DSotSC Divine Spells
In addition to the base Baldur's Gate divine spells, Dark Side of the Sword Coast adds 35 Cleric spells and 28 Druid spells.
Here is a comparison of the divine spell ranges for Cleric Rangers [Cleric Ranger BG2, Archer Cleric BG2], which erroneously receive Druid spells above the third circle as well as all Cleric spells (as per the original BG1 and Baldur's Gate 2).
Original BG1 + TotSC:
The two fifth circle spells are not shown above because Cleric/Rangers do not break into the fifth circle under the 161,000 XP cap of BG: TotSC: Animal Summoning II and Cure Critical Wounds. Indeed, only 9 levels of Druid grants those spells in the original game.
DSotSC:
Original BG1 + TotSC:
The two fifth circle spells are not shown above because Cleric/Rangers do not break into the fifth circle under the 161,000 XP cap of BG: TotSC: Animal Summoning II and Cure Critical Wounds. Indeed, only 9 levels of Druid grants those spells in the original game.
DSotSC:
So we can see that DSotSC not only adds higher circles but also adds spells to all lower circles. Rangers receive Druid spells up to the third circle; Paladins Cleric ones up to fourth.
There is only mimimal commentary in this post; it's just for reference purposes for the time being. I will say that DSotSC is difficult to beat if we ignore some of these new spells. Especially Negative Plane Protection, Chaotic Commands and the upgraded wards and healing spells.
Note that Cleric/Mages and Fighter/Mage/Clerics buffed with arcane DRAC can cast any arcane or Cleric spell without aura cleansing (the 1-round "cooldown"). Thus, no sooner has a casting time: 1 spell hits its mark than another is on its way:
There is only mimimal commentary in this post; it's just for reference purposes for the time being. I will say that DSotSC is difficult to beat if we ignore some of these new spells. Especially Negative Plane Protection, Chaotic Commands and the upgraded wards and healing spells.
Note that Cleric/Mages and Fighter/Mage/Clerics buffed with arcane DRAC can cast any arcane or Cleric spell without aura cleansing (the 1-round "cooldown"). Thus, no sooner has a casting time: 1 spell hits its mark than another is on its way:
Level 1 Cleric Spells
• Cause Light Wounds (Necromancy)
Level: 1
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg
This is the reverse of the Cure Light Wounds spell. The creature touched loses 1-8 hit points unless a save vs. spells is made. Caused wounds may be healed or cured normally.
It's not 8 flat like its healing version, Cure Light Wounds. Cheap.
• Blight (Conjuration)
Level: 1
Sphere: All
Range: Visual range of caster
Duration: 6 rounds
Casting Time: 6
Area of Effect: 50' cube
Saving Throw: Neg
The reverse of the first level Bless spell invokes the displeasure of the cleric's deity upon all hostile creatures in the area of effect. Affected creatures will have their morale and any saving throws vs. fear reduced by 1, and all attack rolls will be made at a -1 penalty. A successful save vs. spells will negate the effects of the Blight.
A welcome Bane spell to cast in conjunction with Bless.
• Armor Melt (Alteration)
Level: 1
Sphere: Combat
Range: Line of Sight
Duration: 1 turn
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2
Upon casting this spell the priest can cause a change in certain physical material. Armor and metal objects will start to melt. Any creature affected by the spell receives an 8 point loss in armor class. Save vs spells for 1/2.
Can be useful against enemy tanks.
Level 2 Cleric Spells
• Cure Moderate Wounds (Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
When casting this spell and laying his hands upon a creature, the priest heals 12 hit points of damage to the creature's body. This spell has no effect on undead or extraplanar creatures.
Sits snugly betwen CLW and CCW.
• Ward of Protection (Evocation)
Level: 2
Sphere: Protection
Range: Self
Duration: 2 turns
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
When this spell is cast, an invisible barrier comes into being in front of the caster. It sets the caster's base armor class to 3.
Level 3 Cleric Spells
• Pain (Enchantment/Charm)
Level: 3
Sphere: Charm
Range: Visual range of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15' radius
Saving Throw: Neg
This spell causes excruciating pain in all hostile creatures within the area of effect. The spell does no damage, but those who fail a saving throw vs. spells at -2 will suffer a -2 to dexterity and a -2 to all attack rolls for one turn. Creatures that do not normally feel pain (such as undead) are unaffected by this spell.
