Introduction



Lux et Umbra by Chaos-Draco DeviantArt ©2009-2018 Chaos-Draco
Menace sur le royaume de Diamant Éternel is a French mod designed to provide more than a huge quest, without being a total conversion. A tiny part takes place in BG2 Shadows of Amn, but the main part is played in the Throne of Bhaal extension.

The adventure takes place in a parallel dimension, both 'near' and 'far away' from Faerûn, more precisely in the Kingdom of Eternal Diamond, ruled by a dynasty of paladin kings that a renegade paladin attempts to overthrow. To carry out her betrayal, she has made a pact with rather 'special evil forces'...

It adds two new paladin kits: the Diamond Knight and the Unicorn Rider, that have been specially designed to fit the universe of the Eternal Diamond Kingdom and match its mythology.

Also, remember that their abilities will only be really useful during the campaign and may be a handicap during most of the SoA game.

In addition, access to new spells will be granted in the Kingdom of Eternal Diamond, but will only really be useful during the campaign. They will not make the SoA part easier, let alone to 'cheat' when back to complete ToB epilogue.


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Divine Spells


1st Level  •  2nd Level  •  3rd Level  •  4th Level  •  5th Level  •  6th Level  •  7th Level  •  Quest


L11st Level Divine Spells (C = Cleric - D = Druidic)



Icon Type Spell School Sphere Casting Range Target Duration TS MR
C Bless Water Alteration Protection, Creation 9 Touch Flask of water touched Instant None None
The priest imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water damages undead creatures and evil outsiders almost as if it were acid.
The flask breaks if thrown against the body of a corporeal creature. A direct hit by a flask of holy water deals 2d4 points of damage + 1 point per level of the priest who created it (up to a maximum of 2d4 + 10) to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 2 points of damage from the splash. Thus incorporeal creatures are immune to these effets.

In addition, starting at level 20, the priest is powerful enough to create holy water particularly effective against undead and evil outsiders with at most a number of hit dice equal to half his/her level:
  • 20th level: those with 10 HD are slowed for 2 rounds.
  • 30th level: those with at most 15 HD are repulsed for one round, slowed and disturbed for 2 rounds (-1 penalty to hit and damage rolls).
  • 40th level: those with at most 20 HD are repulsed for one round, slowed and disturbed for 2 rounds (-2 penalty to hit and damage rolls).
Material Component: 5 pounds of powdered silver (worth 25 gp).
C Cloak of Bravery Abjuration Charm 1 Visual range of the caster 30-ft. radius 1 round/level None None
The caster instills courage in the spell's recipients, raising their morale to its highest. Their morale will gradually reset to normal as the duration runs out. If they are affected by magical fear, this is negated.
C-D Create Water Invocation Creation, Elemental (Water) 9 20 ft. up to 8 liters per level Instant None None
The caster may generate up to one liter of water for every two experience level. The water is wholesome and drinkable, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles). Water weighs about 2 pounds per liter

Material Component: a drop of water.
Dehydrate
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C-D Detect Good Divination Divination 2 0 15-ft. radius Instant None None
This spell discovers emanations of goodness from any creature. Any good creature within the range of the spell will glow gold briefly.
C Invisibility to Undead Abjuration Necromantic, Protection 4 Touch 6 rounds Special Yes
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C Protection from Good Abjuration Protection, Evil 1 Touch Creature touched 3 rounds/level None None
This spell creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by good-aligned creatures against the protected creature receive a penalty of -2 to each attack roll. Second, ...
C-D Protection from Winged Flyers Abjuration Protection 1 Touch 1 creature 1 round/level None None
This spell is similar to the Protection from Evil spell, except that the bonuses apply to attacks from creatures that have wings and fly. It creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by creatures that fly with wings against the protected creature receive a penalty of -2 to each attack roll et la cible bénéficie d'un bonus de 2 à ses jets de sauvegarde. In addition, summoned creatures that fly with wings cannot touch the subject.
Material Component: A feather or bat wing.
D Sandblast Evocation Creation, Elemental (Air, Earth) 2 0 120-degree and 10-ft. long arc Instant Special Yes
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A blast of hot sand springs from the druid's hand and extends outward in a horizontal glittering arc of about 120 degrees in front of him/her. The cone deals 1d6 points of nonlethal damage to creatures in the arc. Any creature that fails its Saving Throw vs. Spell is also stunned for 1 round. Those successfully saving receive half damage.

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L22nd Level Divine Spells (C = Cleric - D = Druidic)



Icon Type Spell School Sphere Casting Range Target Duration TS MR
C-D Bear's Endurance Alteration Combat, Animal 3 Touch Creature touched 1 round/level None None
This spell grants greater vitality and stamina by increasing the recipient's Constitution by 4 points, with additional bonuses based on Constitution (such as Hit Points). The effect lasts for the duration of the spell or until dispelled.

Arcane Material Component: A few hairs, or a pinch of dung, from a bear.
D Body of the Sun Alteration Sun, Elemental (Fire) 5 0 5-ft. radius 1 round/level 1/2 Yes
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By drawing on the power of the sun, the caster cause his/her> body to emanate fire. This fire extends 5 feet in all directions, illuminating the area and dealing 1d4+1 points of fire damage (Saving Throw for half) to any creature it touches except the caster.
C-D Brambles Alteration Combat, Plant 4 Touch Wooden weapon touched 1 round/level None None
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Small magical thorns or spikes protrude like rose thorns from the surface of a wooden weapon, such as a club, nunchaku, or quarterstaff. For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and also gains a +1 bonus per caster level on melee damage rolls (up to a maximum of +10).
This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.
C-D Bull's Strength Alteration Combat, Animal 3 Touch Creature touched 1 round/level None None
This spell increases the recipient's Strength by 4 points, with additional bonuses to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled.

Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
C-D Cat's Grace Alteration Animal 3 Touch Creature touched 1 round/level None None
This spell makes a creature more graceful, agile, and coordinated by increasing the recipient's Dexterity by 4 points, with additional bonuses based on Dexterity (such as CA...). The effect lasts for the duration of the spell or until dispelled.

Arcane Material Component: A pinch of cat fur.
D Creeping Cold Alteration Elemental (Water), Cold 5 Visual range of the caster 1 Creature 3 rounds 1/2 Yes
The druid turns the subject's sweat to ice, creating blisters as the ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.

Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
C-D Gargantua's Stew Invocation Creation, Combat, Healing 9 0 Pot with healing stew (1 serving/2 levels) Special Special Special
The caster calls upon Gargantua spirit to fill a specially crafted stew-pot with his potent healing stew. The caster must be hold the pot in hand when Gargantua's Stew is cast; otherwise, the spell fails and is wasted. The spell creates one serving every two caster levels (up to a maximum of 6). A single serving heals 1d6+1 points of damage. Any portion of the stew that is not consumed disappears after 1 hour.
The stew can also be thrown to a single undead creature within 10 feet. If the caster makes a successful range attack, the stew-pot bursts into small fire balls, dealing 1d6+1 points of fire damage per every serving to all undead within a 20-ft. radius, unless they make a Saving Throw vs. Spell for half damage. Note that the damage do not bypass the targets' Magic Resistance, if any.

Note: if the Food Management component is installed, eating a serving matches a 8 hours water and food consumption.

Focus: An engraved stew-pot worth at least 50 gp.
D Gust of Wind Evocation Weather, Elemental (Air) 1 round Neg. Yes
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C-D Hydrate Invocation Healing 7 Touch Creature touched Instant Special Special
This spell creates moisture within the body of a living creature, healing damage from dehydration. Hydrate heals 2d8 points +1 point per caster level (up to a maximum of 2d8+10) of dessication damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.
When cast upon a creature of the fire subtype, it deals damage instead of healing. Such a creature can roll a Saving Throw vs. Spell to halve damage.

Note: if the Food Management component is installed, these effects match a 8 hours water consumption.
D Might of the Oak Alteration Plant 3 Touch Creature touched 1 turn/level None None
This spell grants the quiet strength of a massive oak tree. The recipient gains a +4 bonus to Strength and suffers a –2 penalty to Dexterity. The effect lasts for the duration of the spell or until dispelled
C-D Owl's Wisdom Alteration Divination 3 Touch Creature touched 1 round/level None None
This spell increases the recipient's Wisdom by 4 points, adding the usual benefit to Wisdom-related skills. The effect lasts for the duration of the spell or until dispelled.

Material Component: A few feathers, or a pinch of droppings, from an owl.
D Persistence of the Waves Alteration Nature 3 Touch Creature touched 1 turn/level None None
This spell bestows the smooth indomitability of waves crashing on a shore. The recipient gains a +4 bonus to Constitution and suffers a –2 penalty to Strength. The effect lasts for the duration of the spell or until dispelled.
C Protection from Charm Abjuration Protection, Charm 5 40 ft. Special Special None None
This spell renders a single creature immune to charms and lasts or the duration (2 rounds per level) or until dispelled. However, starting at 15th level, il affects all allies within a 30-th. radius around the target, who gain 20% magic resistance + 2% per level of the caster (up to a maximum of 90 %) to charm effects for one round per caster level.

Material Component: A piece or hair or other part from the body of a creature with an innate charm or dominate person ability, such as a succubus or vampire.
C Protection from Disease Abjuration
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C-D Resist Energy Abjuration Protection, Elemental 5 Touch Creature touched 3 rounds + 1 round/level None None
This spell confers a limited protection from damage of whichever one of five energy types the caster selects: acid, cold, electricity, fire or poison. The recipient gains 10% resistance against the energy type chosen, increased by 1% per level. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Resist Energy does not stack with other spells that protect from the same energy type. However, a character may be simultaneously under the effect of Resist Energy (fire) and Protection from Energy (electricity), or any other two such spells that protect against different types of energy.
C-D Rock Shield Alteration Numerous 3 Touch Creature touched 1 round/level None None
This spell creates a faintly shimmering magical sphere-like barrier around the recipient. The barrier moves with the recipient and prevents any natural hurled rocky missiles of all types (including boulders, catapult and ballista ammunition) from penetrating the sphere: they automatically bounce off the sphere. The recipient can perform any range attack out of the magical sphere without affecting the globe.
Note that this spell does not protect from manufactured projectiles (arrows, bolts, daggers...) or projectiles created by spells (Melf's Acid Arrow, Flame Arrow...).
D Scimitar of Sand Evocation Combat, Elemental (Earth) 4 0 Scimitar of grinding sand 4 rounds + 1 round/2 levels Special Yes
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A curved, 3-ft-long blade of sand springs forth from the caster's hand, screaming and churning like a caged sandstorm. Attacks with a scimitar of sand are melee touch attacks. The blade deals 1d6 points of damage, +1 point for every two caster levels (up to a maximum of +10). The blade is not solid, so the Strength modifier does not apply to the damage. The caster can use a scimitar of sand without penalty even if he/she lack proficiency with a normal scimitar. In addition to being dealt damage, a creature struck by this weapon must succeed on a Saving Throw or become dehydrated.

