4th-Level Cleric Spells, Book of Experimental Might, Alternate Magic System

From WikiName
Jump to: navigation, search

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.


A

B

C

Consecrate M: Fills area with positive energy, making undead weaker.

Crystal of Reflection M: Reflects ray attacks back at attacker.

D

Darkness: Creates supernatural darkness in a 20-foot radius.

Death Knell: Kills dying creature; you gain 1d8 temporary hit points, +2 bonus to Strength, and +1 level.

Desecrate M: Fills area with negative energy, making undead stronger.

E

F

G

Grant Quarter: Puts one helpless or willing creature/level in extradimensional prison.

H

I

Incorporeal Defense: Grants +4 AC against incorporeal attacks.

J

K

L

M

N

O

P

Q

R

Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 points of ability damage.

S

Shatter: Sonic vibration damages objects or crystalline creatures.

Silence: Negates sound in 15-foot radius.

Sound Burst: Deals 1d8 points of sonic damage to subjects; may stun them.

Summon Monster II: Calls extraplanar creature to fight for you.

T

U

Undetectable Alignment: Conceals alignment for twenty-four hours.

V

W

X

Y

Z

Zone of Truth: Subjects within range cannot lie.