Nice AoE debuff.
• Cure Disease (Abjuration)
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
By laying their hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but this does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.
• Armor of Darkness (Conjuration)
Level: 3
Sphere: Protection, Sun
Range: Touch
Duration: 1 round/level (1 turn maximum)
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None
The goddess of the night Shar grants clerics the power to call forth a shroud of mystical darkness that envelops the target of the spell. While encased in this the subject's Armor Class improves by 2 and saving throws vs. spells are made at a +2 bonus. The target also gains infravison and is unaffected by blindness. Due to the evil nature of this spell the caster takes 3 hit points of damage when the spell is cast.
• Cause Disease (Necromancy)
Level: 3
Sphere: Healing
Range: Touch
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.
This spell afflicts one creature the priest touches with a disease that saps the target of 5-20 points of strength. A saving throw vs. spell will negate the effects. This spell has no affect on undead, constructs, or extraplanar creatures.
Inflicts 16 points of damage-over-time which stacks, and is no-save. Does not debuff Strength or THAC0.
Level: 3
Sphere: Combat
Range: 0
Duration: 3 turns
Casting Time: 5
Area of Effect: Touch
Saving Throw: None
This spell increases the ingenuity of the character. As a result the character becomes cleverer and more inventive. When this happens the Intelligence, Wisdom and Dexterity are raised by 1 point for every 3 levels of the caster. A 3rd level caster would raise the abilities by 1, while a 12th level caster would raise the abilities by 4.
Level 4 Cleric Spells
• Negative Plane Protection (Abjuration)
Sphere: Protection, Necromantic
Range: Touch
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy plane.
Mandatory ward when facing XP-draining undead.
• Death Ward (Necromancy)
Level: 4
Sphere: Necromantic, Protection
Range: 30'
Duration: 1 turn/level of caster
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate, Power Word: Kill, Death Spell and Finger of Death.
Useful vs. high-level spellcasters. Also wards against Vorpal.
Level 5 Cleric Spells
• Animal Summoning II (Conjuration/Summoning)
Level: 5
Sphere: Animal, Summoning
Range: 60 yards/level
Duration: 24 minutes
Casting Time: 8
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster calls up to six animals that have 8 Hit Dice or less. Only animals within range of the caster at the time the spell is cast will come. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.)
• Cure Critical Wounds (Necromancy)
Level: 5
Sphere: Healing
Range: Touch
Duration: Permanent
Casting Time: 8
Area of Effect: Creature Touched
Saving Throw: None
The cure critical wounds spell is a very potent version of the cure light wounds spell. The priest lays his hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.
• Flame Strike (Evocation)
Level: 5
Sphere: Combat
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: Target creature
Saving Throw: 1/2
When the priest calls down a flame strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a saving throw vs. spell. Failure means the creature sustains 8d8 points of damage; otherwise, the damage is halved.
Level: 5
Sphere: Necromantic
Range: Sight of the caster
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 person
Saving Throw: Special
When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, elf or human. Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic.
• Greater Command (Enchantment/Charm)
Level: 5
Sphere: Charm
Range: 35 feet
Duration: 1 round/level of caster
Casting Time: 1
Area of Effect: 20 ' radius
Saving Throw: Negates
As with the first level spell 'Command', this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last for one round per caster level. At the end of the round the creature(s) awaken and are unharmed. The area of effect is similar to that of a stinking cloud or a fireball.
First Circle Command is no-save, but isn't an AoE.
• Champion's Strength (Alteration)
Level: 5
Sphere: Law
Range: visual sight of caster
Duration: 3 rounds/level
Casting Time: 2
Area of Effect: One creature
Saving Throw: None
When this spells is cast, the priest effectively draws on the strength of his god strength and lends it to the target creature, in effect creating a champion. The target gains a bonus to his THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's strength is set to 18/00 for the duration of the spell, and all the bonuses to hit and damage that this strength confers. Note also that if the targets strength is above 18/00, it will actually be reduced to this value. The drawback to this is that the priest must concentrate on the connection between the target and his god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.