Arcane Material Component: A pinch of sand, salt, and iron filings.
C Sun Bolt Evocation Light 3 Visual range of the caster Ray Instant Special Yes
A ray of incandescent sunlight darts forth from the caster's fingertip and unerringly strikes its target. A creature struck by the bolt suffers 1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6) and must save vs. Spell (with a -4 penalty) or be blinded for 1 round.
Creatures vulnerable to lumière du jour sunlight take double damage. Undead always take double damage, as do fungi, molds, oozes, and slimes. Undead damaged by sunlight (such as vampires) always take triple damage.
D Toile de ronces Alteration Plant 5 Visual range of the caster 1 round/level Special None
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D Zone of Natural Purity Evocation Combat, Nature 5 Visual range of the caster 30-ft. radius 1 round/level None Special
This spell sanctifies an area to the forces of nature. Every fey and plant creature within the area of effect gains a +2 bonus to hit, damage and saving throws rolls, while aberrations (Aboleths, Driders, Mind Flyers, Mimics, Umber Hulks, Otyughs, Beholders...) suffer a -2 penalty on attack, damage and saves rolls. Multiple Zones of Natural Purity are not cumulative.

Material Component: A bushel of ivy leaves and berries, which must be sprinkled around the area.

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L33rd Level Divine Spells (C = Cleric - D = Druidic)



Icon Type School Sphere Casting Range Target Duration TS MR
C Axiomatique Storm Invocation Combat, Law, Elemental (Water) 3 Visual range of the caster 33 ft. radius 1 round/level None None
A driving and acidic rain pounds down on a fixed area once created. The storm reduces hearing and visibility, resulting in a –4 penalty on to hit rolls. The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage). In addition, every five rounds, a bolt of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage. After the spell's duration expires, the rain disappears.
This spell must be cast outside; otherwise, it will not work, and it is wasted.

Material Component: A flask of axiomatic water.
C Create Food and Water
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C-D Cure Blindness or Deafness Abjuration Necromantic, Healing 9 Touch 1 creature Instant None None
This spells cures blindness or deafness (the caster's choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions.
C Hammer of Righteousness Evocation Good, Force 6 Visual range of the caster 1 creature Instant 1/2 Yes
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Upon completion, a great warhammer of positive energy springs into existence, launches toward a target that you can see within the range of the spell, and strikes unerringly. The hammer of righteousness deals 1d6 points of damage per caster level to the target, or 1d8 points of damage per caster level if the target is evil. The caster can decide to deal nonlethal damage instead of lethal damage with the hammer, or can split the damage evenly between the two types. How the damage is split must be decided before casting the spell. The hammer is considered a force effect and has no miss chance when striking an incorporeal target. A successful Saving Throw vs. Spell halves the damage.
Sacrifice: Temporary loss of 1d3 Strength points.
C Holy Storm Invocation Combat, Good, Elemental (Water) 3 Visual range of the caster 33 ft. radius 1 round/level None None
A driving and chilling rain pounds down on a fixed area once created. The storm reduces hearing and visibility, resulting in a –4 penalty on to hit rolls. The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage). In addition, each round, a bolt of frost strikes a randomly selected evil outsider within the spell's area, dealing 5d6 points of cold damage. After the spell's duration expires, the rain disappears.
This spell must be cast outside; otherwise, it will not work, and it is wasted.

Material Component: A flask of holy water.
C-D Mass Resist Energy Abjuration Protection, Elemental 6 Visual range of the caster 15-ft. radius 2 rounds + 1 round/level None None
This spell is similar to Resist Energy, except that it affects multiple allies in a 15-ft. radius centered on the point selected by the caster. It confers a limited protection from damage of whichever one of five energy types the caster selects: acid, cold, electricity, fire or poison. The recipients gain 10% resistance against the energy type chosen, increased by 1% per level. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Mass Resist Energy does not stack with other spells that protect from the same energy type. However, a character may be simultaneously under the effect of Energy Immunity (fire) and Resist Energy (electricity), or any other two such spells that protect against different types of energy.
D Nature's Favor Conjuration All 6 Visual range of the caster 1 animal 5 rounds/level None None
The druid calls upon the power of nature to grant an animal a +1 bonus to hit and damage rolls for every 3 levels of the caster, up to a maximum of 5 at 17h level.
D Nature's Purity Evocation Combat, Nature, Sun 5 Visual range of the caster One or more rays Instant None Yes
When the druid casts this spell, a shimmering green beam of light springs forth from his/her outstretched hand and strikes any target in range. The druid can generate one additional ray for every five levels (two rays at 10th level, three at 15th level...) up to a maximum of four rays. The rays are fired at the same target within 30 feet.
Each ray deals 1d6 points of magical damage, 2d8 against undead and constructs, and 5d6 against aberrations (Aboleths, Driders, Mind Flyers, Mimics, Umber Hulks, Otyughs, Beholders...).
D Plant Growth Alteration Plant 9 Permanent None None
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C Prayer
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C-D Protection from Dessication Abjuration Protection 3 Touch Creature touched 5 rounds/level None None
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The warded creature gains temporary immunity to dehydration of any kind. The effect lasts for the duration of the spell or until dispelled.

Note : si le composant Gestion de la nourriture du mod Menace sur le Royaume de Diamant Éternel est installé, ce sort bloque la consommation d'eau nécessaire pendant sa durée.
C-D Protection from Energy Abjuration Protection, Elemental 6 Touch Creature touched 2 rounds + 1 round/level None None
This spell confers a limited protection from damage of whichever one of five energy types the caster selects: acid, cold, electricity, fire or poison. The recipient gains 30% resistance against the energy type chosen, increased by 1% per level. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Protection from Energy does not stack with other spells that protect from the same energy type. However, a character may be simultaneously under the effect of Protection from Energy (fire) and Resist Energy (electricity), or any other two such spells that protect against different types of energy.
D Regenerate Ring Necromancy Healing 3 20 ft. 1 turn + 1 round/2 levels None None
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The druid invokes healing energy over a group of creatures within a 15-ft. radius centered on the point selected by the caster; imbuing them with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The recipients will regain 1 Hit Point per round for the duration of until the spell is dispelled. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Casting a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
Serpent Arrow
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D Spike Growth Alteration Plant 6 1 hour/level Special Yes
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C-D Spikes Alteration Combat, Plant 4 Touch Wooden weapon touched 1 round/level None None
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This spell is similar to Brambles, except that the weapon gains a +2 enhancement bonus on its attacks and inflicts critical damage on an attack roll of 19 or 20. Small magical thorns or spikes protrude like rose thorns from the surface of a wooden weapon, such as a club, nunchaku, or quarterstaff. For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and also gains a +1 bonus per caster level on melee damage rolls (up to a maximum of +10).
This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.
C Wall of Light
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D Water-divining Well Divination Divination, Elemental (Water, Earth) 9 Instant None None
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C-D Wind Wall
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D
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D Greenfire Evocation 3 Visual range of the caster Instant 1/2 Yes
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D Infestation of Maggot Necromancy Necromantic 3 Touch Creature touched 1 round / 2 levels Neg. Yes
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L44th Level Divine Spells (C = Cleric - D = Druidic)



Icon Type Spell School Sphere Casting Range Target Duration TS MR
D Antiplant shell Abjuration Protection, Plant 8 0 10-ft. radius 2 rounds/level None Yes
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The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. Thus the druid (and every creature within the shell) is protected from from attacking plants or vegetable creatures such as shambling mounds, treants, mushrooms, slimes and so on. The spell lasts for one turn for each experience level of the caster or until dispelled.

Material Component: de la cendre de restes brûlés d'une forme dangereuse de limon ou de mousse.
C-D Astral Hospice Alteration Travel 4 0 Special 1 turn + 1 round/level None None
This spell opens up a small planar portal menant to a demi-plane where natural healing can occur and where people slowly regenerate sustained wounds at the rate of 1 HP per turn. The demi-plane's traits (including time, gravity, and magic) match those of the Material Plane. The only way in or out of the demi-plane is through the entrance created by the caster, and only those named or described by the caster upon the casting of the spell may enter. The portal continues to exist only while the hospice demi-plane exists. When the caster leaves the demi-plane, the portal seals shut and vanishes. Anyone still in the hospice demi-plane at that time appears on the Material Plane at the location of the hospice's entrance.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down. An ethereal creature can see and hear on the Material Plane (but sight and hearing onto the Material Plane are limited to 60 feet), but everything looks gray and ephemeral. Material creatures are unable to attack an ethereal creature physically and magically.

Material Component: A single flawless gemstone of at least 250 gp value.
D Blinding Beauty Illusion/Phantasm Elemental, Good 4 0 60-ft. radius Instant Neg. Yes
When this spell is cast, the druid appears to undergo a remarkable transformation and becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. All humanoids who look at him/her must make a Saving Throw vs. Spell or be blinded permanently as though by the Blindness spell.
They suffer a Saving Throw penalty depending on their Hit Dice: if they have at least the same level as the druid, they get a penalty of -1 increased by 1 every 10 levels of the druid. If they have 5 Hit Dice less than him/her, they are automatically blinded. Otherwise, they get a penalty of -4 increased by 1 every five levels of the caster. The transformation is instantaneous, but lasts only seconds, affecting those within 60 feet of her (excluding fellow party members).
D ou C-D Blight Necromancy Necromantic Touch Instant 1/2 Yes
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C-D Camel's Tenacity Alteration Protection 6 0 20-ft. radius 1 hour + 5 rounds/level None None
img width=28 src="clipart3520123.png" /> WIP...
The caster grants his allies within a 20-tf. radius centered on him/her the ability to survive without food or water. They gain sufficient internal reserves of nourishment to sustain them for as long this spell is in effect or until dispelled. However, the spell does not protect from the effects of magical dehydration.

