Difference between revisions of "Category:Cleric Spells"
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*[[Conviction]]: Bolsters the mental, physical, and spiritual strength of the creature touched.  | *[[Conviction]]: Bolsters the mental, physical, and spiritual strength of the creature touched.  | ||
*[[Cure Light Wounds]]: Cures 1d8 damage +1/level (max +5).  | *[[Cure Light Wounds]]: Cures 1d8 damage +1/level (max +5).  | ||
| + | *[[Detect Evil]]: You can sense the presence of evil.  | ||
*[[Detect Undead]]: Undead revealed on [[minimap]].  | *[[Detect Undead]]: Undead revealed on [[minimap]].  | ||
*[[Divine Favor]]: You gain +1 per three levels on attack and damage rolls.  | *[[Divine Favor]]: You gain +1 per three levels on attack and damage rolls.  | ||
Latest revision as of 20:51, 29 November 2020
This spell list is used by clerics and favored souls.
A cleric's two chosen domains also provide two to five domain spells at the specified levels indicated by each domain for use with their domain spell slots.
Contents
0-level(orisons)
- Cure Minor Wounds: Cures 4 points of damage.
 - Inflict Minor Wounds: Touch attack, 1 point of damage.
 - Light: Object shines like a torch.
 - Resistance: Subject gains +1 on saving throws.
 - Virtue: Subject gains 1 temporary hp.
 
1st-level
- Bane: Enemies take –1 on attack rolls and saves against fear.
 - Bless: Allies gain +1 on attack rolls and will saves against fear.
 - Cause Fear: Causes fear in weak creatures.
 - Conviction: Bolsters the mental, physical, and spiritual strength of the creature touched.
 - Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
 - Detect Evil: You can sense the presence of evil.
 - Detect Undead: Undead revealed on minimap.
 - Divine Favor: You gain +1 per three levels on attack and damage rolls.
 - Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
 - Endure Elements: 10/- damage resistance against all elemental types.
 - Entropic Shield: Ranged attacks against you have 20% miss chance.
 - Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
 - Lesser Vigor: Target gains slow regeneration.
 - Magic Weapon: Weapon gains +1 bonus.
 - Nightshield: Provides a resistance bonus on saving throws and negates magic missle attacks directed at you.
 - Protection from Alignment: +2 to AC and saves; immunity to mind control.
 - Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
 - Sanctuary: Opponents can’t attack you until you take an hostile action.
 - Shield of Faith: Aura grants +2 + 1/6 levels deflection bonus.
 - Summon Creature I: Calls a wolf to fight for you.
 
2nd-level
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
 - Animalistic Power: Imbues the subject with an aspect of the natural world. The subject gains a +2 bonus to Strength, Dexterity, and Constitution.
 - Bear's Endurance: Subject gains +4 to Con for 1 min./level.
 - Bull's Strength: Subject gains +4 to Str for 1 min./level.
 - Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
 - Darkness: 20-ft. radius of supernatural shadow.
 - Death Knell: Absorbs energy dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
 - Dispel Magic, Lesser: Ends weak magic effects.
 - Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
 - Find Traps: +10 search.
 - Fox's Cunning: Subject gains +4 to Int for 1 min./level.
 - Hold Person: Paralyzes one humanoid for 1 round/level.
 - Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
 - Living Undeath: Protects subject from sneak attacks and critical hits, as though it were undead.
 - Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
 - Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
 - Restoration, Lesser: Removes all effects penalizing target's ability scores, AC, to hit, damage, spell resistance, or saves.
 - Resist Energy: 20/- damage resistance from all elemental types.
 - Shield Other: You take half of subject’s damage. Target gets +1 AC and saves.
 - Silence: Negates sound in 20-ft. radius.
 - Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
 - Stabilize: Heals every nearby ally a slight amount.
 - Summon Creature II: Calls a dire badger to fight for you.
 
