3rd-Level Cleric Spells, Book of Experimental Might, Alternate Magic System
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
Aboleth's Lung: Targets are able to breathe water; however, they can no longer breathe air for the duration.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Shows whether an action will be good or bad.
Bear’s Endurance: Grants subject +4 bonus to Constitution for ten minutes/level.
Bull’s Strength: Grants subject +4 bonus to Strength for ten minutes/level.
Calm Emotions: Calms creatures, negating emotion effects.
Eagle’s Splendor: Grants subject +4 bonus to Charisma for ten minutes/level.
Enthrall: Captivates all within 100 feet + 10 feet/level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Owl’s Wisdom: Grants subject +4 bonus to Wisdom for ten minutes/level.
Shield Other F: You take half of subject’s damage.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition and position of allies.
Unearth Heresy: Allows “listening” to surface thoughts.