Material Component:A fistful of camel hair.
C Celestial Brilliance Evocation Light, Good 6 Touch 1 Creature touched / level 1 round/level None None
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C Chaos Hammer Evocation Chaos, Force 7 Visual range of the caster 20-ft. radius Instant 1.2 Yes
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This spell unleashes chaotic power to smite the caster's enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell that deals 1d8 points of damage per two caster levels (up to a maximum of 5d8) to lawful creatures (or 1d6 points of damage per caster level, up to a maximum of 10d6, to lawful outsiders) and slows them for 1d6 rounds. A successful Saving Throw vs Spell halves the damage and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful save.
C Diamantor Acid Strike Evocation Combat, Elemental (Fire) 5 Instant Yes
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C Dismissal Abjuration Balance, Law 9 33 ft. One extraplanar creature Instant Neg. Yes
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This spell forces an extraplanar creature back to its proper plane. If it fails a Saving Throw vs. Spell with a special modifier equal to the creature's Hit Dice minus the caster's level, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Arcane Focus: Any item that is distasteful to the subject.
C Greater Cloak of Bravery Abjuration Charm 6 60 ft. 30-ft. radius 1 turn + 1 round/level None None
The priest radiates part of his/her personal aura of courage to instill courage in his/her allies within a 30-ft. radius, raising their morale to its highest and immunising them to fear. The recipients' morale will gradually reset to normal as the duration runs out. If they are affected by magical fear, this is negated. In addition, they are galvanized and gain a +2 bonus to hit rolls.
C Magic Circle against Good Abjuration Protection, Evil 5 1 turn/level
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D Nature's Balance Alteration Necromantic, Balance 6 Visual range of the caster 1 creature 1 turn + 1 round/level None None
The druid lends some of his/her ability score points to an ally: he/she suffers a penalty of 4 points to any single ability score of his/her choice, and the recipient gains an equal enhancement bonus to the same ability score. It is not possible to cast this spell a second time within 1 hour.
D Nature's Wrath Evocation Combat, Nature 6 Visual range of the caster Unnatural creatures in a 20-ft.-radius Instant ½ and Special Yes
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The druid calls up the power of nature to smite his/her enemies. The spell deals damage to creatures of certain types within its area. Creatures that are a part of the natural world are unaffected: aberrations, undead, and similar corruptions of nature are harmed by the spell. Animals, constructs, elementals, fey, outsiders with an elemental subtype (air, earth, fire, or water), oozes, plants, vermin, and inanimate objects are unharmed by the spell.
Aberrations take 1d6 points of damage per caster level (up to a maximum of 10d6) and are dazed for 1 round. A successful Saving Throw vs. Spell halves the damage to and negates the daze effect.
Creatures of other types (dragons, giants, humanoids, magical beasts, monstrous humanoids, and outsiders with no elemental subtype) take 1d8 points of damage per two caster levels (up to a maximum of 5d8). A successful Saving Throw vs. Spell reduces the damage to half.
Holy Orb - Orb of Balance - Unholy Orb 5 Instant
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C Protection from Lycanthropes, 10' Radius Abjuration Protection 7 30 ft. 10­ft. radius around creature targeted 2 rounds/level None None
This spell is similar to Protection from Evil, 10' radius, and protects the recipient from lycanthropes creatures. In addition, all allied creatures within a 15-ft. radius are affected individually by Protection from Lycanthropes. It creates a magical barrier around the recipients at a distance of one foot that moves with them: All attacks made by lycanthropes creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. This effect lasts for the duration (5 rounds per level) or until dispelled.

Material Component: A  small silver dagger.
C Protection from Undead, 10' Radius Abjuration Necromantic, Protection 7 30 ft. 10­ft. radius around creature targeted 5 rounds/level None None
This spell is similar to Protection from Evil, 10' radius, and protects the recipient from undead creatures. In addition, all allied creatures within a 15-ft. radius are affected individually by Protection from Undead. It creates a magical barrier around the recipients at a distance of one foot that moves with them: All attacks made by undead creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus. This effect lasts for the duration (5 rounds per level) or until dispelled.
C Recitation Combat 7 0 60-ft. radius 1 round/level None None
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C-D Repel Insects Abjuration Protection, Animal 9 0 10-ft. radius 1 turn/level Special Yes
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This spell creates an invisible barrier that holds back vermin. Normal insects do not approach within 10 feet of the caster while the spell is in effect. Giant Insects with Hit Dice less than one third of the caster's experience level cannot penetrate the barrier (e.g., 2 Hit Dice for 7th- to 9th-level casters, 3 Hit Dice at 10th-12th level, etc.). Insects with more Hit Dice can enter the protected area if the insect is especially aggressive and, in addition, rolls a successful Saving Throw vs. Spel1. Even so, crossing the barrier deals 1d6 points of damage. And pressing against the barrier causes pain, which deters most vermin.
Note that the spell does not in any way affect arachnids, centipedes, and similar creatures-it affects only true insects.

Material Component: Anyone of the following-several crushed marigold flowers, or a whole crushed leek, or seven crushed stinging nettle leaves, or a small lump of resin from a camphor tree.
Righteous Wrath of the Faithful
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D Rusting Grasp Alteration Touch None None
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C-D Selective Entangle Alteration Plant 4 Visual range of the caster 15-ft. radius 1 turn Neg. Yes
This spell is similar to Entangle, except that it affects only enemies in a 15-ft. radius centered on the point selected by the caster. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Once per round, a creature can attempt to save vs. Spell with a -4 penalty to avoid entanglement. Those who success can escape the area, moving half its normal speed until out of the area. An entangled creature can still attack, but at half of its normal rate and receives a -2 penalty to its Armor Class.

Material Component: The caster's holy symbol.
C-D Shadowblast Evocation 9 20-ft. radius Instant Neg. Yes
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This spell is particularly effective against creatures native to the Plane of Shadow and those that use shadow in spells or spell-like abilities. It appears as a flash of light and clears the spell's area of any portals or weak spots between the Plane of Shadow and other planes, and it prevents access with shadow-based spells.
Natives of the Plane of Shadow caught in a Shadowblast are stunned for 3d6 rounds if they fail a Saving Throw. Shadow natives that are also undead or vulnerable to light take an additional 2d10 points of damage if they fail a second save. Creatures that fail either save cannot use spell-like or supernatural abilities to open any portal to the Plane of Shadow for 3d6 rounds.
Shadowblast closes all portals, gates, and other openings to the Plane of Shadow, and any weak spots are strengthened. Creatures on the other side of a portal are unaffected by Shadowblast.
D Skin of the Cactus Alteration Protection, Plant 7 Touch Creature touched 1 turn + 1 round/level None None
The druid grants a living creature's skin the toughness, resilience, and needles of a cactus. The effect grants the recipient a +3 bonus to Armor Class, + 1 for every 5 levels from 10th to 30th level. In addition needles grow from the target's skin, clothing, and armor: Any creature grappling the subject or striking it with natural weapons takes 1d6 points of piercing damage from the needles.
Finally, the recipient is protected from nonlethal damage due to dehydration and grants a +1 bonus to all attacks, except magic.

Note : si le composant Gestion de la nourriture du mod Menace sur le Royaume de Diamant Éternel est installé, ce sort bloque la consommation d'eau nécessaire pendant sa durée. Cependant, à la fin du sort, la variable est rétablie à son niveau initial, avec tous ses malus induits éventuels.

Material Component: A cactus needle.
D Sleet Storm
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D Spike stones
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C Spiritual Flail Invocation Combat 7 0 Spéciale 4 rounds + 1 round/level None None
This spell is similar to the 2d-level Spiritual Hammer spell. The priest calls upon his/her deity to spring forth a shimmering flail-shaped field of force from him/her hand. This weapon made of pure force can only be used by the caster and remains in his/her hand for the duration of the spell or until dispelled. It is light and easy to pull, so that the caster can use it without penalty for non-proficiency. It strikes as a magical flail with a bonus of +1 for every 10 caster levels in terms of to hit and damage rolls bonuses as well as the type of creatures it can hit. The base damage inflicted when it scores a hit is exactly the same as a normal flail (1d6+1, plus the magical bonus).
Aux niveaux 10, 20, 30 et 40, le fléau obtient une tête supplémentaire infligeant chacune 1d6+1 points de dégâts supplémentaires.
C-D Stars of Arvandor Invocation Good, Sun, Force 4 0 Special 1 round/level None None
This spell creates one tiny, twinkling star for every two levels (up to a maximum of 10) that will appear in the caster's inventory. These stars orbit his/her head like ioun stones. For the spell's duration, the caster can launch up to five stars per round at a target Each star bursts upon impact into a 20-ft. diameter brilliant and flashy sphere which deals 1d8 points of damage +1 for every 2 levels of the caster (up to a maximum of 10) to any enemy within the area of effect. Evil creatures suffer double damage, as well as undead creatures (triple damage if they are evil).
The caster can give these stars to another non-evil character to throw them for the duration of the spell. After that, they disappear.
C-D Static Charge 9 Visual range of the caster Instant
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C-D Sticks to Snakes Alteration Plant 7 Visual range of the caster 2 rounds/level None None
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. By means of this spe11. the caster can change 1d4 sticks, plus one stick per level into snakes. These snakes attack as commanded by the priest. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) to tum into snakes. Such a stick cannot be larger than a staff. Only sticks within the area of effect are changed. The type of snake created varies, but a typical specimen has 2 Hit Dice, Armor Class 6, a movement rate of 9, and either constricts for 1d4 + 1 points of damage per round or bite for 1 point plus poison (if any). The chance of a snake thus changed being venomous is 5% per caster level, if the spellcaster desires. Thus, an 11th-level priest has a maximum 55% chance that any snake created by the spell is poisonous. The spell lasts for two rounds for each experience level of the spellcaster. The reverse changes normal-sized snakes to sticks for the same duration.
D Sudden Stalagmite Invocation Creation, Elemental (Earth) Visual range of the caster 1 Creature Instant 1/2 None
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C Sunbow Invocation Combat, Sun 4 0 Special 1 round/level Special None
The caster causes a brilliant and blazing ray of fiery sunlight to spring forth from his/her hand. This composite longbow-shaped ray remains in his/her hand for the duration of the spell or until dispelled. It is light and easy to pull, so that the priest can use it without penalty for non-proficiency. It strikes as a +3 magical bow, can fire up to 4 arrows per round, each dealing 1d8+3 points of damage. Creatures vulnerable to sunlight, like undead, take double damage. In addition, sunlight rays that emanate from the blade blind the caster's opponents who suffer a -2 penalty to hit rolls, as long as their remains at range.