Strength and Strength of One are party-wide (but "only" 18/50 and 18/75).
• Chaotic Commands (Enchantment/Charm)
Level: 5
Sphere: Chaos
Range: visual sight of caster
Duration: 1 turn/level
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
Chaotic Commands renders a creature immune to magical commands. Suggestion, charm, domination, command, sleep, confusion are all spells that fit into this category. The spells affects only one creature and lasts for the duration or until dispelled.
God-tier mindshield blanket-ward.
• Selune's Blessing (Abjuration)
Level: 5
Sphere: Protection
Range: 0
Duration: 2 turns
Casting Time: 7
Area of Effect: 5' radius sphere
Saving Throw: None
This spell invokes the power of the goddess Selune to protect the priest from physical or magical harm. The caster is surrounded by a shimmering field that improves his or her armor class by a full 4 factors, and also prevents the effects of any 1st through 4th level spells. As with the mage spell Globe of Invulnerability, spells may still be cast out of the area of effect with no penalty.
God-tier ward.
• Call Undead (Necromancy)
Level: 5
Sphere: Necromantic, Summoning
Range: 10 yards
Duration: 5 turns
Casting Time: 5
Area of Effect: Special
Saving Throw: None
Upon the casting of this spell 3 to 6 ghouls and 0 to 2 ghasts will claw their way out of the earth to serve the caster. The creatures can understand simple commands and will remain for 5 turns unless destroyed or turned.
The ghouls inflict on-hit immobilization; the ghasts on-hit THAC0-draining nausea.
• Mass Cure (Necromancy)
Level: 5
Sphere: Healing
Range: Sight of caster
Duration: Permanent
Casting Time: 5
Area of Effect: 20 foot radius
Saving Throw: None
When casting this spell the priest must picture the faces of his fellow party members clearly and focus on the unity of the group. Upon completion all members in the party are healed 1D8 + 1/level hit points. This works regardless of where the party is in relation to one another. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.
It's a flat 8 +1 per caster level to a max of 8 + 8. Since it's non-targeting, it may be cast while under the effects of Sanctuary.
Level 6 Cleric Spells
• Aerial Servant (Conjuration/Summoning)
Level: 6
Sphere: Summoning
Range: Visual range of caster
Duration: 5 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell conjures a powerful being from the elemental plane of Air to serve and protect the caster. Aerial Servants are not normally detectable by non-magical means and can only be hit by enchanted weapons. They also wield great power over their native element and are immune to sleep, charm, hold, and electrical spells. The Servant will remain until slain or the spell expires, at which time it will return to its plane of origin.
The summon lacks THAC0 but inflicts up to 19 slashing on a normal hit.
• Hold Monster (Enchantment/Charm)
Level: 6
Sphere: Charm, Law
Range: Visual range of caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 60 foot cube
Saving Throw: Neg
This spell holds 1D4 creatures of any type rigidly immobile and in place for nine or more rounds, unless a save vs. spells is made with a -2 penalty. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also effected. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
• Tenser's Transformation (Alteration/Evocation)
Level: 6
Sphere: Protection
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster only
Saving Throw: None
The priest casting this dweomer undergoes a startling transformation, their size and strength increasing to heroic proportions so they become a formidible fighting machine. The priests hit points double and their armor class improves a full 4 factors. All attacks are made as if the priest is a fighter of equal level. Each attack is made at +2 and each successful hit in combat inflicts an additional 2 points of damge. All bonuses will be lost when the spell ends or is dispelled including the hit point bonus. Note: This spell does not give the caster any extra attacks.
Great for Fighter/Cleric and Fighter/Druid dual-classes. Expect HPs approaching 500 towards end-game. Does not disable spellcasting like the BG2 version. The THAC0 and AC bonuses stack with each casting, but not the HP bonus.
• Heal (Necromantic)
Level: 6
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None
The very potent Heal spell enables the cleric to wipe away diseases and injury in the creature who receives the benefits of this spell. It will completely cure any and all poisons affecting the recipient and heal all damage suffered due to wounds or injury. The spell will also counter the effects of any sort of paralysis (a ghoul's touch, Hold Person, etc). Naturally the effects can be negated by later damage or poisoning.