3rd-level
- Animate Dead: Creates undead skeletons and zombies.
 - Bestow Curse: Target receives -3 to ability scores.
 - Blind Sight: Caster's sight pierces invisibility and darkness.
 - Blindness/Deafness: Makes subject blinded and deafened.
 - Contagion: Infects subject with a random disease.
 - Cure Serious Wounds: Cures the target of 3d8 damage +1/level. Reverse effect on undead.
 - Dispel Magic: Cancels spells and magical effects.
 - Glyph of Warding: A magical rune trap that harms those who pass it by 1d8 divine damage/2 caster levels.
 - Inflict Serious Wounds: Touch attack, 3d8 damage +1/level. Reverse effect on undead.
 - Invisibility Purge: Dispels invisibility from creatures nearby.
 - Lesser Visage of the Deity: You gain Charisma and some elemental resistances.
 - Magic Circle against Alignment: As per Protection from alignment spell, but affecting allies as well in a nearby radius.
 - Magic Vestment: Armor or shield gains +1 enhancement per four levels.
 - Mass Aid: Grants allies a bonus to hit, saves against fear, and bonus hit points.
 - Mass Lesser Vigor: Grants entire party slow regeneration.
 - Prayer: Allies +1 bonus on hit/damage/skills/saves rolls, enemies –1 penalty.
 - Protection from Energy: Gives 30/- resistance to all elemental types.
 - Remove Blindness/Deafness: Cures normal or magical conditions.
 - Remove Curse: Frees object or person from curse.
 - Remove Disease: Cures all diseases affecting subject.
 - Searing Light: Ray deals 1d8/2 levels damage, 1d6/level to constructs, 1d8/level to undead.
 - Summon Creature III: Calls a dire wolf to fight for you.
 - Vigor: Target gains regeneration.
 - Weapon of Impact: Similar to the keen edge spell, except grants bonus to critical threat range of blunt weapons.
 
4th-level
- Assay Resistance: Increases the caster's spell penetration against targeted creature by 10.
 - Cure Critical Wounds: Cures 4d8 damage +1/level. Reverse effect on undead.
 - Castigate: Scalds creatures whose alignment differs from yours.
 - Death Ward: Grants immunity to death and negative energy spells and effects.
 - Dismissal: Forces summoned creatures to return to native plane.
 - Divine Power: Caster's base attack bonus improves to that of a fighter, and they gain +6 to Str and 1 hp/level.
 - Freedom of Movement: Grants immunity to paralysis and holding spells and effects.
 - Greater Resistance: Grants a +3 bonus to all saving throws.
 - Hammer of the Gods: Causes 1d8/2 levels of divine damage in a localised area of effect.
 - Hypothermia: Causes a target to suffer cold damage and fatigue.
 - Inflict Critical Wounds: Touch attack, 4d8 damage +1/level. Reverse effect on undead.
 - Magic Weapon, Greater: +1 bonus/four levels (max +5).
 - Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
 - Poison: Touch attack poisons target.
 - Recitation: Grants combat bonuses to those in the area. Subjects that share your deity selection receive a greater bonus.
 - Restoration: Restores level and ability score drains as well as most other negative effects.
 - Spell Mantle, Least: Absorbs spells equivalent to 1d4+4 spell levels.
 - Summon Creature IV: Calls a dire boar to fight for you.
 
5th-level
- Battletide: Creates an aura that gives enemies -2 to hit and damage and -2 on saves. The caster also receives an extra attack.
 - Cure Light Wounds, Mass: Cures 1d8 damage +1/level for nearby allies.
 - Flame Strike: Smite those in an area of effect with divine fire (1d6/level damage).
 - Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
 - Mass Contagion: Causes all hostile targets in the area of effect to become infected with a disease.
 - Raise Dead: Revives one ally who has fallen.
 - Righteous Might: Your size increases (+4 STR, +2 CON, +2 AC, and small damage reduction), and you receive -1 to hit but +3 to damage. DR 3/good
 - Slay Living: Touch attack kills subject.
 - Spell Mantle, Lesser: Absorbs spells equivalent to 1d6+6 spell levels.
 - Spell Resistance: Subject gains SR 12 + 1/level.
 - Summon Creature V: Calls a shadow mastiff to fight for you.
 - True Seeing: Lets you see through illusory and invisibility effects.
 - Wall of Dispel Magic: Creates a transparent barrier that casts Dispel Magic on anyone passing through it.
 
