6th-Level Cleric Spells, Book of Experimental Might, Alternate Magic System

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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

Animate Dead M: Creates undead skeletons and zombies.

B

Blast of Castigation: Energy attack inflicts 1d8 points of damage/three caster levels and continues to blast foe.

Blindness/Deafness: Makes subject blinded or deafened.

C

Create Food and Water: Feeds three humans (or one horse)/level.

D

Dispel Magic: Cancels magical spells and effects.

E

F

G

Glyph of Warding M: Inscription harms those who pass it.

Godspeed: Speed increases to 60 feet and adds +2 bonus to AC.

H

I

Invisibility Purge: Dispels invisibility within 5 feet/level.

J

K

L

M

Magic Circle Against Chaos: As protection spells, but 10-foot radius and ten minutes/level.

Magic Circle Against Evil: As protection spells, but 10-foot radius and ten minutes/level.

Magic Circle Against Good/: As protection spells, but 10-foot radius and ten minutes/level.

Magic Circle Against Law: As protection spells, but 10-foot radius and ten minutes/level.

Magic Vestment: Armor or shield gains +1 enhancement bonus/four levels.

N

O

P

Q

R

Remove Blindness/Deafness: Cures normal or magical conditions.

Remove Curse: Frees object or person from curse.

Remove Disease: Cures all diseases affecting subject.

S

Searing Light: Ray deals 1d8 points of damage/two levels, more against undead.

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

T

U

V

W

Word of Binding: Magical manacles restrain foe.

X

Y

Z