New Spells Supplement

Creating game materials? Monsters, spells, classes, adventures? This is the place!
User avatar
PapersAndPaychecks
Posts: 139
Joined: Sun Jul 14, 2013 6:56 pm

Re: New Spells Supplement

Post Sat Dec 05, 2015 12:58 pm

Cleric 1

Censure
Cleric 1
Range: 30 ft
Duration: Instantaneous

The cleric utters a condemnation of the target's behaviour or conduct. This creates a point of divine energy, which the cleric hurls at the target. The cleric must roll to hit, and if he or she misses then the spell has no effect. If the target is hit, it gets a saving throw vs spells and if it passes the spell has no effect. If it fails, then roll on the following table to determine the spell's effect:-

1d12 Outcome
1-2 Stunned for 1d4+1 rounds
3-6 Paralysed for 1d4+1 rounds
7-10 Move slowed by 50% for 1d4+1 rounds
11-12 Number of attacks reduced by 50% for 1d4+1 rounds

This spell is ineffective against creatures of 7th level or higher.

Correction of Gamchicoth
Cleric 1
Range: 30 ft
Duration: 13 rounds

The target receives a saving throw vs spells. If it fails for the spell's duration the target suffers 1 hp of damage each time it hits a creature in melee. With the reverse, Punishment of Nehema, for the spell's duration any creature striking the target in melee is healed for 1 hp.

Both the normal and reverse form of the spell may be in effect on the same creature, but multiple spells of this type will overwrite the previous ones rather than add to them. For example, if a creature is under the sixth level divine spell Vituperation of Nehema, a Correction of Gamchicoth will work as normal but a Punishment of Nehema will erase the previous spell.

Detect disease
Cleric 1
Range: 10 ft
Duration: 1 round/level

The cleric implores for aid from the gods, and is empowered to detect disease in one creature (whether the disease is natural or magical). If there is more than one disease, the number of diseases will be revealed. Furthermore, there is a 10% chance per caster level of discovering the exact type of disease present.

Detect poison
Cleric 1
Range: Touch
Duration: 1 round/level

This spell empowers the cleric to know whether one object or substance has been poisoned or is poisonous. In addition, there is a 10% chance per level of the cleric to determine the virulence of the poison, defined as "strong" (saving throw penalty of -2 or more), "normal" (saving throw adjustment of -1, 0 or +1) or "weak" (saving throw adjustment of +2 or more, or any non-fatal venom or toxin).

Guardian's sigil
Cleric 1
Range: Touch
Duration: 6 turns

The guardian's sigil is a mystic rune the cleric marks on a section of the ground. The cleric designates a guardian for the sigil. The guardian must be a speaking creature of the cleric's religion, and must freely accept the guardianship. For the spell's duration, the guardian must remain standing on the rune. While standing there, the guardian is healed of 1d4 hp each time he or she slays a hostile creature. If the guardian moves outside the spell's area of effect, the spell will catastrophically fail, causing a supernatural feedback-like effect that inflicts 1d8 hp of damage on the guardian.

Halo
Cleric 1
Range: Touch

This spell grants a brief, miraculous resistance to supernatural attack. The recipient kneels in silent prayer, and the cleric touches him or her on the forehead. A mystical glow surrounds the recipient's head next round. During that time, any spell or magical effect directed against the recipient has a 75% chance of dissipating without harming him or her.

Repair
Cleric 1
Range: Touch
Duration: Instantaneous

Repair restores damaged, broken or shattered non-magical objects. It can repair broken magic items, but their magical properties will not be restored. The spell only works on non-living material, but it can work on material that was formerly alive such as wood or leather. It can repair damaged skeletons or zombies, instantly returning them to full hit points, but will not work on other undead creatures. If used on a damaged golem, the spell restores 2d4 hp of damage the creature might have suffered.

