6th-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.
Animate Dead M: Creates undead skeletons and zombies.
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.
Create Food and Water: Feeds three humans (or one horse)/level.
Dispel Magic: Cancels magical spells and effects.
Glyph of Warding M: Inscription harms those who pass it.
Godspeed: Speed increases to 60 feet and adds +2 bonus to AC.
Invisibility Purge: Dispels invisibility within 5 feet/level.
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.
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 points of damage/two levels, more against undead.
Summon Monster III: Calls extraplanar creature to fight for you.
Word of Binding: Magical manacles restrain foe.