Starting at 20th level, the caster creates a Sunblade of Disruption that may utterly destroy the following undead creatures if they fail their Saving Throw vs. Death (with a penalty increased according to the caster level, up to a -10 penalty):
  • 20th level: Skeletons (with a penalty from 0 to -10 at 30th level).
  • 22th level: Zombies (with a penalty from 0 to -10 at 32th level).
  • 24th level: Ghouls (with a penalty from 0 to -10 at 34th level).
  • 26th level: Shadows (with a penalty from 0 to -10 at 36th level).
  • 28th level: Ghasts (with a penalty from 0 to -10 at 38th level).
  • 30th level: Wraiths (with a penalty from 0 to -10 at 40th level).
  • 32th level: Skeleton Warriors (with a penalty from 0 to -10 at 42th level).
  • 34th level: Mummies (with a penalty from 0 to at 44th level).
  • 36th level: Spectres (with a penalty from 0 to at 46th level).
  • 38th level: Vampires (with a penalty from 0 to at 48th level).
  • 40th level: Liches (with a penalty from 0 to at 50th level).
A light source, which is extinguished in the casting.
D Water Ball Evocation Creation, Elemental (Water) 5 Visual range of the caster 20-ft. radius Instant 1/2 Yes
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A water ball is a spherical burst of water that looks like a blue fireball. As with a fireball, the caster point his/her finger and determine the range (distance and height) at which the water ball is to burst. A blue, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the water ball at that point. (An early impact results in an early detonation.) When it detonates, the water ball deals 1d6 points of damage per caster level (up to a maximum of 10d6). An affected creature can make a save for half damage.

BACK TO DIVINE SPELLS LIST


L55th Level Divine Spells (C = Cleric - D = Druidic)



Icon Type Spell School Sphere Casting Range Target Duration TS MR
D Call Lightning Storm Alteration Weather 9 Visual range of the caster 1/2 Yes
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C-D Dancing Web Evocation Good 7 Visual range of the caster 20-ft. radius Instant 1/2 Yes
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This spell creates a burst of magical energy that deals 1d6 points per level of nonlethal damage (up to a maximum of 10d6). Further, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to effective Dexterity; the entangled target can move at half speed but can't run or charge. An entangled creature that attempts to cast a spell must roll a successful Saving Throw vs. Spell or lose the spell. This spell affects only creatures; objects are unharmed.
C Dragon's Breath
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C-D Flaywind Burst Evocation Creation, Weather, Elemental (Air, Earth) 9 Visual range of the caster Instant Special None
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This spell produces a brief windstorm (filled with scouring, supernatural grit that literally strips flesh. In addition to the possible effects of the wind, creatures within the area of a flaywind burst spell take 1d6 points of damage per caster level (up to a maximum of 10d6) from the scouring sands. A successful Saving Throw halves this damage.
A creature within the area must make a Saving Throw vs. Breath or experience the effects of the wind's force. A Small or smaller creature is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Small or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage. Medium creatures are knocked prone, or if flying are blown back 1d6×10 feet. Large or Huge creatures are unable to move forward against the force of the blast, or if flying are blown back 1d6 ×5 feet. Gargantuan or larger creatures can move normally within a flaywind burst.
C Greater command Enchantment/Charm Charm 5 Visual range of the caster 30-ft. radius 1 round/level Neg. Yes
This spell is similar to Command, except that it it affects all ennemies in a 30-ft. radius centered on the point selected by the caster, and that its duration is substantially extended. The priest gives them a single command, which they obey to the best of their ability at their earliest opportunity, selected from the following options:
  • « Halt! » : They stand in place for the duration of the spell.
  • « Sleep! » : They fall asleep to the ground for the duration of the spell.
  • « Flee! » : They move away from the caster as quickly as possible for the duration of the spell. They may do nothing but move and provoke attacks.
  • « Drop! » : They drop whatever they are holding.
  • « Fall! » : They struggle to stay up and slip for the duration of the spell.
  • « Shut up! » : They are unable to utter a word for the duration of the spell.
Creatures at least the same Hide Dice as the caster's level roll Saving Throw to avoid the effects. Those with lesser Hit Dice than the caster's level suffer a -2 penalty to their save, -1 for every 10 levels of the caster.
D Ice Storm Evocation Creation, Weather, Elemental (Water), Cold Visual range of the caster 4 rounds None Yes
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Great magical hailstones pound down for 4 rounds, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. In addition, all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt)
C-D Mass Cure Light Wounds Necromancy Healing 5 Visual range of the caster 15-ft. radius Permanent Special Special
By casting this spell, the caster must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 1d8 Hit Points + 1 per caster level (up to a maximum of +25). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
C Mass Sanctuary Abjuration Protection 6 Visual range of the caster 20-ft. radius Permanent None None
This spell is similar to Sanctuary, except that it affects multiple allies in a 30-ft. radius centered on the point selected by the priest. It causes all of their opponents to ignore their existence as if they were invisible. While protected by this spell, they cannot take direct offensive action without breaking the spell, but may cast non-attack spells or otherwise act in any way that does not violate the prohibition against offensive actions. This allows a warded priest to heal wounds, for example, or to bless himself. But he cannot cast spells on other creatures without ending the spell.
D Mist of Purity Abjuration Guardian 4 0 Special 1 round/level None None
The caster surrounds him/herself with a purifying, swirling mist with a radius of 5 feet per caster level that puts a veil of moisture on everyone within its area. The mist washes the air clean of smoke and dust, repels all noxious elements from poisonous vapors, and cures all disease and poison inhaled within the cloud. Mist of Purity will dismiss all magical clouds (including Acid Fog, Cloudkill...) in the entire area that the caster is currently in, but it offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).
However, Mist of Purity grants everyone within the area a +4 bonus on their saving throws against poison.
C Righteous Wrath of the Faithful
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D Spectral Stag Invocation/Convocation Creation 7 0 One quasi-real stag-like creature 1 round/level Special None
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The druid conjures a great ghostly, but quasi-real, stag-like creature that will serve him/her. A spectral stag has a head with sharp, silvery antlers, and smoke-colored, insubstantial hooves that make no sound, has a speed of 60 feet, can move through the air as if it were on firm land, and ignores terrain elements such as undergrowth, rubble, or mud that would slow its movement. The spectral stag has an AC of 2 and 40 hit points +5 hit points per caster level. It attacks with its antlers, dealing 1d8+9 points of damage, but can also charge (with a 18 Strength for this purpose). If the charge succeeds, it deals double damage; the target moves back and must roll a saving throw or be stunned for 1 round.
At last, Spectral stags gain certain cumulative powers according to caster level, except bonuses to AC:
  • 12th Level: The spectral stag can use Air Walk at will for up to 1 round at a time. Il also gains a +2 bonus to AC.
  • 14th Level: The spectral stag gains a +4 bonus to AC.
  • 16th Level: The spectral stag's antlers have the Ghost touch (and Wounding weapon special abilities. Il also gains a +6 bonus to AC.
  • 18th Level: The spectral stag can use Etherealness on behalf of the druid (caster level 18th). Il also gains a +8 bonus to AC.
The spectral stag disappears it is slain or until the duration of the spell runs out.
C Spiritual Mace Invocation Combat, Sun 8 0 Special 5 rounds + 1 round/level None None
This spell is similar to the 2d-level Spiritual Hammer spell. The priest calls upon his/her deity to spring forth a shimmering mace-shaped field of force from his/her hand. This weapon made of pure force can only be used by the caster and remains in his/her hand for the duration of the spell or until dispelled. It is light and easy to pull, so that he/she can use it without penalty for non-proficiency. It strikes as a magical mace with a bonus of +1 for every 10 caster levels in terms of to hit and damage rolls bonuses as well as the type of creatures it can hit. The base damage inflicted when it scores a hit is exactly the same as a normal flail (1d6+1, plus the magical bonus).
Starting at 20th level, the mace becomes a Mace of Disruption and deals double damage vs undead and may utterly destroy them if they fail their Saving Throw vs. Death (with a -4 penalty).
C-D Stone Wall
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D Wall of Fire Evocation Elemental (Fire) 8 Visual range of the caster 1 round/level None Yes
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D Wall of Thorns Conjuration/Summoning Creation, Plant 9 Visual range of the caster Wall of thorny brush, up to one 10-ft. cube/level 1 turn/level Special None
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C Warding Gems Invocation Healing 9 Visual range of the caster 1 gem/3 caster levels 1 hour/level None None
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The priest cast this spell upon one or more gems, imbuing them with healing energy. The gems leap from his/her hand, fly to the target, and begin orbiting the target's head like ioun stones. Each warding gem is a receptacle that holds 10 HP. The target can access the healing energy inside a warding gem; the energy is released as a purple-white arc of divine power that unerringly strikes the target, healing 10 points of damage. A warding gem depleted of its healing energy instantly turns to dust. At the end of the spell's duration, any unspent warding gems lose their healing power and fall to the ground; these can be reused for a later spell. A single creature can have no more than five warding gems encircling it at one time.
Material Component: One 500-gp gem for each warding gem created.
D Wind Tunnel Evocation Weather, Elemental (Air), Divination Visual range of the caster 1 round/level None None
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The druid calls on the wind to assist his/her allies' accuracy. This wind tunnel improves the accuracy of ranged weapons, granting each recipient a +3 on ranged attacks.

BACK TO DIVINE SPELLS LIST


L66th Level Divine Spells (C = Cleric - D = Druidic)



Icon Type Spell School Sphere Casting Range Target Duration TS MR
C Banishment Abjuration Balance, Law 9 Visual range of the caster One or more extraplanar creatures, no two of which can be more than 30 ft. apart Instant Neg. Yes
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A banishment spell is a more powerful version of the Dismissal spell. As many as 2 Hit Dice of creatures per caster level can be banished. The priest can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes.
This spell forces an extraplanar creature back to its proper plane. If it fails a Saving Throw vs. Spell with a special modifier equal to the creature's Hit Fice minus the caster's level, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
D Chasing perfection Alteration Combat 9 Touch Creature touched 1 round/level None None
Energy courses through the creature touched. Its muscles grow and become more defined, it starts to move with greater alacrity and grace, and its bearing increases. The subject improves in all ways. It gains a +4 bonus to each of its ability scores. The effects last for the duration of the spell or until dispelled.
D Death Hail Invocation Creation, Climat, Elemental (Water), Cold, Necromantic 9 Visual range of the caster 1 round/level 1/2 None
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The druid calls into being an intense storm of death hail. Creatures in the area must succeed on a Saving Throw or take 1d2 points of Strength and Constitution damage.
C Entropy Shield Abjuration Protection 9 0 The caster 1 round/level None None
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D Energy Immunity Abjuration Protection, Elemental 6 Touch Creature touched 1 round + 1 round/level None None
This spell confers complete invulnerability to damage of one of five energy types the caster selects: acid, cold, electricity, fire or poison. This spell absorbs only damage, whether magical or non magical, and does not protect from unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Energy Immunity does not stack with other spells that protect from the same energy type. However, a character may be simultaneously under the effect of Energy Immunity (fire) and Resist Energy (electricity), or any other two such spells that protect against different types of energy.
C Heroes' Feast Invocation Protection, Creation, Healing 9 0 Feast for one creature/level 1 hour + 12 hours (read description) None None
The priest brings forth a great feast, including table, chairs, service, and all the necessary food and drink, which will serve as many creatures as the priest has levels of experience. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Those partaking of the feast are cured of all diseases, sickness, and nausea; are immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (up to a maximum of 1d8 +10) after imbibing the nectar-like beverage that is part of the feast. In addition, the ambrosial food that is consumed grants them a +1 bonus on attack and saves rolls for 12 hours. During this period, they are also immune to fear. If the feast is interrupted for any reason, the spell is ruined and all its effects are negated.

