Main / PartikTheRavenSpellDataList
Partik the Raven - Spell Data Files
Partik the Raven Spell Data List
This is the data list for KloOge for a priest of Partik the Raven in the Shardik 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 {$L*2} rounds I can speak with monsters. -- 1 Gate - Priest 7 7 I'm aged by 5 years but I create a gate which allows an extraplanar being of great power to appear. -- 1 Animal Friendship 1 1 I convince an animal that I want to be friends. -- 1 Calm Animals 1 1 {2d4+$L} hit dice worth of animals are calmed for {10+$L} rounds. -- 1 Invisibility to Animals 1 1 Up to {$L} target creatures are invisible to animals for {10+$L} rounds or until they attack. -- 1 Locate Animals or Plants 1 1 For {$L} rounds I can detect a specific type of plant or animal in a 20' path in front of me up to {100+(20*$L)} yards distant. -- 1 Charm Person or Mammal 2 2 A mammal who fails a save is charmed for a duration based on intelligence. -- 1 Messenger 2 2 I tie a message to a bird who delivers it for me. -- 1 Snake Charm 2 2 I hypnotise snakes for a duration based on how pissed off they are. -- 1 Speak with Animals 2 2 I can speak with animals for {2*$L} rounds. -- 1 Control Animal 3 3 I force an animal to do my bidding for {$L} rounds. -- 1 Hold Animal 3 3 1-4 animals who fail their saves are frozen for {$L*2} rounds. -- 1 Summon Insects 3 3 For {$L} rounds a swarm of {1d100[1-30="crawling insects";31-100="flying insects"]} attacks the victim. -- 1 Animal Summoning I 4 4 Up to 8 animals of 4 hit dice or less within a 1 mile radius come to my aid. -- 1 Call Woodland Beings 4 4 I call to local woodland beings to aid me. -- 1 Giant Insect 4 4 I permanently increase the size of insects to giant variety. -- 1 Repel Insects 4 4 Normal insects as well as giant ones of {$L/3} hit dice or less are repelled from approaching me for {$L} turns. -- 1 Animal Growth - Priest 5 5 Up to 8 animals double in size for {$L*2} rounds. -- 1 Animal Summoning II 5 5 Up to six animals of 8 HD or less or 12 animals of 4 HD or less come to my aid. -- 1 Commune with Nature 5 5 I can learn some information about my surroundings. -- 1 Insect Plague 5 5 A thick cloud of insects go forth and attack for {$L*2} rounds. -- 1 Animal Summoning III 6 6 Up to 4 animals of 16 HD or less, 8 animals of 8 HD or less or 16 animals of 4 HD or less come to my aid. -- 1 Anti-animal Shell 6 6 For {$L} turns, I have a 10' radius barrier which keeps out animals and things with animal parts. -- 1 Creeping Doom 7 7 A massive cloud of {(1d6+4)*100} insects moves forth and bites everything in its way for {$L*4} rounds. -- 1 Reincarnate 7 7 The target corpse comes back to life as a {1d100[1-3="badger!";4-8="black bear!";9-12="brown bear!";13-16="wild boar!";17-19="centaur!";20-23="dryad!";24-28="eagle!";29-31="elf!";32-34="satyr!";35-36="fox!";37-40="gnome!";41-44="hawk!";45-58="human!";59-61="lynx!";62-64="owl!";65-68="pixie!";69-70="racoon!";71-75="stag!";76-80="wolf!";81-85="wolverine!";86-100="DM's choice!"]} -- 1 Astral Celerity 1 1 For {$L} hours, my movement rate on the ethereal or astral planes is increased. -- 1 Speak with Astral Traveler 1 1 For {$L} rounds, I can touch the body of someone who has left their body for the astral plane and speak with them. -- 1 Astral Awareness 2 2 For {$L} hours I am more aware of color pools on the astral plane. -- 1 Ethereal Barrier 2 2 I ward off an area from ethereal travel for {$L} turns. -- 1 Astral Window 3 3 I open a window into the astral plane which allows me to see a specific person or object there. -- 1 Etherealness - Priest 3 3 I enter the border ethereal plane for {10+$L} rounds. -- 1 Join with Astral Traveler 4 4 I travel along an astral traveller's silver cord and join them on the astral plane. -- 1 Plane Shift 5 5 I shift to a specific plane as keyed by the forked rods I cast this spell with. -- 1 Astral Spell - Priest 7 7 I leave my body and travel to the astral plane. -- 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 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 {$L} turns. -- 1 Windborne 4 4 I summon a column of air which allows me to fly or glide. -- 1 Air Walk 5 5 For {6+$L} turns, I can walk on air. -- 1 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 Whirlwind 6 6 I create a powerful cyclone which sticks around for {$L} rounds. -- 1 Conjure Air Elemental 7 7 For {$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 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 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 Emotion Read 1 1 I read the target's emotional state unless they save vs spell. -- 1 Thought Capture 1 1 I capture a freestanding though object and examine it. -- 1 Idea 2 2 I remember a single important fact. -- 1 Mind Read 2 2 For {$L} rounds I probe into a target's thoughts. -- 1 Emotion Control 3 3 For {$L} rounds either I am immune to attempts at scanning my emotions or someone else gains a bonus to saves against such spells. -- 1 Memory Read 3 3 I read the memories of a target. -- 1 Telepathy 3 3 For {10+($L*2)} rounds I can establish 2 way communication with a single subject. -- 1 Genius 4 4 I can learn a fact about the current situation. -- 1 Mental Domination 4 4 For {$L*3} rounds I completely control the actions of the target if it fails a save. -- 1 Modify Memory 4 4 I can erase, change or intensify any one memory of a target. -- 1 Rapport 4 4 For {10+$L} rounds