7 7 A {$L} ft diameter area is rocked by a powerful earthquake. -- 1 Transmute Metal to Wood 7 7 I permanently transmute metal to wood. -- 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 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 {$L} rounds. -- 1 Flame Walk 3 3 I can allow {$L-5} other creatures as well as myself the ability to walk through natural fire unharmed for {1+$L} rounds. Magical fire is reduced to half and saves are made at +2. -- 1 Protection from Fire 3 3 Protection from fire is conferred for up to {$L} turns. If I cast it on myself, it lasts until then or until it absorbs {12*$L} points of fire damage. If cast on another it reduces fire damage by half and provides a +4 bonus to saves vs fire attacks. In either case, the target is completely immune to natural fire. -- 1 Pyrotechnics - Priest 4 4 I cause a fire to shoot blinding fireworks or thick black smoke. -- 1 Produce Fire 4 4 A 12' square of flame erupts from the ground, dealing {1d4+$L} points of damage and lighting any combustables on fire. -- 1 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 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 {$L} turns. -- 1 Chariot of Sustarre 7 7 I conjure forth a flying, flaming chariot for up to 12 hours. -- 1 Fire Storm 7 7 {$L*2} 10' cubes of area are destroyed by a rain of fire. -- 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 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 {$L} turns, I'm completely immune to mind affecting spells and effects. -- 1 Analyze Balance 1 1 I detect how far from neutral alignment an area or person is. -- 1 Detect Evil - Priest 1 1 For {10+($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