Clerical Spell Lists

Post/Author/DateTimePost
#1

Hugin

Jun 09, 2004 17:45:54
Hey All!

I figured I should share what I use for clerical spell lists IMC. I'd also be interested in feed-back.

Each Immortal has a list of spells that is made available to his or her mortal followers. The size of the list is based on the category of the Immortal - 7 spells for each spell level from an Initiate and up to 12 spells from an Heirarch. The list gets smaller by one spell at each of levels 7, 8 and 9. However, this does not mean that a cleric cannot learn of new spells through exceptional devotion and research, or be granted by the Immortal for specific services by the cleric. The limit of possibilities are certainly set by the imagination.

To start with, I decided that some spells were "universal" to good or evil (neutrals chose one or the other and stay with it as per normal). These universal spells are added to the spell list that a cleric may chose from and are as follows:

Universal Good Spell List
Level 1 - Bless, Bless Water, Remove Fear
Level 2 - Align Weapon*, Consecrate
Level 3 - Prayer, Weapon of the Deity (DF)**
Level 4 - Neutralize Poison, Remove Curse
Level 5 - Hallow, Scrying
Level 6 - Raise Dead
Level 8 - Holy Aura

Universal Evil Spell List
Level 1 - Bane, Cause Fear, Curse Water
Level 2 - Align Weapon*, Desecrate
Level 3 - Prayer, Weapon of the Deity (DF)**
Level 4 - Bestow Curse, Poison
Level 5 - Scrying, Unhallow
Level 6 - Raise Dead
Level 8 - Unholy Aura

* - Align Weapon is available to most clerics. The alignments that can be used depend upon the clerics Immortal. If the Immortal's alignment is LN, than lawful is the only alignment he can use with the weapon. If the Immortal's alignment is CG, than either chaotic or good may by used. Clerics of N Immortals do not have access to this spell.

(DF)** - "Weapon of the Deity" (or Immortal, as we have it) is a spell from the Defenders of the Faith book. Each spell-list has a line called "Weapon of the Immortal" wherein it is given the preferred weapon the Immortal has for his or her followers. This spell, when used on a normal weapon of the given type, divinely enchants it into the magical weapon listed beside it for 1 round per level of the cleric. For example, a cleric of Halav using a shortspear (the weapon "sacred" to Halav) who casts "Weapon of the Deity" transforms the shortspear into a +1 mighty cleaving shortspear.

The following is a list of spells that can be spontaneously casted by a cleric of a good or evil Immortal. Clerics of neutral Immortals must choose cure or inflict spells at the time they begin their path of devotion. Note that the 'mass' version of these spells do not appear and are generally only available from Immortals associated with healing specifically.

Spontaneous/Substitution Spells of a Good Immortal
Level 1 - Cure Light Wounds
Level 2 - Cure Moderate Wounds
Level 3 - Cure Serious Wounds
Level 4 - Cure Critical Wounds

Spontaneous/Substitution Spells of a Evil Immortal
Level 1 - Inflict Light Wounds
Level 2 - Inflict Moderate Wounds
Level 3 - Inflict Serious Wounds
Level 4 - Inflict Critical Wounds

Domain Selection: When choosing domains, the player must identify which will be the major domain and which will be the minor domain. Only the major domain's granted power is given to the cleric. The minor domain's granted power can be given at a higher level (perhaps 8 - 10) as the DM decides, and can gained as the reward of a test or quest from the cleric's order, or even the Immortal himself. (Think of it as a reward for role-playing!). This is to balance the fact that the cleric receives powers from his Immortal (or Sphere of Power) in addition to the normal class abilities.

Domain Spells: Some domain spells are at a different spell level than normal for a clerical spell (or arcane spell in some instances). In fact, the same spell often appears in the cleric's spell list at a higher level than listed under the domain. In such situations, it only applies to that spell when it is selected as the domain spell, and does not change the level of the spell as it is listed in the main spell list.

As for choosing which spells each Immortal provides, I used the domains as stated in the Vaults, the 3E Mystara website, and Marco's work and picked others that fit the Immortal as I see it. I also used information from the WotI book. One last thing - I let clerics use their bonus spell slot due to high wisdom as a "free" or open slot. Anyhow, Coming up are some that I have already done and I'll keep adding more as I can.

Thanks to everyone for their input and encouragement!

Index of Spell-Lists in order of appearance and linked:
Revised lists between Aug-Sept 2005
Halav
Ixion
Asterius
Protius
Loki
Odin
Khoronus
Karaash
Sphere of Energy
Sphere of Entropy
Sphere of Matter
Sphere of Thought
Sphere of Time
Ilsundal
Benekander
Petra
Zirchev
Vanya
Valerias
Al-Kalim
Kagyar
Alphaks
Thor
Hel
Frey
Freyja
Rad
Ka
Thanatos
Terra
Faunus
Alphatia
Atruaghin
Diulanna
Rafiel
Brindorhin
Coberham Shadowglint
Nyx
Ranivorus
Talitha
Chardastes
Minroth
Pflarr
Kallala of the Seven Veils
Djaea
Atzanteotl
Korotiku
Rathanos
Tarastia
Maat
Demogorgon
Eiryndul
Noumena.....New on Feb 10
#2

Hugin

Jun 09, 2004 18:09:00
Halav Spell List (Celestial of the Sphere of Thought)

Domains: Craft, Good, Law, Nobility, Planning, Protection, Sphere of Thought, War

Special Clerical Powers: Possess Favoured Enemy ability in the following order; (1st) Gnoll, (5th) Gnoll & Orc, (10th) Gnoll & Giant, (15th) Gnoll & Monstrous Humanoid, (20th) Gnoll & Undead.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Detect Magic
Guidance
Inflict Minor Wounds
Light
Mending
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Animate Rope
Deathwatch
Detect Chaos
Detect Evil
Divine Favour
Magic Weapon
Protection from Evil
Shield of Faith
Sanctuary

2nd-Level Cleric Spells
Aid
Augury
Enthrall
Heat Metal
Make Whole
Shield Other
Spiritual Weapon
Status
Zone of Truth

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Glyph of Warding
Invisibility Purge
Keen Edge
Magic Circle against Evil
Magic Vestment
Protection from Energy
Searing Light
Stone Shape

4th-Level Cleric Spells
Discern Lies
Divine Power
Geas, Lesser
Greater Magic Weapon
Holy Smite
Minor Creation
Order's Wrath
Spell Immunity
Zone of Silence

5th-Level Cleric Spells
Atonement
Commune
Command, Greater
Flame Strike
Dispel Evil
Disrupting Weapon
Major Creation
Spell Resistance
Wall of Stone

6th-Level Cleric Spells
Antilife Shell
Blade Barrier
Forbiddance
Geas/Quest
Glyph of Warding, Greater
Heroes' Feast
Hold Monster
Owl's Wisdom, Mass
Stoneform (3E)

7th-Level Cleric Spells
Analyze Dweomer
Dictum
Holy Word
Refuge
Power Word, Blind
Repulsion
Scrying, Greater
Sunbeam

8th-Level Cleric Spells
Antimagic Field
Demand
Discern Location
Ironform (3E)
Mind Blank
Shield of Law
Power Word, Stun

9th-Level Cleric Spells
Astral Projection
Miracle
Prismatic Sphere
Power Word, Kill
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: Shortspear and Short Sword; +1 mighty cleaving shortspear

Symbol: A sword laid upon an anvil.

Immortal's Alignment: LG

Appearance: A tall, well-formed, red-headed warrior, wearing ancient bronze armour, carrying an ancient-style bronze short-sword, and wearing a simple golden crown.

Names:
Red-Hair
Patron of Warfare
Patron of Weaponmaking

Notes:
(3E) from the 3E Mystara website.
#3

Hugin

Jun 09, 2004 18:21:00
Ixion Spell List (Hierarch of the Sphere of Energy)

Domains: Fire, Good, Knowledge, Planning, Sphere of Energy, Strength, Sun.

Special Clerical Powers: Can spontaneously cast the 'produce flame' 1st level spell (in the same manner, and in addition to, the cure light wounds spell) and also gains the Improved Turning feat for free.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Comprehend Languages
Burning Hands
Deathwatch
Detect Evil
Detect Secret Doors
Detect Undead
Disrupt Undead
Expeditious Retreat
Endure Elements
Enlarge Person
Protection from Evil
Shield of Faith

2nd-Level Cleric Spells
Aid
Augury
Bless Weapon
Bull's Strength
Detect Thoughts
Eagle's Splendor
Heat Metal
Owl's Wisdom
Produce Flame
Remove Paralysis
Resist Energy
Status

3rd-Level Cleric Spells
Clairaudience/voyance
Continual Flame
Daylight
Fireball
Invisibility Purge
Magic Circle against Evil
Magic Vestment
Plant Growth
Protection from Energy
Remove Blindness
Searing Light
Suggestion

4th-Level Cleric Spells
Confusion
Detect Scrying
Dismissal
Divination
Divine Power
Fire Shield
Haste
Holy Smite
Spell Immunity
Tongues
Wall of Fire
Zone of Silence

5th-Level Cleric Spells
Atonement
Commune
Dispel Evil
Disrupting Weapon
Fire Shield
Flame Strike
Holy Sword
Mark of Justice
Plane Shift
Righteous Might
Scrying
True Seeing

6th-Level Cleric Spells
Animate Objects
Banishment
Bear's Endurance, Mass
Blade Barrier
Bull's Strength, Mass
Find the Path
Fire Seeds
Planar Ally
Heroes' Feast
Owl's Wisdom, Mass
Stoneskin
Undeath to Death

7th-Level Cleric Spells
Analyze Dweomer
Delayed Blast Fireball
Foresight
Holy Word
Ixion's Grasping Hand, (Bigby's)
Legend Lore
Prismatic Spray
Refuge
Scrying, Greater
Sunbeam
Word of Chaos

8th-Level Cleric Spells
Cloak of Chaos
Discern Location
Fire Storm
Incendiary Cloud
Ixion's Clenched Fist, (Bigby's)
Phase Door
Planar Ally, Greater
Sunburst
Summon Monster VIII
Prismatic Wall

9th-Level Cleric Spells
Elemental Swarm*
Foresight
Gate
Ixion's Crushing Hand, (Bigby's)
Miracle
Prismatic Sphere
Storm of Vengeance
Summon Monster IX
Time Stop

Weapon of the Immortal: Two-Handed Sword; +1 flaming two-handed sword

Symbol: A flaming wheel

Immortal's Alignment: NG

Appearance: Ixion appears as a member of whatever race he is addressing (or majority of the group). Whetever form he assumes, he will have golden hair so bright that it is hard to look at, flaming eye-sockets, and glowing golden skin. He dresses in light robes of bright-glowing golden silk. He carries a flaming sword as his symbol of power and travels by means of a giant, flaming wheel shaped like a chariot wheel.

Names:
Otzitiotl - ancient azcans on the surface and some present-day Hollow World Azca as well as many Oltecs.
Solarios - on many other worlds
The Sun-Prince - nick-name
Tubak - Ethengar Khanates

Notes: * Fire elementals should be used whenever possible by the cleric.
#4

spellweaver

Jun 10, 2004 10:17:47
Originally posted by Hugin
I'd also be interested in feed-back.
Each Immortal has a list of spells that is made available to his or her mortal followers. The size of the list is based on the category of the Immortal - 7 spells for each spell level from an Initiate and up to 12 spells from an Heirarch. The list gets smaller by one spell at each of levels 7, 8 and 9.


Very interesting! Keep it comming!

One question: If a cleric or priest worships an alignment, what level immotal does that count as? (initiate, temporal, empyreal, hierarch etc.) How many spells does the cleric get?

:-) Jesper
#5

Hugin

Jun 10, 2004 16:56:41
One question: If a cleric or priest worships an alignment, what level immotal does that count as? (initiate, temporal, empyreal, hierarch etc.)

Good Question! Unfortunatly I don't have clerics that worship only alignment IMC (I've never been able to rationalize how those clerics gain their spells) - personal preference I guess.

However, you could create spell lists for each of the alignments and the number of spells could be whatever you decide. Maybe it could depend on how "powerful" those spells are - i.e. many less powerful spells, few powerful ones. Maybe I'll put some more thought into it.
#6

Hugin

Jun 10, 2004 17:07:13
Asterius Spell List (Eternal of the Sphere of Thought)

Domains: Magic, Sphere of Thought , Thieves , Trade, Travel, Trickery

Special Clerical Powers: You receive Bluff as a class skill and Skill Focus Bluff as a bonus feat. You have the ability to 'take 10' on this skill check if used for trading or bargaining. You also choose one class skill of the rogue to become a class skill for you.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance

1st-Level Cleric Spells
Command
Comprehend Languages
Confusion, Lesser
Deathwatch
Detect Secret Doors
Disguise Self
Hide from Undead
Longstrider
Magic Aura, Nystul's
Message
Obscuring Mist

2nd-Level Cleric Spells
Calm Emotions
Detect Thoughts
Enthrall
Find Traps
Identify
Invisibility
Owl's Wisdom
Resist Energy
Spider Climb
Status
Undetectable Alignment

3rd-Level Cleric Spells
Blindness/Deafness
Clairaudience/Clairvoyance
Dispel Magic
Fly
Illusory Script
Invisibility Purge
Knock
Locate Object
Nondetection
Obscure Object
Water Walk

4th-Level Cleric Spells
Confusion
Detect Scrying
Dimensional Anchor
Dimension Door
Freedom of Movement
Imbue with Spell Ability
Modify Memory
Planar Ally, Lesser
Sending
Spell Immunity
Tongues

5th-Level Cleric Spells
Break Enchantment
Command, Greater
Commune
Control Winds
Fabricate
False Vision
Passwall
Plane Shift
Spell Resistance
Teleport
True Seeing

6th-Level Cleric Spells
Animate Objects
Dispel Magic, Greater
Find the Path
Forbiddance
Geas/Quest
Guards and Wards
Mislead
Planar Ally
Symbol of Persuassion
Veil
Word of Recall

7th-Level Cleric Spells
Analyze Dweomer
Changestaff
Ethereal Jaunt
Magnificent Mansion, Mordenkainen's
Project Image
Scrying, Greater
Sequester
Spell Turning
Symbol of Stunning
Teleport, Greater

8th-Level Cleric Spells
Antimagic Field
Dimensional Lock
Discern Location
Mind Blank
Phase Door
Polymorph Any Object
Protection from Spells
Screen
Spell Immunity, Greater

9th-Level Cleric Spells
Astral Projection
Disjunction, Mordenkainen's
Etherealness
Freedom
Gate
Summon Monster IX
Teleportation Circle
Timestop

Weapon of the Immortal: Dagger; +1 keen dagger

Symbol: The moon

Immortal's Alignment: N

Appearance: Asterius appears as a middle-aged, black-haired, corpulent (stout, fat) man in ancient robes; he is usually displaying a smile which does not quite reach his eyes.
#7

Hugin

Jun 10, 2004 17:14:24
Protius Spell List (Eternal of the Sphere of Time)

Domains: Chaos, Luck, Ocean, Protection, Sphere of Time, Storm, Water

Special Clerical Powers: Your swim speed is increased by 20. If you do not already have a Swim speed you gain a Swim speed equal to your land-based Speed.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Confusion, Lesser
Detect Law
Detect Water
Endure Elements
Entropic Shield
Mount *
Obscuring Mist
Protection from Law
Summon Nature's Ally I **
Swiftswimmer ***
True Strike

2nd-Level Cleric Spells
Aid
Delay Poison
Fog Cloud
Gust of Wind
Predict Weather (3E)
Resist Elements
Restoration, Lesser
Shatter
Sound Burst
Summon Nature's Ally II **
Undetectable Alignment

3rd-Level Cleric Spells
Call Lightning
Gaseous Form
Create Food and Water
Invisibility Purge
Magic Circle against Law
Protection from Energy
Rage
Remove Disease
Summon Nature's Ally III **
Water Breathing
Water Walk

4th-Level Cleric Spells
Chaos Hammer
Control Water
Divination
Freedom of Movement
Quench
Repel Vermin
Restoration
Rusting Grasp
Sleet Storm
Spell Immunity
Summon Nature's Ally IV **

5th-Level Cleric Spells
Break Enchantment
Control Currents (PC3) †
Control Winds
Dispel Law
Evard's Black Tentacles
Ice Storm
Righteous Might
Shrimp Plague (PC3) ††
Spell Resistance
Summon Nature's Ally V **
Wall of Ice

6th-Level Cleric Spells
Antilife Shell
Animate Objects
Banishment
Calm Water
Chain Lightning
Cone of Cold
Forbiddance
Glyph of Warding, Greater
Heal
Mislead
Summon Nature's Ally VI **

7th-Level Cleric Spells
Acid Fog
Animate Plants †††
Control Weather
Legend Lore
Regenerate
Repulsion
Spell Turning
Summon Nature's Ally VII **
Swimming Doom (PC3) ‡
Word of Chaos

8th-Level Cleric Spells
Antimagic Field
Cloak of Chaos
Horrid Wilting
Mind Blank
Moment of Prescience
Sea Fury (PC3) ‡‡
Spell Immunity, Greater
Summon Nature's Ally VIII **
Whirlwind

9th-Level Cleric Spells
Elemental Swarm‡‡‡
Heal, Mass
Miracle
Prismatic Sphere
Shapechange ‡‡‡‡
Storm of Vengeance
Summon Nature's Ally IX **
True Resurrection

Weapon of the Deity: Trident; +1 shock trident

Symbol: The trident

Immortal's Alignment: CN

Appearance: An aged man or merman with seaweed-green mustache, beard, and hair. Regardless of the setting, he is always dripping with sea-water. He is usually nude but sometimes
appears wrapped with seaweed. His face is very mercurial: cheerful one moment, angry the next, briefly thoughtful, then calm and impassive. He carries a trident. He has two alternate Manifestation Forms: a large, intelligent dolphin and a gigantic whale.

Names:
The Old Man of the Sea - common nick-name.
Manwara - Sea-dwelling peoples, i.e. "The Old Triton of the Sea"
The Spuming Nooga - Northern Reaches; symbol is a spuming whale.

Notes:
(3E) from the 3E Mystara website.
(PC3) based off a spell in the PC3 Creature Crucible "The Sea People".
* Mount - Clerics of Protius who cast 'mount' summon a porpoise instead of a horse.
** Summon Nature's Ally - Aquatic creatures and water elementals should be used whenever possible by the cleric. A Hydrax may be summoned with SNA V. An Undine may be summoned with SNA VII.
*** Swiftswimmer - Similar to the spell 'Longstrider', except it increases the base swim speed of the caster. If the caster does not have a listed swim speed, he receives a +4 enhancement bonus to swim checks and is allowed to 'take 10'.
† Control Currents - This identical to 'Control Winds' but affects water instead of air.
†† Shrimp Plague - Identical to 'Insect Plague' but summons swarms of shrimp instead. This can only be cast underwater.
††† Animate Plants - Only affects aquatic plant life such as seaweed, kelp, reeds, etc.
‡ Swimming Doom - Identical to 'Creeping Doom' summons swarms of shrimp instead. This can only be cast underwater.
‡‡ Sea Fury - Adapted from PC3 and based on the Earthquake spell.
‡‡‡ Water elements should be used whenever possible by the cleric.
‡‡‡‡ Shapechange - Again, aquatic shapes should be favoured by the cleric.
#8

Hugin

Jun 12, 2004 12:15:04
Loki Spell List (Eternal of the Sphere of Entropy)

Domains: Chaos, Charm, Corruption, Evil, Fire, Sphere of Entropy, Thieves, Trickery

Special Clerical Powers: You gain the ability to take Bluff, Search and Disable Device as class skills. You may use these skills to detect and disarm traps as though you were a Rogue.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance

1st-Level Cleric Spells
Burning Hands
Charm Person
Comprehend Languages
Detect Law
Detect Secret Doors
Disguise Self
Entropic Shield
Hide from Undead
Magic Weapon
Protection from Law
Silent Image

2nd-Level Cleric Spells
Align Weapon - chaos, evil
Bless Rune (GAZ 7)
Eagle's Splendor
Find Traps
Interpret Runes (GAZ 7)
Invisibility
Minor Image
Produce Flame
Resist Energy
Silence
Undetectable Alignment

3rd-Level Cleric Spells
Blindness/Deafness
Continual Flame
Crushing Despair
Dispel Magic
Inscribe Rune (GAZ 7)
Knock
Know Rune (GAZ 7)
Magic Circle against Law
Nondetection
Obscure Object
Suggestion

4th-Level Cleric Spells
Chaos Hammer
Confusion
Detect Scrying
Enervation
Explosive Runes
Geas, Lesser
Magic Weapon, Greater
Modify Memory
Phantasmal Killer
Unholy Blight
Wall of Fire

5th-Level Cleric Spells
Charm Monster
Dispel Good
Dispel Law
Dream
False Vision
Fire Shield
Insect Plague
Passwall
Persistent Image
Slay Living
Symbol of Pain

6th-Level Cleric Spells
Animate Objects
Create Undead
Dispel Magic, Greater
Fire Seeds
Geas/Quest
Harm
Mislead
Nightmare
Suggestion, Mass
Symbol of Fear
Veil

7th-Level Cleric Spells
Blasphemy
Demand
Destruction
Ethereal Jaunt
Insanity
Sequester
Symbol of Stunning
Symbol of Weakness
Word of Chaos
Vision

8th-Level Cleric Spells
Charm Monster, Mass
Cloak of Chaos
Demand
Discern Location
Fire Storm
Mass Charm
Polymorph Any Object
Screen
Symbol of Insanity

9th-Level Cleric Spells
Dominate Monster
Elemental Swarm
Loki's Disjunction, [Mordenkainen's]
Power Word, Kill
Soul Bind
Summon Monster IX
Teleportation Circle
Timestop

Weapon of the Immortal: none; dagger of venom

Symbol: A beautiful drinking-goblet containing a bubbling, boiling, nasty-looking liquid.

Immortal's Alignment: CE

Appearance: Loki appears as a slender, hawk-faced, bright-eyed man of the Northern Reaches. He has red flaming hair and wears the furs and clothing of the men of the north; he carries no weapons.

Names:
Loki - Northern Reaches
Farbautides - Thyatis and Isle of Dawn
Lokar - Antalians and Neathar
Bozdogan - Hule

Notes:
(GAZ 7) from Gazetteer 7 'The Northern Reaches'
#9

Hugin

Jun 12, 2004 12:27:55
Odin Spell List (Hierarch of the Sphere of Thought)

Domains: Knowledge, Law, Nobility, Planning, Protection, Rune, Sphere of Thought.

Special Clerical Powers: Odin's Clerics benefit from the Summon Familiar ability. The familiar must be a Raven.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Command
Comprehend Languages
Deathwatch
Detect Chaos
Detect Undead
Divine Favour
Endure Elements
Erase
Hide from Undead
Protection from Chaos
Sanctuary
Spear of Odin [Magic Missile]

2nd-Level Cleric Spells
Bless Rune (Gaz 7)
Boar's [Bull's] Strength
Calm Emotions
Detect Thoughts
Enthrall
Interpret Runes (Gaz 7)
Owl's Wisdom
Resist Energy
Shield Other
Spiritual Weapon
Status
Zone of Truth

3rd-Level Cleric Spells
Bless Weapon
Clairaudience/voyance
Glyph of Warding
Inscribe Rune (Gaz 7)
Invisibility Purge
Know Rune (Gaz 7)
Locate Object
Magic Circle against Chaos
Magic Vestment
Protection from Energy
Secret Page
Speak with Dead

4th-Level Cleric Spells
Detect Scrying
Discern Lies
Divination
Divine Power
Explosive Runes
Geas, Lesser
Planar Ally, Lesser*
Order's Wrath
Sending
Spell Immunity
Tongues
Zone of Silence

5th-Level Cleric Spells
Atonement
Command, Greater
Commune
Control Winds
Dispel Chaos
Dispel Evil
Disrupting Weapon
Mark of Justice
Planar Binding, Lesser
Spell Resistance
Symbol of Sleep
True Seeing

6th-Level Cleric Spells
Antilife Shell
Find the Path
Forbiddance
Geas/Quest
Glyph of Warding, Greater
Heroes' Feast
Hold Monster
Owl's Wisdom, Mass
Planar Ally
Symbol of Fear
Symbol of Persuassion
Undeath to Death

7th-Level Cleric Spells
Analyze Dweomer
Control Weather
Dictum
Holy Word
Instant Summons, Drawmij's
Legend Lore
Odin's Grasping Hand, [Bigby's]
Repulsion
Scrying, Greater
Symbol of Stunning
Symbol of Weakness

8th-Level Cleric Spells
Antimagic Field
Demand
Discern Location
Mind Blank
Odin's Clenched Fist, [Bigby's]
Planar Ally, Greater
Shield of Law
Spell Immunity, Greater
Symbol of Death
Symbol of Insanity

9th-Level Cleric Spells
Astral Projection
Foresight
Gate
Miracle
Odin's Crushing Hand, [Bigby's]
Prismatic Sphere
Storm of Vengeance
Teleportation Circle
Timestop

Weapon of the Immortal: Spear; +1 frost shortspear

Symbol: Silhouettes of two ravens faceing one another, with the head of a man between them; they whisper into his ears.

Immortal's Alignment: LG

Appearance: Odin is one of the few Immortals who forgoes an immaculate appearance: his Manifestation Form is that of a bearded old man with broad shoulders but a bent back. He dresses all in grey, from his weatherbeaten hat to his tattered cloak, and leans on a staff (in fact, his powerful spear) as he walks. He wears a patch over his left eye. Wherever he goes, his two pet ravens, Hugin and Mugin, will be somewhere nearby.