Note: if you have installed the Food Management component of the mod Menace sur le Royaume de Diamant Éternel, these effects match a 8 hours water and food consumption.
D Mandragora Enchantment Charm 0 15-ft. radius 1 round/level Neg. Yes
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The druid triggers the insightful and baleful magic of a mandrake root. When he/she pulls it from its dark container, all creatures within 15 feet (including the druid) must make a Saving Throw vs. Spell against its scream. Those who succeed gain a true seeing effect; those who fail behave as though affected by confusion. Both effects last until the spell ends.
C-D Mass Bear's Endurance Alteration Combat, Animal 9 Visual range of the caster 15-ft. radius 1 round/level None None
This spell is similar to Bear's Endurance, except that it affects multiple allies in a 15-ft. radius centered on the point selected by the caster. The recipients gain a +4 bonus to Constitution, with additional bonuses based on Constitution (such as Hit Points). The effect lasts for the duration of the spell or until dispelled.
C-D Mass Bull's Strength Alteration Combat, Animal 9 Visual range of the caster 15-ft. radius 1 round/level None None
This spell is similar to Bear's Endurance, except that it affects multiple allies in a 15-ft. radius centered on the point selected by the caster. The recipients gain a +4 bonus to Strength, with additional bonuses to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled.
C-D Mass Cat's Grace Alteration Animal 9 Visual range of the caster 15-ft. radius 1 round/level None None
This spell is similar to Cat's Grace, except that it affects multiple allies in a 15-ft. radius centered on the point selected by the caster. The recipients become more graceful, agile, and coordinated, and gain a +4 bonus to Dexterity, with additional bonuses based on Dexterity (such as CA...). The effect lasts for the duration of the spell or until dispelled.
C-D Mass Cure Medium Wounds Necromancy Healing 6 Visual range of the caster 15-ft. radius Permanent Special Special
By casting this spell, the caster must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 2d8 Hit Points + 1 per caster level (up to a maximum of +30). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
C-D Mass Owl's Wisdom Alteration Divination 9 Visual range of the caster 1 round/level None None
Ce sort est identique à Sagesse du hibou, si ce n'est qu'il affecte les alliés du prêtre, aucun ne devant se trouver à plus de 9 m des autres. Les bénéficiaires voient leur Sagesse augmentée de quatre points. Cet effet dure jusqu'à expiration ou dissipation
D Regenerate Circle Necromancy Healing 6 20 ft. 1 turn + 1 round/2 levels None None
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This spell is similar to the druidic 3rd-level spell Regenerate Ring, except that it imbues them with the ability to regenerate at the rate of 3 Hit Points per round for the duration of until the spell is dispelled. The druid invokes healing energy over a group of creatures within a 15-ft. radius centered on the point selected by the caster. This regeneration will heal any wounds and even regenerate lost limbs. The effects of multiple regenerate spells do not stack; only the highest-level effect applies. Casting a second regenerate spell of equal level extends the first spell's duration by the full duration of the second spell.
C-D Serpent Storm Evocation Animal Visual range of the caster 20-ft. radius 1 round/level Special Yes
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D Shuffle Invocation Travel Touch 1 round/level None None
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The caster grants one creature, plus one additional creature for every five caster levels, the ability to teleport a short distance. Each subject can use the ability once per round to travel to a spot it knows intimately or can see, which can be no more than 5 feet per two caster levels away (up to a maximum of 50 feet at 20th level). Creatures affected by this spell can carry objects, as long as the weight of those objects doesn't exceed the subject's maximum load. If a subject of shuffle would arrive in an area occupied by solid material, that attempted teleport simply fails.
D Stonehold Invocation Creation, Elemental (Earth) Visual range of the caster 1 day/level Special Yes
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This spell conjures thick, stony arms that spring forth from a rock or stone formation whenever anyone passes near it. Each 10-foot square in the spell's area contains one stone arm. The arms attempt to grapple any creature that enters their area. Each arm has a Strength of 20 and a base attack bonus of +1 per caster level (plus Strength bonus). The arms are Medium-size. Once an arm has grappled a target, it automatically inflicts 1d6+5 points of damage per round. An arm maintains its grapple until the subject escapes, even holding a victim long after death. Each arm has 1 HP per caster level, AC 2, and saves as the caster.
Before they attack, the arms remain beneath the surface of the stone. They may be discovered (but not disarmed) as a magic trap.
C Undeath to Death Necromancy Necromantic 5 Visual range of the caster Undead creatures within a 40-ft. radius Instant Neg. Yes
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This spell slays undead creatures within the are of effect if they fail a Saving Throw vs. Spell with a -2 penalty. Those succeeding their saves suffer 2d8 points of damage, +1 per caster's level. Vampires and undead with more than 11 Hit Dice are not affected.
C-D Wind Walk Alteration Elemental (Air) 9 Touch Caster and 1 Creature touched / 3 levels 1 hour/level None None
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You alters the substance of the caster's body to a cloud-like vapor (as the gaseous form spell) and move through the air, possibly at great speed. The caster can take other creatures with PRO_HIMHER, each of which acts independently. Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like. A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds. The caster you can dismiss the spell, and can even dismiss it for individual wind walkers and not others. While in vaporous form, the priest and companions can he hit only by magic or magical weapon. No spellcasting is possible in vaporous form.
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BACK TO DIVINE SPELLS LIST


L77th Level Divine Spells (C = Cleric - D = Druidic)



Icon Type Spell School Sphere Casting Range Target Duration TS MR
C Bastion of Good Abjuration Guardian, Good 9 0 20-ft.-radius 1 round/level None None
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D Changestaff Alteration Creation, Plant 9 0 The druid's staff 1 turn/level None None
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C Energy Field
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D Greater Creeping Cold Alteration Elemental (Water), Cold 7 Visual range of the caster 1 Creature Special 1/2 Yes
This spell is similar to Creeping cold, but it lasts longer. The druid turns the subject's sweat to ice, creating blisters as the ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round: that is, 1d6 on the 1st round, 2d6 on the second, 3d6 on the third, and 4d6 on the fourth. If the caster is at least 15th level, the spell adds a fifth round at 5d6 points of damage. If the caster is at least 20th level, the spell adds a sixth round at 6d6 points of damage. Only one save is allowed against the spell; if successful, it halves the damage each round.
D Haze of Smoldering Stone Evocation Creation, Elemental (Fire, Earth) 60 ft. Instant 1/2 Yes
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This spell projects hundreds of tiny, burning volcanic rocks outward from the caster's body, dealing 4d6 points of bludgeoning damage and 8d6 points of fire damage to foes within the area of effect, unless they make a Saving Throw vs. Breath for half damage. Note that the damage do not bypass the targets' Magic Resistance, if any.
C Heaven's Trumpet Evocation Good, Sonic 9 0 Instant Neg. Yes
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The caster produces a blast of music of utter clarity, piercing beauty, and paralyzing awe. All foes within a 120-ft. radius must succeed on a save or be paralyzed for 1d4 rounds.
C-D Mass Cure Serious Wounds Necromancy Healing 7 Visual range of the caster 15-ft. radius Permanent Special Special
By casting this spell, the caster must picture the faces of his/her fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius centered on the point selected by the caster are healed 3d8 Hit Points + 1 per caster level (up to a maximum of +35). Curing is permanent only insofar as the creatures do not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
The spell does not affect creatures without corporeal bodies or of extraplanar origin. Since undead are powered by negative energy and the caster channels positive energy to cure, this spell deals damage to undead creatures in its area rather than curing them. Each affected undead may apply magic resistance, and roll a successful Saving Throw vs. Spell to halve damage.
C-D Mass Death Ward Necromancy Protection, Necromantic 9 0 1 turn + 1 round/level None None
This ability is similar to the cleric 4th-level spell Death Ward, except that it affects multiple allies close to the paladin. It protects them 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. This effect lasts for the duration or until dispelled.
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C Repulsion Abjuration Protection, Force 9 0 1 round/level Neg. Yes
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An invisible, mobile field surrounds the caster and prevents creatures from approaching him/her. The caster decides how big the field is at the time of casting (to the limit his/her level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward the caster for the duration of the spell. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack the caster with ranged weapons. If the caster moves closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against the caster if he/she comes within reach. If a repelled creature moves away from the caster and then tries to turn back toward him/her, it cannot move any closer if it is still within the spell's area.
D World of Balance Evocation Combat, Balance, Sonic 0 instantanée Special Yes
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The druid utters the elder words of balance. Those who stray too far from the path of evenhandedness pay the price for their sins as the words judge them. Any lawful good, chaotic good, lawful evil, or chaotic evil creature that hears a word of balance suffers ill effects according to its Hit Dice (or level), as given below, with no saving throw:

- Equal to caster level: Nauseated (the creature is limited to a single move action for 1 round but can defend itself normally).
- Up to caster level –1: Weakened (the creature's Strength decreases by 2d6 points for 2d4 rounds) and nauseated.
- Up to caster level -5: Paralyzed for 1d10 rounds, weakened and nauseated.
- Up to caster level -10: Killed (the creature dies if living or is destroyed if undead).

These effects are cumulative and last for the duration of the spell or until dispelled. Creatures whose HD exceed the caster level are unaffected by word of balance.