Scribe
Cleric 1
Range: Self
Duration: Up to 8 hours

For the spell's duration the cleric's handwriting speed is doubled. His or her handwriting becomes magically clear and legible, and no transcription errors or misspellings will occur. The cleric can copy texts and manuscripts, or compose new ones, with equal ease. If the cleric is 7th level or higher, he or she will be able to scribe clerical scrolls with the aid of this spell, provided the correct magical inks are available.
User avatar
PapersAndPaychecks
Posts: 139
Joined: Sun Jul 14, 2013 6:56 pm

Re: New Spells Supplement

Post Sat Dec 05, 2015 1:05 pm

Cleric 2

Corpse fire
Cleric 2
Range: 30 ft
Duration: 1d6 rounds + 1 rd/level

The Corpse fire spell has the effect of magically altering a normal fire so that the fire only burns the dead or undead. The spell may used in a number of ways, including funeral pyres (preventing the cremation of someone still living but magically suspended, for example), as a weapon or defence against undead (using fires as barriers), and even as a test, e.g., requiring people to hold their hands in the flame before entering a building, as living creatures will be unharmed but vampires and other undead will suffer harm.

The damage potential of the fire is not changed by the spell so a torch continues to cause normal damage, but the magic of the spell allows the flame to harm any undead creature, regardless of whether the creature is normally only harmed by magical weapons or if they are insubstantial.

Detect charm
Cleric 2
Range: 30 ft
Duration: 1 turn

This spell reveals to the cleric whether a creature is subject to a charm spell. The spell's magic can discern a charm (or lack thereof) on up to ten creatures. The reverse of the spell conceals the existence of a charm, but affects only one creature.

Detect curse
Cleric 2
Range: Touch
Duration: Instantaneous

This spell empowers the cleric to tell whether a creature or object is cursed. This is not without risk, because the spell requires touch and touching some objects will bring down the curse. An unwilling creature gets a saving throw vs spells (unlisted categories) to avoid the effect. Cursed objects are always treated as unwilling and have a saving throw of 13 or more on 1d20 to avoid revealing their cursed nature to the cleric. If the object bears a particularly powerful curse (say, for example, it is -2 rather than -1, or if it has been cursed by a deity or creature of similar power) it may receive a saving throw bonus at the GM's discretion. Cursed artifacts and relics have a saving throw of 2 or more on 1d20.

Divine might
Cleric 2
Range: Self
Duration: 12 rounds

The cleric is filled with divine might, giving a bonus of +3 to hit and +6 damage for the spell's duration. This spell is not cumulative with any other strength-enhancing effect.

Smite the faithless
Cleric 2
Range: Touch
Duration: 12 rounds

The cleric enchants a single weapon to become temporarily more effective against creatures of an opposing religion. The cleric selects the religion to be affected.

For the spell's duration the weapon crackles with electricity, and to creatures of its target religion it does additional lightning damage in melee in accordance with the following table:-

Code: Select all

Cleric level    Bonus damage 
3-5             +1d3 
6-8             +1d4 
9-11            +1d6 
12-14           +1d8 
15-18           +1d10 
19+             +1d12 
Stalk
Cleric 2
Range: Touch
Duration: 5 rounds/level

With a prayer and a touch, the cleric camouflages the target as if he or she were wearing an elven cloak and boots. Like invisibility, the spell is cancelled if the target makes an attack or casts a spell.
User avatar
PapersAndPaychecks
Posts: 139
Joined: Sun Jul 14, 2013 6:56 pm

Re: New Spells Supplement

Post Sat Dec 05, 2015 1:09 pm

Cleric 3

Champion's sigil
Cleric 3
Range: Touch
Duration: 6 turns

The champion's sigil resembles the first level divine spell Guardian's sigil, except that the champion is healed of 2d4 hp each time he or she slays a hostile creature, takes 2d8 hp of damage on leaving the area.

Chastisement of Gamchicoth
Cleric 3
Range: 30 ft
Duration: 13 rounds

Chastisement of Gamchicoth resembles the first level divine spell Correction of Gamchicoth, except that the target suffers 1d6 hp of damage. Its reverse, Obloquy of Nehema, resembles Punishment of Nehema except that those striking the target in melee are cured of 1d6 hp of damage.

Delayed cure light wounds
Cleric 3
Range: Touch
Duration: 3 rounds

This spell exactly resembles Cure light wounds, except that it does not take effect until the third round after casting. It is typically cast on the cleric's favoured heroes just before they go into severe danger.

Detect lycanthrope
Cleric 3
Range: Self
Duration: 1 round

This spell empowers the cleric to identify lycanthropes (not including other shapechangers such as doppelgängers). If there is a lycanthrope in human form, its animal form will become visible as a translucent ghost-like figure superimposed on the human shape; if it is in animal form, its human form will appear in the same way. At the lycanthrope's option it can attempt to avoid detection, in which case it gets a saving throw vs spells to remain unnoticed.