Names:
Wotan - in the Hollow World
Viuden - in the Hinterlands
(many other nick-names)

Notes:
* if available, use 'Harrier' (renamed 'Odin's Raven') from Defenders of the Faith, instead of 'Planar Ally, Lesser'.
(Gaz 7) spells from the Northern Reaches Gazeetter.
#10

Hugin

Jun 18, 2004 16:24:46
Khoronus Spell List (Hierarch of the Sphere of Time)

Domains: Fate, Knowledge, Law, Planning, Renewal, Sphere of Time

Special Clerical Powers: Free Improved Initiative feat.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Comprehend Languages
Deathwatch
Detect Chaos
Detect Evil
Detect Secret Doors
Divine Favour
Obscuring Mist
Protection from Chaos
Sanctuary
Shield of Faith
Sleep
True Strike

2nd-Level Cleric Spells
Aid
Augury
Calm Emotions
Delay Poison
Detect Thoughts
Gentle Repose
Identify
Make Whole
Owl's Wisdom
Remove Paralysis
Restoration, Lesser
Status

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Dispel Magic
Gaseous Form
Helping Hand
Invisibility Purge
Magic Circle against Chaos
Obscure Object
Protection from Energy
Remove Blindness/Deafness
Remove Disease
Water Walk
Wind Wall

4th-Level Cleric Spells
Control Water
Death Ward
Detect Scrying
Dimensional Anchor
Divination
Geas, Lesser
Haste
Order's Wrath
Reincarnate
Restoration
Rusting Grasp
Tongues

5th-Level Cleric Spells
Atonement
Break Enchantment
Commune
Contact Other Plane
Cure Light Wounds, Mass
Dispel Chaos
Disrupting Weapon
Dream
Khoronus' Telepathic Bond, [Rary's]
Mark of Justice
Spell Resistance
True Seeing

6th-Level Cleric Spells
Banishment
Calm Water
Dispel Magic, Greater
Find the Path
Geas/Quest
Heal
Hold Monster
Heroes' Feast
Owl's Wisdom, Mass
Prying Eyes
Undeath to Death
Word of Recall

7th-Level Cleric Spells
Analyze Dweomer
Changestaff
Dictum
Ethereal Jaunt
Legend Lore
Limited Wish
Refuge
Regenerate
Restoration, Greater
Resurrection
Scrying, Greater

8th-Level Cleric Spells
Dimensional Lock
Discern Location
Horrid Wilting
Mass Heal
Mind Blank
Moment of Prescience
Phase Door
Polymorph Any Object
Shield of Law
Temporal Stasis

9th-Level Cleric Spells
Etherealness
Foresight
Freedom
Heal, Mass
Hold Monster, Mass
Miracle
Summon Monster IX
Timestop
True Resurrection

Weapon of the Immortal: Scythe; +1 keen scythe.

Symbol: A water-clock or hourglass

Immortal's Alignment: LN

Appearance: A tall, stately man, so old as to appear ageless. He has long white hair and a very long beard (also white), but is neither wizened nor stooped.

Names:
Father Time - nick-name
#11

Hugin

Jun 23, 2004 17:08:38
Karaash Spell List (Initiate of the Sphere of Thought)

Domains: Planning, Sphere of Thought, Strength, War, Will

Special Clerical Powers: Free Exotic Weapon Proficiency feat (Greatsword/Karaash Sword). Wounds caused by the Karaash used as your Gris-Gris (divine focus) heal slowly, recovering 1 point for every 2 points of natural or magical healing that would normally apply.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Inflict Minor Wounds
Light
Purify Food and Drink
Read Magic

1st-Level Cleric Spells
Command
Comprehend Languages
Deathwatch
Endure Elements
Enlarge Person
Magic Weapon
True Strike

2nd-Level Cleric Spells
Augury
Bull's Strength
Calm Emotions
Detect Thoughts
Hold Person
Owl's Wisdom
Spiritual Weapon

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Crushing Despair
Invisibility Purge
Keen Edge
Locate Object
Magic Vestment
Speak with Dead

4th-Level Cleric Spells
Detect Scrying
Discern Lies
Divine Power
Magic Weapon, Greater
Modify Memory
Sending
Zone of Silence

5th-Level Cleric Spells
Command, Greater
Commune
Control Winds
Flame Strike
Righteous Might
Spell Resistance
True Seeing

6th-Level Cleric Spells
Blade Barrier
Bull's Strength, Mass
Find the Path
Forbiddance
Geas/Quest
Heroes' Feast
Stoneskin

7th-Level Cleric Spells
Analyze Dweomer
Control Weather
Grasping Hand
Karaash's Grasping Hand, [Bigby's]
Power Word, Blind
Scrying, Greater

8th-Level Cleric Spells
Discern Location
Karaash's Clenched Fist, [Bigby's]
Mind Blank
Moment of Prescience
Power Word, Stun

9th-Level Cleric Spells
Astral Projection
Freedom
Karaash's Crushing Hand, [Bigby's]
Power Word, Kill

Weapon of the Immortal: Crossbow; +1 Screaming Bolt

Symbol: A huge two-handed great-sword (known as the Karaash); the lower half of the blade is normal, but the upper half of the blade has an even row of many wicked-looking flanges on both edges.

Immortal's Alignment: N

Appearance: A strong orc-king in the prime of his life. He has healthy yellow skin and perfect tusks protruding from his lower jaw; his head and shoulders are thich with black hair. He has exceptionally intelligent eyes and a stern military manner. He dresses in custom-made, spiky, flanged plate mail armour and carries the special Karaash sword that is his symbol.

Names:
Ilneval
Hong-Tzu
#12

Hugin

Jun 26, 2004 10:49:06
For those that are using these spell-lists (either as is or modified to personal tastes), I have just switched MC to 3.5 edition and so this will affect these lists. Some of those already posted have been revised and improved.

More importantly though, I think I'm starting to get the hang of this. :D

As I've been working on the lists I've refined the way I've been doing them, seeing better ways and new information, and hopefully this will result in better lists.

Finally, if you're wondering how I pick which Immortals to do up, I do them as I need them IMC. If anyone has any requests for Immortals not yet done, please ask, I'd by happy to do them for you - starting with the alignment lists requested by Spellweaver. And as always, comments and critisisms are welcome!

Added: As I previously said about not using alignments as an option for Clerical following IMC, after working on it, I thought that the Spheres of Power would be good choices for clerics to follow. I can see clerics gaining their spells from a sphere making more sense (to me) than from an alignment. However, a cleric can still have an alignment as his focus by chosing a sphere with the domain of the alignment he wants. I hope this makes sense to people.
#13

Hugin

Jun 26, 2004 12:32:39
Sphere of Energy Spell List

Domains: Choas, Fire, Magic, Sphere of Energy, Storm, Travel

Special Clerical Powers: You receive the Empower Spell feat for free.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Inflict Minor Wounds
Light
Read Magic
Resistance

1st-Level Cleric Spells
Burning Hands
Detect Law
Endure Elements
Expeditious Retreat
Magic Aura, Nystul's
Protection from Law
Summon Monster I

2nd-Level Cleric Spells
Gust of Wind
Heat Metal
Produce Flame
Remove Paralysis
Resist Energy
Shatter
Summon Monster II

3rd-Level Cleric Spells
Call Lightning
Create Food and Water
Dispel Magic
Magic Circle against Law
Protection from Energy
Searing Light
Summon Monster III

4th-Level Cleric Spells
Chaos Hammer
Freedom of Movement
Haste
Imbue with Spell Ability
Sleet Storm
Summon Monster IV
Wall of Fire

5th-Level Cleric Spells
Break Enchantment
Dispel Law
Flame Strike
Teleport
Plane Shift
Spell Resistance
Summon Monster V

6th-Level Cleric Spells
Animate Objects
Dispel Magic, Greater
Fire Seeds
Harm
Summon Monster VI
Undeath to Death
Word of Recall

7th-Level Cleric Spells
Control Weather
Destruction
Spell Turning
Summon Monster VII
Teleport, Greater
Word of Chaos

8th-Level Cleric Spells
Cloak of Chaos
Fire Storm
Phase Door
Protection from Spells
Summon Monster VIII

9th-Level Cleric Spells
Disjunction, [Mordenkainen's]
Elemental Swarm*
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: none

Symbol: none

Notes: * Fire elementals should be used whenever possible by the cleric.
#14

Hugin

Jun 26, 2004 15:26:54
Sphere of Entropy Spell List

Domains: Corruption, Death, Destruction, Evil, Sphere of Entropy

Special Clerical Powers: You receive the Silent Spell feat for free. Spells used with the Still Spell feat gain the [Entropy] spell descriptor.

0-Level Cleric Spells (Orisons)
Acid Splash
Detect Magic
Detect Poison
Inflict Minor Wounds
Read Magic
Resistance
Touch of Fatigue

1st-Level Cleric Spells
Detect Good
Detect Undead
Doom
Entropic Shield
Hide from Undead
Magic Weapon
Protection from Good

2nd-Level Cleric Spells
Darkness
Death Knell
Enthrall
Ghoul Touch
Hold Person
Silence
Undetectable Alignment

3rd-Level Cleric Spells
Animate Dead
Blindness/Deafness
Contagion
Crushing Despair
Deeper Darkness
Magic Circle against Good
Speak with Dead

4th-Level Cleric Spells
Confusion
Dismissal
Enervation
Magic Weapon, Greater
Modify Memory
Spell Immunity
Unholy Blight

5th-Level Cleric Spells
Dispel Good
Dream
Flame Strike
Inflict Light Wounds, Mass
Insect Plague
Slay Living
Symbol of Pain

6th-Level Cleric Spells
Antilife Shell
Dispel Magic, Greater
Create Undead
Harm
Inflict Moderate Wounds, Mass
Planar Ally
Symbol of Fear

7th-Level Cleric Spells
Blasphemy
Destruction
Disintegrate
Inflict Serious Wounds, Mass
Repulsion
Symbol of Weakness

8th-Level Cleric Spells
Antimagic Field
Create Greater Undead
Inflict Critical Wounds, Mass
Spell Immunity, Greater
Symbol of Death

9th-Level Cleric Spells
Energy Drain
Implosion
Soul Bind
Wail of the Banshee

Weapon of the Immortal: none

Symbol: none
#15

Hugin

Jun 26, 2004 16:49:12
Sphere of Matter Spell List

Domains: Craft, Earth, Fortitude, Law, Sphere of Matter

Special Clerical Powers: You receive the Enlarge Spell feat for free.

0-Level Cleric Spells (Orisons)
Create Water
Detect Magic
Detect Poison
Mending
Purify Food and Drink
Read Magic
Resistance

1st-Level Cleric Spells
Detect Chaos
Detect Secret Doors
Endure Elements
Enlarge Person
Magic Stone
Protection from Chaos
Sanctuary

2nd-Level Cleric Spells
Bear's Endurance
Bull's Strength
Calm Emotions
Gentle Repose
Make Whole
Soften Earth and Stone
Wood Shape

3rd-Level Cleric Spells
Create Food and Water
Glyph of Warding
Helping Hand
Magic Circle against Chaos
Meld into Stone
Protection from Energy
Stone Shape

4th-Level Cleric Spells
Death Ward
Enlarge Person, Mass
Giant Vermin
Minor Creation
Order's Wrath
Restoration
Spike Stones

5th-Level Cleric Spells
Cure Light Wounds, Mass
Dispel Chaos
Disrupting Weapon
Insect Plague
Righteous Might
Spell Resistance
Wall of Stone

6th-Level Cleric Spells
Bear's Endurance, Mass
Blade Barrier
Bull's Strength, Mass
Cure Moderate Wounds, Mass
Glyph of Warding, Greater
Heroes' Feast
Stoneskin

7th-Level Cleric Spells
Cure Serious Wounds, Mass
Dictum
Refuge
Regenerate
Restoration, Greater
Transmute Metal to Wood

8th-Level Cleric Spells
Cure Serious Wounds, Mass
Earthquake
Iron Body
Ironform (3E)
Shield of Law

9th-Level Cleric Spells
Elemental Swarm*
Gate
Shapechange
Steelform

Weapon of the Immortal: none

Symbol: none

Notes:
(3E) from the 3E Mystara website.
* Earth elementals should be used whenever possible by the cleric.
#16

katana_one

Jun 27, 2004 19:59:01
Hmm. I already had clerics devoted to the Spheres of Power on my website a few months ago … I took a simpler approach to it apparently.

Check it out …

http://www.angelfire.com/games4/mystara/clerics.html
#17

Hugin

Jun 29, 2004 16:58:14
by Katana_one
Hmm. I already had clerics devoted to the Spheres of Power on my website a few months ago … I took a simpler approach to it apparently.

Thanks! I like the way you described a cleric of one of spheres. That's exactly how I'll play these clerics IMC. I'm going to incorporate your ideas on the domains as well (if you don't mind).

As for my going through all the trouble to create spell lists for each Immortal/Sphere, all I can say is that unique lists are something that really appeals to me. It gives extra character to different clerical orders.

Another reason I like to do the lists is to reduce the number of spells available. I think it might be a residual preference from OD&D when their was only around 6 - 8 spells per level.

I could use some help though - I don't like the Special Clerical Powers that I got from the 3E Mystara website for the spheres of power - any suggestions?
#18

Hugin

Jun 30, 2004 17:37:59
Sphere of Thought Spell List

Domains: Air, Knowledge, Planning, Sphere of Thought, Truth

Special Clerical Powers: You receive the Still Spell feat for free.

0-Level Cleric Spells (Orisons)
Detect Magic
Detect Poison
Guidance
Light
Purify Food and Drink
Read Magic
Virtue

1st-Level Cleric Spells
Command
Comprehend Languages
Confusion, Lesser
Deathwatch
Detect Secret Doors
Hide from Undead
Obscuring Mist

2nd-Level Cleric Spells
Augury
Calm Emotions
Detect Thoughts
Enthrall
Gust of Wind
Owl's Wisdom
Zone of Truth

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Dispel Magic
Gaseous Form
Invisibility Purge
Locate Object
Speak with Dead
Wind Wall

4th-Level Cleric Spells
Air Walk
Detect Scrying
Discern Lies
Modify Memory
Planar Ally, Lesser
Sending
Tongues

5th-Level Cleric Spells
Command, Greater
Commune
Control Winds
Mark of Justice
Symbol of Sleep
Telepathic Bond
True Seeing

6th-Level Cleric Spells
Dispel Magic, Greater
Find the Path
Forbiddance
Geas/Quest
Owl's Wisdom, Mass
Planar Ally
Wind Walk

7th-Level Cleric Spells
Analyze Dweomer
Control Weather
Insanity
Legend Lore
Scrying, Greater
Symbol of Stunning

8th-Level Cleric Spells
Discern Location
Mind Blank
Planar Ally, Greater
Symbol of Insanity
Whirlwind

9th-Level Cleric Spells
Astral Projection
Elemental Swarm*
Foresight
Miracle

Weapon of the Immortal: none

Symbol: none

Notes:
* Air elements should be used whenever possible by the cleric.
#19

Hugin

Jun 30, 2004 17:44:15
Sphere of Time Spell List

Domains: Fate, Healing, Renewal, Sphere of Time, Water

Special Clerical Powers: You receive the Extend Spell feat for free.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Guidance
Mending
Read Magic
Resistance

1st-Level Cleric Spells
Detect Evil
Erase
Longstrider
Magic Weapon
Protection from Evil
Shield of Faith
True Strike

2nd-Level Cleric Spells
Aid
Augury
Delay Poison
Fog Cloud
Gentle Repose
Restoration, Lesser
Status

3rd-Level Cleric Spells
Obscure Object
Magic Circle against Evil
Plant Growth
Protection from Energy
Remove Disease
Speak with Dead
Water Breathing

4th-Level Cleric Spells
Control Water
Death Ward
Dimensional Anchor
Divination
Haste
Restoration
Rusting Grasp

5th-Level Cleric Spells
Atonement
Break Enchantment
Ice Storm
Mark of Justice
Plane Shift
Summon Monster V
Wall of Thorns

6th-Level Cleric Spells
Calm Water
Cone of Cold
Contingency
Geas/Quest
Heroes' Feast
Owl's Wisdom, Mass
Word of Recall

7th-Level Cleric Spells
Acid Fog
Destruction
Legend Lore
Restoration, Greater
Summon Monster VII
Vision

8th-Level Cleric Spells
Horrid Wilting
Mind Blank
Polymorph Any Object
Summon Monster VIII
Symbol of Death

9th-Level Cleric Spells
Elemental Swarm*
Foresight
Freedom
Timestop

Weapon of the Immortal: none

Symbol: none

Notes:
* Water elementals should be used whenever possible by the cleric.
#20

katana_one

Jul 01, 2004 18:15:02
Glad you liked my take on the topic.

I had started to come up with Domain spell lists for each of the Spheres but never finished them. Eventually I just gave up and went with the option you see on my site.

Too much work if you ask me. ;)
#21

Hugin

Jul 02, 2004 15:23:32
Too much work if you ask me.

I don't know if I should take pride in the fact that it only takes me as long to make one of these spell lists as it takes me to create one or two NPCs, or, feel shame that it takes me that long to make NPCs. :D

I'm trying to average one a day so we'll see I guess.

I had started to come up with Domain spell lists for each of the Spheres but never finished them.

Over on the 3E Mystara website (there's a link from the Vaults homepage) they have domains done up for the spheres as well as most of the ones from the Forgotten Realms. It's a good site but don't hold your breath waiting for updates! They need to take notes from the way Shawn keeps the Vaults going!
#22

Hugin

Jul 02, 2004 15:31:33
Ilsundal Spell List (Hierarch of the Sphere of Energy)

Domains*: Elf, Family, Good, Magic, Plant, Protection, Sphere of Energy

Special Clerical Powers: You gain the Alertness feat as a bonus feat. Spot and Listen are class skills.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Calm Animals
Detect Evil
Detect Law
Endure Elements
Entangle
Expeditious Retreat
Magic Aura, Nystul's
Protection from Evil
Sanctuary
Shield of Faith
Summon Nature's Ally I
True Strike

2nd-Level Cleric Spells
Aid
Animal Trance
Barkskin
Cat's Grace
Eagle's Splendor
Heat Metal
Identify
Remove Paralysis
Shatter
Shield Other
Speak with Animals
Summon Nature's Ally II

3rd-Level Cleric Spells
Create Food and Water
Dispel Magic
Glyph of Warding
Helping Hand
Invisibility Purge
Magic Circle against Evil
Magic Vestment
Remove Blindness/Deafness
Plant Growth
Protection from Energy
Snare
Speak with Plants

4th-Level Cleric Spells
Command Plants
Confusion
Detect Scrying
Dimensional Anchor
Dismissal
Freedom of Movement
Holy Smite
Imbue with Spell Ability
Planar Ally, Lesser
Repel Vermin
Spell Immunity
Tree Stride

5th-Level Cleric Spells
Atonement
Break Enchantment
Commune with Nature
Dispel Evil
Disrupting Weapon
Flame Strike
Ilsundal's Telepathic Bond, [Rary's]
Plane Shift
Spell Resistance
Summon Nature's Ally V
True Seeing
Wall of Thorns

6th-Level Cleric Spells
Animate Objects
Antilife Shell
Blade Barrier
Dispel Magic, Greater
Eagle's Splendor, Mass
Find the Path
Forbiddance
Glyph of Warding, Greater
Heroes' Feast
Planar Ally
Repel Wood
Undeath to Death

7th-Level Cleric Spells
Analyze Dweomer
Animate Plants
Changestaff
Ethereal Jaunt
Holy Word
Liveoak
Refuge
Repulsion
Spell Turning
Summon Nature's Ally VII
Vision

8th-Level Cleric Spells
Antipathy
Antimagic Field
Control Plants
Dimensional Lock
Fire Storm
Mind Blank
Protection from Spells
Spell Immunity, Greater
Summon Nature's Ally VIII
Word of Recall

9th-Level Cleric Spells
Disjunction, Mordenkainen's
Etherealness
Foresight
Prismatic Sphere
Shambler
Shapechange
Storm of Vengeance
Summon Nature's Ally IX
Sunburst

Weapon of the Immortal: Longsword; +1 defending longsword

Symbol: A silhouette of the oaken tree of life.

Immortal's Alignment: LG

Appearance: Ilsundal appears as an aged, wise-eyed elf; his garments and hair colour vary from appearance to appearance, for he does not want to suggest that he is the special patron of any specific sub-race of elves.

Names:
The Wise One

Notes: * Use Summon Nature's Ally instead of any Summon Monster domain spells for Ilsundal.
#23

Hugin

Jul 02, 2004 15:40:17
Benekander Spell List (Initiate of the Sphere of Energy)

Domains: Craft, Good, Metal, Sphere of Energy, Sun, Trade

Special Clerical Powers: You receive Darkvision as a supernatural ability. If you already have Darkvision your range is increased by 30 ft.

0-Level Cleric Spells (Orisons)
Detect Magic
Guidance
Light
Mending
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Animate Rope
Detect Evil
Endure Elements
Magic Weapon
Message
Shield of Faith
Protection from Evil

2nd-Level Cleric Spells
Aid
Eagle's Splendor
Heat Metal
Make Whole
Remove Paralysis
Shield Other
Wood Shape

3rd-Level Cleric Spells
Continual Flame
Keen Edge
Locate Object
Magic Circle against Evil
Magic Vestment
Searing Light
Stone Shape

4th-Level Cleric Spells
Freedom of Movement
Haste
Holy Smite
Magic Weapon, Greater
Minor Creation
Rusting Grasp
Sending

5th-Level Cleric Spells
Dispel Evil
Fabricate
Fire Shield
Flame Strike
Major Creation
True Seeing
Wall of Stone

6th-Level Cleric Spells
Animate Objects
Blade Barrier
Fire Seeds
Guards and Wards
Hold Monster
Stoneform (3E)
Wall of Iron

7th-Level Cleric Spells
Analyze Dweomer
Holy Word
Magnificent Mansion, Mordenkainen's
Refuge
Sunbeam
Transmute Metal to Wood

8th-Level Cleric Spells
Discern Location
Fire Storm
Ironform (3E)
Mind Blank
Sunburst

9th-Level Cleric Spells
Prismatic Sphere
Repel Metal or Stone
Steelform (3E)
Storm of Vengeance

Weapon of the Immortal: Mace; +1 shock heavy mace

Symbol: His peculiar symbol shows a dog (a beagle) in a one-piece suit (jumpsuit), wearing a hardhat, carrying a big adjustable wrench in one hand and rapping it into the palm of his other hand (this was once the disignation of the engineer's department aboard the "Beagle".

Immortal's Alignment: LG

Appearance: Benekander's Manifestation Form is that of a tall (7'), lean man with black hair and a neatly trimmed moustache and beard; his skin colour is a light green and his eyes are blue. He wears a blue jumpsuit with black boots and belt and carries a perfectly round shield with a mirror-like surface. His Mortal Identity form as "Rheddrian", a merchant recently settled in Darokin, has the same facial features but is a foot shorter and lacks the unusual skin colouration; in mortal guise he wears rich clothes appropriate to whatever area of Mystara he finds himself in.

Names:
Rheddrian

Notes:
(3E) from the 3E Mystara website.
#24

spellweaver

Jul 03, 2004 11:36:14
Originally posted by Hugin
I could use some help though - I don't like the Special Clerical Powers that I got from the 3E Mystara website for the spheres of power - any suggestions?

Hmm... when I reread this question I spotted that it only concerned the Spheres of Power and not the immortals. I was going to suggest that clerics/priests of Odin got some granted powers with ravens: Speak with Animals (ravens), or they could be granted the wizardly power of having a raven familiar, which would act as a spy and messenger just as Odin's ravens do?

About powers for clerics of the spheres:
Why not grant them some form of power over or immunity to the particular sphere?

Clerics of matter might be immune to attacks from Earth elementals, clerics of though might have a highter will save or resistance to mind-affecting spells and clerics of energy could have any number of energy spells or immunities. Clerics of Time would naturally be immune to aging attacks and might not age at all unless they wish to?

Just ideas, keep these great lists of spells comming!! :D

:-) Jesper
#25

Hugin

Jul 05, 2004 16:40:57
Good ideas spellweaver. I'll see how I can work them in, and balanced of course - but I like the direction! Also, I think I have to "re-evaluate" Odin's granted powers. That raven idea rocks!
#26

Hugin

Jul 05, 2004 16:47:00
Petra Spell List (Celestial of the Sphere of Time)

Domains: Fortitude, Good, Law, Protection, Sphere of Time, Strength

Special Clerical Powers: You gain Leadership as a bonus feat and a +2 luck bonus on your Leadership score. The feat is gained immediately but cannot be used until you reach the prerequisite character level of 6.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Virtue

1st-Level Cleric Spells
Detect Evil
Divine Favour
Endure Elements
Enlarge Person
Protection from Chaos
Protection from Evil
Sanctuary
Shield of Faith
True Strike

2nd-Level Cleric Spells
Aid
Augury
Bear's Endurance
Bull's Strength
Calm Emotions
Delay Poison
Gentle Repose
Restoration, Lesser
Shield Other

3rd-Level Cleric Spells
Glyph of Warding
Helping Hand
Magic Circle against Chaos
Magic Circle against Evil
Magic Vestment
Obscure Object
Protection from Energy
Remove Disease
Suggestion

4th-Level Cleric Spells
Death Ward
Dimensional Anchor
Divination
Divine Power
Holy Smite
Order's Wrath
Repel Vermin
Restoration
Spell Immunity

5th-Level Cleric Spells
Atonement
Break Enchantment
Dispel Chaos
Dispel Evil
Disrupting Weapon
Mark of Justice
Righteous Might
Spell Resistance
Wall of Stone

6th-Level Cleric Spells
Blade Barrier
Bull's Strength, Mass
Forbiddance
Glyph of Warding, Greater
Heal
Hold Monster
Stoneskin
Undeath to Death
Word of Recall

7th-Level Cleric Spells
Dictum
Holy Word
Legend Lore
Petra's Grasping Hand, [Bigby's]
Regenerate
Repulsion
Restoration, Greater
Spell Turning

8th-Level Cleric Spells
Antimagic Field
Horrid Wilting
Iron Body
Mind Blank
Petra's Clenched Fist, [Bigby's]
Shield of Law
Spell Immunity, Greater

9th-Level Cleric Spells
Etherealness
Heal, Mass
Petra's Crushing Hand, [Bigby's]
Prismatic Sphere
Summon Monster IX
True Resurrection

Weapon of the Immortal: War Hammer: +1 defending war hammer

Symbol: A circular shield with a round boss in the center; many of her Karameikian followers erroneously interpret this as an overhead view of a potter's wheel.

