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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