Quiet dead
Cleric 3
Range: Touch
Duration: See below

This spell prevents any dead being from being animated as undead or rising as undead. The Quiet Dead spell has two applications, one temporary and one permanent. In the temporary application, the quiet dead spell may be cast as an area effect (10 ft/level radius) with a limited duration (1 turn/level). This application prevents the Animate Dead spell being used on a battlefield, neutralising the powers of necromancers and some supernatural creatures.

The permanent application affects one or more corpses (1 corpse per 6 levels of the caster). This application prevents, for all time, the corpse from being animated as undead or rising as undead if, for example, the persons had been slain by shadows or wights. If cast on undead, the Quiet Dead spell has no effect.
User avatar
PapersAndPaychecks
Posts: 139
Joined: Sun Jul 14, 2013 6:56 pm

Re: New Spells Supplement

Post Sat Dec 05, 2015 1:13 pm

Cleric 4

Footsore
Cleric 4
Range: 60 ft
Duration: 1 turn/level

This spell slows the target creatures' movement speed on foot by 50%. Flying, swimming, burrowing or other non-pedestrian movement is unaffected. Footsore can be counteracted with Remove Curse but Dispel Magic is ineffective.

Hero's sigil
Cleric 4
Range: Touch
Duration: 6 turns

The hero's sigil resembles the first level divine spell Guardian's sigil, except that the hero is healed of 3d4 hp each time he or she slays a hostile creature, and takes 4d8 hp of damage on leaving the area.

Minor ward
Cleric 4
Range: Touch
Duration: Until broken

This spell creates a hemispherical force field in a fixed location. The field is transparent but visible, appearing like a sheet of glass, and obstructs all movement through it (including extraplanar movement, teleport/dimension door/blink spells, etc.) Neither physical objects nor spells can pass through the barrier.

The minor ward can be destroyed by the spells alter reality, disintegrate, limited wish, phase door, plane shift, shadow door or wish targetted at the barrier, or by any area of effect spell that would do at least 20 hp of damage.

The ward stays up until the casting cleric falls asleep, is rendered unconscious, or chooses to dismiss it. In any case the ward takes 1 round to fade.

Plague
Cleric 4
Range: 30 ft
Duration: 1 hour

The cleric designates one person (human, demi-human or humanoid) as the target of this spell. The target person receives a saving throw vs spells to avoid the effect, and if it fails it loses 10% of its hp (rounded up) and suffers a penalty of -2 to its to hit rolls and saving throws. It also suffers a +2 penalty to its armour class and loses 1 point each of strength, dexterity and constitution.

Each round thereafter, every person within 10 ft of an infected target must pass a saving throw vs spells or be infected themselves. If there are several infected people within 10 ft, only one saving throw need be made, and the plague cannot be contracted more than once.

An hour after the first target was infected, all cases of the disease are cured and the combat penalties are removed. Any lost hp will need to be recovered at normal healing rate, and reduced ability scores take 1d6 days to recover.

Any creature rolling a natural 1 on its saving throw against the plague is killed.

Retribution of Gamchicoth
Cleric 4
Range: 30 ft
Duration: 13 rounds

Retribution of Gamchicoth resembles the first level cleric spell Correction of Gamchicoth, except that the target suffers 2d6 hp of damage. Its reverse, Calumny of Nehema, resembles Punishment of Nehema except that those striking the target in melee are cured of 2d6 hp of damage.
User avatar
PapersAndPaychecks
Posts: 139
Joined: Sun Jul 14, 2013 6:56 pm

Re: New Spells Supplement

Post Sat Dec 05, 2015 1:18 pm

Cleric 5

Peace
Cleric 5
Range: Caster
Duration: 2 rounds + 1 round caster level

When this spell is cast, the cleric causes all creatures within the 30 ft radius area of effect to cease all hostile attacks against one another for the duration of the spell. The cleric can affect a maximum of 5 hit die worth of creatures, plus 1 additional hit die per level of the spell-caster. Creatures above 5 hit dice are allowed a saving throw vs. spell. Those creatures with 5 or fewer hit die are not allowed a saving throw.