6th-level
- Banishment: Banishes 2 HD/level of extraplanar creatures.
 - Blade Barrier: Summons a wall of blades dealing 1d6/level damage to those who try to cross it.
 - Control Undead: Effectively dominates one undead creature.
 - Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
 - Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
 - Dispel Magic, Greater: As dispel magic, but up to +15 on check.
 - Energy Immunity: Grants immunity to one type of energy damage.
 - Harm: Deals 10 points/level damage to target.
 - Heal: Cures 10 points/level of damage, and cures most negative effects and conditions.
 - Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
 - Mass Bear's Endurance: Grants multiple targets a bonus to their Constitution.
 - Mass Bull's Strength: Targets are granted a strength bonus.
 - Mass Owl's Wisdom: Targeted creatures gain a bonus to their Wisdom.
 - Planar Ally: Summons an extra-planar ally up to 12 HD.
 - Summon Creature VI: Calls a dire bear to fight for you.
 - Stone Body: Transforms the caster's form to stone (+4STR, -4DEX, damage reduction 10/adamantine, 50% movement penalty, immune to negative effects, half damage vs. acid/fire).
 - Superior Resistance: Grants a +6 bonus to all saves.
 - Symbol of Fear: Creates stationary rune that when triggered causes fear to nearby enemies.
 - Symbol of Persuasion: Creates stationary rune that when triggered charms nearby enemies.
 - Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
 - Vigorous Cycle: Grants party fast regeneration.
 
7th-level
- Blood to Water: Transmutes the subject’s blood into pure water.
 - Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
 - Destruction: Kills subject and destroys remains.
 - Ethereal Jaunt: You become one with the ethereal plane for 1 round/level (you cannot be detected until you perform a hostile action).
 - Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
 - Regenerate: Target is cured 10% of their maximum hit points every round.
 - Restoration, Greater: As restoration, plus restores all levels and ability scores, and heals to full hit points.
 - Resurrection: Fully restore dead subject.
 - Spell Mantle: Absorbs spells equivalent to 1d8+8 spell levels.
 - Summon Creature VII: Calls a huge elemental to fight for you.
 - Word of Faith: Kills or stuns opponents.
 
8th-level
- Aura versus Alignment: +4 to AC, immunity to mind-affecting magic and SR 25 against opponents of chosen alignment.
 - Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
 - Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
 - Earthquake: Intense tremor shakes 80-ft.-radius doing 10d6 damage to all but the caster.
 - Fire Storm: Deals 1d6/level fire damage in a large area of effect.
 - Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
 - Mass Death Ward: Party gains immunity to death effects.
 - Summon Creature VIII: Calls a greater elemental to fight for you.
 - Sunbeam: Inflicts 1d6/level to undead and 3d6 to others in its area of effect.
 - Symbol of Death: Creates stationary rune that when triggered kills nearby enemies.
 - Wall of Greater Dispel Magic: Creates transparent barrier that casts Greater Dispel Magic on anyone passing through it.
 
9th-level
- Energy Drain: Drains 2d4 character levels from target.
 - Etherealness: The entire party is temporarily transported to the Ethereal Plane until one of them performs a hostile action.
 - Gate: Summons a devil from another plane.
 - Greater Visage of the Deity: You gain Charisma bonus and some elemental resistances.
 - Heal, Mass: As heal, but with several subjects.
 - Implosion: Kills most creatures nearby.
 - Storm of Vengeance: Storm rains acid, lightning, and hail doing 3d6 damage/round.
 - Summon Creature IX: Calls an elder elemental to fight for you.
 - Undeath's Eternal Foe: Party is granted immunity to negative damage, level/ability drain, poisons and disease.