In addition, if the druid is on his/her home plane when he casts this spell, every lawful good, chaotic good, lawful evil, and chaotic evil elemental and outsider within the area is instantly banished back to its home plane unless it makes a successful Saving Throw vs Spell at a –4 penalty. Creatures so banished cannot return for at least 24 hours. The banishment effect occurs whether or not the creatures actually hear the word of balance, though those that do also suffer the appropriate effects (see above).
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QDivine Quest Spells (C = Cleric - D = Druidic)



Icon Type Spell School Sphere Casting Range Target Duration TS MR
C Antimagic Field Abjuration Protection, Force 1 0 10-ft. radius 1 turn/level None None
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C Dimensional Lock Abjuration 9 Visual range of the caster 15-ft. radius 1 day/level None
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The priest creates a shimmering emerald barrier that completely blocks extra-dimensional travel. Forms of movement barred include Astral Projection, Blink, Dimension Door, Ethereal Jaunt, Etherealness, Gate, Maze, Phasing, Plane Shift, Shadow Walk, Teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extra dimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extra dimensional perception or attack forms, such as a basilisk's gaze. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
C Eyes of the King Conjuration/Summoning 9 Visual range of the caster None None
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The priest summons four fiendish dire bats blazing with ghoul-green light. Similar servitors always accompany Doresain, the King of the Ghouls. The bats, called 'Eyes of the King', send the caster visual information. The priest can summon them at any point he/she can see, but they can then travel outside his/her line of sight without hindrance. Even while outside his/her line of sight, they follow the caster's mental directions on where to explore. The Eyes of the King travel together, never separating by more than 40 feet, at 40 feet per round if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round if examining the ceiling and walls as well as the floor ahead. They use their own senses to view their surroundings, including blind-sense. The Eyes of the King can travel in any direction as long as the spell lasts. The caster must concentrate to use Eyes of the King. If the caster do not concentrate, the bats move to attack the closest active creature. Once concentration lapses, the spell ends 5 rounds later.
C Feast of Champions Invocation Protection, Creation, Healing 9 0 Feast for one creature/level 1 hour + 12 hours (read description) None None
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The priest brings forth a magnificent feast, including a grand table, chairs, service, and food and drink, which will serve as many creatures as the priest has levels of experience. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Those partaking of the feast are cured of all diseases, sickness, nausea, fatigue, and exhaustion. Any poison affecting them is neutralized, and they become immune to poison for 12 hours. The nectar-like beverage that is part of the feast cures 2d8 points of damage + 1 point per caster level (up to a maximum of 2d8 +20) and grants 1d8 temporary hit points + 1 point per two caster levels (up to a maximum of 1d8 +10). In addition, the ambrosial food of the feast grants them a +1 bonus on attack and save rolls, and immunity to fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all its effects are negated.

Note: if you have installed the Food Management component of the mod Menace sur le Royaume de Diamant Éternel, these effects match a 8 hours water and food consumption.
D Greater Whirlwind Evocation Creation, Weather, Elemental (Air) 9 1 round/level Neg. Yes
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D Nature's Avatar Evocation Animal 9 Touch Animal touched 1 round/level None None
The druid infuses the subject with the spirit of nature. The affected animal gains a +10 morale bonus on attack and damage rolls and 1d8 temporary hit points per caster level, plus the effects of haste. The effects last for the duration of the spell or until dispelled.
C Righteous Exile Abjuration Good 9 0 20-ft. radius Instant Special Yes
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With a word, the priest's body gives off an explosion of divine energy, scorching the flesh of those creatures despised by good beings. All evil creatures in the area suffer 20d6 points of damage. In addition, evil outsiders that fail a Saving Throw vs. Spell (with a special modifier equal to the creature's Hit Dice minus the caster's level) are instantly transported back to their home planes.
D Shambler Conjuration/Summoning Creation, Plant 9 Visual range of the caster Special 1 turn + 1 round/level None None
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This spells creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid the caster in combat or battle, perform a specific mission, or serve as bodyguards. They will serve the caster's every whim for the duration of the spell or until dismissed.
It is said that some rare archdruids manage to create shamblers. In this case, the duration of the spell is seven months, and the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared. But no one has yet succeed in performing such a wonder.
The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp
D Sunburst Evocation Sun, Light 7 Visual range of the caster 80-ft. radius Instant Special Yes
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Sunburst causes a globe of searing radiance to explode silently from a point the caster selects. All creatures in the globe are blinded and suffer 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Saving Throw vs. Spell negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 1d6 points of damage per caster level (up to a maximum of 25d6), or half damage if a Saving Throw vs. Spell is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fail its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
D Thunderswarm Evocation Combat, Weather 9 Visual range of the caster Special Instant Special Yes
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Like the arcane spell Meteor Swarm, Thunderswarm evokes blasts similar to those of the spell fireball, except that this spell creates balls of lightning. Upon completion, either four large (2-foot-diameter) spheres or eight small (1-foot diameter) spheres spring from the caster's outstretched hand and streak in a straight line to the spot designated. When the spheres reach their destination, each bursts like an electrical fireball in a spread. The patterns of their detonation and damage dealt to creatures in the area depend on the size of the spheres, as follows:
  • Large Spheres: Each large sphere has a 15-foot radius spread and deals 4d8 points of electricity damage. The four spheres explode with their points of origin forming a large diamond around the spell's central point of origin. The blasts are 20 feet apart along the sides of the pattern, creating overlapping areas of the spell's effect and exposing the center to all four blasts.
  • Small Spheres: Each small sphere has a 7 1/2-foot radius spread and deals 2d6 points of electricity damage. These spheres explode with their points of origin forming a box pattern around the spell's central point of origin. Each of the pattern's outer sides measures 20 feet long. All four areas overlap in the center of the pattern, and two or three areas overlap in various peripheral sections.
A creature caught in one of the blasts may attempt a Saving Throw vs. Breath for half damage. Creatures struck by multiple blasts must save against each blast separately. Any creature that fails a save is stunned for 1d4 rounds in addition to taking full damage.
Since lightning balls do not distinguish between allies and enemies, the druid is encouraged to take every precaution when casting this spell.
D Transmute Rock to Lava Alteration Elemental (Fire, Earth) 9 Visual range of the caster Instant Special None
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This spell transforms natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava. All creatures in the spell's area who make a successful save take 2d6 points of fire damage provided they can physically escape the area on their next turn. Creatures that fail their save, or those unable to escape the area, take 20d6 points of fire damage for each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 1d6 or 10d6) for an additional 1d3 rounds.
If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15-ft. radius pool at a depth of approximately 1-1/2 feet. The rain of lava deals 2d6 points of fire damage and 1d6 points of bludgeoning damage to anyone caught directly beneath (save for half). In addition, creatures take 2d6 points of fire damage each round when they are caught in the area of the pool, then 1d6 points of fire damage for 1d3 rounds after they escape.
The lava cools naturally from its surface toward its center, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone. Though a 15-ft. radius pool can take as long as two days to completely cool, the core of a 10-ft. cube of lava might remain molten for a month or more.
Magical or enchanted stone is not affected by the spell.
D Unyielding Roots Alteration Plant, Healing 9 Touch Creature touched 1 round/level None None
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The druid turns one willing creature's lower limbs into thick tree roots that anchor to the ground and provide it with life-sustaining healing. If the creature touched isn't touching the ground, the unyielding roots spell has no effect. For the duration of the spell, the creature can't move from his current space, nor can it be moved from his space by bull rushes, overruns, magic such as Bigby's forceful hand.
The roots draw life energy from the ground that feed the touched creature, healing up to 30 points of damage per round, neutralizing poisons automatically, and wiping away negative levels (as the restoration spell).
D Whirlwind Evocation Creation, Weather, Elemental (Air) 9 1 round/level Neg. Yes
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Menace sur le Royaume de Diamant Éternel > Cleric SpellsBACK TO TOP

Arcane Spells


1st Level  •  2nd Level  •  3rd Level  •  4th Level  •  5th Level  •  6th Level  •  7th Level  •  8th Level  •  9th Level


1st Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Protection from Good Abjuration 1 Touch Creature touched 2 rounds/level None None
This spell creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by good-aligned creatures against the protected creature receive a penalty of -2 to each attack roll. Second, ...
Snilloc's Snowball Evocation 1 0 1 round/level None Yes
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2nd Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Dark bolt Evocation 2 Visual range of the caster One Creature Instant Special Yes
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Detect Good Divination 2 0 15-ft. radius Instant None None
This spell discovers emanations of goodness from any creature. Any good creature within the range of the spell will glow gold briefly.
Fog Cloud Alteration 2 Visual range of the caster 1 turn None None
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Gust of Wind Evocation 2 18 m 1 round Neg. Yes
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Pyrotechnics Alteration 2 Special Neg. Special
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Snilloc's Snowball Swarm Evocation 2 Visual range of the caster Instant 1/2 Yes
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Nuage d'encre
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3rd Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Arctic Haze Invocation 3 Visual range of the caster 1 turn/level 1/2 None
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Icelance Alteration 3 Visual range of the caster Instant Special Yes
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Lance of Disruption Invocation/Evocation 3 0 Instant 1/2 Yes
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Protection from Dessication Abjuration 3 Touch Creature touched 5 rounds/level None None
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The warded creature gains temporary immunity to dehydration of any kind. The effect lasts for the duration of the spell or until dispelled.