the target and I can communicate telepathically and share emotions, sensations and memories. -- 1 Solipsism 4 4 I create an illusion which is real if people believe in it. I automatically believe in it. The illusion lasts as long as I concentrate. -- 1 Thought Broadcast 4 4 For {10+($L*3)} rounds, the target's thoughts are broadcast to everyone in the area, unless he makes a save vs spell. -- 1 Impregnable Mind 5 5 I'm protected from magical attacks on the mind for {10+$L} rounds. This allows a save if none is normally allowed, and a +4 bonus if there are normally saves allowed. -- 1 Memory Wrack 5 5 I disconnect the target's short term and long term memory for {$L*2} rounds unless he makes a save. -- 1 Mindshatter 5 5 The target is infected with one of five different types of insanity unless he makes a save. -- 1 Thoughtwave 5 5 Either I or several priests send a burst of thought to someone, giving a message, my general state of being as well as a rough indication of where I am. -- 1 Disbelief 6 6 I disbelieve that certain creatures or objects exist for {$L} rounds. -- 1 Group Mind 6 6 I can silently communicate with several targets for {10+$L} rounds. -- 1 Impervious Sanctity of Mind 7 7 For {$L} turns, I'm completely immune to mind affecting spells and effects. -- 1 Mind Tracker 7 7 I summon an ethereal creature which follows and reports on a target in my sight for as long as I remain conscious or until I dismiss it. -- 1 Courage 1 1 The target unit does not need to make morale checks. -- 1 Morale 1 1 Target unit's morale is raised or lowered. -- 1 Emotion Perception 2 2 I learn the morale rating of up to {$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 Faerie Fire 1 1 I outline several creatures in magical light for {$L*4} rounds. -- 1 Obscurement 1 1 A {$L*10} ft square of fog obscures the area for {$L*4} rounds. -- 1 Call Lightning 3 3 I can call down a bolt of lightning which deals {2d8+($L)d8} points of damage. I can summon forth a bolt a turn for the next {$L} turns. -- 1 Weather Prediction 3 3 I can predict the weather for the next {$L} days. -- 1 Control Temperature, 10' Radius 4 4 The temperature around the caster is raised or lowered by up to {$L*10} degrees F for the next {$L+4} turns. -- 1 Protection from Lightning 4 4 Someone else or I am protect from electrical attacks. -- 1 Weather Stasis 4 4 Current weather conditions stay the same for {$L} hours. -- 1 Control Winds 5 5 For {$L} turns, I can control the wind in a {40*$L} ft radius, adjusting the wind by {$L/3} levels. -- 1 Rainbow 5 5 I can either make a rainbow bridge or a rainbow bow. -- 1 Weather Summoning 6 6 I summon forth an extreme change in the weather which arrives in {1d12+4} turns. -- 1 Control Weather - Priest 7 7 I control the weather for {4d12} hours. -- 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+$L} rounds. -- 1 Command 1 1 I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves. -- 1 Magical Stone 1 1 3 stones become +1 rocks. -- 1 Aid 2 2 For {$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 Analyze Balance 1 1 I detect how far from neutral alignment an area or person is. -- 1 Calculate 1 1 I have a {70+($L*2)}% chance of estimating the chances of a particular action. -- 1 Personal Reading 1 1 Using someone's name and birthplace, I can guess at some of that person's history. -- 1 Moment 2 2 For the next {$L} rounds, I can tell others when the right moment to attack will be. -- 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 Etherealness - Priest 3 3 I enter the border ethereal plane for {10+$L} rounds. -- 1 Extradimensional Detection 3 3 For {$L} rounds, I can detect any extradimensional spaces in a 10'x60' path in front of me. -- 1 Moment Reading 3 3 I learn the tone of the current situation. -- 1 Telethaumaturgy 3 3 Using a creatures name, I am able to increase the range of a few specific spells when casting at that creature. -- 1 Call Upon Faith 1 1 The priest recieves a +3 or +15% to any one check. -- 1 Draw Upon Holy Might 2 2 For {$L} rounds, either my Strength, Constitution, Dexterity or Charisma is raised by {$L\3} points. -- 1 Dust Devil 2 2 I conjure forth a dust devil for {$L*2} rounds. -- 1 Messenger 2 2 I tie a message to a bird who delivers it for me. -- 1 Summon Animal Spirit 3 3 I summon forth a minor animal spirit which does as I ask for {$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 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 Anti-vermin Barrier 1 1 For {$L} hours, vermin are repelled from an area consisting of a {$L} ft cube. -- 1 Weighty Chest 1 1 For {$L} days, an item is enchanted so as to grow {1d4+1} times the weight of someone trying to lift it. -- 1 Ethereal Barrier 2 2 I ward off an area from ethereal travel for {$L} turns. -- 1 Frisky Chest 2 2 Target item permanently flees from anyone trying to grab it. -- 1 Zone of Truth 2 2 for {$L} rounds, people can't lie in a {5*$L} ft square. -- 1 Efficacious Monster Ward 3 3 Creatures of 2 HD or less are prevented from entering an area of a {$L*10} ft cube for {$L} rounds. -- 1 Invisibility Purge 3 3 Invisibility in a 10' square is impossible for {$L} turns. -- 1 Squeaking Floors 3 3 For {$L} hours, the floor squeaks loudly when someone steps on it. -- 1 Thief's Lament 3 3 For {$L} hours, thief skills in the area are reduced by 25% -- 1 Zone of Sweet Air 3 3 Gases are kept out of a {$L*10} ft cube for {$L} turns. -- 1