Immortal's Alignment: LG

Appearance: Petra appears as a small, fair, dark-haired woman wearing the stylish bronze armour of the ancient Traldar peoples or the sculpted leather armour of the later Milenians and carrying a large flanged mace.
#27

Hugin

Jul 05, 2004 16:50:32
Zirchev Spell List (Celestial of the Sphere of Energy)

Domains*: Animal, Good, Magic, Spell, Sphere of Energy

Special Clerical Powers: You gain Alertness and Track as free feats. Survival is a class skill

0-Level Cleric Spells (Orisons)
Create Water
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance

1st-Level Cleric Spells
Calm Animals
Detect Evil
Entangle
Expeditious Retreat
Mage Armour
Protection from Evil
Shield of Faith
Summon Nature's Ally I
Zirchev's Magic Aura, [Nystul's]

2nd-Level Cleric Spells
Aid
Animal Messenger
Animal Trance
Heat Metal
Hold Animal
Identify
Shatter
Silence
Summon Nature's Ally II

3rd-Level Cleric Spells
Dispel Magic
Dominate Animal
Invisibility Purge
Magic Circle against Evil
Magic Vestment
Plant Growth
Remove Blindness/Deafness
Searing Light
Summon Nature's Ally III

4th-Level Cleric Spells
Detect Scrying
Dismissal
Freedom of Movement
Haste
Holy Smite
Imbue with Spell Ability
Repel Vermin
Spell Immunity
Summon Nature's Ally IV

5th-Level Cleric Spells
Break Enchantment
Commune with Nature
Dispel Evil
Disrupting Weapon
Flame Strike
Insect Plague
Plane Shift
Spell Resistance
Summon Nature's Ally V

6th-Level Cleric Spells
Animal Growth
Animate Objects
Antilife Shell
Blade Barrier
Dispel Magic, Greater
Find the Path
Forbiddance
Zirchev's Lucubration, [Mordenkainen's]
Summon Nature's Ally VI

7th-Level Cleric Spells
Analyze Dweomer
Changestaff
Ethereal Jaunt
Holy Word
Limited Wish
Spell Turning
Summon Nature's Ally VII
Transmute Metal to Wood

8th-Level Cleric Spells
Animal Shapes
Antimagic Field
Creeping Doom
Fire Storm
Protection from Spells
Spell Immunity, Greater
Summon Nature's Ally VIII

9th-Level Cleric Spells
Etherealness
Shambler
Shapechange
Storm of Vengeance
Summon Nature's Ally IX
Zirchev's Disjunction, [Mordenkainen's]

Weapon of the Immortal: Bow; +1 frost long bow

Symbol: A hawk riding on the shoulders of a wolf.

Immortal's Alingment: NG

Appearance: Zirchev, in life, was a pundgy, unattractive, clumbsy man. Consequently, he made himself a Manifestation Form which is a strongly-muscled, handsome huntsman. He wears forest-green clothes, carries a bow, and is usually accompanied by a retinue of either tame animals or forest-race followers.

Names: The Huntsman

Notes: * Use Summon Nature's Ally instead of any Summon Monster domain spells for Zirchev.
#28

Hugin

Jul 06, 2004 17:00:39
Vanya Spell List (Empyreal of the Sphere of Time)

Domains: Retribution, Sphere of Time, War, Will

Special Clerical Powers: You gain Martial Weapon proficiency and Weapon Focus in your choice of sword as free feats.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Read Magic
Resistance

1st-Level Cleric Spells
Bane
Command
Detect Evil
Divine Favour
Doom
Endure Elements
Magic Weapon
Protection from Evil
Shield of Faith
True Strike

2nd-Level Cleric Spells
Aid
Augury
Bear's Endurance
Delay Poison
Eagle's Splendor
Hold Person
Remove Paralysis
Restoration, Lesser
Spiritual Weapon
Undetectable Alignment

3rd-Level Cleric Spells
Crushing Despair
Helping Hand
Heroism
Magic Circle against Evil
Magic Vestment
Obscure Object
Protection from Energy
Remove Disease
Speak with Dead
Water Breathing

4th-Level Cleric Spells
Control Water
Death Ward
Dimensional Anchor
Dismissal
Divination
Divine Power
Geas, Lesser
Magic Weapon, Greater
Repel Vermin
Restoration

5th-Level Cleric Spells
Break Enchantment
Command, Greater
Disrupting Weapon
Dispel Evil
Fire Shield
Flame Strike
Mark of Justice
Righteous Might
Spell Resistance
Symbol of Pain

6th-Level Cleric Spells
Animate Objects
Banishment
Bear's Endurance, Mass
Blade Barrier
Forbiddance
Geas/Quest
Heal
Heroism, Greater
Undeath to Death
Word of Recall

7th-Level Cleric Spells
Legend Lore
Limited Wish
Power Word, Blind
Refuge
Regenerate
Repulsion
Spell Turning
Symbol of Stunning
Symbol of Weakness

8th-Level Cleric Spells
Demand
Dimensional Lock
Discern Location
Fire Storm
Horrid Wilting
Mind Blank
Power Word, Stun
Symbol of Death

9th-Level Cleric Spells
Etherealness
Dominate Monster
Freedom
Miracle
Power Word, Kill
Storm of Vengeance
True Resurrection

Weapon of the Immortal: Sword; +1 mighty cleaving longsword

Symbol: A vertical lance with two horizontal short swords, one above the other, crossed over it. In the Heldann Freeholds, her symbol is of a black lion on a white background.

Immortal's Alignment: N

Appearance: Vanya appears as a woman of medium height, with long brown hair in a single braid. She wears leather armour made from the skin of a red dragon, riding clothes, spurs, and she carries weapons - usually a long sword and a short sword.

Names:
Patroness of War and Conquerors
#29

spellweaver

Jul 06, 2004 17:02:25
Originally posted by Hugin
Good ideas spellweaver.

Thanks! :D


I'll see how I can work them in, and balanced of course - but I like the direction! Also, I think I have to "re-evaluate" Odin's granted powers. That raven idea rocks!

I have been giving clerical powers some thought. Many of the guys I play with often say that the cleric class is the most powerful in the new 3E D&D. And perhaps they are right? Good saves, decent hit points and use of armour and weapons and with spontaneous casting, feats such as extra turning and spell focus they can really kick some a... Especially if we do not limit the number of spells each priest can choose from, as Hugin is suggesting we do.

But there is one other very obvious balancing effect that perhaps ought to come into play far more often than it usually happens in most gaming groups. The fact that the cleric serves someone! He is not free to do what he wants as most other classes. In exchange for his power and status, he is expected to sacrifice many of his personal desires and fulfil his duty to the church.

Every time a PC cleric is dominating the game too much, the DM should feel free to "yank his chain" a bit and remind him of who he serves. This can be done in a number of ways: forcing him to donate his accumulated treasure to the church, sending him on a mission to a stinking marshland when he would rather stay in the capital with his friends, having someone higher up in the hierarchy take credit for his achievements etc.

Or how about the immortal sets certain criteria to allow a cleric follower to advance to the next level? To prove himself worthy of new spells and prestige?

A priest of Vanya could be required to lead (5 x his next level) number of warriors into glorious battle before being granted the powers of his new level?
Or a priest of Korotiku might recieve a quest to trick a particular dangerous and cunning monster?
And again, a priest of Ixion might be required to slay X number of undead to gain his new level?

There are many possibilities, it is just important to remember that none of these requirements should be allowed to take time away from the rest of the group. These minor tasks or quests are best played out during normal adventures if possible.

:-) Jesper
#30

Hugin

Jul 07, 2004 17:19:32
by Spellweaver
But there is one other very obvious balancing effect that perhaps ought to come into play far more often than it usually happens in most gaming groups. The fact that the cleric serves someone! He is not free to do what he wants as most other classes. In exchange for his power and status, he is expected to sacrifice many of his personal desires and fulfil his duty to the church.

Excelent comments Spellweaver. The PC cleric of Odin IMC is a very potent character indeed - and at only level 4! - but his service of Odin comes first. For a while, he lost his ability to cast spells because he put personal interest before determining what Odin needed done. The life of a cleric is one of survitude, even if it is in the service of destruction.
#31

Hugin

Jul 07, 2004 17:25:36
Valerias Spell List (Hierarch of the Sphere of Matter)

Domains: Chaos, Fate, Luck, Protection, Romance, Sphere of Matter

Spontaneous Casting: Non-evil clerics of Valerias may only spontaneous cast for Cure spells, not Inflict spells.

Special Clerical Powers: You can cast 'Remove Fear' once per day as a spell-like ability.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Bless
Comprehend Languages
Detect Law
Endure Elements
Entropic Shield
Magic Stone
Message
Protection from Law
Sanctuary
Shield of Faith
True Strike
Ventriloquism

2nd-Level Cleric Spells
Aid
Augury
Detect Animals or Plants
Eagle's Splendor
Enthrall
Knock
Shatter
Shield Other
Spiritual Weapon
Status
Tongues
Undetectable Alignment

3rd-Level Cleric Spells
Create Food and Water
Displacement
Helping Hand
Invisibility Purge
Good Hope
Glyph of Warding
Good Hope
Locate Object
Magic Circle against Law
Protection from Energy
Remove Blindness/Deafness
Stone Shape

4th-Level Cleric Spells
Chaos Hammer
Death Ward
Discern Lies
Divination
Freedom of Movement
Geas, Lesser
Locate Object
Repel Vermin
Sending
Spell Immunity
Tongues
Valerias' Secure Shelter, [Leomund's]

5th-Level Cleric Spells
Break Enchantment
Dispel Law
Dream
False Vision
Insect Plague
Mark of Justice
Spell Resistance
Symbol of Sleep
Telekinesis
Valerias' Telepathic Bond, [Rary's]
Valerias' Secret Chest, [Leomund's]
Wall of Stone

6th-Level Cleric Spells
Animate Objects
Antilife Shell
Blade Barrier
Eagle's Splendor, Mass
Forbiddance
Geas/Quest
Glyph of Warding, Greater
Heroes' Feast
Mislead
Stoneskin
Symbol of Persuassion
Word of Recall

7th-Level Cleric Spells
Phase Door
Planr Shift
Refuge
Repulsion
Spell Turning
Symbol of Weakness
Teleport Object
Valerias' Instant Summons, [Drawmij's]
Valerias' Magnificent Mansion, [Mordenkainen's]
Vision
Word of Chaos

8th-Level Cleric Spells
Antimagic Field
Cloak of Chaos
Clone
Dimensional Lock
Earthquake
Mind Blank
Moment of Prescience
Screen
Spell Immunity, Greater
Sympathy

9th-Level Cleric Spells
Dominate Monster
Foresight
Gate
Implosion
Miracle
Prismatic Sphere
Shapechange
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: Short Sword; +1 defending shortsword

Symbol: A delicate rose with especially-sharp thorns.

Immortal's Alignment: CN

Appearance: Valerias always appears to mortals as beautiful woman of the race which most of them belong; if she is appearing to the men of Tangor, for instance, she will be lithe and dark-skinned; before men of the Northern Reaches she will be buxom and blond. She will be dressed in the most costly and exquisite clothes and jewels of that culture. Whatever her form, she always wears the golden earrings bearing imprints of the rising sun, a present from Ixion.

Names:
Patroness of Love/Romance
Girder-On of Weapons
#32

Hugin

Jul 12, 2004 16:35:41
Al-Kalim Spell List (Initiate of the Sphere of Time)

Domains: Desert Oasis, Family, Knowledge, Law, Nobility, Sphere of Time, Sun, War

Spontaneous Casting: Clerics of Al-Kalim may only spontaneous cast for Cure spells, not Inflict spells.

Special Clerical Powers: You can cast "Predict Weather (3E)" as a spell-like ability once per day. In addition to the list of seven (7) spells granted by Al-Kalim (due to him being an Initiate), you may also choose from among the list of Druid spells listed. This does not provide more spells per level that may be cast, but merely a greater selection than normal. Knowledge (nature) is a class skill.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Detect Magic
Guidance
Light
Mending
Read Magic
Virtue

Druid Spells
Create Water
Detect Poison
Purify Food and Drink
Resistance

1st-Level Cleric Spells
Comprehend Languages
Detect Chaos
Divine Favour
Magic Weapon
Predict Weather (3E)
Protection from Chaos
True Strike

Druid Spells
Detect Water (3E)
Endure Elements
Faerie Fire
Pass without Trace

2nd-Level Cleric Spells
Calm Emotions
Detect Thoughts
Enthrall
Owl's Wisdom
Restoration, Lesser
Shield Other
Spiritual Weapon

Druid Spells
Animal Messenger
Heat Metal
Resist Energy
Warp Wood

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Create Food and Water
Helping Hand
Magic Circle against Chaos
Magic Vestment
Obscure Object
Remove Disease

Druid Spells
Neutralize Poison
Plant Growth
Speak with Plants
Wind Wall

4th-Level Cleric Spells
Discern Lies
Divination
Divine Power
Magic Weapon, Greater
Order's Wrath
Restoration
Tongues

Druid Spells
Command Plants
Control Water
Freedom of Movement
Repel Vermin

5th-Level Cleric Spells
Atonement
Break Enchantment
Dispel Chaos
Disrupting Weapon
Mark of Justice
True Seeing
Spell Resistance

Druid Spells
Awaken
Baleful Polymorph
Control Winds
Insect Plague

6th-Level Cleric Spells
Banishment
Blade Barrier
Heal
Heroes' Feast
Hold Monster
Owl's Wisdom, Mass
Undeath to Death

Druid Spells
Cure Light Wounds, Mass
Find the Path
Stone Tell

7th-Level Cleric Spells
Dictum
Legend Lore
Power Word, Blind
Refuge
Regenerate
Repulsion

Druid Spells
Control Weather
Creeping Doom
Sunbeam

8th-Level Cleric Spells
Demand
Discern Location
Power Word, Stun
Protection from Spells
Shield of Law

Druid Spells
Control Plants
Sunburst

9th-Level Cleric Spells
Elemental Swarm *
Miracle
Prismatic Sphere
Heal, Mass

Druid Spells
Foresight
Storm of Vengeance

Weapon of the Immortal: scimitar; +1 mighty cleaving scimitar

Symbol: His holy symbol is the silhouette of a palm tree growing out of the desert with a moon rising behind it.

Immortal's Alignment: LN

Appearance: He usually appears to his clerics in the form of a strong but elderly man with wise eyes, a long white beard and simple clerical robes. When battle is called for, he appears as a desert warrior: tall, handsome, hook-nosed and bearded, riding a magnificent stallion.

Notes:
(3E) from the 3E Mystara website.
* Clerics of Al-Kalim can only choose between earth and air elementals.
#33

Hugin

Jul 12, 2004 16:41:11
Kagyar Spell List (Eternal of the Sphere of Matter)

Domains: Cavern, Craft, Dwarf, Earth, Fortitude, Metal, Sphere of Matter

Special Clerical Powers: You have the spell-like ability to generate a protective ward once per day. You can grant someone you touch a resistance bonus on her next saving throw equal to your cleric level. The protective ward is an abjuration effect with a duration of 1 hour. Casting a protective ward is a standard action.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Animate Rope
Detect Chaos
Detect Secret Doors
Detect Snares and Pits
Endure Elements
Magic Stone
Magic Weapon
Protection from Chaos
Sanctuary
Shield of Faith
True Strike

2nd-Level Cleric Spells
Aid
Bear's Endurance
Darkness
Delay Poison
Find Traps
Heat Metal
Make Whole
Remove Paralysis
Resist Energy
Soften Earth and Stone
Spiritual Weapon

3rd-Level Cleric Spells
Create Food and Water
Explosive Runes
Illusory Script
Glyph of Warding
Keen Edge
Magic Circle against Chaos
Meld into Stone
Protection from Energy
Remove Blindness/Deafness
Remove Disease
Stone Shape

4th-Level Cleric Spells
Death Ward
Discern Lies
Divine Power
Giant Vermin
Kagyar's Secure Shelter, [Leomund's]
Magic Weapon, Greater
Minor Creation
Repel Vermin
Rusting Grasp
Spell Immunity
Spike Stones

5th-Level Cleric Spells
Atonement
Cure Light Wounds, Mass
Dispel Chaos
Fabricate
Major Creation
Passwall
Righteous Might
Spell Resistance
Symbol of Pain
Symbol of Sleep
Wall of Stone

6th-Level Cleric Spells
Animate Objects
Bear's Endurance, Mass
Blade Barrier
Cure Moderate Wounds, Mass
Find the Path
Glyph of Warding, Greater
Heroes' Feast
Stoneform (3E)
Stoneskin
Symbol of Persuassion
Wall of Iron

7th-Level Cleric Spells
Cure Serious Wounds, Mass
Dictum
Legend Lore
Move Earth
Permanent Image
Regenerate
Repulsion
Resurrection *
Stone Tell
Symbol of Stunning

8th-Level Cleric Spells
Antimagic Field
Discern Location
Earthquake
Iron Body
Ironform (3E)
Protection from Spells
Scintillating Pattern
Shield of Law
Temporal Stasis

9th-Level Cleric Spells
Elemental Swarm **
Gate
Imprisonment
Repel Metal or Stone
Prismatic Sphere
Shapechange
Steelform (3E)
True Resurrection *

Weapon of the Immortal: Hammer; +1 throwing war hammer

Symbol: Hammer and chisel crossed in an "X".

Immortal's Alignment: N

Appearance: Kagyar appears as a hairy, bearded, gnarled man with deep-set, with somewhat beady eyes; he wears plain grey robes and hood and carries a hammer and chisel as his weapons. It is not obvious from looking at him that he was born to the Brute-Men race, since Brute-Men were very similar in appearance to modern men.

Names:
Ka-gar
The Artisan
Flasheyes

Notes:
* Dwarf-Clerics of Kagyar may only use 'Raise Dead' or 'True Resurrection' on other Dwarves.
** Earth elementals should be used whenever possible by the cleric.
Dwarf-Clerics of Kagyar do not have the ability to turn undead.
#34

Hugin

Jul 12, 2004 16:47:43
Oops, already posted this one.
#35

Hugin

Jul 14, 2004 16:41:22
Alphaks Spell List (Empyreal of the Sphere of Entropy)

Domains: Chaos, Destruction, Evil, Fire, Hatred, Nobility*, Sphere of Entropy

Special Clerical Powers: You gain the Sneak Attack ability of a rogue half your level (minimum level 1). This ability stacks with any levels in other classes that provide Sneak Attack. This effective rogue level also contributes to whether you can overcome a rogue's immunity to flanking (see the Uncanny Dodge class ability).

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
No Light (VD)
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Burning Hands
Chill Touch
Command
Detect Good
Divine Favour
Doom
Entropic Shield
Magic Weapon
Protection from Good
Ray of Enfeeblement

2nd-Level Cleric Spells
Death Knell
Enthrall
Hold Person
Owl's Wisdom
Produce Flame
Resist Energy
Shatter
Silence
Undetectable Alignment
Whispering Wind

3rd-Level Cleric Spells
Animate Dead
Blindness/Deafness
Contagion
Continual Flame
Crushing Despair
Dispel Magic
Magic Circle against Good
Magic Vestment
Nondetection
Ray of Exhaustion

4th-Level Cleric Spells
Chaos Hammer
Discern Lies
Divine Power
Enervation
Fear
Geas, Lesser
Magic Weapon, Greater
Spell Immunity
Unholy Blight
Wall of Fire

5th-Level Cleric Spells
Alphaks' Faithful Hound, [Mordenkainen's]
Blight
Command, Greater
Dispel Good
Fire Shield
Inflict Light Wounds, Mass
Insect Plague
Planar Binding, Lesser
Slay Living
Symbol of Pain

6th-Level Cleric Spells
Animate Objects
Antilife Shell
Create Undead
Dispel Magic, Greater
Fire Seeds
Geas/Quest
Harm
Inflict Moderate Wounds, Mass
Suggestion, Mass
Symbol of Fear

7th-Level Cleric Spells
Blasphemy
Destruction
Disintegrate
Eyebite
Inflict Serious Wounds, Mass
Repulsion
Symbol of Stunning
Symbol of Weakness
Word of Chaos

8th-Level Cleric Spells
Antimagic Field
Cloak of Chaos
Demand
Earthquake
Fire Storm
Incendiary Cloud
Symbol of Death
Symbol of Insanity

9th-Level Cleric Spells
Elemental Swarm **
Energy Drain
Implosion
Power Word, Kill
Soul Bind
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: longsword and whip; +1 mighty cleaving longsword or +1 flaming whip.

Symbol: A skull with horns against a background of fire shaped like a phoenix.

Immortal's Alignment: CE

Appearance: Alphaks manifests himself as a roaring fiend 12' tall, horned, with huge leather batwings. He carries a sword in his right hand and a whip in his left.

Names:
The Roaring Fiend

Notes:
* The Nobility domain has been included due to the fact that Alphaks was a ruler in life and is noted as being intelligent and cultured (among other less noble traits) and should been seen as a result of his desire to control and manipulate.
** Fire elementals should be used whenever possible by the cleric.
#36

Hugin

Jul 14, 2004 17:06:44
Thor Spell List (Eternal of the Sphere of Energy)

Domains: Good, Sphere of Energy, Storm, Strength, War

Special Clerical Powers: You roll 1d10 for each cleric hit die instead of 1d8.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Detect Evil
Detect Law
Divine Favour
Endure Elements
Enlarge Person
Entropic Shield
Magic Weapon
Protection from Evil
Shield of Faith
Shocking Grasp
Summon Monster I

2nd-Level Cleric Spells
Aid
Berserk (Gaz 7)
Bless Rune (Gaz 7)
Bull's Strength
Eagle's Splendor
Fist of Thor (Gaz 7)
Gust of Wind
Heat Metal
Interpret Runes (Gaz 7)
Shield Other
Spiritual Weapon

3rd-Level Cleric Spells
Call Lightning
Continual Flame
Daylight
Heroism
Inscribe Rune (Gaz 7)
Know Rune (Gaz 7)
Magic Circle against Evil
Magic Vestment
Remove Blindness/Deafness
Searing Light
Summon Monster III

4th-Level Cleric Spells
Chaos Hammer
Dismissal
Divine Power
Freedom of Movement
Haste
Holy Smite
Imbue with Spell Ability
Magic Weapon, Greater
Sleet Storm
Spell Immunity
Summon Monster IV

5th-Level Cleric Spells
Atonement
Control Winds
Dispel Evil
Disrupting Weapon
Flame Strike
Ice Storm
Insect Plague
Plane Shift
Righteous Might
Summon Monster V
Symbol of Sleep

6th-Level Cleric Spells
Banishment
Blade Barrier
Bull's Strength, Mass
Chain Lightning
Heroes' Feast
Heroism, Greater
Stoneskin
Summon Monster VI
Symbol of Fear
Undeath to Death
Wind Walk

7th-Level Cleric Spells
Control Weather
Destruction
Ethereal Jaunt
Holy Word
Power Word, Blind
Spell Turning
Summon Monster VII
Symbol of Stunning
Thor's Grasping Hand, [Bigby's]
Word of Chaos

8th-Level Cleric Spells
Cloak of Chaos
Dimensional Lock
Fire Storm
Power Word, Stun
Protection from Spells
Scintillating Pattern
Summon Monster VIII
Thor's Clenched Fist, [Bigby's]
Whirlwind

9th-Level Cleric Spells
Dominate Monster
Freedom
Meteor Swarm
Power Word, Kill
Shapechange
Storm of Vengeance
Summon Monster IX
Thor's Crushing Hand, [Bigby's]

Weapon of the Immortal: Hammer; +1 shock war hammer

Symbol: The war-hammer

Immortal's Alignment: CG

Appearance: Thor appears as a huge, red-haired, red-bearded warrior; mightily muscled, wearing armour like that worn in the Northern Reaches, wearing a stout metal belt and metal gloves, carrying a huge battle-hammer.

Names:
Donar
The General
The Thunderer
Tuatis
Omm-Wa

Notes:
(Gaz 7) are spells from the Northern Reaches Gazeetter.
#37

Hugin

Jul 25, 2004 11:12:34
Hel Spell List (Hierarch of the Sphere of Entropy)

Domains: Darkness, Death, Evil, Sphere of Entropy, Suffering, Undeath

Special Clerical Powers: Hel's clerics cannot turn or destroy undead creatures. Instead, you rebuke or command undead as if one level of cleric higher.

0-Level Cleric Spells (Orisons)
Create Water
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Mending
Purify Food and Drink
Ray of Frost
Read Magic
Resistance
Touch of Fatigue
Virtue

1st-Level Cleric Spells
Chill Touch
Deathwatch
Detect Good
Detect Undead
Doom
Entropic Shield
Erase
Hide from Undead
Magic Weapon
Obscuring Mist
Protection from Good
Ray of Enfeeblement

2nd-Level Cleric Spells
Bless Rune (Gaz 7)
Darkness
Darkvision
Death Knell
Enthrall
False Life
Gentle Repose
Hold Person
Interpret Runes (Gaz 7)
Spectral Hand
Silence
Undetectable Alignment

3rd-Level Cleric Spells
Animate Dead
Blindness/Deafness
Contagion
Deeper Darkness
Dispel Magic
Explosive Runes
Inscribe Rune (Gaz 7)
Know Rune (Gaz 7)
Magic Circle against Good
Nondetection
Ray of Exhaustion
Speak with Dead

4th-Level Cleric Spells
Death Ward
Dimension Door
Enervation
Fear
Giant Vermin
Ice Storm
Magic Weapon, Greater
Phantasmal Killer
Quench
Spell Immunity
Unholy Blight
Wall of Ice

5th-Level Cleric Spells
Blight
Dismissal
Dispel Good
False Vision
Inflict Light Wounds, Mass
Insect Plague
Nightmare
Slay Living
Symbol of Pain
Symbol of Sleep
Wall of Darkness (3E)
Waves of Fatigue

6th-Level Cleric Spells
Antilife Shell
Banishment
Cone of Cold
Create Undead
Dispel Magic, Greater
Harm
Inflict Moderate Wounds, Mass
Prying Eyes
Shadow Walk
Symbol of Fear
Symbol of Persuassion
Veil

7th-Level Cleric Spells
Blasphemy
Control Undead
Destruction
Eye Bite
Inflict Serious Wounds, Mass
Power Word, Blind
Repulsion
Scrying, Greater
Symbol of Stunning
Symbol of Weakness
Waves of Exhaustion

8th-Level Cleric Spells
Antimagic Field
Create Greater Undead
Dimensional Lock
Horrid Wilting
Inflict Critical Wounds, Mass
Polar Ray
Screen
Symbol of Death
Symbol of Insanity
Trap the Soul

9th-Level Cleric Spells
Astral Projection
Energy Drain
Gate
Implosion
Power Word, Kill
Soul Bind
Summon Monster IX
Wail of the Banshee
Weird

Weapon of the Immortal: Sword; +1 frost longsword

Symbol: A dark stone throne with human skulls on the corners of the back.