Note : si le composant Gestion de la nourriture du mod Menace sur le Royaume de Diamant Éternel est installé, ce sort bloque la consommation d'eau nécessaire pendant sa durée.
Wind Wall Evocation 3 Visual range of the caster 1 round/level Special Yes
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4th Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Acid Fog Invocation 4 1 round/level None None
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Boiling Blood Necromancy 4 Visual range of the caster One living creature 1 round/2 levels Special Yes
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The caster infuses a living creature's blood with a hot, corrosive mixture, dealing 1d8 points of acid damage and 1d8 points of fire damage every two rounds. The subject may attempt a save vs Death (with a -3 penalty) to negate the damage, but a successful save in one round does not necessarily prevent damage in future rounds. Searing pain is so strong that the target is paralysed for one round even if it rolled a successful save.
Boiling blood does not affect undead, extraplanar creatures and creatures do not have blood (such as elementals, constructs, plants, ooze, and so on).
Evard's Black Tentacles Conjuration/Convocation 8 Visual range of the caster 20-ft. radius 1 round/level Special None
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This spell creates a field of rubbery black tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. Each tentacle is 10 feet long, AC 4, requires as many points of damage to destroy as the level of the caster, and is immune to all types of damage. There are 1d4 such tentacles, plus one per experience level of the spellcaster. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
A victim of a tentacle attack must roll a Saving Throw vs. Spell. If this succeeds, the victim takes 1d6+4 points of bludgeoning damage from initial contact with the tentacle, and then the tentacle is destroyed. Failure to save indicates that the ebon member is wrapped around its victim, dealing 2d4 points of damage, then 3d4 points on the second and succeeding rounds. Once grasped, a tentacle remains wrapped around its chosen target until the tentacle is destroyed (successful save) or it disappears due to the expiration of the spell's duration.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Creatures who aren't grappling with the tentacles may move through the area at only half normal speed.
Lightning Fog Invocation 4 1 round/level 1/2 None
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Orbe of Acid Évocation 4 0 The caster Special Special None
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This spell creates a sphere of glowing emerald acid about 3 inches in the caster's palm. The caster can hurl it at any target within range but must must succeed on a ranged touch attack to hit the target. When it strikes its target, the orb explodes and drenches the victim in potent acid, dealing 1d6 points of acid damage per caster level (up to a maximum of 15d6). In addition, a creature struck by the orb becomes sickened by the acid’s noxious fumes for 1 round. A successful save vs. Spell negates the sickened effect but does not reduce the damage.
Orb of Cold Invocation 4 0 The caster Special Special None
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This spell creates a frozen white sphere about 3 inches in the caster's palm. The caster can hurl it at any target within range but must must succeed on a ranged touch attack to hit the target. When it strikes its target, the orb explodes, dealing 1d6 points of cold damage per caster level (up to a maximum of 15d6). In addition, a creature struck by the orb is paralyzed by frost for 2 rounds. A successful save vs. Spell negates the paralysis effect but does not reduce the damage.
Orb of Electricity Invocation 4 0 The caster Special Special None
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This spell creates a sphere of glowing blue about 3 inches in the caster's palm. The caster can hurl it at any target within range but must must succeed on a ranged touch attack to hit the target. When it strikes its target, the orb explodes, dealing 1d6 points of electricity per caster level (up to a maximum of 15d6). In addition, a creature struck by the orb is stunned by the electric shock fumes for 2 rounds. A successful save vs. Spell negates the stunning effect but does not reduce the damage.
Orb of Fire Invocation 4 0 The caster Special Special None
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This spell creates a shining sphere of fire about 3 inches in the caster's palm. The caster can hurl it at any target within range but must must succeed on a ranged touch attack to hit the target. When it strikes its target, the orb explodes, dealing 1d6 points of fire damage per caster level (up to a maximum of 15d6). In addition, a creature struck by the orb is blinded by for 1 round. A successful save vs. Spell negates the blinding effect but does not reduce the damage.
Orb of Force Invocation 4 0 The caster Special None None
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This spell creates a translucent golden sphere about 3 inches in the caster's palm. The caster can hurl it at any target within range but must must succeed on a ranged touch attack to hit the target. When it strikes its target, the orb explodes, dealing 1d6 points of magic damage per caster level (up to a maximum of 10d6).
Orb of Sound Invocation 4 0 The caster Special Special None
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This spell creates a translucent sphere about 3 inches in the caster's palm. The caster can hurl it at any target within range but must must succeed on a ranged touch attack to hit the target. When it strikes its target, the orb explodes, dealing 1d6 points of bludgeoning damage per caster level (up to a maximum of 15d6). In addition, a creature struck by the orb is deafened by the sonic shock wave for 2 rounds. A successful save vs. Spell negates the deafening effect but does not reduce the damage.
Sinsabur's Baleful Bolt Necromancy 5 Instant 1/2 Yes
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Solid Fog Alteration 4 1 turn None None
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Wall of Fire Evocation 4 Visual range of the caster 1 round/level None Yes
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5th Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Acid Rain Invocation 5 Visual range of the caster 1 round and 1 round/level/ None None
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The caster creates a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damage to every creature in the area. The ground within the area becomes muddy and/or slick from the downpour, and remains in that condition for a number of rounds equal to the caster's level. Movement in the area is halved.
Bigby's Interposing Hand Evocation 5 Visual range of the caster Special 1 round/level None Yes
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This spell creates a giant disembodied hand that appears between the spellcaster and one opponent. This floating hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. It provides cover (+4 bonus to AC) for the caster against that opponent. Nothing can fool the hand that sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. However, the hand does not pursue an opponent, nor does it move more than 10 feet away from the caster. A successful dispel magic destroys it.
Blackwater Tentacle Conjuration/Summoning 5 Visual range of the caster One tentacle 1 round/level Special None
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The caster creates a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy. The tentacle appears at a particular point within range and can't move from that location. It has a reach of 20 feet, an AC of 10 minus the caster level, and has 5 hit points per caster level. It attacks once each round with an attack bonus equal the caster level and deals 2d8 + caster level (up to a maximum of +20) points of damage. Any Large or smaller creature hit by a blackwater tentacle must succeed on a save vs. Spell or lost a level for the duration of the spell.
The tentacle automatically fails all saves. If reduced to 0 HP, it is destroyed.
Conjure Lesser Water Elemental Conjuration/Summoning 9 Visual range of the caster Special 1 turn + 1 round/level None None
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The caster opens a special gate to the Elemental Plane of Air, and a water elemental is summoned in the vicinity of the caster. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward him/her. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, he/she has control of the elemental; however, if he/she has lost, the elemental goes berserk and tries to kill him/her. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Daltim's Fiery Tentacles Conjuration/Summoning 9 Visual range of the caster 20-ft. radius 1 round/level Special None
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This spell functions similarly to Evard's black tentacles, except that it creates a field of tentacles limned in blue-white fire in the area of effect. Every creature within the area of the spell takes 1 point of fire damage per caster level (up to a maximum of 15 points) each round. A successful save halves this damage, but a character grappled by the tentacles cannot make the save.
Each tentacle is 10 feet long, AC 4, requires as many points of damage to destroy as the level of the caster, and is immune to all types of damage. There are 1d4 such tentacles, plus one per experience level of the spellcaster. They grasp and entwine around creatures that enter the area, holding them fast and burning them. A victim of a tentacle attack must roll a Saving Throw vs. Spell. If this succeeds, the victim takes 1d6+4 points of fire damage from initial contact with the tentacle, and then the tentacle is destroyed. Failure to save indicates that the ebon member is wrapped around its victim, dealing 2d4 points of fire damage, then 3d4 points on the second and succeeding rounds. Once grasped, a tentacle remains wrapped around its chosen target until the tentacle is destroyed (successful save) or it disappears due to the expiration of the spell's duration.
Any creature that enters the area of the spell is immediately attacked by the tentacles.
Diamantor's Major Missile Evocation 5 Visual range of the caster 1 creature Instant None Yes
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This spell is the result of intensive research ordered by Diamantor himself who lamented that the wizards of the Paladins Order of Diamant Éternel could not use effective high level spells to harm a single foe. Diamantor's Major Missile was created to help them get rid of their opponents, or less to weaken them considerably.
A more powerful version of the most popular 1st-level Magic Missile spell, this spell creates salvo of missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. In addition, the wizard can fire additional missiles according to his/her level:

- Up to 13th level: the wizard gains two additional missiles for every 4 levels of experience (2 at 1st level, 4 at 5th level and 5 at 9th level).
- After 13th level: the wizard gains 10 missiles at 15th level, then one extra missile or every fice levels thereafter (jup to 14 at 35th level).