Creatures affected by the spell, though free to otherwise move about and take other actions, become unable to attack any other creature in anyway (including attacks by spell), even should they wander outside the area of effect for the duration of the spell. Other creatures, who wander into the area of affect after the casting of the spell, are not impacted by its affects.

Even creatures friendly to the caster are affected by the spell, unless they make a required saving throw.

Rainbow
Cleric 5
Range: See below
Duration: 1 round/level

Before this spell can be cast the cleric must prepare it by casting the spells bless and prayer on a clear jewel of at least 1,000 gp value. This must be done when a rainbow is in the sky. The spell's material components are this rainbow jewel and a flask of holy water, both of which are consumed when the spell is cast.

The spell takes one of four forms, and the cleric can select which form applies at the time of casting:

Bow -- the spell conjures a +3 shortbow and 7 arrows. The bow glows with all the colours of the rainbow. The arrows each glow with a different colour, and each arrow will do double rolled damage against a specific type of creature, as follows:-
  • * Red -- Creatures associated with heat or fire
    * Orange -- Creatures associated with earth, stone or rock
    * Yellow -- Creatures associated with air, wind or lightning
    * Green -- Creatures associated with plants or fungi
    * Blue -- Creatures associated with water
    * Indigo -- Poisonous creatures
    * Violet -- Undead creatures
The bow and any unused arrows disappear when the spell expires.

Bridge -- a bridge 10 ft wide and up to 120 ft long appears in the form of a rainbow that can be touched. The bridge can bear weight up to 250lbs per experience level of the casting cleric. If this limit is exceeded the entire bridge will immediately vanish.

Jug -- a multi-coloured container with a spout. The jug can pour seven draughts of coloured liquid. Each is a magic potion of a different colour, and each potion consists of three doses:-
  • * Red -- Healing (cures 1d8 hp)
    * Orange -- Fire resistance
    * Yellow -- Cures blindness and deafness
    * Green -- Neutralise poison
    * Blue -- Cure disease
    * Indigo -- Resist cold
    * Violet -- An unguent that turns petrified creatures back to flesh
The jug, and any unused potions, all disappear when the spell expires.

Path -- A rainbow-hued pathway through the air appears. The cleric decides where it goes. It remains solid out to 120 ft behind the cleric, and the cleric and those with him or her can travel at 120 ft/round along it. The path can bear weight up to 100lbs per experience level fo the casting cleric. If this limit is exceeded the spell will be cancelled and the pathway will immediately vanish.

Transmute water to blood
Cleric 5
Range: 30 ft
Duration: Permanent

When a cleric casts this spell 1 cubic foot of water per level is transformed into blood. The blood is human or demi-human in nature, i.e. it is red blood. At the sight and smell of the blood, humans, humanoids and demi-humans with less than 4+1 hit dice must save vs paralyzation at -3 or flee for 3d6 rounds. Creatures of 4+1 hit dice or better save without penalty. This spell has no effect upon undead, extra-planar creatures, or unintelligent monsters, but will work against herbivorous animals.

Many carnivores will actually be driven into a frenzy by the sight and smell of the blood. These will attack at +2 to hit and +1 damage per die.

This spell is particularly unpleasant when reversed. One cubic foot of blood per level is transformed into water. The affected creature receives no saving throw, but must be touched (requiring a to hit roll if in melee). Damage is inflicted depending upon the size of the victim. All living creatures with red blood suffer damage according to size:

Size Damage
S 1d10+3 hp/caster level
M 1d8+2 hp/caster level
L 1d6+1 hp/caster level

Victims who suffer damage equal to more than half their total hp act as if slowed and inflict half normal damage due to weakness and shock. This effect lasts 6d8 turns. The material component is a drop of blood, or a drop of water for the reverse.

Exception: Transmute Blood to Water will utterly destroy a vampire if the creature is hit in melee.
User avatar
PapersAndPaychecks
Posts: 139
Joined: Sun Jul 14, 2013 6:56 pm

Re: New Spells Supplement

Post Sat Dec 05, 2015 1:23 pm

Cleric 6

Communicate
Cleric 6
Range: Unlimited
Duration: 10 rounds + 1 round/level

With a chant and a flourish, the cleric is empowered to communicate with another person. The contacted person must be known to the caster and on the same plane as the caster, and certain effects will screen out the spell. For example, if the contact is within an anti-magic field of some kind, or his or her mind is masked, or is unconscious, then the spell will not function (exception: if the contact is asleep, he or she has a 50% chance of awakening when contact is made).