Immortal's Alignment: NE

Appearance: Hel appears in jet-black clothing; one half of her face is that of a beautiful woman, while the other half is blank and featureless. She is usually seen seated on a dark throne.

Notes:
(Gaz 7) are spells from the Northern Reaches Gazeetter.
(3E) from the 3E Mystara website.
#38

Hugin

Jul 25, 2004 11:18:25
Frey Spell List (Celestial of the Sphere of Thought)

Domains*: Family, Good**, Knowledge, Nobility, Protection, Sphere of Thought

Special Clerical Powers: You gain Martial Weapon Proficiency (Longsword) and Weapon Focus (Longsword) as free bonus feats.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Detect Magic
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Deathwatch
Comprehend Languages
Detect Evil
Divine Favour
Endure Elements
Obscuring Mist
Protection from Evil
Sanctuary
Shield of Faith

2nd-Level Cleric Spells
Aid
Bless Rune (Gaz 7)
Calm Emotions
Detect Thoughts
Enthrall
Interpret Runes (Gaz 7)
Owl's Wisdom
Shield Other
Spiritual Weapon

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Glyph of Warding
Helping Hand
Inscribe Rune (Gaz 7)
Invisibility Purge
Know Rune (Gaz 7)
Magic Circle against Evil
Magic Vestment
Protection from Energy

4th-Level Cleric Spells
Discern Lies
Divination
Geas, Lesser
Holy Smite
Imbue with Spell Ability
Planar Ally, Lesser
Repel Vermin
Sending
Spell Immunity

5th-Level Cleric Spells
Atonement
Commune
Control Winds
Dispel Evil
Disrupting Weapon
Spell Resistance
Frey's Telepathic Bond, [Rary's]
Symbol of Sleep
True Seeing

6th-Level Cleric Spells
Blade Barrier
Find the Path
Forbiddance
Geas/Quest
Glyph of Warding, Greater
Heroes' Feast
Owl's Wisdom, Mass
Planar Ally
Symbol of Persuassion

7th-Level Cleric Spells
Analyze Dweomer
Frey's Sword, [Mordenkainen's]
Holy Word
Legend Lore
Refuge
Repulsion
Scrying, Greater
Symbol of Stunning

8th-Level Cleric Spells
Antimagic Field
Demand
Discern Location
Mind Blank
Planar Ally, Greater
Protection from Spells
Sympathy

9th-Level Cleric Spells
Astral Projection
Foresight
Miracle
Prismatic Sphere
Storm of Vengeance
Summon Nature's Ally IX***

Weapon of the Immortal: Longsword; +1 defending long sword

Symbol: Frey's symbols are a golden boar and a crossed sceptre and sickle; a giant, huge tusked golden boar draws his chariot through the air.

Immortals' Alignment: NG

Appearance: The brother of Freyja, and easily noticed as such, Frey appears tall, blond, and very handsome, He is lithe and lean rather than muscle-bound, fighting with intelligence and deadly speed rather than brute strength. He favours armour, weaponry, and clothing styles popular in the Northern Reaches and has a fondness for fine jewelry as well.

Names:
Fredar - Hollow World

Notes:
* Worshippers in Vestland, and possibly elsewhere, often worship Frey and Freyja together. Such clerics must choose one domain from each immortal's list and have the following granted power: You gain Martial Weapon Proficiency (Longsword) as a free feat. You gain a +2 sacred bonus on charisma checks to influence NPC attitudes. You must choose only one spell list to use however. (The DM may create a composite list, however)
** The 9th level spell of Frey's Good Domain and spell list is Summon Nature's Ally IX, as opposed to the regular Summon Monster IX.
(Gaz 7) are spells from the Northern Reaches Gazeetter.
#39

Hugin

Jul 25, 2004 11:23:57
Freyja Spell List (Celestial of the Sphere of Thought)

Domains*: Fate, Good**, Healing, Romance, Sphere of Thought, Travel

Special Clerical Powers: You gain Weapon Focus (Dagger) as free bonus feats. You gain a +2 sacred bonus on charisma checks to influence NPC attitudes.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Read Magic
Virtue

1st-Level Cleric Spells
Comprehend Languages
Deathwatch
Detect Evil
Divine Favour
Longstrider
Protection from Evil
Shield of Faith
True Strike
Ventriloquism

2nd-Level Cleric Spells
Aid
Barkskin
Bless Rune (Gaz 7)
Calm Emotions
Delay Poison
Detect Animals or Plants
Eagle's Splendor
Interpret Runes (Gaz 7)
Status

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Good Hope
Inscribe Rune (Gaz 7)
Know Rune (Gaz 7)
Locate Object
Magic Circle against Evil
Phantom Steed
Remove Blindness/Deafness
Remove Disease

4th-Level Cleric Spells
Air Walk
Dimension Door
Discern Lies
Divination
Freedom of Movement
Holy Smite
Planar Ally, Lesser
Sending
Tongues

5th-Level Cleric Spells
Atonement
Commune
Cure Light Wounds, Mass
Dispel Evil
Disrupting Weapon
Freyja's Telepathic Bond, [Rary's]
Mark of Justice
Plane Shift
Teleport

6th-Level Cleric Spells
Blade Barrier
Cure Moderate Wounds, Mass
Eagle's Splendor, Mass
Find the Path
Heal
Planar Ally
Symbol of Persuassion
Wind Walk
Word of Recall

7th-Level Cleric Spells
Cure Serious Wounds, Mass
Holy Word
Refuge
Regenerate
Resurrection
Scrying, Greater
Teleport, Greater
Vision

8th-Level Cleric Spells
Cure Critical Wounds, Mass
Dimensional Lock
Discern Location
Mind Blank
Phase Door
Planar Ally, Greater
Sympathy

9th-Level Cleric Spells
Astral Projection
Foresight
Heal, Mass
Miracle
Summon Nature's Ally IX**
True Resurrection

Weapon of the Immortal: Dagger; +1 flaming dagger

Symbol: A pegasus; the winged horse is her favourite mount.

Immortal's Alignment: NG

Appearance: The sister of Frey, and easily noticed as such, Freyja appears tall, blond, and stunningly beautiful. She favours armour, weaponry, and clothing styles popular in the Northern Reaches and she has a love of fine jewelry; being rarely seen without her favourite necklace, even when wearing a Mortal Identity.

Names:
Fredara - Hollow World

Notes:
* Worshippers in Vestland, and possibly elsewhere, often worship Frey and Freyja together. Such clerics must choose one domain from each immortal's list and have the following granted power: You gain Martial Weapon Proficiency (Longsword) as a free feat. You gain a +2 sacred bonus on charisma checks to influence NPC attitudes. You must choose only one spell list to use however. (The DM may create a composite list however)
** The 9th level spell of Freyja's Good Domain and spell list is Summon Nature's Ally IX, as opposed to the regular Summon Monster IX.
(Gaz 7) are spells from the Northern Reaches Gazeetter.
#40

Hugin

Aug 02, 2004 17:27:12
More to come still. Just been a little busier than usual - So many projects, so little time.
#41

Hugin

Aug 08, 2004 18:36:30
Rad Spell List (Empyreal of the Sphere of Energy)

Domains: Knowledge, Law, Magic, Nobility, Spell, Sphere of Energy

Special Clerical Powers: You get +2 bonus on Concentration and Spellcraft checks.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Purify Food and Drink
Read Magic
Resistance

1st-Level Cleric Spells
Command
Comprehend Languages
Detect Chaos
Detect Secret Doors
Divine Favour
Expeditious Retreat
Mage Armour
Protection from Chaos
Rad's Magic Aura, [Nystul's]
Summon Monster I

2nd-Level Cleric Spells
Calm Emotions
Detect Thoughts
Enthrall
Heat Metal
Identify
Remove Paralysis
Resist Energy
Shatter
Silence
Summon Monster II

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Daylight
Dispel Magic
Invisibility Purge
Magic Circle against Chaos
Magic Vestment
Protection from Energy
Remove Blindness/Deafness
Searing Light
Summon Monster III

4th-Level Cleric Spells
Detect Scrying
Dimensional Anchor
Discern Lies
Divination
Geas, Lesser
Haste
Imbue with Spell Ability
Order's Wrath
Spell Immunity
Tongues

5th-Level Cleric Spells
Break Enchantment
Command, Greater
Dispel Chaos
Disrupting Weapon
Flame Strike
Plane Shift
Spell Resistance
Summon Monster V
Teleport
True Seeing

6th-Level Cleric Spells
Animate Objects
Dispel Magic, Greater
Find the Path
Forbiddance
Geas/Quest
Hold Monster
Rad's Lucubration, [Mordenkainen's]
Summon Monster VI
Undeath to Death
Word of Recall

7th-Level Cleric Spells
Analyze Dweomer
Dictum
Ethereal Jaunt
Legend Lore
Limited Wish
Repulsion
Scrying, Greater
Spell Turning
Summon Monster VII

8th-Level Cleric Spells
Antimagic Field
Demand
Dimensional Lock
Discern Location
Fire Storm
Protection from Spells
Shield of Law
Spell Immunity, Greater

9th-Level Cleric Spells
Etherealness
Foresight
Hold Monster, Mass
Rad's Disjunction, [Mordenkainen's]
Storm of Vengeance
Summon Monster IX
Teleportation Circle

Weapon of the Immortal: Quarterstaff; +1 spellstoring quarterstaff

Symbol: Three hemispheres which connect to form a triangle inside.

Immortal's Alignment: LN

Appearance: In mortal or Immortal identify, Rad appears as an old man with an enormous white beard and sharp, inquisitive eyes.
#42

Hugin

Aug 12, 2004 21:53:59
Ka Spell List (Hierarch of the Sphere of Matter)

Domains: Animal, Knowledge, Law*, Planning, Protection, Reptile, Sphere of Matter

Special Clerical Powers: You gain darkvision as a supernatural ability. If you already have darkvision your range is increased by 30 ft.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Calm Animals
Charm Animals
Comprehend Languages
Deathwatch
Detect Chaos
Endure Elements
Goodberry
Magic Fang
Obscuring Mist
Protection from Chaos
Sanctuary
Summon Nature's Ally I

2nd-Level Cleric Spells
Animal Messenger
Animal Trance
Augury
Calm Emotions
Detect Thoughts
Hold Animal
Make Whole
Owl's Wisdom
Shield Other
Soften Earth and Stone
Speak with Animals
Status

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Create Food and Water
Displacement
Dominate Animal
Glyph of Warding
Magic Circle against Chaos
Magic Fang, Greater
Meld into Stone
Nondetection
Protection from Energy
Summon Nature's Ally III
Water Breathing

4th-Level Cleric Spells
Death Ward
Detect Scrying
Divination
Divine Power
Giant Vermin
Locate Creature
Order's Wrath
Repel Vermin
Spell Immunity
Summon Nature's Ally IV
Tongues
Zone of Silence

5th-Level Cleric Spells
Atonement
Charm Monster
Commune
Commune with Nature
Dispel Chaos
Disrupting Weapon
Insect Plague
Righteous Might
Spell Resistance
Summon Nature's Ally V
True Seeing
Wall of Stone

6th-Level Cleric Spells
Animal Growth
Antilife Shell
Banishment
Find the Path
Forbiddance
Glyph of Warding, Greater
Heroes' Feast
Hold Monster
Owl's Wisdom, Mass
Stoneskin
Summon Nature's Ally VI
Word of Recall

7th-Level Cleric Spells
Dictum
Ka's Instant Summons, [Drawmij's]
Legend Lore
Liveoak
Limited Wish
Move Earth
Regenerate
Repulsion
Scrying, Greater
Summon Nature's Ally VII
Transmute Metal to Wood

8th-Level Cleric Spells
Animal Shapes
Antimagic Field
Charm Monster, Mass
Creeping Doom
Discern Location
Ironform (3E)
Mind Blank
Shield of Law
Summon Nature's Ally VIII
Sympathy

9th-Level Cleric Spells
Dominate Monster
Foresight
Gate
Prismatic Sphere
Repel Metal or Stone
Shapechange
Summon Nature's Ally IX *
Timestop
True Resurrection

Weapon of the Immortal: None; +1 frost longsword

Symbol: A feathered, winged, amber-coloured serpent.

Immortal's Alignment: LG

Appearance: Ka has several Manifestation Forms, and each one is most commonly associated with one of his names or titles. As Ka, he appears as a huge Allosaurus-like reptile with amber skin. As the Amber Serpent, he takes the form of a golden dragon. As Kalaktatla, the name by which he is known in the Hollow World, he manifests as an amber-coloured serpent with feathers and wings (a couatl). He does have a humoid form, tall and golden-skin, but he only takes it on in circumstances when it is to his advantage to be shaped like a human.

Names:
The Preserver
The Amber Serpent
Kalaktatla - in the Hollow World

Notes:
* The 9th level spell of Ka's Law Domain and spell list is Summon Nature's Ally IX, as opposed to the regular Summon Monster IX.
(3E) from the 3E Mystara website.
#43

Hugin

Aug 20, 2004 22:22:10
Thanatos Spell List (Hierarch of the Sphere of Entropy)

Domains: Death, Evil, Planning*, Sphere of Entropy, Suffering, Trickery

Special Clerical Powers: All Clerics of Thanatos are required to use the scythe as their primary weapon. You gain Martial Proficiency Scythe and Weapon Focus scythe as free feats.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Mending
Purify Food and Drink
Read Magic
Resistance
Touch of Fatigue
Virtue

1st-Level Cleric Spells
Chill Touch
Deathwatch
Detect Good
Detect Undead
Disguise Self
Doom
Entropic Shield
Erase
Hide from Undead
Magic Weapon
Protection from Good
Ray of Enfeeblement

2nd-Level Cleric Spells
Augury
Darkness
Death Knell
Hold Person
Gentle Repose
Ghoul Touch
Invisibility
Owl's Wisdom
Scare
Silence
Status
Undetectable Alignment

3rd-Level Cleric Spells
Animate Dead
Blindness/Deafness
Clairaudience/Clairvoyance
Contagion
Crushing Despair
Deeper Darkness
Dispel Magic
Magic Circle against Good
Nondetection
Obscure Object
Speak with Dead
Vampiric Touch

4th-Level Cleric Spells
Confusion
Death Ward
Detect Scrying
Enervation
Fear
Geas, Lesser
Magic Weapon, Greater
Rusting Grasp
Spell Immunity
Unholy Blight
Wall of Fire
Zone of Silence

5th-Level Cleric Spells
Blight
Commune
Dispel Good
False Vision
Feeblemind
Inflict Light Wounds, Mass
Insect Plague
Nightmare
Slay Living
Symbol of Pain
Wall of Darkness (3E)
Waves of Fatigue

6th-Level Cleric Spells
Antilife Shell
Create Undead
Dispel Magic, Greater
Find the Path *
Geas/Quest
Harm
Inflict Moderate Wounds, Mass
Mislead
Owl's Wisdom, Mass
Symbol of Fear
Thanatos' Transformation, [Tenser's]
Veil

7th-Level Cleric Spells
Blasphemy
Destruction
Eye Bite
Finger of Death
Hold Person, Mass
Inflict Serious Wounds, Mass
Scrying, Greater
Shadow Walk
Symbol of Stunning
Symbol of Weakness
Waves of Exhaustion

8th-Level Cleric Spells
Antimagic Field
Create Greater Undead
Discern Location
Horrid Wilting
Inflict Critical Wounds, Mass
Polymorph Any Object
Screen
Spell Immunity, Greater
Symbol of Death
Symbol of Insanity

9th-Level Cleric Spells
Energy Drain
Etherealness
Implosion
Power Word, Kill
Soul Bind
Summon Monster IX
Timestop
Wail of the Banshee
Weird

Weapon of the Immortal: Scythe; +1 keen scythe

Symbol: The scythe.

Immortal's Alignment: NE

Appearance: Thanatos usually appears as a mummy swathed in dark, stained bandages and covered in cumbersome black robes. Rotted black wings grow from his back and he carries a corroded black scythe.

Names:
Tha-to
The Grim Reaper

Notes:
* 'Find the Path' replaces 'Hero's Feast' as Thanatos' Planning Domain 6th level spell.
(3E) from the 3E Mystara website.
#44

Hugin

Sep 11, 2004 14:25:05
Terra Spell List (Hierarch of the Sphere of Matter)

Domains: Animal, Earth, Healing, Law*, Plant, Renewal, Sphere of Matter

Special Clerical Powers **: You can cast Speak with Animals once per day per level as a spell-like ability.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Calm Animals
Charm Animal
Detect Animals or Plants
Detect Chaos
Endure Elements
Entangle
Goodberry
Magic Stone
Protection from Chaos
Sanctuary
Shillelagh
Summon Nature's Ally I

2nd-Level Cleric Spells
Animal Messenger
Animal Trance
Barkskin
Bear's Endurance
Calm Emotions
Delay Poison
Hold Animal
Make Whole
Remove Paralysis
Restoration, Lesser
Soften Earth and Stone
Wood Shape

3rd-Level Cleric Spells
Create Food and Water
Dominate Animal
Magic Circle against Chaos
Meld into Stone
Plant Growth
Protection from Energy
Remove Blindness/Deafness
Remove Disease
Speak with Plants
Stone Shape
Summon Nature's Ally III
Tree Shape

4th-Level Cleric Spells
Antiplant Shell
Command Plants
Death Ward
Divine Power
Giant Vermin
Minor Creation
Order's Wrath
Reincarnate
Repel Vermin
Restoration
Spike Stones
Summon Nature's Ally IV

5th-Level Cleric Spells
Atonement
Awaken
Commune with Nature
Cure Light Wounds, Mass
Dispel Chaos
Disrupting Weapon
Insect Plague
Mark of Justice
Righteous Might
Summon Nature's Ally V
Wall of Stone
Wall of Thorns

6th-Level Cleric Spells
Animal Growth
Antilife Shell
Bear's Endurance, Mass
Cure Moderate Wounds, Mass
Heal
Heroes' Feast
Hold Monster
Ironwood
Repel Wood
Stone Tell
Stoneskin
Transport via Plants

7th-Level Cleric Spells
Animate Plants
Changestaff
Cure Serious Wounds, Mass
Dictum
Liveoak
Move Earth
Regenerate
Repulsion
Resurrection
Restoration, Greater
Transmute Metal to Wood

8th-Level Cleric Spells
Animal Shapes
Control Plants
Creeping Doom
Cure Critical Wounds, Mass
Earthquake
Iron Body
Ironform (3E)
Polymorph Any Object
Shield of Law
Summon Nature's Ally VIII

9th-Level Cleric Spells
Elemental Swarm ***
Freedom
Gate
Heal, Mass
Meteor Swarm
Shambler
Shapechange
Summon Nature's Ally IX *
True Resurrection

Weapon of the Immortal: Quarterstaff; +1 defending quarterstaff

Symbol: A circle of stones with any sort of plant or creature (often a flower) growing from it.

Immortal's Alignment: LG

Appearance: Terra changes her appearance from era to era. For the last few thousand years, because so many other Immortals are human of aspect, she has taken on the appearance of a human woman: dark-skinned and strongly built, whose hair colour varies throughout the day (rosy red at dawn, rich earth-brown in the morning and afternoon, blond at noon, black at dusk and through the night). She wears gowns of green or brown.

Names:
Yamuga - Ethengar Khanates
Mother Earth
Yamag
Cay
Marau-Ixuì

Notes:
* Terra's Law domain uses Summon Nature's Ally IX as its ninth level spell instead of Summon Monster IX.
** Ethengarian Clerics who revere Terra as Yamuga receive the following Granted Power instead: You can cast each of the following spells once per day as a spell-like ability: Flare, Mending, Purify Food and Drink. You can prepare Heroes' Feast as a 5th level spell (instead of a 6th level spell).
*** Earth elementals should be used whenever possible by the cleric.
#45

chimpman

Sep 12, 2004 14:08:51
Hi Hugin. I just saw this thread, and I like the idea. I'm going to have to pick a couple and go through them in more depth.

How do you handle clerics who serve an entire pantheon (for example the Church of Thyatis, or Church of Traladara)? Do you allow that, or do you make a cleric character choose a single patron from that pantheon?
#46

Hugin

Sep 12, 2004 17:37:16
by Chimpman
Hi Hugin. I just saw this thread, and I like the idea. I'm going to have to pick a couple and go through them in more depth.

Thanks! There's information closer to the beginning of the thread that tells how I go about determining the spell choices and also has universal good and bad spells that the cleric is granted knowledge of in addition to these lists. Clerics are also capable of learning more spells as well by prayer/ritual/quest/research, etc, as judged by the DM (i.e. does this spell allow the cleric of this Immortal to accomplish something for him, or, does it fit with the Immortal's philosophy and personality). It would be great to hear some other opinions.

How do you handle clerics who serve an entire pantheon (for example the Church of Thyatis, or Church of Traladara)? Do you allow that, or do you make a cleric character choose a single patron from that pantheon?

A cleric can (and often) serves an entire pantheon but is focused on one Immortal more than the rest (the one that grants the cleric his spells). I see it as the cleric's special "ministry" to focus on certain Immortals just as the cleric focuses on certain aspects of that single Immortal (by choosing domains).
Of course, the Immortals in a particular pantheon generally have similar goals and interests, so their clerics also work together in those areas. Hope I explained this alright; either way, though, that's just how I handle clerics IMC and others may want to have them work differently.
#47

chimpman

Sep 12, 2004 19:44:25
I like all of the information that you've put together for each of the immortals. It's all very usefull. One extra thing that I would find helpful in these writeups is the relative power level of the immortal. For example say something like:

Ixion, Hierarch of Energy.

Otherwise I end up having to check a different source for the immortal's level (and who knows if that source is the same one you used).

Also since you are presumably using this system in your campaign, can you give us some feedback as to how it is working? Specifically I'm wondering if players will choose to play clerics of lower level immortals, or if they go strictly with Hierarchs (because of the expanded spell lists)?

Thanks!
#48

Hugin

Sep 12, 2004 20:27:00
I never thought to add in the power level of the Immortal! You're right that it is an important piece of information. I'll fix that ASAP. The source I use is the Wrath of the Immortals Codex Book.

by Chimpman
Also since you are presumably using this system in your campaign, can you give us some feedback as to how it is working? Specifically I'm wondering if players will choose to play clerics of lower level immortals, or if they go strictly with Hierarchs (because of the expanded spell lists)?

I am using this system currently IMC and so far has made each NPC cleric the party has encountered very unique. As for PC clerics, their was only one player that chose to have a cleric; a godi of Odin. He had no prior knowledge of Mystara or how my spell lists were influenced by the Immortal's level so it had no bearing on his decision. (That's two more Mystaran converts btw, ).

So, I can't really say if a player would decide his cleric's Immortal patron based on it's power level. I am so lucky to have such great players that I'm confident that it wouldn't, but, I could see how it could sway some players. However, I try my best to ensure I don't give the more powerful Immortals too many powerful spells in any spell level, if you know what I mean.

And thank you for the interest!

Edit: Just added the power level of each Immortal to their list.
#49

Hugin

Sep 23, 2004 22:42:07
Faunus Spell List (Temporal of the Sphere of Matter)

Domains: Animal, Chaos*, Muse, Protection, Sphere of Matter**, Trickery

Special Clerical Powers: You may 'Speak with Animals' or 'Detect Animals or Plants', as per the spells, once per day per level as a spell-like ability.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Light
Mending
Purify Food and Drink
Read Magic

1st-Level Cleric Spells
Calm Animals
Confusion, Lesser
Endure Elements
Faerie Fire
Magic Stone
Protection from Law
Sanctuary
Ventriloquism

2nd-Level Cleric Spells
Animal Messenger
Animal Trance
Cat's Grace
Glitterdust
Hold Animal
Soften Earth and Stone
Sound Burst
Undetectable Alignment

3rd-Level Cleric Spells
Create Food and Water
Dominate Animal
Good Hope
Magic Circle against Law
Nondetection
Obscure Object
Protection from Energy
Sculpt Sound

4th-Level Cleric Spells
Chaos Hammer
Confusion
Geas, Lesser
Giant Vermin
Hallucinatory Terrain
Minor Creation
Spell Immunity
Summon Nature's Ally IV

5th-Level Cleric Spells
Commune with Nature
Fabricate
False Vision
Insect Plague
Major Creation
Spell Resistance
Song of Discord
Wall of Thorns

6th-Level Cleric Spells
Animal Growth
Animate Objects
Antilife Shell
Forbiddance
Geas/Quest
Heroes' Feast
Mislead
Permanent Image

7th-Level Cleric Spells
Liveoak
Project Image
Repulsion
Sequester
Summon Nature's Ally VII
Transmute Metal to Wood
Word of Chaos

8th-Level Cleric Spells
Animal Shapes
Antimagic Field
Cloak of Chaos
Creeping Doom
Screen
Sympathy

9th-Level Cleric Spells
Faunus' Irresistible Dance, [Otto's]
Prismatic Sphere
Shapechange
Summon Nature's Ally IX*
Timestop

Weapon of the Immortal: Javelin; +1 returning javelin

Symbol: Faunus' holy symbol is a drinking horn with ram's horns.

Immortal's Alignment: CN

Appearance: He appears as a faun or satyr, sometimes young and handsome, sometimes old, fat and drunken.

Names:
Inuus - to humans, as patron of shepherds
Lupercus - to humans, as patron of hunting
Pan - used mainly by the forest folk

Notes:
* Faunus' Chaos Domain uses Summon Nature's Ally instead of Summon Monster.
** Faunus' Sphere of Matter Domain uses Magic Stone as it's first level spell.
#50

Hugin

Sep 23, 2004 22:46:33
Anybody have any knowledge of the other names of Faunus; namely, Inuus and Lupercus. It's mostly just for curiosity sake, but would be nice to note on his spell list. Thanks.
#51

spellweaver

Sep 24, 2004 3:29:55
Isn't Faunus also called Pan somewhere in the Tall Tales of the Wee Folk supplement? Or am I just mixing Greek legends with almost-forgotten roleplaying data from my early years as a gamer?

