Main / VenerySpellList
Venery Spell List
# 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 {$L*2} rounds I can speak with monsters. -- 1 Gate - Priest 7 7 I'm aged by 5 years but I create a gate which allows an extraplanar being of great power to appear. -- 1 Astral Celerity 1 1 For {$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 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+$L} rounds. -- 1 Chaotic Combat 4 4 For {$L*2} rounds a warrior randomly gains a +2 bonus to attack and AC or a -2 penalty to the same. -- 1 Chaotic Sleep 4 4 Until this spell is removed, the target has a 50/50 chance of either being unable to sleep or stay away for every 12 hour period. -- 1 Inverted Ethics 4 4 I reverse the ethics of up to {$L} different creatures in a 20' radius for 1 turn. -- 1 Chaotic Commands 5 5 Target is immune to magical commands for {$L} turns and those who cast such spells on them must save vs spell or have the spell reflected on them. -- 1 Entropy Shield 6 6 A shield of energy surrounds me for {$L} rounds which deflects attacks and spells. -- 1 Uncontrolled Weather 7 7 I conjure forth random weather. -- 1 Blessed Watchfulness 1 1 For the next {4+$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 {$L*3} rounds. -- 1 Forbiddance 6 6 No one can enter the area unless they meet my criteria. -- 1 Symbol - Priest 7 7 I create a symbol which discharges later to some effect. -- Analyze Balance 1 1 I detect how far from neutral alignment an area or person is. -- 1 Calculate 1 1 I have a {70+($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 {$L} rounds, I can detect any extradimensional spaces in a 10'x60' path in front of me. -- 1 Moment Reading 3 3 I learn the tone of the current situation. -- 1 Telethaumaturgy 3 3 Using a creatures name, I am able to increase the range of a few specific spells when casting at that creature. -- 1 Addition 4 4 I alter the algorithm of reality to bring an item into existence temporarily. -- 1 Dimensional Folding 4 4 I create a portal of up to 10' in diameter which I can pass through to anywhere I wish. There is however a chance of aging when I step through. -- 1 Probability Control 4 4 I modify the next die roll of the target by {15+(($L/5)*5)}% or {3+($L/5)}. -- 1 Consequence 5 5 I can see how a single event fits into the grand scheme of things. -- 1 Dimensional Translocation 5 5 Undead that exist in two planes are forced into one of the two of my choosing for {$L} rounds. -- 1 Extradimensional Manipulation 5 5 I can increase or reduce the area of an extradimensional space for {2d12+($L*4)} rounds. -- 1 Extradimensional Pocket 5 5 I create a temporary bag of holding which lasts {1d12+($L*20)} rounds. -- 1 Physical Mirror 6 6 Missiles directed through a 20' diameter disk are turned around and returned to the attacker for the next {1d4+8} rounds. -- 1 Seclusion 6 6 I create an extradimensional space that I can enter or trap other people in (though they get a save) for the next {3d12+($L*4)} rounds. -- 1 Spacewarp 7 7 For {$L} rounds I change the center of gravity. -- 1 Timelessness 7 7 The target is placed outside of the timestream for up to {$L} days. -- 1 Endure Cold/Endure Heat 1 1 For {9*$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 vestments 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 Know Age 1 1 I know the age of a creature or object. -- 1 Know Time 1 1 I know what time it is. -- 1 Hesitation 2 2 Up to {2d4} HD worth of creatures suffer a +4 penalty to their initiative for {$L} rounds. -- 1 Nap 2 2 I sleep a full night's worth of sleep in one hour. -- 1 Accelerate Healing 3 3 For the next {1d4} days, I gain twice as much hit points from resting. -- 1 Choose Future 3 3 My next attack, initiative or saving throw roll can be rolled twice, and I take the best one. -- 1 Unfailing Premonition 3 3 I sense danger for the next {($L*2)+10} rounds. In combat I get a +2 to ac, though there's a 25% chance that I lose my action for the round. -- 1 Age Plant 4 4 A plant grows older by up to {$L*10} years. -- 1 Body Clock 4 4 I rest better, and hold my breath longer for {$L} hours. -- 1 Age Object 5 5 The object ages up to {$L*20} years. -- 1 Othertime 5 5 I step a few rounds into the future. -- 1 Repeat Action 5 5 The target repeats the action of the previous round, with identical results. -- 1 Time Pool 5 5 I look into a reflective surface and see some time in the past. -- 1 Age Creature 6 6 I age the target {$L} years, or reverse magical aging in the target. -- 1 Reverse Time 6 6 I reverse the last {1d4} rounds of action for the target. -- 1 Skip Day 6 6 Those in 10' radius transport 24 hours into the future! -- 1 Age Dragon 7 7 For {$L} rounds, the target dragon gains or loses {$L/5} age categories. -- 1 Know Direction 1 1 I know which way is north. -- 1 Aura of Comfort 2 2 I'm protected from harsh weather for {$L} hours. -- 1 Lighten Load 2 2 The weight of the stuff I'm carrying is 50% less for {$L} hours. -- 1 Create Campsite 3 3 Tiny invisible servants run about and setup a campsite for me in a 50' radius area or less. -- 1 Helping Hand 3 3 For {$L} hours, a disembodied hand goes off to fetch help. -- 1 Know Customs 3 3 I know the customs of the local area as believed by the target of this spell. -- 1 Circle of Privacy 4 4 Chances for random encounters at our camp are reduced by 50% for {$L} hours. -- 1 Tree Steed 4 4 I turn a large piece of wood into a steed I can ride. -- 1 Clear Path 5 5 For {$L} hours, dense paths in front of me are cleared so I can move better. -- 1 Easy March 5 5 {$L} people can force march twice their movement for {$L} days, though they suffer a -1 to attacks. -- 1 Monster Mount 6 6 I compel a monster to be my mount for {$L} hours. -- 1 Hovering Road 7 7 I cause a road to appear for me for {$L} turns. -- 1 Command 1 1 I command the target to follow a single round action. Those with 13 intelligence or more or 6 hit dice or more are entitled saves. -- 1 Magical Stone 1 1 3 stones become +1 rocks. -- 1 Aid 2 2 For {$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 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 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 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