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