Powerful single-target healing spell.
• Harm (Necromancy)
Level: 6
Sphere: Necromantic, Healing
Range: Touch
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Special
This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 2 hit points. Two rounds later the target creature suffers the same effect unless a saving throw is achieved.
Nasty spell that is cast by the Dark One.
• Life Steal (Necromancy)
Level: 6
Sphere: Necromantic, Healing
Range: Line of Sight
Duration: Instantaneous
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Neg
The caster prays for divine aid and attempts to steal the very life force from the target creature. The target creature suffers 6D5 points of damage, half with successful save. The caster then absorbs the life force healing up to 27 points.
Does not increase HPs beyond the caster's max.
Level 7 Cleric Spells
• Selune's Curse (Evocation)
Level: 7
Sphere: Charm, Combat
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 9
Area of Effect: 20' radius
Saving Throw: 1/2
This powerful incantation calls down the wrath of Selune upon the cleric's enemies. The spell creates an explosion of cold blue flames that deal 6D10 damage to all creatures within the area of effect. A failed saving throw results in the victim suffering the full effects of the blast, while those who succeed manage to avoid the worst, only taking 1/2 damage.
• Resurrection (Necromancy)
Level: 7
Sphere: Necromantic
Range: Sight of the caster
Duration: Instant
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None
Like the 5th level spell Raise Dead, Ressurrection will return a character back to life. However, Ressurrection also heals the character so that they are ready for the adventuring life once more.
• Confusion (Enchantment/Charm)
Level: 7
Sphere: Charm, Law
Range: Visual range of the caster
Duration: 5 rounds + 1 round/6
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: Special
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed saving throws vs. spell with - 2 penalties. Those successfully saving are unaffected by the spell. The spell lasts for two rounds plus one round for each level of the caster. Those who fail their saving throws will either go berserk, stand confused or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
• Aura of Protection (Conjuration/Summoning)
Level: 7
Sphere: Protection
Range: Party
Duration: 10 turns
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: None
The caster calls favor from his God upon his party. While Aura of Protection is in effect all party members are granted a base armor class of 1.
• Dark Ritual (Alteration)
Level: 7
Sphere: Protection
Range: Touch
Duraation: 15 rounds
Casting Time: 7
Area of Effect: 1 creature
Saving Thow: None
This spell provides the protection of the dark deities. This evil spell provides 12 full hit points and armor class lowered by 4. Due to the evil nature of this spell strength is reduced by 1 for the duration.
Level 1 Druid Spells
• Faerie Fire (Alteration)
Level: 1
Sphere: Weather
Range: 240 Feet
Duration: 4 rounds + 1 round/level
Casting Time: 4
Area Of Effect: 15' radius
Saving Throw: None
This spell enables the caster to outline one or more creatures with a pale glowing light. Outlined objects are visible for 240 feet. Outlined creatures are easier to strike; thus opponents gain a +2 bonus to attack rolls. The Faerie Fire does not harm the creature.
Highlights enemies in purple. A nice effect in addition to the debuff.
• Cause Light Wounds (Necromancy)
Level: 1
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg
This is the reverse of the Cure Light Wounds spell. The creature touched loses 1-8 hit points unless a save vs. spells is made. Caused wounds may be healed or cured normally.
• Fire Bolt (Evocation)
Level: 1
Sphere: Elemental Fire
Range: Line of Sight
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special
The caster summons fire and forms it into a small projectile which travels to the target causing 1D3 fire damage. The target creature must make a Save vs. spell at -2 or suffer a further 1D3 fire damge.
Level 2 Druid Spells
• Chant (Conjuration/Summoning)
Level: 2
Sphere: All
Range: 0
Duration: 5 rounds
Casting Time: 1 round
Area of Effect: 30-foot radius
Saving Throw: None
By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain + 1 bonuses, while those of the priest's enemies suffer -1 penalties. Multiple chants are not cumulative.
• Sparks (Evocation)
Level: 2
Sphere: Combat, Weather
Range: Line of Sight
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2
The druid summons up the electricity from the air around him and hurdles it at the target causing 4D6 electrical damage, save vs. spell to half.