:-) Jesper
#52

stanles

Sep 24, 2004 18:10:53
Anybody have any knowledge of the other names of Faunus; namely, Inuus and Lupercus. It's mostly just for curiosity sake, but would be nice to note on his spell list. Thanks.

as far as I know there's not particualrly a lot about saying particularly where Faunus is worshipped or if different names are used by different peoples. Apart from references to woodland beings it's all really up the air I suppose. Going to real world mythology Lupercus whilst also a name for Faunus is in particular the Roman god of shepherds, Innus on the other hand is the god of herds (presumably not necessarily just sheep).
#53

Hugin

Sep 24, 2004 19:10:41
Thanks for the insight. I took a look in Tall Tales and found that Faunus is patron to not only herding, but also hunting and husbandry. It says that some country folk celebrate two winter festivals, the Faunalia, in his honour and he may send his followers prophecies via the forest or dreams. Whereabouts on Mystara do you think this fits in best? I'm thinking Thyatis, Karameikos, Darokin, and Glantri would be places where the rural folk might celebrate this festival (or some variant).

The next question is would the other names for Faunus be regional variants (e.g. in Thyatis he's known as Lupercus) or could the names be used when referring to one of his patronages (e.g. ask Lupercus for safety for your herd of sheep, but ask Innus for help on the hunt)? Now, what are your opinions? (I'm finding this rather interesting!)
#54

stanles

Sep 24, 2004 19:24:05
Thanks for the insight. I took a look in Tall Tales and found that Faunus is patron to not only herding, but also hunting and husbandry. It says that some country folk celebrate two winter festivals, the Faunalia, in his honour and he may send his followers prophecies via the forest or dreams. Whereabouts on Mystara do you think this fits in best? I'm thinking Thyatis, Karameikos, Darokin, and Glantri would be places where the rural folk might celebrate this festival (or some variant).

The next question is would the other names for Faunus be regional variants (e.g. in Thyatis he's known as Lupercus) or could the names be used when referring to one of his patronages (e.g. ask Lupercus for safety for your herd of sheep, but ask Innus for help on the hunt)? Now, what are your opinions? (I'm finding this rather interesting!)

I thought that it was interesting that in one guise he's rooting for the herders and in anothr guise he's going for the herds - or I might have just got that bit wrong. Not that I know where herding and woodland creatures really join together at all.

As for name variations he could Lupercus or nnus according to partronage in human civilizations and Faunus to the woodland critters.
#55

Hugin

Sep 24, 2004 19:57:43
by stanles
I thought that it was interesting that in one guise he's rooting for the herders and in anothr guise he's going for the herds - or I might have just got that bit wrong. Not that I know where herding and woodland creatures really join together at all.

I think you got it right (either that or I'm a bit wrong with you ). From what I read, Faunus seems to help the shepherd and the hunter! Doesn't make a whole lot of sense to me - but I'm permanently stunned anyhow.
If we're wrong, then please, somebody say so. The only thing I can say about the strange conflict of interest is that Faunus is the embodyment of chaotic thinking and behavior. (I'm so confused - I've gone cross-eyed)

As for name variations he could Lupercus or Innus according to partronage in human civilizations and Faunus to the woodland critters.

I like this idea. That's how i'll treat it IMC. Thanks for the thoughts.

Added: Btw Shawn, thanks for putting these lists on the Vaults. It sure does provide me with extra motivation to do some of these Immortals that I never have thought of using.
#56

stanles

Sep 24, 2004 20:43:03
Added: Btw Shawn, thanks for putting these lists on the Vaults. It sure does provide me with extra motivation to do some of these Immortals that I never have thought of using.

that's cool Hugin, it's becoming quite an invaluable resource that you're putting together here.
#57

chimpman

Sep 24, 2004 21:30:28
I thought that it was interesting that in one guise he's rooting for the herders and in anothr guise he's going for the herds - or I might have just got that bit wrong. Not that I know where herding and woodland creatures really join together at all.

Heh. Makes perfect sense to me. Quite a way to corner the market on worshipers. ;)
#58

Hugin

Sep 25, 2004 20:30:33
by Chimpman
Quite a way to corner the market on worshipers.

:heehee Have the hunter and the hunted pray to you; all he needs now is to be the patron of spectators and he'll rule the universe.

On an entirely different note, I just noticed that Shawn of the Vaults has a much better eye than I do; I have failed to give proper recognition for some of the spells I've used on these lists. Thankfully, he noticed them and even linked them to the source. I've gone back and edited any affected lists to include a note giving due credit. Thanks for being on the ball Shawn .

While doing the additions, I realized that it's difficult to find a specific Immortal without scanning through everything (and this thread is getting long). So, I'm putting an index of sorts on the first post to make things a little easier.
#59

chimpman

Sep 25, 2004 21:15:57
What the hey? My page 1 ends with Vanya. I don't have a page 3... it only goes to 2. Are there display settings somewhere that determine how many posts appear on a page, or something else that I'm not aware of?
#60

Hugin

Sep 25, 2004 22:03:07
What the hey? My page 1 ends with Vanya. I don't have a page 3... it only goes to 2. Are there display settings somewhere that determine how many posts appear on a page, or something else that I'm not aware of?

Ahh ! I never thought that the veiws might be different! I guess I'll just have them listed in order of appearance and forget about the page number. Thanks for pointing that out.
#61

stanles

Sep 25, 2004 22:38:28
:heehee Have the hunter and the hunted pray to you; all he needs now is to be the patron of spectators and he'll rule the universe.

On an entirely different note, I just noticed that Shawn of the Vaults has a much better eye than I do; I have failed to give proper recognition for some of the spells I've used on these lists. Thankfully, he noticed them and even linked them to the source. I've gone back and edited any affected lists to include a note giving due credit. Thanks for being on the ball Shawn .

While doing the additions, I realized that it's difficult to find a specific Immortal without scanning through everything (and this thread is getting long). So, I'm putting an index of sorts on the first post to make things a little easier.

yeah I thought I'd update all the pages on the Vaults when you updated everything with the Immortals level in case you updated other things and didn't mention it. Whenever I had everything in one big file I stargted doing search and replaces and found what you noticed. I was going to get back to you about it but I guess I don't need to now.
#62

Hugin

Oct 08, 2004 19:13:28
Alphatia Spell List (Celestial of the Sphere of Energy)

Domains: Craft, Good, Magic, Protection, Spell, Sphere of Energy

Special Clerical Powers: You receive a bonus metamagic feat of your choosing.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance

1st-Level Cleric Spells
Alphatia's Magic Aura, [Nystul's]
Animate Rope
Detect Evil
Expeditious Retreat
Mage Armour
Protection from Evil
Shield of Faith
Sanctuary
Summon Monster I

2nd-Level Cleric Spells
Aid
Eagle's Splendor
Heat Metal
Identify
Make Whole
Shield Other
Silence
Summon Monster II
Wood Shape

3rd-Level Cleric Spells
Continual Flame
Daylight
Dispel Magic
Invisibility Purge
Magic Circle against Evil
Magic Vestment
Protection from Energy
Remove Blindness/Deafness
Stone Shape

4th-Level Cleric Spells
Detect Scrying
Dimensional Anchor
Explosive Runes
Holy Smite
Imbue with Spell Ability
Minor Creation
Mnemonic Enhancer
Spell Immunity
Summon Monster IV

5th-Level Cleric Spells
Atonement
Break Enchantment
Dispel Evil
Flame Strike
Major Creation
Plane Shift
Spell Resistance
Summon Monster V
Wall of Stone

6th-Level Cleric Spells
Alphatia's Lucubration, [Mordenkainen's]
Animate Objects
Blade Barrier
Dispel Magic, Greater
Forbiddance
Glyph of Warding, Greater
Stoneform (3E)
Summon Monster VI
Word of Recall

7th-Level Cleric Spells
Analyze Dweomer
Changestaff
Ethereal Jaunt
Holy Word
Limited Wish
Refuge
Repulsion
Spell Turning

8th-Level Cleric Spells
Antimagic Field
Dimensional Lock
Ironform (3E)
Mind Blank
Protection from Spells
Spell Immunity, Greater
Summon Monster VIII

9th-Level Cleric Spells
Alphatia's Disjunction, [Mordenkainen's]
Etherealness
Prismatic Sphere
Steelform (3E)
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: Quarterstaff; +1 spell storing quarterstaff

Symbol: Her holy symbol is a glowing shield with paints dabbed on it like an artist's palette.

Immortal's Alignment: NG

Appearance: Alphatia appears as a copper-skinned Alphatian woman, young and beautiful but wearing very poor-quality robs; she goes barefoot and wears no jewelry.

Notes:
(3E) from the 3E Mystara website.
#63

spellweaver

Oct 11, 2004 4:34:36
In DM's thread the Complete List of the Immortals he names the Hin High Heroes: Cobberham, Brindorhin, Nob Nar, Usamigaras and Raven.

How do you see these immortals granting spells? As one pantheon or individually? Is there any hope to see a spell list for Hin clerics? :D

(please forgive me if you have already posted one and I missed it)

:-) Jesper
#64

Hugin

Oct 11, 2004 14:01:29
How do you see these immortals granting spells? As one pantheon or individually? Is there any hope to see a spell list for Hin clerics?

I'd probably do them individually seeing as how they seem to have gained Immortality at various times, but I don't know alot about them. Maybe DM could post their domains here. That would be a huge start. I'll definately give them a shoot next, though!
#65

havard

Oct 11, 2004 14:18:07
How do you see these immortals granting spells? As one pantheon or individually?

I agree that the Heroes granting spells individually is the best idea. I'm getting the impression that that is what DM intends aswell. I am looking forward to seeing what domains he'll come up with for the five. I like the addition of Usamigaras and Raven to the Hin pantheon. The entire pantheon has been shamefully neglected in official products (just the brief reference in the Gaz), so it is about time that something was done about that

Håvard
#66

Hugin

Oct 26, 2004 21:57:25
Here's Atruaghin's list (can't believe I hadn't done his already). I need more info on the High Heros before I attempt to do up their lists. I really know next to nothing about these guys, and like Havard said, "The entire pantheon has been shamefully neglected in official products". Don't worry, I want to see the Heros done probably more than any one.
#67

Hugin

Oct 26, 2004 22:01:32
Atruaghin Spell List (Hierarch of the Sphere of Matter)

Domains: Good, Law, Nobility, Protection, Shere of Matter, Truth, Will

Special Clerical Powers: You receive Iron Will as a bonus feat.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Command
Detect Chaos
Detect Evil
Detect Snares and Pits
Divine Favour
Endure Elements
Hide from Animals
Magic Stone
Protection from Chaos
Protection from Evil
Sanctuary
Shield of Faith

2nd-Level Cleric Spells
Aid
Bear's Endurance
Calm Emotions
Enthrall
Hold Person
Make Whole
Owl's Wisdom
Remove Paralysis
Shield Other
Soften Earth and Stone
Undetectable Alignment
Zone of Truth

3rd-Level Cleric Spells
Darkvision
Dominate Animal
Good Hope
Glyph of Warding
Invisibility Purge
Magic Circle against Chaos
Magic Circle against Evil
Magic Vestment
Protection from Energy
Remove Disease
Snare
Stone Shape

4th-Level Cleric Spells
Death Ward
Discern Lies
Dismissal
Divination
Divine Power
Freedom of Movement
Geas, Lesser
Holy Smite
Order's Wrath
Reincarnate
Repel Vermin
Spell Immunity

5th-Level Cleric Spells
Atonement
Command, Greater
Commune
Commune with Nature
Dispel Chaos
Dispel Evil
Disrupting Weapon
Major Creation
Righteous Might
Spell Resistance
True Seeing
Wall of Stone

6th-Level Cleric Spells
Antilife Shell
Banishment
Bear's Endurance, Mass
Blade Barrier
Find the Path
Forbiddance
Geas/Quest
Glyph of Warding, Greater
Heroes' Feast
Hold Monster
Owl's Wisdom, Mass
Stoneskin

7th-Level Cleric Spells
Dictum
Hold Person, Mass
Holy Word
Limited Wish
Move Earth
Refuge
Repulsion
Scrying, Greater
Stone Tell
Transmute Metal to Wood
Vision

8th-Level Cleric Spells
Animal Shapes
Antimagic Field
Demand
Discern Location
Earthquake
Mind Blank
Power Word Stun
Prismic Wall
Shield of Law
Sympathy

9th-Level Cleric Spells
Dominate Monster
Elemental Swarm *
Foresight
Freedom
Gate
Prismatic Sphere
Shapechange
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: hand axe; +1 keen hand axe

Symbol: Warbonnet and tomahawk

Immortal's Alignment: LG

Appearance: Atruaghin appears as a middle-aged chieftain of the Clans, usually wearing a war bonnet. When he wishes to make an impact he rises from the flames of a campfire as a great warrior made of fire.

Notes:
* Earth elementals should be used whenever possible by the cleric.
#68

Hugin

Oct 30, 2004 21:54:47
Diulanna Spell List (Celestial of the Sphere of Thought)

Domains: Chaos, Fortitude, Good, Sphere of Thought, Will

Special Clerical Powers: Free Improved Initiative feat.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Command
Comprehend Languages
Deathwatch
Divine Favour
Endure Elements
Obscuring Mist
Protection from Evil
Protection from Law
Shield of Faith

2nd-Level Cleric Spells
Aid
Bear's Endurance
Delay Poison
Detect Thoughts
Enthrall
Remove Paralysis
Resist Energy
Shatter
Undetectable Alignment

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Good Hope
Invisibility Purge
Locate Object
Magic Circle against Evil
Magic Circle against Law
Protection from Energy
Remove Blindness/Deafness
Speak with Dead

4th-Level Cleric Spells
Chaos Hammer
Death Ward
Discern Lies
Dismissal
Divine Power
Holy Smite
Repel Vermin
Sending
Tongues

5th-Level Cleric Spells
Break Enchantment
Command, Greater
Control Winds
Dispel Evil
Dispel Law
Disrupting Weapon
Insect Plague
Spell Resistance
True Seeing

6th-Level Cleric Spells
Animate Objects
Banishment
Bear's Endurance, Mass
Blade Barrier
Find the Path
Forbiddance
Geas/Quest
Stoneskin
Wind Walk

7th-Level Cleric Spells
Control Weather
Holy Word
Limited Wish
Regenerate
Repulsion
Scrying, Greater
Spell Turning
Word of Chaos

8th-Level Cleric Spells
Cloak of Chaos
Demand
Discern Location
Iron Body
Mind Blank
Shout, Greater
Whirlwind

9th-Level Cleric Spells
Astral Projection
Dominate Monster
Freedom
Miracle
Prismatic Sphere
Summon Monster IX

Weapon of the Immortal: Spear; +1 mighty cleaving shortspear

Symbol: A boulder with a spear thrust clean through it.

Immortal's Alignment: CG

Appearance: Diulanna appears as a young redheaded woman in the garb of the ancient Neathar; tunic, loincloth, buskins and a lion-skin headband. She carries a stone-tipped spear and always appears to mortals with a grim and serious expression on her face.
#69

Hugin

Nov 14, 2004 22:28:49
Rafiel Spell List (Empyreal of the Sphere of Energy)

Domains: Cavern, Craft, Good, Knowledge, Law, Magic, Shadow Elf, Sphere of Energy

Special Clerical Powers: You gain Skill Focus Craft (Engineering) as a free feat and Spell Resistance 5.

Special: All shadow elf Shamans require soul-crystals as a Divine Focus and must have been marked by Rafiel at birth to qualify. These soul crystals can provide access to additional spells (as described in The Shadow Elves Gazetteer [GAZ13]).

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Animate Rope
Detect Chaos
Comprehend Languages
Detect Secret Doors
Expeditious Retreat
Obscuring Mist
Protection from Chaos
Protection from Evil
Rafiel's Magic Aura, [Nystul's]
Shield of Faith

2nd-Level Cleric Spells
Aid
Calm Emotions
Darkness
Detect Thoughts
Fungus [Wood] Shape*
Heat Metal
Identify
Make Whole
Owl's Wisdom
Shield Other

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Dispel Magic
Magic Circle against Chaos
Magic Circle against Evil
Magic Vestment
Meld into Stone
Protection from Energy
Remove Blindness/Deafness
Remove Disease
Stone Shape

4th-Level Cleric Spells
Detect Scrying
Dismissal
Divination
Holy Smite
Imbue with Spell Ability
Minor Creation
Order's Wrath
Repel Vermin
Rafiel's Secure Shelter, [Leomund's]
Tongues

5th-Level Cleric Spells
Atonement
Commune
Dispel Chaos
Flame Strike
Major Creation
Passwall
Spell Resistance
Rafiel's Telepathic Bond, [Rary's]
True Seeing
Wall of Stone

6th-Level Cleric Spells
Animate Objects
Blade Barrier
Dispel Magic, Greater
Find the Path
Forbiddance
Hold Monster
Owl's Wisdom, Mass
Planar Ally
Stoneform (3E)
Transport via Rock (3E)

7th-Level Cleric Spells
Analyze Dweomer
Dictum
Ethereal Jaunt
Holy Word
Legend Lore
Move Earth
Refuge
Spell Turning
Stone Tell

8th-Level Cleric Spells
Antimagic Field
Dimensional Lock
Discern Location
Earthquake
Fire Storm
Ironform (3E)
Protection from Spells
Shield of Law

9th-Level Cleric Spells
Foresight
Imprisonment
Rafiel's Disjunction, [Mordenkainen's]
Steelform (3E)
Storm of Vengeance
Summon Monster IX
True Resurrection

Weapon of the Immortal: Sword; +1 flaming longsword

Symbol: A book-cover with a star in its center, representing wisdom and celestial learning.

Immortal's Alignment: LG

Appearance: Rafiel appears as a middle-aged human male wearing starched white robes and spectacles.

Notes:
* Just as 'Wood Shape' but uses the strider fungus instead of regular wood. Use this for Rafiel's second level Craft Domain spell as well.
(3E) from the Mystara 3E website.
#70

chimpman

Nov 15, 2004 9:56:20
Hi Hugin,

Just a thought brought on by your latest post... Is there a domain that would be more closely associated with the Radiance than Sphere of Energy? Any Energy immortal could have that domain, but IMO Rad and Rafiel should have something slightly different. Both are immortals who were created through non standard means (involving the NoS/Radiance) and it just seem appropriate that the should not have Sphere of Energy as a domain power, but something slightly different.

Thoughts?
#71

Hugin

Nov 15, 2004 17:04:15
Hi Hugin,

Just a thought brought on by your latest post... Is there a domain that would be more closely associated with the Radiance than Sphere of Energy? Any Energy immortal could have that domain, but IMO Rad and Rafiel should have something slightly different. Both are immortals who were created through non standard means (involving the NoS/Radiance) and it just seem appropriate that the should not have Sphere of Energy as a domain power, but something slightly different.

Thoughts?

I actually feel the same way thought about a bit after I posted this. I wonder if "DM" has done up any specific domain for the radiance Immortals (if so would you be able to post it for us?). If not, then I think we should do one here. I'd need alot of help because I haven't had much experience dealing with the Radiance (and wouldn't want to screw it up royally ).

As for them being listed as Immortals of the Sphere of Energy, I'm beginning to see them as actually belonging to each of the Spheres, but believeing themselves to be solely of Energy. This may mean that they are using only a portion of the power available to them. Of course, as long as they see it this way, it will not affect their powers or outlook.

Thanks for bringing this up chimpman. Sphere of Energy will indeed be ousted by... something.
#72

Hugin

Nov 22, 2004 19:26:57
Oops, pressed a button a little too early!
#73

Hugin

Nov 22, 2004 19:33:09
Brindorhin Spell List (Temporal of the Sphere of Time)

Domains: Charm, Family, Good, Hin, Law, Sphere of Time

Special Clerical Powers: You gain the Bardic Knowledge ability as a Bard if the knowledge pertains to the Five Shires (using cleric level). Perform (oratory) is a class skill.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Detect Magic
Guidance
Light
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Charm Person
Detect Evil
Expeditious Retreat
Magic Stone
Protection from Chaos
Protection from Evil
Shield of Faith
True Strike

2nd-Level Cleric Spells
Aid
Augury
Calm Emotions
Cat's Grace
Delay Poison
Eagle's Splendor
Restoration, Lesser
Shield Other

3rd-Level Cleric Spells
Good Hope
Helping Hand
Magic Circle against Chaos
Magic Circle against Evil
Plant Growth
Protection from Energy
Remove Disease
Suggestion

4th-Level Cleric Spells
Dimensional Anchor
Divination
Geas, Lesser
Holy Smite
Imbue with Spell Ability
Order's Wrath
Repel Vermin
Restoration

5th-Level Cleric Spells
Atonement
Brindorhin's Telepathic Bond, [Rary's]
Charm Monster
Dispel Chaos
Dispel Evil
Disrupting Weapon
Mark of Justice
Shout

6th-Level Cleric Spells
Banishment
Blade Barrier
Eagle's Splendor, Mass
Geas/Quest
Heal
Heroes' Feast
Hold Monster
Word of Recall

7th-Level Cleric Spells
Dictum
Holy Word
Insanity
Legend Lore
Move Earth
Refuge
Restoration, Greater

8th-Level Cleric Spells
Antipathy
Demand
Dimensional Lock
Protection from Spells
Shield of Law
Shout, Greater

9th-Level Cleric Spells
Dominate Monster
Foresight
Prismatic Sphere
Repel Metal or Stone
True Resurrection

Weapon of the Immortal: Rapier; +1 flaming rapier

Symbol: A golden ear of wheat

Immortal's Alignment: LG

Appearance: An elderly halfling with a noble appearance and a still strong physique, with curly white hair and long greying sideburns, clad in rich garments but barefoot, always smoking his favourite pipe and flashing an assuring and warm smile.

Names:
High Hero
Protector of the Five Shires

Notes:
Special Thanks to Marco for Brindorhin's info and background!
#74

Hugin

Dec 04, 2004 23:04:00
Coberham Shadowglint's Spell List (Temporal of the Sphere of Energy)

Domains: Fire, Hin, Knowledge, Magic, Protection, Sphere of Energy

Special Clerical Powers: You gain 'Magical Aptitude' as a free feat and 'Decipher Script' as a class skill.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Detect Magic
Detect Poison
Flare
Guidance
Light
Read Magic
Resistance

1st-Level Cleric Spells
Burning Hands
Coberham's Magic Aura, [Nystul's]
Comprehend Languages
Detect Secret Doors
Expeditious Retreat
Faerie Fire
Magic Stone
Sanctuary

2nd-Level Cleric Spells
Cat's Grace
Detect Thoughts
Heat Metal
Identify
Produce Flame
Resist Energy
Shatter
Shield Other

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Continual Flame
Daylight
Dispel Magic
Invisibility Purge
Glyph of Warding
Protection from Energy
Summon Monster III

4th-Level Cleric Spells
Detect Scrying
Dismissal
Divination
Giant Vermin
Imbue with Spell Ability
Spell Immunity
Tongues
Wall of Fire

5th-Level Cleric Spells
Break Enchantment
Fire Shield
Flame Strike
Plane Shift
Shout
Spell Resistance
Summon Monster V
True Seeing

6th-Level Cleric Spells
Animate Objects
Antilife Shell
Dispel Magic, Greater
Find the Path
Fire Seeds
Forbiddance
Glyph of Warding, Greater
Word of Recall

7th-Level Cleric Spells
Analyze Dweomer
Legend Lore
Move Earth
Refuge
Repulsion
Scrying, Greater
Spell Turning

8th-Level Cleric Spells
Antimagic Field
Dimensional Lock
Discern Location
Fire Storm
Protection from Spells
Spell Immunity, Greater

9th-Level Cleric Spells
Coberham's Disjunction, [Mordenkainen's]
Elemental Swarm *
Foresight
Prismatic Sphere
Summon Monster IX

Weapon of the Immortal: Siangham; +1 dark-flaming** siangham

Symbol: A black flame

Immortal's Alignment: N

Appearance: A middle sized hin clad all in black, with an aura of blackflames flickering around him constantly which obfuscates his features; the only unmistakable feature of his visage is his silver-sparkling eyes and his magnetic gaze.

Names:
Protector of the Five Shires
First Master

Notes:
* Fire elementals should be used whenever possible by the cleric.
** This functions exactly as a normal flaming weapon but appears dark in colour.
Special Thanks to Marco for Coberham Shadowglint's info and background!
#75

spellweaver

Dec 11, 2004 1:46:21
Quoting from an old post in this thread:

A cleric can (and often) serves an entire pantheon but is focused on one Immortal more than the rest (the one that grants the cleric his spells). I see it as the cleric's special "ministry" to focus on certain Immortals just as the cleric focuses on certain aspects of that single Immortal (by choosing domains).
Of course, the Immortals in a particular pantheon generally have similar goals and interests, so their clerics also work together in those areas. Hope I explained this alright; either way, though, that's just how I handle clerics IMC and others may want to have them work differently.

Interesting. Since my campaign (or part of it) is going back to Karameikos soon, I would like to ask: which immortals do you include in the pantheon of the Church of Karameikos? And which ones in the Church of Traladara? (other than the three obvious ones, do you e.g. include Chardastes?)

I plan on using the Marilnev / Ranivorus plot from an ealier thread there at the board. Have you done a spell list for Ranivorus? I couldn't find one but perhaps my spelling of his name is wrong?

:-) Jesper
#76

Hugin

Dec 11, 2004 22:18:26
Interesting. Since my campaign (or part of it) is going back to Karameikos soon, I would like to ask: which immortals do you include in the pantheon of the Church of Karameikos?

I pretty much use this line-up IMCs with the exception of his comments on clerics not following any particular Immortal any more than another. I always have a cleric favour one Immortal (the one he receives his spells from) although the degree of this can vary greatly. Oh, and like the article says, being a splitter group from the Church of Thyatis, venerating and accepting other Immortals who are patron of want you seek is not by any means blasphamy.

And which ones in the Church of Traladara? (other than the three obvious ones, do you e.g. include Chardastes?)

Yep, so far it's just the Three and Chardastes.

I plan on using the Marilnev / Ranivorus plot from an ealier thread there at the board. Have you done a spell list for Ranivorus? I couldn't find one but perhaps my spelling of his name is wrong?