The major missile cannot be split up between multiple targets and will be affected by all spells which negate or affect magic missile.
Form of the Threefold Beast Alteration 5 0 The Caster 1 round/level None None
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The caster is able to assume the form of a chimera and gains 30 temporary Hit Points, which disappear at the end of the spell's duration.
Freezing Fog Evocation 5 Visual range of the caster 20-ft. radius and high fog 1 round/level Special None
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A bank of freezing mist billows out from the point the caster designates, obscuring all sight beyond 5 feet. Each round, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The freezing fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet and suffers a –2 penalty on all melee attack rolls and damage rolls and a –6 penalty on ranged weapon attack rolls. Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful save or fall.
A severe wind (31+ mph) disperses the cloud in 1 round. The spell does not function underwater.
Kiss of the Vampire Necromancy 5 0 The caster 1 round/level None None
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The caster draws upon the powers of unlife to give him/herself abilities similar to those of a vampire. He/she becomes gaunt and pale with feral red eyes, and gains the following supernatural abilities:
Necrotic Skull Bomb Necromancy 5 Visual range of the caster 20-ft. radius Instant Neg. Yes
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The caster imbue a humanoid skull with negative energy and hurl it. The skull detonates on impact, releasing the negative energy contained within. All creatures in the spell's area, except undead, are drained 1d4 levels. Assuming a creature survives the effect of the spell, it regains lost levels after a number of hours equal to your caster level (up to a maximum of 15 hours). An undead creature in the spell's area gains 5d4 temporary Hit Points for 1 hour.
Night's Caress Necromancy 5 Touch Creature touched Instant Special Yes
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A touch from the caster's hand, which sheds darkness like the blackest night, disrupts the life force of a living creature, dealing 1d6 points of damage per caster level (up to a maximum of 15d6). In addition, the target must rol a successful Saving Throw vs. Spell or temporarily lose 1d6+2 points of Constitution.
The spell has a special effect on an undead creature that suffer no damage or Constitution loss, but must roll a Saving Throw vs. Spell or flee as if panicked for 1d4 rounds +1 round per caster level
Parboil Evocation 5 Visual range of the caster 20-ft. radius Instant Special Yes
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The caster flash-heat the air in an area, boiling the blood and baking the brains of creatures caught inside. The hot air deals 6d6 points of fire damage and 2d4 points of Intelligence temporary loss. Creatures that make successful save vs. Spell halve fire damage and avoid Intelligence loss.
Shrieking Blast Evocation 5 Visual range of the caster 40-ft. radius Instant Special Yes
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A shrieking blast is a deafening explosion of sonic power. Any creature in the area is permanently deafened and suffers 8d6 points of bludgeoning damage. A successful save vs. Spell reduces the deafness to 1 round and halves the damage.
Shroud of Flame Evocation 5 Visual range of the caster One creature 1 round/level Neg. Yes
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Also called the 'trollkiller', this spell causes a single creature to burst into flames. A successful saving throw vs. spells negates the spell's effect entirely. If the initial saving throw is missed, however, the target takes 2d6 points of damage per round from the fire. Each round thereafter the target can make another saving throw vs. spells. As soon as one of these saves succeeds, the flames die out.
Un addtion, the shroud of flame shoots off gouts from the burning target. All those within 10 ft. take 1-4 points of damage from the flames if they fail a save vs. Breath.
Stop Heart Necromancy 5 Touch un humanoïde ou animal vivant Instant Neg. Yes
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Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack. The victim suddenly drops to –8 hit points, then –9 hit points at the end of the next round. If someone immediately heals her, she stabilizes. Otherwise, the subject reaches –10 hit points at the end of the next round and dies. A successful save vs. Death avoids this effect.
Waves of Fatigue Necromancy 5 30 ft. Cone-shaped burst Instant None Yes
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Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.
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6th Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Arrow of Bone Necromancy 9 0 un projectile 8 hours or until discharged Special Yes
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By drawing runes of dire power upon a simple arrow, bolt, or dart, the caster changes the weapon into a sinister missile of cold, enchanted bone. The wizard may then throw or fire the weapon in the normal fashion, or he can choose to give it to a companion to use. When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 bonus on attack rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on save vs Death or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (up to a maximum +15). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.
The arrow of bone does not destroy undead or nonliving creatures outright. Instead, it inflicts normal damage plus four times the missile's normal maximum (1d6+24 for an arrow, 1d3+12 for a dart, and so on), or half that if the subject creature succeeds in its saving throw vs. Death.
Bigby's Forceful Hand Evocation 6 Visual range of the caster Special 1 round/level None Yes
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This spell is a more powerful version of Bigby's Interposing Hand, except that the Forceful Hand pushes away the opponent designated by the caster. It creates a giant disembodied hand that appears between the spellcaster and one opponent. This floating hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. It provides cover (+4 bonus to AC) for the caster against that opponent. Nothing can fool the hand that sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. In addition, the Forceful Hand also pushes away the opponent up to 100 feet, but inflicts no damage. However, the hand does not pursue an opponent, nor does it move more than 10 feet away from the caster. A successful dispel magic destroys it.
Conjure Water Elemental Conjuration/Summoning 9 Visual range of the caster Special 1 turn/level None None
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The caster opens a special gate to the Elemental Plane of Air, and a water elemental is summoned in the vicinity of the caster. A 12-Hit-Dice elemental always appears. In addition, starting at 15th level, there is a 35% chance that another 16-Hit-Dice elemental appears, and a 5% chance that another 24-Hit-Dice elemental appears at 2th level. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward him/her. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, he/she has control of the elemental; however, if he/she has lost, the elemental goes berserk and tries to kill him/her. This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. The elemental will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature.
Haze of Smoldering Stone Evocation 7 60 ft. Instant 1/2 Yes
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This spell projects hundreds of tiny, burning volcanic rocks outward from the caster's body, dealing 4d6 points of bludgeoning damage and 8d6 points of fire damage to foes within the area of effect, unless they make a Saving Throw vs. Breath for half damage. Note that the damage do not bypass the targets' Magic Resistance, if any.
Kyristan's Malevolent Tentacles Necromancy 9 Visual range of the caster 20-ft. radius 1 round/level Special Yes
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This spell functions similarly to Evard's black tentacles, except that the tentacles are formed of negative energy. It creates a field of rubbery black tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. Each tentacle is 10 feet long, AC 4, requires as many points of damage to destroy as the level of the caster, and is immune to all types of damage. There are 1d4 such tentacles, plus one per experience level of the spellcaster. They grasp and entwine around creatures that enter the area, holding them fast and draining their life force.
A victim of a tentacle attack must roll a Saving Throw vs. Spell. If this succeeds, the victim takes 1d6+4 points of fire damage from initial contact with the tentacle, and then the tentacle is destroyed. Failure to save indicates that the ebon member is wrapped around its victim, draining one level. Once grasped, a tentacle remains wrapped around its chosen target and drain one level per round until the tentacle is destroyed (successful save) or it disappears due to the expiration of the spell's duration.
Any creature that enters the area of the spell is immediately attacked by the tentacles.
Lich Touch Necromancy 6 0 The caster 1 round/level Special Special
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Otiluke's Freezing Sphere Alteration, Evocation 6 Visual range of the caster Special Instant Special Yes
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Otiluke's freezing sphere is a multipurpose spell of considerable power. If the caster opts, he can create any of the following:
  • Cold Ray: A thin ray of cold springs from the caster's hand to a distance of 10 yards per level of the wizard. This ray deals ld4 + 2 points of damage per level of the caster upon the first creature struck. However the the ray is so narrow that a successful Saving Throw vs. Spell negates the effect. If the first creature is missed, the path of the ray is plotted to its full distance, and anything else in its path must save or suffer appropriate damage.
  • Globe of Cold: A frigid globe of cold energy springs from the caster's hand and explodes upon impact, dealing 1d6 points of cold damage per caster level (up to a maximum of 15d6) upon all creatures within a 10-foot radius. An elemental water creature instead takes 1d8 points of cold damage per caster level (up to a maximum of 15d8). All struck creatures are allowed to roll a successful Saving Throw vs. Spell to halve damage.
Waves of Cold Necromancy 6 60 ft. 1 round/level Neg. Yes
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Waves of frigid energy render all creatures with the fire subtype in the spell's area shaken for the duration of the spell. Any creature with the cold subtype caught in the area of this spell loses its immunity to cold for the duration of the spell. Whether or not a creature makes its saving throw, it becomes immune to further castings of this spell for 24 hours.
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7th Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Acid Storm Evocation 7 Visual range of the caster 20-ft. radius Special 1/2 Yes
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This deadly spell unleashes a downpour of magical, gelatinous acid droplets, dealing 1d6 points of acid damage per caster level (up to a maximum of 15d6) to all creatures within the area of effect. A successful Saving Throw vs. Spell halves the damage. Moving out of the area of effect does not stop the damage as the acid adheres to the skin, and any creatures in the area of effect when Acid Storm is cast continue to suffer acid damage as long as the spell duration lasts (1 round per caster level). Creatures coated by the acid suffer 1d4 points of acid damage each round for the first three rounds, 1d6 points for the next three rounds, and 1d8 points for each round thereafter. Creatures who successfully save vs. spells during the first round suffer only half damage from the acid for the remaining rounds. When the spell expires, acid vanishes and no further damage is inflicted.
The acid can be washed off only with wine, vinegar, or by a successful Dispel Magic or similar spell.
Bigby's Grasping Hand Evocation 7 Visual range of the caster Special 1 round/level Special Yes
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This spell is a more powerful version of Bigby's Interposing Hand, except that the Grasping Hand grasp a creature designated by the caster, regardless of what the spelkaster does or how the opponent tries to escape it. It creates a giant disembodied hand that appears between the spellcaster and one opponent. This floating hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. It provides cover (+4 bonus to AC) for the caster against that opponent. Nothing can fool the hand that sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise.
In the second round, the target can save vs. Paralysis at -8 to escape. If they fail to save, the hand holds them for 2 rounds. In the fourth round, the target can save vs. Paralysis at -6 to escape. A failure will hold them for 2 more rounds. In the sixth round, the target can roll a last save with a -4 penalty to escape. If they make the save, they are free to move, if they fail, they will be held until the end of the spell duration. A successful dispel magic destroys the hand.
Deep Freeze Evocation 7 Touch Creature touched 1 round/level Neg. Yes
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The wizard causes the creature touched to slowly freeze into a block of ice. The caster must succeed at a melee touch attack, at which point the target creature is allowed a saving throw vs. Spell to resist the magic. If it fails,the target takes 6d6 points of subdual damage, and suffers a –4 penalty on all attacks and saves rolls for the duration of the spell. Each round, the target takes an additional 6d6 points of subdual damage. The deep freeze can be dispelled normally during this time. If any, the target's protection from cold applies and creatures immune to cold are immune to the effects of this spell.
If the target is rendered unconscious while under the spell’s effect, it freezes solid (along with all worn, carried, or held items), becoming an inert statue of living ice. The creature is not dead, but exists in a state of suspended animation from which it can only be revived through dispel magic, limited wish, or wish. If not revived, the creature remains in the deep freeze for a period of 1 year per caster level.
Diamantor Acid Strike Evocation 7 Instant Yes
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Ethereal Jaunt Alteration 3 0 The caster 1 round/level None None
This spell transports the caster to the Ethereal Plane, along with his/her equipment. When the spell expires, he/she returns to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down. An ethereal creature can see and hear on the Material Plane (but sight and hearing onto the Material Plane are limited to 60 feet), but everything looks gray and ephemeral. Material creatures are unable to attack an ethereal creature physically and magically.
Vipergout Conjuration/Summoning 7 0 Special 1 round/level None None
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This spell summons 1d4+3 Medium-size snakes in the mouth of the caster, who must spit them out. The snakes are not actually present in his/her mouth, and they do not interfere with his/her breathing, do not choke or otherwise harm the caster. Until all have issued forth, the caster cannot speak, cast spells with a verbal component, or utter command words, but can freely engage in movement and combat. Until the spell expires, they serve the caster, fighting to the death.
The wizard can select to summon either Fiendish Vipers (chaotic evil) or Celestial Vipers (chaotic good), but cannot ask them to attack their fellows or themselves. Dispel magic, charm spells, and all other means short of slaying caster or snakes will fail to break the caster's control over the snakes. At the end of the spell, all the vipers disappear, and any not brought forth are lost.
Waves of Exhaustion Necromancy 5 60 ft. Cone-shaped burst Instant None Yes
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Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.
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8th Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Mind Blank Abjuration 9 3 mètres 1 Creature 1 day None None
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Polar Ray Evocation 8 Visual range of the caster 1 Creature Instant None Yes
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A blue-white ray of freezing air and ice springs from the caster's hand and unerringly strike their target, dealing 1d6 points of cold damage per caster level (up to a maximum of 25d6).
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9th Level Arcane Spells


Icon Spell School Casting Range Target Duration TS MR
Etherealness Alteration 9 0 1 round/level None None
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This spell functions like Ethereal Jaunt, except that the caster and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides self, the caster can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down. An ethereal creature can see and hear on the Material Plane (but sight and hearing onto the Material Plane are limited to 60 feet), but everything looks gray and ephemeral. Material creatures are unable to attack an ethereal creature physically and magically. When the spell expires, all affected creatures on the Ethereal Plane return to material existence.
Mind Blank Abjuration 9 3 mètres 1 Creature 1 day None None
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Plague of Undead Nécromancie 9 Visual range of the caster Special 1 turn + 1 round/level None None
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The wizard unleashes a great necromantic power, raising a host of undead creatures to do his/her bidding. This spell turns the bones or bodies of dead creatures within the spell's range into undead creatures whose kinds depend on the caster level. All raise with maximum Hit Points for their Hit Dice and their specific abilities. Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can't create more HD of undead than twice the caster level.

They attack the caster's opponents until he/she orders them to stop, the spell duration expires or until they are slain. If there are no foes to fight, they obey and serve the caster in performing whatever tasks are set before them.
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Version History


Version Alpha 0.0.1  (date)

  • Initial release.

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