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