• Cure Moderate Wounds (Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
When casting this spell and laying his hands upon a creature, the priest heals 12 hit points of damage to the creature's body. This spell has no effect on undead or extraplanar creatures.
Level 3 Druid Spells
• Pain (Enchantment/Charm)
Level: 3
Sphere: Charm
Range: Visual range of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 15' radius
Saving Throw: Neg
This spell causes excruciating pain in all hostile creatures within the area of effect. The spell does no damage, but those who fail a saving throw vs. spells at -2 will suffer a -2 to dexterity and a -2 to all attack rolls for one turn. Creatures that do not normally feel pain (such as undead) are unaffected by this spell.
• Cure Disease (Abjuration)
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
By laying their hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but this does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.
• Cause Disease (Necromancy)
Level: 3
Sphere: Healing
Range: Touch
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: Neg.
This spell afflicts one creature the priest touches with a disease that saps the target of 5-20 points of strength. A saving throw vs. spell will negate the effects. This spell has no affect on undead, constructs, or extraplanar creatures.
• Stoneskin (Alteration)
Level: 3
Sphere: Elemental Earth
Range: 0
Duration: 5 turns
Casting Time: 4
Area of Effect: Self
Saving Throw: None
The caster calls upon the power of the earth and transforms their skin into stone. This alteration drops the casters base ac to 0, increases saving throws by 2 and reduces dexterity by 3.
Only Druids, Mages and Bards get access to this spell, not Clerics. Does not work like Stoneskin or Ironskin in BG2.
Level 4 Druid Spells
• Negative Plane Protection (Abjuration)
Sphere: Protection, Necromantic
Range: Touch
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy plane.
• Poison Spray (Necromancy)
Level: 4
Sphere: Plant
Range: 15 ft
Duration: 8 rounds
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2
The Druid summons the poisons from the area around them and sprays them at the target creature bathing it in the spray doing 4 points of damage per round up to a total of 32, damage can be halved with a successful save vs. death.
The poison acts too slowly for it to be of much use outside of spellcaster disruption.
• Mielikki's Blade (Evocation)
Level: 4
Sphere: Combat, Nature
Range: Self
Duration: 6 rounds + 1 round/level (12 round maximum)
Casting Time: 4
Area of Effect: 3' long blade
Saving Throw: None
This spell conjures a magical weapon symbolic of the goddess Mielikki - a great scimitar that blazes with a cold blue fire. The blade is wielded as a +4 magical weapon dealing 1-8 points of damage, and any creature struck must make a saving throw or suffer an additional 1-6 cold damage from the flames. Mielikki's blade also grants the druid a resistance to fire for as long as it exists.
Could be useful for Fighter/Druids.
• Death Ward (Necromancy)
Level: 4
Sphere: Necromantic, Protection
Range: 30'
Duration: 1 turn/level of caster
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate, Power Word: Kill, Death Spell and Finger of Death.
Level 5 Druid Spells
• Transport via Plants (Alteration)
Level: 5
Sphere: Plant
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: Caster only
Saving Throw: None
By means of this spell the caster can effectively teleport by stepping into any living plant, and emerging instantly from any other within visual range.
Divine equivalent to Dimension Door.
• Blades (Alteration)
Level: 5
Sphere: Combat
Range: Line of Sight
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: 1/2
The Druid conjurers up a swarming circle of small sharp blades that are launched at the target creature slicing them for 4D8 damage, damage is reduced by half with a successful save.
• Deep Freeze (Invocation)
Level: 5
Sphere: Elemental (Ice)
Range: Line of Sight
Duration: 3 rounds
Casting Time: 8
Area of Effect: 20 yards
Saving Throw: Spell
The caster invokes the elements and projects a freezing ball of energy to the target area. The ball explodes once the target is reached and freezes all creatures within the affected area in place for 1 round. As the cold penetrates the creatures affected suffer 2D6 points of cold damage per round, half with a successful save.
Level 6 Druid Spells
• Tenser's Transformation (Alteration/Evocation)
Level: 6
Sphere: Protection
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster only
Saving Throw: None
The priest casting this dweomer undergoes a startling transformation, their size and strength increasing to heroic proportions so they become a formidible fighting machine. The priests hit points double and their armor class improves a full 4 factors. All attacks are made as if the priest is a fighter of equal level. Each attack is made at +2 and each successful hit in combat inflicts an additional 2 points of damge. All bonuses will be lost when the spell ends or is dispelled including the hit point bonus. Note: This spell does not give the caster any extra attacks.