I remember that thread, it was good plot. Unfortunately, I haven't done Ranivorus yet. I'll try to do his list next and also see if Marco can help with any additional info (know nothing about Ranivorus except the small blurb in WotI).
#77

Hugin

Dec 29, 2004 21:50:59
Nyx Spell List (Hierarch of the Sphere of Entropy)

Domains: Darkness, Death, Night, Sphere of Entropy, Undeath

Special Clerical Powers: You may spontaneous cast 'Darkness', as a 1st level spell, in the same way in which 'Inflict Light Wounds' may be cast.

Spontaneous Casting: Non-good followers of Nyx may only spontaneous cast for Inflict spells, not Cure spells.

0-Level Cleric Spells (Orisons)
Create Water
Detect Magic
Detect Poison
Ghost Sound
Guidance
Inflict Minor Wounds
Mending
Purify Food and Drink
Read Magic
Resistance
Touch of Fatigue
Virtue

1st-Level Cleric Spells
Chill Touch
Deathwatch
Detect Good
Detect Undead
Doom
Entropic Shield
Erase
Hide from Undead
Magic Weapon
Obscuring Mist
Protection from Good
Sleep

2nd-Level Cleric Spells
Chill Metal
Darkvision
Death Knell
False Life
Fog Cloud
Gentle Repose
Ghoul Touch
Hold Person
Mirror Image
Silence
Snare
Undetectable Alignment

3rd-Level Cleric Spells
Animate Dead
Blindness/Deafness
Contagion
Deep Slumber
Deeper Darkness
Dispel Magic
Halt Undead
Magic Circle against Good
Nondetection
Obscure Object
Speak with Dead
Vampiric Touch

4th-Level Cleric Spells
Death Ward
Detect Scrying
Dimensional Anchor
Enervation
Hallucinatory Terrain
Magic Weapon, Greater
Phantasmal Killer
Quench
Shadow Conjuration
Solid Fog
Spell Immunity
Zone of Silence

5th-Level Cleric Spells
Blight
Dispel Good
Dream
False Vision
Ice Storm
Inflict Light Wounds, Mass
Nightmare
Nyx's Black Tentacles, [Evard's]
Slay Living
Symbol of Pain
Symbol of Sleep
Wall of Darkness (3E)

6th-Level Cleric Spells
Antilife Shell
Banishment
Cone of Cold
Create Undead
Dispel Magic, Greater
Harm
Inflict Moderate Wounds, Mass
Mislead
Shadow Walk
Symbol of Fear
Symbol of Persuassion
Wall of Force

7th-Level Cleric Spells
Acid Fog
Blasphemy
Control Undead
Destruction
Finger of Death
Inflict Serious Wounds, Mass
Power Word, Blind
Sequester
Shadow Conjuration, Greater
Symbol of Stunning
Symbol of Weakness

8th-Level Cleric Spells
Antimagic Field
Create Greater Undead
Horrid Wilting
Inflict Critical Wounds, Mass
Polar Ray
Screen
Spell Immunity, Greater
Symbol of Death
Symbol of Insanity
Temporal Stasis

9th-Level Cleric Spells
Astral Projection
Energy Drain
Implosion
Imprisonment
Power Word, Kill
Shades
Soul Bind
Wail of the Banshee
Weird

Weapon of the Immortal: Sword; +1 ghost touch longsword

Symbol: A solar eclipse; darkness coming between the sun and the world.

Immortal's Alignment: N

Appearance: Nyx' primary Manifestation Form is that of a small woman with pale skin, beautiful and exotic features, long black hair, and black eyes. She dresses in long flowing robes of black. When it suits her purposes, she can appear as a wizened, bearded, scholarly male; a form she feels helps her keep the attention and respect of some of the more greybearded Immortals.

Notes:
Clerics of Nyx can only rebuke or command undead, regardless of alignment, however these checks are done with a +2 bonus.
(3E) from the 3E Mystara website.
#78

spellweaver

Dec 30, 2004 2:53:11
Cool! I like to see some of the evil immortals as well :evillaugh

Do you think you might do Ranivorus anytime soon? I could really use the spell list for his clerics IMC.

:-) Jesper

P.S. Happy New Year everybody!
#79

Hugin

Dec 30, 2004 18:43:23
Ranivorus Spell List (Celestial of the Sphere of Entropy)

Domains: Chaos, Corruption, Destruction, Evil, Hatred, Sphere of Entropy

Special Clerical Powers: You may perform a 'touch of madness' once per day as a spell-like ability. Make a melee touch attack against a living creature which, if successful, causes the target to make a Will Save against DC 13 plus your wisdom modifier or be overcome by violent convulsions and unable to act (treat as stunned) for 1d4 rounds. This is a mind-affecting effect. Intimidate is a class skill.

0-Level Cleric Spells (Orisons)
Acid Splash
Daze
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Read Magic
Resistance
Touch of Fatigue

1st-Level Cleric Spells
Charm Person
Command
Detect Law
Detect Good
Doom
Entropic Shield
Magic Weapon
Protection from Good
Protection from Law

2nd-Level Cleric Spells
Bear's Endurance
Darkness
Death Knell
Enthrall
Hold Person
Shatter
Silence
Undetectable Alignment
Whispering Wind

3rd-Level Cleric Spells
Animate Dead
Blindness/Deafness
Contagion
Crushing Despair
Magic Circle against Good
Magic Circle against Law
Snare
Speak with Dead
Suggestion

4th-Level Cleric Spells
Chaos Hammer
Confusion
Divine Power
Enervation
Geas, Lesser
Giant Vermin
Magic Weapon, Greater
Modify Memory
Unholy Blight

5th-Level Cleric Spells
Command, Greater
Dispel Good
Dispel Law
Dream
Feeblemind
Inflict Light Wounds, Mass
Insect Plague
Slay Living
Symbol of Pain

6th-Level Cleric Spells
Animate Objects
Antilife Shell
Bear's Endurance, Mass
Create Undead
Geas/Quest
Harm
Suggestion, Mass
Undeath to Death
Symbol of Fear

7th-Level Cleric Spells
Blasphemy
Destruction
Disintegrate
Inflict Serious Wounds, Mass
Insanity
Symbol of Stunning
Word of Chaos
Waves of Exhaustion

8th-Level Cleric Spells
Charm Monster, Mass
Cloak of Chaos
Demand
Earthquake
Inflict Critical Wounds, Mass
Symbol of Death
Symbol of Insanity

9th-Level Cleric Spells
Dominate Monster
Implosion
Power Word, Kill
Soul Bind
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: Flail; +1 shock dire flail

Symbol: Snakes writhing forth from the mouth of a bald, human head.

Immortal's Alignment: CE

Appearance: A hirsute gnoll 16 feet high, with powerful jaws, pointed fangs in a drooling mouth, wearing a black plate mail and wielding two black flails (one in each hand).

Names:
Yeenoghu

Notes:
Special thanks to Marco for Ranivorus' appearance.
#80

Hugin

Dec 30, 2004 18:50:20
Cool! I like to see some of the evil immortals as well :evillaugh

Do you think you might do Ranivorus anytime soon? I could really use the spell list for his clerics IMC.

:-) Jesper

P.S. Happy New Year everybody!

Happy New Year's back to ya!

Sorry, Spellweaver. I forgot that you requested this a while ago. I hope you get it in time to use it. And ya, evil Immortals are cool!

To DM, if you see this request, would you be able to post the symbol and appearance (and any other names) for Ranivorus to complete his list? Thanks!
#81

spellweaver

Dec 31, 2004 5:00:22
Cool! Thank you very much, Hugin!

Symbol: ?

Appearance: ?

I believe, according to the Orcs of Thar Gaz, that the symbol of Ranivorus is a bald human head with open mouth with a lot of writhing snakes pouring out of it? Quite a disturbing sight...

:-) Jesper
#82

Hugin

Jan 18, 2005 20:52:59
Talitha Spell List (Eternal of the Sphere of Entropy)

Domains: Chaos, Evil, Planning, Sphere of Entropy, Suffering, Thieves

Special Clerical Powers: You gain Skill Focus Pick Pockets as a bonus feat. Pick Pockets and Disable Device are class skills.

0-Level Cleric Spells (Orisons)
Acid Splash
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Mending
Purify Food and Drink
Ray of Frost
Read Magic
Resistance
Touch of Fatigue

1st-Level Cleric Spells
Chill Touch
Deathwatch
Detect Law
Detect Secret Doors
Disguise Self
Doom
Entropic Shield
Expeditious Retreat
Magic Weapon
Protection from Good
Protection from Law

2nd-Level Cleric Spells
Augury
Cat's Grace
Darkness
Death Knell
Find Traps
Hold Person
Shatter
Silence
Spider Climb
Status
Undetectable Alignment

3rd-Level Cleric Spells
Blindness/Deafness
Clairaudience/Clairvoyance
Contagion
Deeper Darkness
Dispel Magic
Invisibility Purge
Knock
Locate Object
Magic Circle against Good
Magic Circle against Law
Obscure Object

4th-Level Cleric Spells
Chaos Hammer
Confusion
Detect Scrying
Enervation
Fear
Freedom of Movement
Geas, Lesser
Giant Vermin
Modify Memory
Unholy Blight
Zone of Silence

5th-Level Cleric Spells
Break Enchantment
Commune
Dispel Good
Dispel Law
False Vision
Feeblemind
Insect Plague
Nightmare
Passwall
Slay Living
Symbol of Pain

6th-Level Cleric Spells
Animate Objects
Create Undead
Dispel Magic, Greater
Find the Path
Harm
Heroes' Feast
Mislead
Symbol of Fear
Symbol of Persuassion
Undeath to Death
Word of Recall

7th-Level Cleric Spells
Blasphemy
Destruction
Ethereal Jaunt
Eye Bite
Scrying, Greater
Sequester
Statue
Symbol of Stunning
Symbol of Weakness
Word of Chaos

8th-Level Cleric Spells
Antipathy
Cloak of Chaos
Dimensional Lock
Discern Location
Horrid Wilting
Phase Door
Screen
Symbol of Death
Symbol of Insanity

9th-Level Cleric Spells
Etherealness
Implosion
Power Word, Kill
Soul Bind
Storm of Vengeance
Summon Monster IX
Teleportation Circle
Timestop

Weapon of the Immortal: Battleaxe; +1 shock battleaxe

Symbol: A crying baby; by ancient tradition, the child who has lost its candy to a thief.

Immortal's Alignment: CE

Appearance: Talitha appears as a tall, well-built brunette woman of the copper-skinned Alphatian race. Her features are beautiful, but her expression is often petulant and spiteful. She wears revealing gowns but, incongruously, carries a double-headed axe.
#83

Hugin

Jan 18, 2005 20:56:45
Thanks for the symbol reference Spellweaver. I tried to edit it in to Ranivorus's list but it wouldn't let me. Maybe it has something to do with what they did during the shut-down time.

Edit: Argggg... Banish it all to the dark domain of Nyx! I can't even add names to the index of post #1. Lets see if this edit actual works!
#84

spellweaver

Jan 19, 2005 4:15:55
Tarastia Spell List (Eternal of the Sphere of Entropy)

Domains: Chaos, Evil, Planning, Sphere of Entropy, Suffering, Thieves
Optional Domains: Celerity (DF), Greed (VD), Mysticism (DF)

Special Clerical Powers: You gain Skill Focus Pick Pockets as a bonus feat. Pick Pockets and Disable Device are class skills.

Maybe I am wrong, but I think you meant Talitha and not Tarastia, right?

Talitha is an entropic immortal of thievery and self gratification at the expense of others while Tarastia is the immortal of Justice and Revenge ;)

:-) Jesper
#85

Hugin

Jan 19, 2005 7:05:06
Maybe I am wrong, but I think you meant Talitha and not Tarastia, right?

#86

Hugin

Feb 03, 2005 21:04:31
Chardastes Spell List Celestial of the Sphere of Time

Domains: Good, Healing, Knowledge, Renewal, Sphere of Time

Special Clerical Powers: You gain Skill Focus (Healing) as a free feat.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Purify Food and Drink
Read Magic
Resistance

1st-Level Cleric Spells
Charm Person
Comprehend Languages
Deathwatch
Detect Evil
Detect Secret Doors
Detect Undead
Protection from Evil
Sanctuary
Shield of Faith

2nd-Level Cleric Spells
Aid
Augury
Calm Emotions
Delay Poison
Detect Thoughts
Gentle Repose
Remove Paralysis
Restoration, Lesser
Status

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Helping Hand
Magic Circle against Evil
Obscure Object
Protection from Energy
Remove Blindness/Deafness
Remove Disease
Speak with Dead
Water Breathing

4th-Level Cleric Spells
Control Water
Death Ward
Dimensional Anchor
Divination
Holy Smite
Modify Memory
Reincarnate
Restoration
Tongues

5th-Level Cleric Spells
Atonement
Break Enchantment
Commune with Nature
Cure Light Wounds, Mass
Dispel Evil
Disrupting Weapon
Mark of Justice
Spell Resistance
True Seeing

6th-Level Cleric Spells
Banishment
Blade Barrier
Contingency
Cure Moderate Wounds, Mass
Find the Path
Heal
Heroes' Feast
Undeath to Death
Word of Recall

7th-Level Cleric Spells
Changestaff
Chardastes' Instant Summons, [Drawmij's]
Cure Serious Wounds, Mass
Holy Word
Legend Lore
Regenerate
Restoration, Greater
Resurrection

8th-Level Cleric Spells
Cure Critical Wounds, Mass
Dimensional Lock
Discern Location
Iron Body
Polymorph Any Object
Sympathy
Temporal Stasis

9th-Level Cleric Spells
Foresight
Freedom
Heal, Mass
Miracle
Summon Nature's Ally IX
True Resurrection

Weapon of the Immortal: Quarterstaff; +1 defending quarterstaff

Symbol: A silver bell

Immortal's Alignment: NG

Appearance: A tall man with a noble posture, high cheekbones, deep black eyes, a receding chin and a snub nose, always clean shaven, wearing a long white linen robe of Nithian taste and holding a small silver bell in his left hand.

Notes:
Special Thanks to Marco for Chardastes' info and background!
#87

Hugin

Feb 26, 2005 23:32:20
I just updated Ranivorus' Spell List with his appearance (thanks, DM). I haven't had too much time lately to do more, but I'll hopefully get Pflarr and Minroth done soon (*fingers crossed*).
#88

Hugin

Feb 28, 2005 22:22:03
Minroth Spell List (Celestial of the Sphere of Matter)

Domains: Fate, Good, Law, Sphere of Matter, Trade

Special Clerical Powers: Gain Appraise as a class skill. You also have 4 skill points per cleric level, instead of the normal 2 points per level.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Comprehend Languages
Detect Chaos
Endure Elements
Magic Stone
Message
Protection from Chaos
Protection from Evil
Sanctuary
Shield of Faith

2nd-Level Cleric Spells
Aid
Augury
Bear's Endurance
Calm Emotions
Enthrall
Find Traps
Make Whole
Soften Earth and Stone
Status

3rd-Level Cleric Spells
Create Food and Water
Glyph of Warding
Good Hope
Locate Object
Magic Circle against Chaos
Magic Circle against Evil
Protection from Energy
Stone Shape
Suggestion

4th-Level Cleric Spells
Death Ward
Divination
Divine Power
Geas, Lesser
Holy Smite
Order's Wrath
Repel Vermin
Sending
Tongues

5th-Level Cleric Spells
Atonement
Dispel Chaos
Dispel Evil
Disrupting Weapon
Fabricate
Major Creation
Mark of Justice
True Seeing
Wall of Stone

6th-Level Cleric Spells
Bear's Endurance, Mass
Blade Barrier
Guards and Wards
Geas/Quest
Heroes' Feast
Hold Monster
Permanency
Stoneskin
Suggestion, Mass

7th-Level Cleric Spells
Dictum
Holy Word
Minroth's Magnificent Mansion, [Mordenkainen's]
Repulsion
Statue
Teleport Object
Transmute Metal to Wood
Vision

8th-Level Cleric Spells
Demand
Discern Location
Earthquake
Ironform (3E)
Mind Blank
Shield of Law
Sympathy

9th-Level Cleric Spells
Foresight
Freedom
Gate
Miracle
Shapechange
Summon Monster IX

Weapon of the Immortal: Mace; +1 merciful mace

Symbol: A four feathered arrow

Immortal's Alignment: LG

Appearance: a 30yrs old athletic human with black beard & mustaches, short jet-black hair tied with a leather circlet, a typical Nithian nose, tanned skin, sparkling eyes full of hope, wearing sailor's clothes and a bronze cuirass with a silvered mace tied at his belt.

Notes:
Minroth's clerics can only eat, wear, and use items created in the Minrothad Isles.
(3E) from the 3E Mystara website.
#89

Hugin

Mar 09, 2005 21:08:37
Accidental double post...

Got a little anxious with the submit button :D
#90

Hugin

Mar 09, 2005 21:11:14
Pflarr Spell List (Eternal of the Sphere of Energy)

Domains: Knowledge, Magic, Protection, Spell, Sphere of Energy

Special Clerical Powers: You gain Alertness as a bonus feat. Spot and Listen are class skills.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Blur
Comprehend Languages
Detect Law
Detect Secret Doors
Erase
Expeditious Retreat
Mage Armour
Pflarr's Magic Aura, [Nystul's]
Sanctuary
Sleep
Summon Monster I

2nd-Level Cleric Spells
Detect Thoughts
Heat Metal
Identify
Owl's Wisdom
Remove Paralysis
Resist Energy
Restoration, Lesser
Shatter
Shield Other
Silence
Summon Monster II

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Continual Flame
Dispel Magic
Glyph of Warding
Invisibility Purge
Magic Circle against Law
Magic Vestment
Protection from Energy
Remove Blindness/Deafness
Searing Light
Secret Page

4th-Level Cleric Spells
Detect Scrying
Dismissal
Divination
Explosive Runes
Giant Vermin
Imbue with Spell Ability
Minor Creation
Mnemonic Enhancer
Planar Ally, Lesser
Spell Immunity
Tongues

5th-Level Cleric Spells
Break Enchantment
Commune
Feeblemind
Flame Strike
Insect Plague
Major Creation
Plane Shift
Spell Resistance
Summon Monster V
Symbol of Sleep
True Seeing

6th-Level Cleric Spells
Animate Objects
Antilife Shell
Dispel Magic, Greater
Find the Path
Forbiddance
Glyph of Warding, Greater
Owl's Wisdom, Mass
Pflarr's Lucubration, [Mordenkainen's]
Planar Ally
Symbol of Persuassion
Word of Recall

7th-Level Cleric Spells
Analyze Dweomer
Ethereal Jaunt
Legend Lore
Limited Wish
Permanent Image
Refuge
Repulsion
Spell Turning
Summon Monster VII
Symbol of Weakness

8th-Level Cleric Spells
Antimagic Field
Dimensional Lock
Discern Location
Fire Storm
Maze
Mind Blank
Planar Ally, Greater
Protection from Spells
Spell Immunity, Greater

9th-Level Cleric Spells
Elemental Storm
Foresight
Imprisonment
Miracle
Pflarr's Disjunction, [Mordenkainen's]
Prismatic Sphere
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: Khopesh; +1 defending khopesh

Symbol: A jackal head with human eyes

Immortal's Alignment: N

Appearance: Pflarr is a 7' tall humanoid covered in fine brown fur and with a jackal head, wearing a simple Nithian linen tunic covering his thighs and hips.

Names:
The Jackal-Head
#91

spellweaver

Mar 26, 2005 8:17:37
If you want to play a druid character following one of the immortals, how then do you alter the spell list / powers etc. to reflect the differences between the immortals?
#92

zombiegleemax

Mar 26, 2005 10:41:38
HEY, you impressed me! The work of making special spell lists for each imortal was amazing and a show of great patience too.

I am interested in other kind of listing, though, not a good x evil list but instead a law x chaos list, I prefer the 'Moorckok style' - elric and the champion eternal series - with the power been disputed by the law (stagnation/stability) and chaos (change/destruction), with nature (neutrality) in the middle and a higher power called balance (change with direction) trying to keep them in check to allow advancement and evolution, good and evil are natural to all sides.

I'd love to have lists for such four 'factions', I'm thinking about dividing arcane magic into law and chaos magic, with completely different types of spells and effects. I am using a rules cyclopedia version with heavy modifications, but I don't have qualms about using some spells from Ad&D or D&D 3.5.

I'll try to use your idea to make 4 different clerical lists, using the minimum number of spells outside RC as possible.
#93

Hugin

Mar 26, 2005 12:39:26
I'll try to use your idea to make 4 different clerical lists, using the minimum number of spells outside RC as possible.

I'd be very interested in seeing what you come up with! The "Universal" and "Substitutional" spell lists for good and evil that are added to individual Immortal spell lists where basically expanded and extracted from the 3.X Edition setup.

I have to agree that using a Law / Chaos setup for those extras would be more in the spirit of Mystara. Doing this however would mean creating a list for neutral that may be difficult. If you do give this a shot and want to have some people discuss the possiblities, drop in some posts. Once we start brainstorming, perhaps it will become easier.

I prefer the 'Moorckok style' - elric and the champion eternal series - with the power been disputed by the law (stagnation/stability) and chaos (change/destruction), with nature (neutrality) in the middle and a higher power called balance (change with direction) trying to keep them in check to allow advancement and evolution, good and evil are natural to all sides.

Sounds very much in the flavour of Mstara, but unfortunately I've never had the oppurtunity to look at this series.

The work of making special spell lists for each imortal was amazing and a show of great patience too.

When something appeals to you, it's not hard to find the patience to do it (just ask Thorf or DM ;) ). Of course, it was a lot easier when the Immortals I was doing were the ones I needed for my campaign at the time or someone asked for one for their campaign. Now I'm doing Immortals that I really don't know about so it takes longer and requires help from others. However, I'm also really enjoying learning about these other Immortals.
#94

Hugin

Mar 27, 2005 12:56:51
Kallala of the Seven Veils Spell List (Celestial of the Sphere of Time)

Domains: Chaos*, Charm, Magic, Ocean*, Sphere of Time, Water

Special Clerical Powers: You can cast Eagle's Splendor as a substitutionary spell in the same manner as the cure wounds spells.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Read Magic
Resistance

1st-Level Cleric Spells
Charm Person
Command
Comprehend Languages
Detect Water
Endure Elements
Faerie Fire
Kallala's Magic Aura, [Nystul's]
Obscuring Mist
Protection from Law

2nd-Level Cleric Spells
Animal Messenger
Calm Emotions
Delay Poison
Eagle's Splendor
Enthrall
Fog Cloud
Identify
Restoration, Lesser
Shatter

3rd-Level Cleric Spells
Crushing Despair
Dispel Magic
Good Hope
Invisibility Purge
Magic Circle against Law
Remove Disease
Suggestion
Water Breathing
Water Walk

4th-Level Cleric Spells
Control Water
Divination
Freedom of Movement
Geas, Lesser
Imbue with Spell Ability
Quench
Reincarnate
Restoration
Tongues

5th-Level Cleric Spells
Break Enchantment
Charm Monster
Command, Greater
Commune with Nature
Dispel Law
Feeblemind
Ice Storm
Spell Resistance
Wall of Ice

6th-Level Cleric Spells
Animate Objects
Calm Water
Cone of Cold
Dispel Magic, Greater
Eagle's Splendor, Mass
Forbiddance
Geas/Quest
Suggestion, Mass
Symbol of Persuassion

7th-Level Cleric Spells
Acid Fog
Analyze Dweomer
Insanity
Legend Lore
Regenerate
Restoration, Greater
Spell Turning
Word of Chaos

8th-Level Cleric Spells
Antimagic Field
Charm Monster, Mass
Cloak of Chaos
Demand
Horrid Wilting
Protection from Spells
Sea Fury (PC3) **

9th-Level Cleric Spells
Dominate Monster
Elemental Swarm ***
Kallala's Disjunction, [Mordenkainen's]
Kallala's Irresistible Dance, [Otto's]
Summon Nature's Ally IX *
True Resurrection

Weapon of the Immortal: Dagger; +1 defending dagger

Symbol: Seven veils with the colours of the rainbow forming a circle

Immortal's Alignment: CN

Appearance: A beautiful young 3 feet tall nixie with the shapely body of a teenager, with silken azure skin, long blond hair that touch her ankles, charming blue eyes and a seducing smile that can make the heart of every male thump like crazy. She always appears naked with a small shell covering her pubic area.

Notes:
(PC3) spells based off ones in the PC3 Creature Crucible "The Sea People".
* All of Kallala's clerics use Summon Nature's Ally spells instead of Summon Monster.
** Sea Fury - Adapted from PC3 and based on the Earthquake spell.
*** Water elements should be used whenever possible by the cleric.
#95

zombiegleemax

Mar 27, 2005 14:29:47
I'd be very interested in seeing what you come up with! The "Universal" and "Substitutional" spell lists for good and evil that are added to individual Immortal spell lists where basically expanded and extracted from the 3.X Edition setup.

Yes, it was a good idea I'll be trying my hand at the spells soon, I'll try to use your lists as a basic idea before I go any further, I may have to change the spell descriptions to work with chaos and law instead of good and evil.



I have to agree that using a Law / Chaos setup for those extras would be more in the spirit of Mystara. Doing this however would mean creating a list for neutral that may be difficult. If you do give this a shot and want to have some people discuss the possiblities, drop in some posts. Once we start brainstorming, perhaps it will become easier.
Sounds very much in the flavour of Mstara, but unfortunately I've never had the oppurtunity to look at this series.

The original D&D alignment system was based on moorkock's series and concepts, in fact there was a lot of influence from moorkock, jack vance and fritz leiber on it!

About neutrality, it is ok, druids are the typical neutral clerics of nature, and anyway you just have to put a restriction like: 'must take a law spell for each chaos spell you prepare...' no big deal, balance would really require work!





When something appeals to you, it's not hard to find the patience to do it (just ask Thorf or DM ;) ). Of course, it was a lot easier when the Immortals I was doing were the ones I needed for my campaign at the time or someone asked for one for their campaign. Now I'm doing Immortals that I really don't know about so it takes longer and requires help from others. However, I'm also really enjoying learning about these other Immortals.
I agree! I am making a 'house version' of the rules cyclopedia! I hope to be posting something of the spell lists in a month or two!