Once the contact is established, the contact can decide:-

1) To reject the cleric's approach and cancel the spell; or
2) To communicate telepathically with the cleric; or
3) To enter a full mind-link with the cleric, in which case the cleric will be able to see through the contact's eyes and hear through his or her ears.

If a mind-link is employed then the cleric can actually cast a cure spell (of any kind) through it and affect the target as if by touch. When the cure spell takes effect, the communicate spell will be broken.

Enmeshment
Cleric 6
Range: 30 ft
Duration: 1 round/caster level

With an esoteric gesture the cleric conjures a weird supernatural field. This appears as a mass of insubstantial, writhing, thread-like tendrils of shadow that block vision but not movement. Any creature coming into contact with the tendrils must save vs spells at -3 or be transported into the twisting, shadowy corridors of a remote part of the plane of Pandemonium.

Within these corridors, by a strange effect that is not an illusion but a physical property of this part of Pandemonium, any creature met appears as mass of black shadow. There is no sound here, and it is impossible to tell friend from foe, so many creatures will end up fighting each other.

On the second and subsequent round of being trapped in Pandemonium, each creature trapped therein may attempt a saving throw vs spells and if they pass, they are pulled back to their point of origin in the Prime Material Plane. When the spell expires all remaining enmeshed creatures are pulled back automatically.

Fortunes of war
Cleric 6
Range: Touch
Duration: 1 day, or until discharged

The spell's target is given one chance to cheat death. The next time the character suffers an attack that would otherwise kill him or her, after all applicable saving throw rolls and other powers and abilities have failed, the Fortunes of War spell is discharged. There is a 50% chance that the spell will fail and the recipient character will die anyway. Otherwise, the character is miraculously protected by a divine shield. The character's current hit points are halved (rounding in the character's favour) but he or she survives the attack.

Scourge of the infidel
Cleric 6
Range: 30 ft
Duration: Instantaneous

The cleric utters a litany of the target's offences against the cleric's deity, points a finger and seeks to obliterate one creature. The accusation must be genuine and heartfelt, and the transgressions must be serious, or the spell will fail. Otherwise it is affected as follows:-

If the target has 5 or fewer hit dice, it rolls a saving throw vs death. If it fails it crumbles to dust. If it passes, it still takes 10d10 hp of damage.

If the target has 6 or more hit dice, it rolls a saving throw vs spells (unlisted categories). If it fails it takes 5d10 hp of damage, and if it passes it still takes 5d6 hp of damage.

If the target survives, it is wracked with pain, and can take no action in the round immediately after the spell takes effect.

Vengeance of Gamchicoth
Cleric 6
Range: 30 ft
Duration: 13 rounds

Vengeance of Gamchicoth resembles the first level cleric spell Correction of Gamchicoth, except that the target suffers 3d6 hp of damage. Its reverse, Vituperation of Nehema, resembles Punishment of Nehema except that those striking the target in melee are cured of 3d6 hp of damage.
User avatar
PapersAndPaychecks
Posts: 139
Joined: Sun Jul 14, 2013 6:56 pm

Re: New Spells Supplement

Post Sat Dec 05, 2015 1:32 pm

Hmm... I guess my submissions from 2013 (first page of this thread) didn't make the cut?
User avatar
Solomoriah
Site Admin
Posts: 6901
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: New Spells Supplement

Post Sat Dec 05, 2015 10:34 pm

They might be in Libram Magica. I wanted a compact spell supplement; Smoot preferred an omnibus. So he created Libram Magica and put EVERYTHING in it... not only the New Spells, but also the Druid and Illusionist magic, cantrips, and I don't even know what else.

I am considering a new release of this supplement, though. Stay tuned...
My personal site: www.gonnerman.org
User avatar
PapersAndPaychecks
Posts: 139
Joined: Sun Jul 14, 2013 6:56 pm

Re: New Spells Supplement

Post Sun Dec 06, 2015 5:04 am

Ah. I couldn't find the Libram Magica on the downloads page?
User avatar
Solomoriah
Site Admin
Posts: 6901
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: New Spells Supplement

Post Sun Dec 06, 2015 10:31 am

My personal site: www.gonnerman.org
Post Reply