• Flesh to Stone (Alteration)
Level: 6
Range: Sight of Caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg
The target of this spell must make a saving throw vs. petrification or be turned to stone. Likewise, all possessions on the person will be petrified and be rendered unremovable unless a Stone to Flesh spell is cast. Any successful hit on a petrified creature will shatter it, killing it irrevocably.
• Heal (Necromantic)
Level: 6
Sphere: Healing
Range: Touch
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None
The very potent Heal spell enables the cleric to wipe away diseases and injury in the creature who receives the benefits of this spell. It will completely cure any and all poisons affecting the recipient and heal all damage suffered due to wounds or injury. The spell will also counter the effects of any sort of paralysis (a ghoul's touch, Hold Person, etc). Naturally the effects can be negated by later damage or poisoning.
• Harm (Necromancy)
Level: 6
Sphere: Necromantic, Healing
Range: Touch
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Special
This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 2 hit points. Two rounds later the target creature suffers the same effect unless a saving throw is achieved.
• Stone to Flesh (Alteration)
Level: 6
Range: Touch
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None
By use of this spell the caster can restore a petrified creature to living flesh provided their stone body is still intact. The recipient will be physically drained during their time as a statue and will have only 1 hit point upon restoration. Cure spells or rest will recover the lost health.
• Choking Vines (Alteration)
Level: 6
Sphere: Plant
Range: Line of Sight
Duration: 3 rounds
Casting Time: 7
Area of Effect: 20 square yards
Saving Throw: Special
The Druid summons up the powers of the earth to form a vine which grabs all creatures in the target area crushing them for 3 rounds. Any creature caught by the vine will be slowed and takes 4D5 damage when the vine attacks and must make a saving throw at -2 or suffer the same damage one round later.
An upgraded Entangle that also inflicts non-trivial damage-over-time, which stacks. Nice.
Level 7 Druid Spells
• Resurrection (Necromancy)
Level: 7
Sphere: Necromantic
Range: Sight of the caster
Duration: Instant
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None
Like the 5th level spell Raise Dead, Ressurrection will return a character back to life. However, Ressurrection also heals the character so that they are ready for the adventuring life once more.
• Confusion (Enchantment/Charm)
Level: 7
Sphere: Charm, Law
Range: Visual range of the caster
Duration: 5 rounds + 1 round/6
Casting Time: 4
Area of Effect: Up to 60-foot cube Saving Throw: Special
This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of affect are allowed saving throws vs. spell with - 2 penalties. Those successfully saving are unaffected by the spell. The spell lasts for two rounds plus one round for each level of the caster. Those who fail their saving throws will either go berserk, stand confused or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
• Summon Sirine (Conjuration/Summoning)
Level: 7
Sphere: Summoning
Range: Visual range of caster
Duration: 2 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Once cast, four Sirine's will rise from the Ethereal Plane to serve the Druid with their most aggressive demeanor. They will stop at nothing to destroy all the opponents currently on the screen.
The sirines fire arrows of biting from bows, and also close in for the kiss. Deadly.
• Thunder Bolt (Invocation)
Level: 7
Range: 150 yards
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
In some circles of Archmages it is considered rather pathetic to cast a lightning bolt like a weak little mage. So the thunder bolt was developed. While looking to all intensive purposes like a lightning bolt it is however charged a great deal more and capable of doing vast amounts of damage to anything it strikes, including its caster! The bolt will rebound back and forth until all its power is lost and there are few beings which can withstand a hit from this spell. Any creature hit by the bolt suffers 12D4 electrical damage with a saving throw for half.
• Fire Storm (Evocation)
Level: 7
Sphere: Elemental Fire
Range: 25 yards
Duration: Instantaneous
Casting Time: 5
Area of Effect: 30ft radius
Saving Throw: Special
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Anyone caught within the area of the blast suffers 6D6 fire damage and a further 2D6 if a saving throw fails.
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