Main / SolonorThelandiraSpellList
Solonor Thelandira - Spell Data Files
Solonor Thelandira Spell Data List
This is the data list for KloOge for a priest of Solonor Thelandira in the Elven 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 {$L*4} rounds. -- 1 Reincarnate 7 7 The target corpse comes back to life as a {1d100[1-3="badger!";4-8="black bear!";9-12="brown bear!";13-16="wild boar!";17-19="centaur!";20-23="dryad!";24-28="eagle!";29-31="elf!";32-34="satyr!";35-36="fox!";37-40="gnome!";41-44="hawk!";45-58="human!";59-61="lynx!";62-64="owl!";65-68="pixie!";69-70="racoon!";71-75="stag!";76-80="wolf!";81-85="wolverine!";86-100="DM's choice!"]} -- 1 Create Water 1 1 I create {$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 {$L} hours or until I choose to release the spell. -- 1 Entangle 1 1 For 1 turn, a 40' cube of bushes and weeds entangles all in the area. -- 1 Locate Animals or Plants 1 1 For {$L} rounds I can detect a specific type of plant or animal in a 20' path in front of me up to {100+(20*$L)} yards distant. -- 1 Pass without Trace 1 1 For {$L} turns, I leave no tracks or scent. -- 1 Shillelagh 1 1 For {4+$L} rounds, my staff becomes a magical one. -- 1 Barkskin 2 2 For {$L+4} rounds, my skin is stiff as bark, providing an AC of {6-($L/4)}. -- 1 Detect Snares and Pits 2 2 for {$L*4} rounds, I can detect snares and pits in a 10'x40' path in front of me. -- 1 Goodberry 2 2 I turn {2d4} fresh berries into magical berries that keep me fed and heal 1 point of damage each. They stay good for {$L+1} days. -- 1 Trip 2 2 For {$L} turns, a long object up to 10' long trips anyone who crosses it. -- 1 Warp Wood 2 2 I bend wood out of shape. -- 1 Plant Growth - Priest 3 3 I either make plants grow out of control to restrict movement or cause crops to yield more fruit. -- 1 Slow Rot 3 3 Fruits, vegetables and grains remain ripe for {$L} weeks. -- 1 Snare 3 3 I create a magical snare which is 90% undetectable without magical aid. It sticks around until something gets caught. -- 1 Spike Growth 3 3 For {3d4+$L} turns the area is laden with hidden, wooden caltrops. -- 1 Tree 3 3 I turn into a tree for up to {6+$L} turns. -- 1 Hallucinatory Forest 4 4 I create a permanent, illusionary forest. -- 1 Hold Plant 4 4 Up to {1d4} plants or plantlike monsters are held for {$L} rounds unless they make a save vs spell. -- 1 Plant Door 4 4 I can either step into or pass through trees, making a path up to {$L*4} feet wide, {$L*8} feet high, and {$L} feet long. -- 1 Speak with Plants 4 4 I can talk to intelligent plants or ask nonintelligent ones to do things for me for {$L} rounds. -- 1 Sticks to Snakes 4 4 For {$L*2} rounds, {1d4+$L} sticks turn into snakes. -- 1 Anti-plant Shell 5 5 For {$L} turns, a 15' radius barrier stops intelligence plants from passing through. -- 1 Commune with Nature 5 5 I can learn some information about my surroundings. -- 1 Pass Plant 5 5 I step into one tree and pass to another within a few hundred yards. -- 1 Liveoak 6 6 For {$L} days, the target tree attacks whenever a specified trigger is met. -- 1 Transport Via Plants 6 6 I step into one tree and pass to another any distance away. -- 1 Turn Wood 6 6 For {$L} rounds, all wooden objects in a {$L*20}'x120' area are pushed back 40' a round. -- 1 Wall of Thorns 6 6 For {$L} turns, {$L} 10' cubes of tough, thorny brush spring into existence. -- 1 Changestaff 7 7 I turn a specially prepared staff into a treant. -- 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 {$L} rounds. -- 1 Rainbow 5 5 I can either make a rainbow bridge or a rainbow bow. -- 1 Sol's Searing Orb 6 6 I turn a topaz into an exploding ball of light which I can throw for {6d6} points of damage, {12d6} if the target is undead. In addition the target is blinded for {1d6} rounds, or {2d6} if the target is undead. The damage is halved and blindess is negated if a save is made. -- 1 Sunray 7 7 I create a bright light much like sunlight which blinds those near me and undead suffer {8d6} points of damage. I can send out a wave a round for {1d4+1} rounds. -- 1 Faerie Fire 1 1 I outline several creatures in magical light for {$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 {$L/3} levels. -- 1 Rainbow 5 5 I can either make a rainbow bridge or a rainbow bow. -- 1 Weather Summoning 6 6 I summon forth an extreme change in the weather which arrives in {1d12+4} turns. -- 1 Control Weather - Priest 7 7 I control the weather for {4d12} hours. -- 1 Dispel Fatigue 1 1 The target is no longer fatigued. -- 1 Invisibility to Undead 1 1 For 6 rounds, undead cannot see me, though those of 4 hd or more do get a save. -- 1 Aid 2 2 For {$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 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