Y
#96

Hugin

Apr 25, 2005 17:40:10
If you want to play a druid character following one of the immortals, how then do you alter the spell list / powers etc. to reflect the differences between the immortals?

I'm sorry Spellweaver, I missed this post somehow. Just off the cuff I'd say that a druid following an Immortal would use druidic spells as per normal and would only be differentiated by his philosophy. I'm not sure how else to do it but I'll put some thought into it. If you come up with anything yourself I'd like to hear it!

Added: Hey, Spellweaver, I just revised Odin's spell-list with that raven familiar idea of yours, among a bunch of other things.
#97

spellweaver

Apr 26, 2005 4:49:00
I'm sorry Spellweaver, I missed this post somehow. Just off the cuff I'd say that a druid following an Immortal would use druidic spells as per normal and would only be differentiated by his philosophy. I'm not sure how else to do it but I'll put some thought into it. If you come up with anything yourself I'd like to hear it!

Added: Hey, Spellweaver, I just revised Odin's spell-list with that raven familiar idea of yours, among a bunch of other things.

That's quite all right, Hugin

I have been giving the isue quite a lot of thought, because IMHO clerics of Terra, Djaea, Frey & Freya, Zirchev and Ordana should really be druids. Having druid-like clerics of these immortals would IMO lead to confusion as to who are the "true" worshippers of Nature.

But the jury is still out on this one :D

I have another question for you:

One of my players recently created a cleric of Vanya from the Church of Karameikos and I ruled that he had to use your excellent spell list instead of the generic cleric list. To begin with there was a lot of moaning about missing healing spells but then the player realised that with Will and Sphere of Time Domain he would heal at double rate, get the Iron Will feat and then get the Vanya special cleric powers of Martial Weapon Proficiency and Weapon Focus in Greatsword.

So now we have a cleric who is almost better than a fighter at fighting and still has a great deal of divine magic.

Is that balanced or am I using your lists wrong? ;)

:-) Jesper
#98

Hugin

Apr 26, 2005 20:38:03
Is that balanced or am I using your lists wrong? ;)

:-) Jesper

It appears that I failed to mention a "small" detail about Special Clerical Powers and the Granted Powers of domains; I had my player choose a major domain and a minor domain. His character benefits from the granted power and extra spells choosen from his major domain, but only receives the spells from the minor domain, not the granted power.

If fact, since I usually include most domain spells into the cleric's list regardless if it is a "clerical spell' or not, it does not benefit the character at all but rather just keeps his spell choice closer to his "higher calling" (ie. domain choices). I also stress the importance of a cleric's faithfulness to his Immortal and church/cult. To be a cleric is to serve; the exact service varies massively but basically, a cleric is not his own.

I have been toying with the idea of having a cleric gain the granted power of his minor domain at a higher level (maybe 8 or 10, needs play-testing), but I believe the reduced spell list, stricter behavioural expectations, and granted power from the major domain only at first, keeps the character in balance.

I noticed that the player wasn't too thrilled with the reduction in healing spells. This was done intentionally. Although I think all clerics (of goodish) nature should have some ability in the healing department, I absolutely hate it when clerics are nothing more than a "MEDIC!!!!!". The more powerful healing spells are reserved for those clerics of Immortals where healing is an important aspect in their philosophy. Healing is identified with specific Immortals/churches just as is war, light, seas, death, and love!

Added: I just updated post #1 with a note on granted powers and also one about the "Weapon of the Immortal" universal spell that I didn't explain.
#99

Hugin

Apr 26, 2005 22:53:25
Djaea Spell List (Hierarch of the Sphere of Matter)

Domains: Animals, Earth, Knowledge, Planning, Plant, Protection, Sphere of Matter

Special Clerical Powers: You gain the Nature Sense and Wild Empathy abilities of a druid. Wild Empathy uses the cleric's level and charisma.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Know Direction
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Calm Animals
Charm Animal
Deathwatch
Detect Secret Doors
Endure Elements
Entangle
Faerie Fire
Hide from Animals
Magic Stone
Sanctuary
Sleep
Summon Nature's Ally I

2nd-Level Cleric Spells
Animal Messenger
Augury
Barkskin
Delay Poison
Hold Animal
Owl's Wisdom
Restoration, Lesser
Shield Other
Soften Earth and Stone
Status
Tree Shape
Warp Wood

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Dominate Animal
Meld into Stone
Neutralize Poison
Plant Growth
Protection from Energy
Remove Disease
Snare
Speak with Plants
Stone Shape
Summon Nature's Ally III
Water Breathing

4th-Level Cleric Spells
Command Plants
Death Ward
Divination
Freedom of Movement
Giant Vermin
Reincarnate
Repel Vermin
Restoration
Spell Immunity
Spike Stones
Summon Nature's Ally IV
Zone of Silence

5th-Level Cleric Spells
Atonement
Baleful Polymorph
Charm Monster
Commune with Nature
Control Winds
Insect Plague
Passwall
Spell Resistance
Summon Nature's Ally V
Tree Stride
True Seeing
Wall of Thorns

6th-Level Cleric Spells
Animal Growth
Antilife Shell
Find the Path
Fire Seeds
Heroes' Feast
Ironwood
Owl's Wisdom, Mass
Repel Wood
Spellstaff
Stone Tell
Stoneskin
Transport via Rock (3E)

7th-Level Cleric Spells
Awaken
Animate Plants
Changestaff
Control Weather
Legend Lore
Liveoak
Move Earth
Repulsion
Restoration, Greater
Scrying, Greater
Transmute Metal to Wood

8th-Level Cleric Spells
Animal Shapes
Antimagic Field
Control Plants
Creeping Doom
Discern Location
Earthquake
Iron Body
Mind Blank
Summon Nature's Ally VIII
Whirlwind

9th-Level Cleric Spells
Dominate Monster
Elemental Swarm *
Foresight
Prismatic Sphere
Repel Metal or Stone
Shambler
Shapechange
Storm of Vengeance
Timestop

Weapon of the Immortal: Quarterstaff; +1 defending quarterstaff

Symbol: A big white stone with a serpent coiled around it.

Immortal's Alignment: N

Appearance: A charming lady with dark complexion that is still in her prime, with a long white tunic of ancient style.

Names:
Mother Nature

Notes:
(3E) from the 3E Mystara website.
* Earth elementals should be used whenever possible by the cleric.

Djaea's more devote followers are found among the druid class even more so than the cleric class. Djaea uses her druid followers to care for the living earth and it's dependants (flora and fauna), while using the clerics to care for and guide the more sentient creatures to respect all the forces of nature, thus bringing all into harmony.
#100

spellweaver

Apr 29, 2005 14:47:07
I noticed that the player wasn't too thrilled with the reduction in healing spells. This was done intentionally. Although I think all clerics (of goodish) nature should have some ability in the healing department, I absolutely hate it when clerics are nothing more than a "MEDIC!!!!!". The more powerful healing spells are reserved for those clerics of Immortals where healing is an important aspect in their philosophy. Healing is identified with specific Immortals/churches just as is war, light, seas, death, and love!

A quick question:
Does that mean that in your campaign not all clerics can "spontaneous cast" any spell as a healing spell of the same level?

:-) Jesper
#101

Hugin

Apr 29, 2005 17:34:28
A quick question:
Does that mean that in your campaign not all clerics can "spontaneous cast" any spell as a healing spell of the same level?

:-) Jesper

That stuff works the same, it's just that not all clerics have access to the more powerful cure/inflict spells. My list of spontaneous spells goes up to the level 4 Cure Critical Wounds and Inflict Critical Wounds (basically the non-"mass" ones). For a cleric to spontaneously cast a higher cure or inflict spell they have to have it on their spell list. This is what I meant in the statement,
Although I think all clerics (of goodish) nature should have some ability in the healing department, I absolutely hate it when clerics are nothing more than a "MEDIC!!!!!".

The last part about "medics" was just me ranting! ;) You may also have noticed that Raise Dead is a "universal" but anything more powerful is not.

I just noticed that I didn't mention anything about the spontaneous casting anywhere; perhaps when I first posted that initial post I just assumed everything would be understood. Either that, or I just forgot.

Anyway, you can let your player know that he can spontaneously cast up to the level four spells (or more if you choose, of course, but that's the way I do it IMCs)
#102

Hugin

Jul 29, 2005 14:38:45
Atzanteotl Spell List (Hierarch of the Sphere of Entropy)

Domains: Corruption, Death, Evil, Hatred, Sphere of Entropy, Suffering

Special Clerical Powers: You may use a pain touch once per day. Make a melee touch attack against a living creature and, on a successful attack, bestow on that creature a -2 enhancement penalty to Strength and Dexterity for 1 minute. This spell-like ability does not affect creatures immune to critical hits.

0-Level Cleric Spells (Orisons)
Create Water
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Touch of Fatigue
Virtue

1st-Level Cleric Spells
Charm Person
Chill Touch
Command
Confusion, Lesser
Detect Good
Disguise Self
Doom
Entropic Shield
Hide from Undead
Magic Weapon
Protection from Good
Ventriloquism

2nd-Level Cleric Spells
Darkness
Darkvision
Death Knell
Enthrall
Gentle Repose
Hold Person
Scare
Silence
Soften Earth and Stone
Spectral Hand
Undetectable Alignment
Whispering Wind

3rd-Level Cleric Spells
Animate Dead
Blindness/Deafness
Contagion
Crushing Despair
Deeper Darkness
Dispel Magic
Displacement
Magic Circle against Good
Meld into Stone
Sepia Snake Sigil
Slow
Suggestion

4th-Level Cleric Spells
Confusion
Death Ward
Enervation
Explosive Runes
Geas, Lesser
Giant Vermin
Magic Weapon, Greater
Modify Memory
Rusting Grasp
Sending
Spell Immunity
Unholy Blight

5th-Level Cleric Spells
Blight
Command, Greater
Dispel Good
Dream
False Vision
Feeblemind
Inflict Light Wounds, Mass
Insect Plague
Nightmare
Persistent Image
Slay Living
Symbol of Pain

6th-Level Cleric Spells
Antilife Shell
Create Undead
Dispel Magic, Greater
Forbiddance
Geas/Quest
Harm
Inflict Moderate Wounds, Mass
Mislead
Programmed Image
Suggestion, Mass
Symbol of Fear
Symbol of Persuassion

7th-Level Cleric Spells
Acid Fog
Blasphemy
Destruction
Eye Bite
Insanity
Project Image
Repulsion
Sequester
Symbol of Stunning
Symbol of Weakness
Vision

8th-Level Cleric Spells
Charm Monster, Mass
Clone
Create Greater Undead
Demand
Horrid Wilting
Prying Eyes
Screen
Spell Immunity, Greater
Symbol of Death
Symbol of Insanity

9th-Level Cleric Spells
Astral Projection
Dominate Monster
Energy Drain
Implosion
Power Word, Kill
Soul Bind
Storm of Vengeance
Summon Monster IX
Wail of the Banshee

Weapon of the Immortal: Longsword; +1 longsword of venom (as the dagger)
Symbol: The silhouette of a feathered serpent.

Immortal's Alignment: LE

Appearance: He appears in one of two forms: a handsome but sinister elven hero dressed in black or a jet-black feathered serpent with the face of an elf. The serpent-form has arms, but these are usually hidden within its feathers.
#103

Hugin

Aug 04, 2005 11:07:12
I finally have some extra time to devote to my Mystara projects and one of the things I've wanted to do for a while is to reveiw my spell lists; especially the earlier ones that were done in the 3.0 version. Also, as I did them I refined the method and altered my thought process.

Some of the things I'm doing is to eliminate spells from books other than core player's handbook and create a much higher level of consistancy. 3.5 has more spells that were used by latter spell lists, but were unavailable to the earlier ones. In addition to these, some spell levels and names had changed, while some were even deleted.

With that said, if anyone has ideas or suggestions, this is a great time for me to try to incorporate them. We've had some very interesting discussions so far!

Edit: I've made the index on the first post of this thread link to it's spell-list. I'll also note an updated spell-list there as well, as I get to do them.
#104

Hugin

Aug 10, 2005 0:23:52
I could use some help though - I don't like the Special Clerical Powers that I got from the 3E Mystara website for the spheres of power - any suggestions?

I've been mulling this over the last few days, and tonight I came up with a possible alternative. As they are now, they grant a +1 caster level on all spells with the Energy, Entropy, etc. descriptor. This isn't all that useful without putting alot of work into it.

This is what I've come up with; Each Sphere's Special Clerical Power is a free metamagic feat as follows:
Sphere of Energy - Empower Spell, increases spell's variable, numeric effects by 50%.
Sphere of Entropy - Silent Spell, casts spells without verbal components.
Sphere of Matter - Enlarge Spell, double spell's range.
Sphere of Thought - Still Spell, casts spells without somatic components.
Sphere of Time - Extend Spell, double spell's duration.

Good idea? Bad idea?
#105

gazza555

Aug 10, 2005 5:29:15
Some of the things I'm doing is to eliminate spells from books other than core player's handbook and create a much higher level of consistancy. 3.5 has more spells that were used by latter spell lists, but were unavailable to the earlier ones. In addition to these, some spell levels and names had changed, while some were even deleted.

I appreciate why you're doing this (everyone's got the PHB but not necessarily book X), but if a spell - say from the Complete Divine - was more fitting you could include it as an alternative to one from the PHB. The main problem with this being, of course, the increased workload. ;)

Regards,
Gary
#106

Traianus_Decius_Aureus

Aug 10, 2005 8:51:08
This is what I've come up with; Each Sphere's Special Clerical Power is a free metamagic feat as follows:
Sphere of Energy - Empower Spell, increases spell's variable, numeric effects by 50%.
Sphere of Entropy - Silent Spell, casts spells without verbal components.
Sphere of Matter - Enlarge Spell, double spell's range.
Sphere of Thought - Still Spell, casts spells without somatic components.
Sphere of Time - Extend Spell, double spell's duration.

Good idea? Bad idea?

I like this a lot, Hugin. For entropy, how about corrupt spell or violate spell? They are not PHB metamagic feats, but seem more in tune with the nature of the sphere.
#107

Hugin

Aug 10, 2005 10:49:49
I appreciate why you're doing this (everyone's got the PHB but not necessarily book X), but if a spell - say from the Complete Divine - was more fitting you could include it as an alternative to one from the PHB. The main problem with this being, of course, the increased workload. ;)

Regards,
Gary

I agree with you, but I don't own Complete Divine, the Book of Exalted Deeds, or many of the others. However, it may be something that can be be added latter, or by anyone for their own campaign according to the books they have available.
#108

gazza555

Aug 10, 2005 10:54:11
I agree with you, but I don't own Complete Divine, the Book of Exalted Deeds, or many of the others. However, it may be something that can be be added latter, or by anyone for their own campaign according to the books they have available.

That's the problem, isn't it. There's just SOO many books. I'll go through the books I've got to see if any spells jump out for a given immortal and post the results.

Regards,
Gary
#109

Hugin

Aug 10, 2005 11:24:10
I like this a lot, Hugin. For entropy, how about corrupt spell or violate spell? They are not PHB metamagic feats, but seem more in tune with the nature of the sphere.

I've looked at the feats in the BoVD. They just seem too evil-oriented and not entropy-oriented in my mind. The corrpt and violate spell feats both have an evil alignment prerequisite and I just don't want to automatically relegate entropy solely to the realm of evil. As I see it, entropy is opposed to good, neutral, and evil, as well as to all the other spheres.

Granted, they are more entropic in a way so they could be used by anyone if they wanted to. I'm glad to see that someone liked the idea and that I wasn't 'out in left field'.
#110

Hugin

Aug 10, 2005 11:27:39
That's the problem, isn't it. There's just SOO many books. I'll go through the books I've got to see if any spells jump out for a given immortal and post the results.

Regards,
Gary

That would be excellent, Gary. I should start updating the spell lists that I have revised to help you out.
#111

Traianus_Decius_Aureus

Aug 10, 2005 11:33:33
I've looked at the feats in the BoVD. They just seem too evil-oriented and not entropy-oriented in my mind. The corrpt and violate spell feats both have an evil alignment prerequisite and I just don't want to automatically relegate entropy solely to the realm of evil. As I see it, entropy is opposed to good, neutral, and evil, as well as to all the other spheres.

Granted, they are more entropic in a way so they could be used by anyone if they wanted to. I'm glad to see that someone liked the idea and that I wasn't 'out in left field'.

Perhaps then Anarchic Spell (would emphasize chaos over evil)? Or we create an Entropic Spell feat that functions in a similar manner to the other two, but without the evil component?
#112

Hugin

Aug 10, 2005 15:52:25
Perhaps then Anarchic Spell (would emphasize chaos over evil)?

Where's it from?

Or we create an Entropic Spell feat that functions in a similar manner to the other two, but without the evil component?

That's a possibility. Any suggestions?
#113

Traianus_Decius_Aureus

Aug 10, 2005 17:10:47
Anarchic Spell seems to have never been published I had been thinking of trying to get Law and Chaos equivalents to Conscrete and Corrupt Spell.

For the Entropic Spell Feat, could add the [Entropy] descriptor and half of any damage inflicted is entropic. Not sexy, but hard to resist all the damage.
#114

Hugin

Aug 10, 2005 17:29:45
For the Entropic Spell Feat, could add the [Entropy] descriptor and half of any damage inflicted is entropic. Not sexy, but hard to resist all the damage.

Would be too much to have the [Entropy] descriptor added to any spell that a cleric of entropy uses the silent spell feat with? A little extra incentive for them to 'keep their mouth shut'!
#115

gazza555

Aug 11, 2005 5:50:31
Here's a list of all the spells (both arcane and divine) in the 'Complete' series of books. It may take me some time to read through all of them for appropriateness. There are a few duplications.

Regards,
Gary

Complete Adventurer

Absorb Weapon
Accelerated Movement
Allegro
Arrow Mind
Arrow Storm
Balancing Lorecall
Blade Storm
Bladeweave
Bloodhound
Branch to Branch
Cacophonic Shield
Cloak of the Sea
Critical Strike
Daggerspell Stance
Dirge of Discord
Dissonant Chord
Distort Speech
Distract Assailant
Divine Insight
Easy Climb
Easy Trail
Embrace the Wild
Entangling Staff
Exacting Shot
Expeditious Retreat, Swift
Fly, Swift
Focusing Chant
Foebane
Forestfold
Golem Strike
Grave Strike
Guided Shot
Harmonic Chorus
Haste, Swift
Hawkeye
Healing Lorecall
Healthful Rest
Herald’s Call
Hindsight
Hymn of Praise
Improvisation
Infernal Threnody
Insidious Rhythm
Insightful Feint
Inspirational Boost
Instant Locksmith
Instant Search
Invisibility, Swift
Iron Silence
Joyful Noise
Listening Coin
Listening Lorecall
Master’s Touch
Mindless Rage
Nature’s Favor
Nightstalkers’s Transformation
Protégé
Shadow Form
Sniper’s Eye
Sniper’s Shot
Sonic Weapon
Spectral Weapon
Speechlink
Tactical Precision
Train Animal
Vine Strike
Wail of Doom
War Cry
Wracking Touch
Wraithstrike


Complete Arcane

Absorbtion
Accuracy
Aiming at the Target
Animate Fire
Animate Water
Animate Wood
Anticipate Teleportation
Anticipate Teleportation, Greater
Apparition
Arc of Lightning
Arrow of Bone
Assay Resistance
Backbiter
Bands of Steel
Blackfire
Blades of Fire
Blast of Flame
Blink, Greater
Blistering Radiance
Body Outside Body
Brilliant Blade
Burning Blood
Chameleon
Clod Chariot
Cobra’s Breath
Commune with Greater Spirit
Commune with Lesser Spirit
Corpse Candle
Creeping Darkness
Dancing Blade
Darkvision, Mass
Decapitating Scarf
Defenestrating Sphere
Discern Shapechanger
Earthbolt
Earthen Grasp
Elemental Burst
Elemental Ward
Emerald Flame Fist
Energy Immunity
Enhance Familiar
Entangling Scarf
Familiar Pocket
Fiendform
Fiery Eyes
Finding the Centre
Fire Breath
Fire Shield, Mass
Fire Shuriken
Fire Wings
Fireburst
Fireburst, Greater
Fist of Stone
Flensing
Fly, Mass
Force Whip
Fortify Familiar
Freezing Fog
Ghostform
Ghost Light
Giant Size
Hail of Stone
Heart of Stone
Heart Ripper
Ice Blast
Ice Knife
Illusory Pit
Imbue Familiar with Spell Ability
Internal Fire
Iron Scarf
Kiss of the Toad
Lemund’s Hidden Lodge
Lightning Blade
Low-light Vision
Mage Armor, Greater
Magnetism
Melt
Metal Skin
Minute Form
Orb of Acid
Orb of Acid, Lesser
Orb of Cold
Orb of Cold, Lesser
Orb of Electricity
Orb of Electricity, Lesser
Orb of Fire
Orb of Fire, Lesser
Orb of Force
Orb of Sound
Orb of Sound, Lesser
Otiluke’s Dispelling Screen
Otiluke’s Greater Dispelling Screen
Pain
Phantasmal Assailants
Poison Needles
Prismatic Ray
Programmed Amnesia
Protection from Charm
Rain of Needles
Reanimation
Reaving Dispel
Reciprocal Gyre
Refusal
Repair Critical Damage
Repair Light Damage
Repair Minor Damage
Repair Moderate Damage
Repair Serious Damage
Resist Energy, Mass
Resonating Bolt
Ring of Blades
Scales of the Lizard
Secret Signs
Servant Horde
Shadow Binding
Sign of Sealing
Sign of Sealing, Greater
Smoke Ladder
Snake Darts
Sphere of Ultimate Destruction
Spirit Binding
Spirit Binding, Lesser
Spirit Binding, Greater
Spirit Needle
Spirit Self
Spiritwall
Steam Breath
Stony Grasp
Summon Elemental Monolith
Summoning Wind
Superior Invisibility
Swim
Sword of Darkness
Sword of |Deception
Terra Cotta Lion
Terra Cotta Warrior
Thornskin
Transfix
Transmute Rock to Lava
Unluck
Vitriolic Sphere
Wall of Bones
Wall of Gloom
Water to Poison
Whirling Blade
Withering Palm
Wood Rot


Complete Divine

Anger of the Noonday Sun
Awaken, Mass
Bane Bow
Beast Claws
Beget Bogun
Bestow Curse, Greater
Binding Winds
Blast of Force
Blessed Aim
Blessing of Bahamut
Blink, Improved
Body of the Sun
Bolt of Glory
Bolts of Bedevilment
Bottle of Some
Brain Spider
Brambles
Briar Web
Brilliant Aura
Camouflage
Camouflage, Mass
Castigate
Chain of Eyes
Cloudburst
Cloudwalkers
Cometfall
Contagious Touch
Creeping Cold
Creeping Cold, Greater
Crown of Glory
Crumble
Curse of Ill Fortune
Curse of Lycanthropy
Dance of the Unicorn
Death Pact
Decomposition
Deific Vengeance
Detect Favored Enemy
Divine Agility
Divine Sacrifice
Doomtide
Dragon Breath
Dream Sight
Energy Vortex
Enveloping Cocoon
Fire Wings
Fires of Purity
Flame of Faith
Forestfold
Golden Barding
Hawkeye
Implacable Pursuer
Infestation of Maggots
Languor
Last Breath
Maddening Scream
Maelstrom
Mark of the Hunter
Miasma
Monstrous Thrall
Murderous Mist
Nature’s Avatar
Nature’s Favor
Naturewatch
Nimbus of Light
Obedient Avalanche
Omen of Peril
Otyugh Swarm
Pavilion of Grandeur
Phantasmal Decoy
Phantasmal Disorientation
Phantom Bear
Phantom Stag
Phantom Wolf
Plague of Rats
Poison Thorns
Poison Vines
Probe Thoughts
Quill Blast
Recitation
Rejuvenation Cocoon
Renewal Pact
Resurgence
Resurgence, Mass
Revenance
Righteous Wrath of the Faithful
Sacred Haven
Sandblast
Scent
Scourge
Shadow Landscape
Slime Wave
Spell Resistance, Mass
Spikes
Spiritual Chariot
Stalwart Pact
Standing Wave
Strom of Elemental Fury
Strom Tower
Stormrage
Subvert Planar Essence
Telepathic Bond, Lesser
Tidal Surge
Tortoise Shell
Touch of Madness
Traveller’s Mount
True Creation
True Domination
Unbinding
Unyielding Roots
Vigor
Vigor, Greater
Vigor, Lesser
Vigor, Mass Lesser
Vigorous Circle
Visage of the Deity
Visage of the Deity, Greater
Visage of the Deity, Lesser
Waterspout
Wave of Grief
Weapon of the Deity
Weather Eye
Whirlwind, Greater
Winged Mount
Wood Wose
Wrack
Zeal
Zealot Pact


Complete Warrior

Augment Familiar
Cloak of Bravery
Cloak of Bravery, Greater
Cursed Blade
Hound of Doom
Lion’s Roar
Phantom Threat
Valiant Fury
#116

gazza555

Aug 11, 2005 6:57:03
For the Entropic special ability, how about something along the lines of:

Chaotic Spell (Metamagic)
Prerequisites: ?
Benefit: A spell with the Chaotic Spell metamagic feat is treated as being cast by a caster 3 levels lower than the caster's own caster level plus 1d6 caster levels. For example, a 15th-level priest of Hel casts a chaotic flamestrike, Her effective caster level for the spell is 12 + 1d6.
A Chaotic Spell uses up a spell slot of the spell's normal level.

Regards,
Gary
#117

Hugin

Aug 11, 2005 10:02:42
That is alot spells. I didn't even realize there was that many in those books. It may help you to assign each spell to appropriate domains. This is how I determine spells for a list. For example, Remove Paralysis 'belongs' to the domains of Renewal, Sphere of Energy, and Will. I made sure each of the Divine Spells have been assigned to a sphere as well (but this doesn't make them exclusive to that sphere).

Here are all the domains from the PHB and the 3E Mystara website:
Air
Animal
Cavern
Chaos
Charm
Corruption
Craft
Darkness
Death
Desert Oasis
Destruction
Dwarf
Earth
Elf
Family
Fate
Fire
Fortitude
Gnome
Good
Hatred
Healing
Hin
Illusion
Knowledge
Law
Luck
Magic
Metal
Moon
Muse
Night
Nobility
Ocean
Planning
Plant
Portal
Protection
Renewal
Reptile
Retribution
Romance
Rune
Shadow Elf
Spell
Sphere of Energy
Sphere of Entropy
Sphere of Matter
Sphere of Thought
Sphere of Time
Storm
Strength
Suffering
Sun
Theives
Trade
Trickery
Truth
Tyranny
Undeath
War
Water
Will

Chaotic Spell would be more suited to the sphere of energy, I'd think. It's a very cool concept though.

Several of the spell lists have been revised. See the original post in this thread for which ones. I plan on re-evaluating them all according to the improved spell-domain relationships I have worked out since doing then. On one hand, I hate to change them, but this has been a project that has really developed and evoled as I did each spell list. I am much happier with the results I am getting now as well as the greater consistancy.
#118

Traianus_Decius_Aureus

Aug 11, 2005 13:07:32
Hugin, I would add in a number of domains from others source such as retribution, wrath, pleasure, pain, glory etc... many of are natural fits with our immortal friends, and if nothing else adds a lot of variety.
This is the bulk of my master list- some domains have alterations made for Mystara and are noted as such. This is not an all inclusive list, just domains that worked for one or more immortals/philosophies. I will add in the rest of the list later.

Air (PH3.5 p185)
Animal (PH3.5 p186)
Balance (PGF p84) (Und p53)
Beastmaster This has not yet been updated to 3.5; Refer to Defenders of the Faith
Bestial (BoVD p 80)
Cavern Mystara, (PGF p85) 1
Celerity (CDiv p137)
Celestial
The DM may restrict access to this domain. (BoED p86)

City (RoD p162)
Chaos (PH3.5 p186)
Charm (PGF p85)
Cold (PGF p85) (CDiv p137) (Frost p 84)
Commerce (Eb p105)
Community (BoED p86) (Eb p105) or (CDiv p137)
Competition (CDiv p138)
Corruption Mystara, (BoVDp 80), (LoM p 207)
Courage (CWar p114)
Craft Mystara, (PGF p85)
Creation (CDiv p138)
Darkness Mystara, (PGFp85)
Death (PH3.5 p186)
Deathbound (LM p60)
Decay (Eb p105)
Demonic (BoVD p81) May be restricted
Desert Oasis Mystara
Destiny (RoD p163)
Destruction (PH3.5 p186)
Diabolic (BoVD p81) May be restricted
Divination This has not yet been updated to 3.5; Refer to Defenders of the Faith
Domination(CDiv p138) (Drac 107)
Dragon (Drac p107)
Dream (CDiv p138)
Dwarf (PGF p86)
Earth (PH3.5 p186)
Elf (PGF p86)
Endurance(BoED p86)
Evil (PH3.5 p186)
Exorcism (Eb p106)
Family (PGF p86)
Fate (CWar p114), (PGF p 86) 1
Fey (BoED p86)
Fire (PH3.5 p187)
Force (CDiv p138), (LoM p207)
Fortitude Mystara
Glory (CDiv p139) (Drac 107)or (BoED p.87) 1
Gnome Mystara, (PGF p86) 1
Good (PH3.5 p187)
Greed (BoVD p 81) or (Drac p107) 1
Hatred Mystara, (PGF p87) 1, (LoM p207) 1
Healing (PH3.5 p187)
Hin Mystara, (PGF p87) 1
Herald (BoED p87) (CDiv p136)+
Hunger (DR312 p70), (LM p 60) 1
Illusion (PGF p87)
Inquistion (CDiv p139)
Joy (BoED p87)
Knowledge (PH3.5 p187)
Law (PH3.5 p187)
Liberation (CDiv p139)
Life (Eb p106)
Luck (PH3.5 p187)
Madness (CDiv p139) (Eb p107) (LoM p207)
Magic (PH3.5 p188)
Metal (PGF p88)
Mind (CDiv p140) (LoM p208)
Moon Mystara, (PGF p88)
Muse Mystara
Mysticism (CDiv p140)
Night Mystara
Nobility (CWar p115, Sandstorm p106)
Ocean Mystara, (PGF p89)
Oracle (CDiv p140)
Pact (CDiv p140)
Pain (BoVD p 81)
Pestilence (CDiv p141)
Planning (CWar p115), (PGF p89)
Plant (PH3.5 p188)
Pleasure (BoED p87)
Portal Mystara , (PGF p89)
Protection (PH3.5 p188)
Purification (CDiv p141)
Renewal (PGF p90)
Reptile Mystara
Retribution (PGF p90)
Romance Mystara
Rune (PGF p90, Sandstorm p 107)
Sand (Sandstorm p107)
Shadow Elf Mystara
Spell Mystara , (PGF p91)
Sphere of Energy Mystara
Sphere of Entropy Mystara
Sphere of Matter Mystara
Sphere of Thought Mystara
Sphere of Time Mystara
Storm (PGF p91)
Strength (PH3.5 p188)
Suffering Mystara, (PGF p91)
Summer (Sandstorm p107)
Summoner (CDiv p141)
Sun (PH3.5 p188)
Theives Mystara
Thirst (Sandstorm p108)
Time (PGF p91)
Trade Mystara, (PGF p92)
Travel (PH3.5 p188)
Trickery (PH3.5 p189)
Truth Mystara
Tyranny (CWar p115)
Undeath (LM p 60)
Vile Darkness (LoM p208)
War (PH3.5 p189)
Water (PH3.5 p189)
Wealth (Drac p107)
Weather (CDiv p141)
Will Mystara
Winter (Frost p85)
Wrath (BoED p87)
#119

Hugin

Aug 11, 2005 13:20:36
I fully agree with adding in spells and domains from other sources, but my problem is I don't have them. For now, I'm leaving it up to individual DMs to substitute or add these aspects according to their own books. This could be a forum project latter (right now I just want to finish the basic revisions).
#120

Hugin

Aug 11, 2005 13:26:10
That's a good list so far, Traianus. As you've noted, the Defenders of the Faith is still in 3.0. I've updated the domains from the 3E Mystara site and I should probably post those.
#121

Traianus_Decius_Aureus

Aug 12, 2005 16:58:27
Just added in the remaining potential Mystara domains to my post above. Now just need to add in ones from Stormwrack.
#122

nurgan_the_drunked

Aug 15, 2005 11:16:21
Hugin, just to say, congrats on the work done here. I'm fairly new to Mystara so don't know much about the gods, but this sort of treatment is to be applauded.

Also wanted to request one. One of my old characters was a cleric of Korutiku, and I found the concept of the god very interesting to play, so if at some point you could get round to doing a spell list, (preferably one not delivered through riddles or anagram format ;) ), I'd be very grateful.

Thanks
#123

Hugin

Aug 15, 2005 22:16:07
Korotiku Spell List (Hierarch of the Sphere of Thought)

Domains: Chaos, Illusion, Sphere of Thought, Trickery*, Truth*

Special Clerical Powers: Bluff, Disguise and Hide are class skills.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Comprehend Languages
Deathwatch
Detect Law
Detect Secret Doors
Disguise Self
Entangle
Faerie Fire
Hide from Undead
Obscuring Mist
Protection from Law
Silent Image
Ventriloquism

2nd-Level Cleric Spells
Detect Thoughts
Invisibility
Minor Image
Owl's Wisdom
Resist Energy
Shatter
Spider Climb
Spiritual Weapon
Status
Undetectable Alignment
Whispering Wind
Zone of Truth

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Dispel Magic
Displacement
Glibness
Invisibility Purge
Locate Object
Magic Circle against Law
Nondetection
Obscure Object
Sculpt Sound
Speak with Dead
Wind Wall

4th-Level Cleric Spells
Air Walk
Chaos Hammer
Detect Scrying
Discern Lies
Divination
Giant Vermin**
Hallucinatory Terrain
Modify Memory
Phantasmal Killer
Planar Ally, Lesser
Sending
Tongues

5th-Level Cleric Spells
Break Enchantment
Commune
Control Winds
Dispel Law
Dream
False Vision
Insect Plague**
Mirage Arcana
Persistent Image
Seeming
Symbol of Sleep
True Seeing

6th-Level Cleric Spells
Animate Objects
Dispel Magic, Greater
Find the Path
Forbiddance
Mislead
Owl's Wisdom, Mass
Planar Ally
Programmed Image
Prying Eyes
Symbol of Persuassion
Veil
Wind Walk

7th-Level Cleric Spells
Analyze Dweomer
Control Weather
Permanent Image
Project Image
Repulsion
Reverse Gravity
Scrying, Greater
Simulacrum
Shadow Walk
Statue
Word of Chaos

8th-Level Cleric Spells
Antimagic Field
Cloak of Chaos
Creeping Doom**
Dimensional Lock
Discern Location
Planar Ally, Greater
Polymorph Any Object
Screen
Sympathy
Whirlwind

9th-Level Cleric Spells
Astral Projection
Elemental Swarm***
Foresight
Freedom
Miracle
Shapechange
Summon Monster IX
Timestop
Weird

Weapon of the Immortal: Dagger; +1 shock dagger

Symbol: A black spider silhouette.

Immortal's Alignment: CG

Appearance: Korotiku has two Manifestation Forms. One is a huge black spider, comically roly-poly, with a human face. The other is a tall, elegant dark-skinned Pearl Islander.

Names:
The Spider
The Trickster

Notes:
* Korotiku's goal is to trick or convince every sentient thing to think about everything as much as possible, bringing about a truthful understanding of reality.
** These spells should involve spiders whenever possible. This should be the cleric's preference anyhow.
*** Air elementals should be used whenever possible by the cleric.
#124

Hugin

Aug 15, 2005 22:26:23
Hugin, just to say, congrats on the work done here. I'm fairly new to Mystara so don't know much about the gods, but this sort of treatment is to be applauded.

Also wanted to request one. One of my old characters was a cleric of Korutiku, and I found the concept of the god very interesting to play, so if at some point you could get round to doing a spell list, (preferably one not delivered through riddles or anagram format ;) ), I'd be very grateful.

Thanks

Thank you. I'm glad you like them. I've done up Korotiku in the above post and I have to say, that was a good choice. I had some real fun doing up the spells for this Immortal's clerics. I actually would love to have a cleric of Korotiku in a game now, but unfortunately I'm the DM.

OH! Wait a minute! An NPC. Yes, that would be fun for me and the players. (Maybe more for me but who cares ;) ). Enjoy!

P.S. I'm about to post a few more updates that I managed to do on the weekend as well. Seemed quite busy here this weekend, eh?
#125

zombiegleemax

Aug 15, 2005 22:28:32
Excellent work so far Hugin. Just wanted to let you know that this is really helpful and really brings out more flavor for cleric characters. Awesome work.
#126

nurgan_the_drunked

Aug 16, 2005 3:16:58
Thank you. I'm glad you like them. I've done up Korotiku in the above post and I have to say, that was a good choice. I had some real fun doing up the spells for this Immortal's clerics. I actually would love to have a cleric of Korotiku in a game now, but unfortunately I'm the DM.

OH! Wait a minute! An NPC. Yes, that would be fun for me and the players. (Maybe more for me but who cares ;) ). Enjoy!

P.S. I'm about to post a few more updates that I managed to do on the weekend as well. Seemed quite busy here this weekend, eh?

Thanks, that was great. We just met an aranea cleric NPC in ours, who managed to hint at a lot of plot, without actually telling us anything.

Kieran O'renegal can now rest in peace, with a pint of Guiness and a book of crossword puzzles. Unless of course, you want to bring him back for one last incomprehensible mumble. ;)
#127

zombiegleemax

Aug 16, 2005 17:28:30
Hey Nurgan_the_drunked, I love the quotes in your sig.

Sorry that's off-topic, but I couldn't help myself.
#128

gazza555

Aug 17, 2005 4:31:21
I've been thinking about the special abilities for the Spheres' domains, I'm beginning to favour borrowing an idea from OD&D and having a special abilitity based on the specific Immortal rather than based on the Sphere he's from.

Comments, ideas?

Regards,
Gary
#129

zombiegleemax

Aug 17, 2005 5:01:11
It's an interesting thought Gary, but 3E doesn't work like that.
We got an immortal-specific skill or power in OD&D as much as in AD&D (specialty priests). This translated into domains' powers in 3E, so you cannot add something extra or revert back to old editions rules. IMO obviously ;)
However, I would very much be in favour of giving a specific skill as class skill when appropriate, substituting another one, based on each immortal's portfolio.
Ex. I do not believe that clerics of Orcus should be so proficient in say Knowledge (planes) or Healing, so I'd make these cross-class skills for them. Instead I'd give them as class skills Intimidate and Knowledge (Necromancy) . thoughts anyone?
#130

gazza555

Aug 17, 2005 5:53:26
Hi Marco,

I know that 3e doesn't work like that, but if a player of, say, Thor wanted to replace the ability of Thor's Sphere with the matamagic feat 'Born of the Three Thunders' (from one of the 'Complete' series) as being more fitting I would probably agree with him. So what I'm contemplating is something along the lines of:-

Sphere of Energy Domain Ability: A cleric who selects the Sphere of Energy as one of his domains may either take the Empower Spell metamagic feat or the optional domain ability as outlined under the Immortals description. For example, a cleric of Thor (an Immortal of the Sphere of Energy) may either select the 'Empower Spell' metamagic feat or the 'Born of the Three Thunders' metemagic feat as outlined in Thor's description.

I do like your idea of tailoring the class skills to 'fit' with the Immortals portfolio.

Regards,
Gary
#131

zombiegleemax

Aug 17, 2005 6:30:15
uhm.. I see what you are meaning here. It's certainly an interesting idea then, but you should create specific powers which are at least as much "powerful" as the domains power... not that easy.

Just to let you all know, these were the Domains' powers I devised in the Codex:

ENERGY: bonus feat "Magical Attitude" (should be in PHB3.5, if that's the right translation)
ENTROPY: bonus fear "Entropic Aura". Once a day, the cleric can use a standard action to reverse the effect of one of these feats that's been employed by another spellcaster: extend spell, empower spell, (third one is the one that improves its duration, don't know the name in English). The effect is applied to any one spell cast in that turn and whose area of effect is near the cleric (within 30 feet radius per level of the cleric from the cleric's position).
MATTER: +2 bonus to Survival and Balance skills
THOUGHT: the following skills are class skills: Sense Motive, Deceive, Decipher
TIME: bonus feat Improved Initiative
#132

gazza555

Aug 17, 2005 7:15:00
ENERGY: bonus feat "Magical Attitude" (should be in PHB3.5, if that's the right translation)

Magical Aptitude ?
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
ENTROPY: bonus fear "Entropic Aura". Once a day, the cleric can use a standard action to reverse the effect of one of these feats that's been employed by another spellcaster: extend spell, empower spell, (third one is the one that improves its duration, don't know the name in English). The effect is applied to any one spell cast in that turn and whose area of effect is near the cleric (within 30 feet radius per level of the cleric from the cleric's position).

The metamagic feat to extend a spell's duration is Extend Spell :D , so the one you've already got down as Extend Spell is probably Enlarge Spell - which is the metamagic feat to increase a spell's range.

Regards,
Gary
#133

zombiegleemax

Aug 17, 2005 7:20:33
You got all of them right Gary, thank you ;)
Oh and btw, I just added Rad to the Immortals' list thread :D
#134

gazza555

Aug 17, 2005 7:28:44
You got all of them right Gary, thank you ;)

That's OK. I meant to ask if there's any chance of seeing your Domain spell lists anytime soon? ;)
Oh and btw, I just added Rad to the Immortals' list thread :D

Yes, I noticed, thanks very much, just need to download him, take him home, format him with fancy fonts etc and print him out. :D

Regards,
Gary
#135

zombiegleemax

Aug 17, 2005 11:16:34
The problem with my Domain spell lists is that they're in Italian and I do not know the exact translation into 3E spells in English, so I wouldn't wanna make more confusion ... that's why I have delayed it so far.
But I can give it a try, and you'll see if my translations sound a bell or not ;)
#136

Hugin

Aug 17, 2005 14:32:25
I'm sure we can help you out with the english, DM. I'd be interested in seeing you domain spells as well. Have you used anything from the 3E Mystara site? It was done for 3.0 so it needs updating. I've made notes on changes to the domain spells listed there, but not in a presentable form. Soon, I hope.

Right now I'm working on Protius' spell list. It's been taking a long time, little bit here, little bit there, but I like how it's turning out. I'm also doing a full write up for the spell Sea Fury based on the Earthquake spell. I'll post it for comments once it's ready.
#137

Hugin

Aug 20, 2005 18:18:15
However, I would very much be in favour of giving a specific skill as class skill when appropriate, substituting another one, based on each immortal's portfolio.

I know that 3e doesn't work like that, but if a player of, say, Thor wanted to replace the ability of Thor's Sphere with the matamagic feat 'Born of the Three Thunders' (from one of the 'Complete' series) as being more fitting I would probably agree with him.

Good ideas guys. If either of you feel like doing that for the lists, I'd be happy to include them. Thanks for the interest. I really do appreciate all the suggestions people have put forth and I kind of feel bad that I can't use them all. However, if anybody wishes to do extra stuff (such as spells and domains from the non-core books and which of mine they would replace), please go ahead with it.

P.S. Shawn, I think it best if you don't update the Vaults with my revisions quite yet, unless of course you don't mind the work, just in case. ;)

P.S.S I'm almost half way done the revisions! Hurray for me!
#138

zendrolion

Aug 21, 2005 4:37:08
Hi everyone!

This thread is very interesting and the spell lists are amazing! Great work, Hugin! :D ;)

I've been thinking about the special abilities for the Spheres' domains, I'm beginning to favour borrowing an idea from OD&D and having a special abilitity based on the specific Immortal rather than based on the Sphere he's from.

Only a little suggestion: perhaps you could recreate something like that with "Initiate" feats introduced in Player's Guide to Faerun. Basically, they're feats eligible only to characters that are clerics of a given level and have a patron deity.
If a character acquires an initiate feat, he obtains an additional special power (of a power rank balanced with that of the domain powers - like additional class skills, a minor spell-like ability and so on) and a number (usually 2-6) of new spells to add to his repertoire. Note that these spells are most often spells not available to other clerics or divine spellcasters (i.e. taken from other classes' lists, outright new spells, etc.).

For example, you could have (silly example, please don't take this seriously):

Initate of Thor
Prerequisite: Cleric level 1st, patron immortal Thor.
Benefit: You gain Born of the Three Thunders as a bonus feat.
In addition, you may add the following spells to your cleric spell list.
Level
3rd Lightning Bolt
etc. etc.

In the FR these feats give back to each deities some of the peculiarities they had before 3ED (i.e. some powers and spells unique to the deity).

IMHO Hugin's spell lists - together with modified class skills suggested by DM -work better than initate feats (even if they mean a lot of work... Thank you guys! :D ).
However, I think the initiate feats are rather simple to integrate with Hugin's spell lists. You only have to drop the distinction major/minor domain and use the domain rule exactly as it is in the PHB, and move the granted powers described by Hugin for each immortal to the initate feat's benefit. Perhaps the initiate feats could even be a way to add more new spells to the cleric repertoire, in addition to those already present in his spell list.

Sorry for meddling! :embarrass ;)
#139

verro_diabolico

Aug 21, 2005 9:42:17
Zendrolion this is exactly what I have done in my Mystara Campaign.
I think that in 3.5 the initiate feats are the best way to mark out clerics of different Immortals and can easily replace the "Special clerical powers" in WotI. Time ago I have posted on Italian MB some initiate feat.
Here some exemple:

Initiate of Nyx [Initiate]
Prerequisite: Cleric level 3rd, patron immortal Nyx, Undeath Domain.
Benefit: You can spontaneously cast any spell in your spell list that has the darkness descriptor or the word darkness in its name.
This ability works like spontaneously casting cure spell does.
In addition you may add the following spell to your cleric spell list:
Level
2nd Shroud of Undeath
3rd Vampiric Touch
5th Kiss of the Vampire
7th Undeath after Death
8th General of Undeath

Initiate of Ixion [Initiate]
Prerequisite: Cleric level 1st, patron immortal Ixion.
Benefit: You can spontaneously cast any spell in your spell list that has the light descriptor or the word light in its name.
This ability works like spontaneously casting cure spell does.
In addition you may add the following spell to your cleric spell list:
Level
3rd Sunrise
7th Brilliant Aura
9th Undeath's Eternal Foe

Here the Italian MB thread (in italian): http://www.25edition.it/forum/topic.asp?TOPIC_ID=14947&FORUM_ID=98&CAT_ID=23&Topic_Title=Iniziato+di%2E%2E%2E&Forum_Title=Mystara
(Copy the url and past on address bar)

Bye
#140

stanles

Aug 21, 2005 21:57:08
P.S. Shawn, I think it best if you don't update the Vaults with my revisions quite yet, unless of course you don't mind the work, just in case. ;)

not a problem Hugin, I'll happily hold off for the moment. I just got back from Gencon so have stuff to catch up with for the next update. Meanwhile Gencon rocked.
#141

Hugin

Aug 23, 2005 14:49:57
Some time ago the following was asked:
...Is there a domain that would be more closely associated with the Radiance than Sphere of Energy? Any Energy immortal could have that domain, but IMO Rad and Rafiel should have something slightly different. Both are immortals who were created through non standard means (involving the NoS/Radiance) and it just seem appropriate that the should not have Sphere of Energy as a domain power, but something slightly different.

Thoughts?

We didn't come up with anything but I thought we could explore this again. Any ideas for a Radiance domain? This comes up because the next in line to be updated is Rad's spell list. I'm going to look into it further but we may have to create it from scratch.
#142

zombiegleemax

Aug 23, 2005 16:16:11
We didn't come up with anything but I thought we could explore this again. Any ideas for a Radiance domain? This comes up because the next in line to be updated is Rad's spell list. I'm going to look into it further but we may have to create it from scratch.

Wasn't there one on the Mystara3E site? (Which seems to be down or vanished permanently.)
#143

Hugin

Aug 23, 2005 17:32:18
Wasn't there one on the Mystara3E site? (Which seems to be down or vanished permanently.)

Not that I ever saw. I saved the 'Immortal's' and 'Magic in Mystara' pages from that site a long time ago for that very reason; I was afraid that at some point I wouldn't have access to them ;) I use them quite a bit as tools in creating the spell lists.
#144

gazza555

Sep 07, 2005 3:59:04
Hi Hugin,

I notice in your Universal Spells there are none for levels 0, 7th, and 9th. Is this deliberate?

Regards,
Gary
Universal Good Spell List
Level 1 - Bless, Bless Water, Remove Fear
Level 2 - Align Weapon*, Consecrate
Level 3 - Prayer, Weapon of the Deity (DF)**
Level 4 - Neutralize Poison, Remove Curse
Level 5 - Hallow, Scrying
Level 6 - Raise Dead
Level 8 - Holy Aura

Universal Evil Spell List
Level 1 - Bane, Cause Fear, Curse Water
Level 2 - Align Weapon*, Desecrate
Level 3 - Prayer, Weapon of the Deity (DF)**
Level 4 - Bestow Curse, Poison
Level 5 - Scrying, Unhallow
Level 6 - Raise Dead
Level 8 - Unholy Aura

#145

stanles

Sep 07, 2005 5:28:36
Index of Spell-Lists in order of appearance and linked:
Halav Revised
Ixion Revised

Hugin, could you indicate on this list when the list was updated.

cheers

#146

Hugin

Sep 07, 2005 8:50:55
Hi Hugin,

I notice in your Universal Spells there are none for levels 0, 7th, and 9th. Is this deliberate?

Regards,
Gary

Yes and no. It was not my intent to find 'x' number of spells for each level to include as universal. Rather, I just felt that certain spells should be very common to clerics, fundamental in a way. So instead of placing them on nearly every cleric's list, I decided to go with the universal lists.

As an after-thought, you could always adjust the universal lists to include/omit spells according to the flavour you desire. And don't forget that if you need a cleric to have a specific spell that doesn't appear on their list, they can learn as per normal (DM's call).

Hugin, could you indicate on this list when the list was updated.

Do you mean make a new post to say which Lists have been updated? Ya, I think I could manage that. I only have a few more a go but I'm still stumpted on what to do for a 'Radiance' domain for Rad and Rafiel.
#147

eldersphinx

Sep 07, 2005 13:45:43
Yes and no. It was not my intent to find 'x' number of spells for each level to include as universal. Rather, I just felt that certain spells should be very common to clerics, fundamental in a way. So instead of placing them on nearly every cleric's list, I decided to go with the universal lists.

Reasonable... though I'm wondering why stuff like Dispel Evil and Holy Word didn't make the spell lists. These seem at least as appropriate as utility spells such as Remove Curse or Scrying. For myself, I'd likely also provide Guidance and possibly Detect Magic as 0th level universal, just to help out adepts and similar low-power casters, and Miracle as 9th-level universal, to insure that all clerics receive this "biggest gun" and so are operating on a mostly-level playing field.

FWIW...
#148

Hugin

Sep 07, 2005 15:08:29
Double Post!!



Sorry!
#149

Hugin

Sep 07, 2005 15:08:37
Reasonable... though I'm wondering why stuff like Dispel Evil and Holy Word didn't make the spell lists. These seem at least as appropriate as utility spells such as Remove Curse or Scrying.

The thing about the universal spells is that clerics of a neutral (on the good-evil axis) Immortal could chose the 'good' universal spells and I didn't really want them to have access to those alignment-heavy spells automatically. For the most part, any alignment extremity (good, evil, law, chaos) that an Immortal has, allows the cleric to chose that as a domain (and therefore those spells exist in the spell list).

This way only clerics of an Immortal who has good in his or her alignment will have access to those spells (often without having to select the domain). It was something I chose to do for my own tastes (before I ever thought of sharing the list-system). If it is something you really wanted to include, you could do that without much work.

For myself, I'd likely also provide Guidance and possibly Detect Magic as 0th level universal, just to help out adepts and similar low-power casters, and Miracle as 9th-level universal, to insure that all clerics receive this "biggest gun" and so are operating on a mostly-level playing field.

FWIW...

I tried my best to select spells that I thought reflected the personality of the Immortal granting them. So if I had the feeling that the Immortal isn't overly concerned with the well-being of a follower I wouldn't include spells such as guidance and miracle. This is more true for the 0-level spells than any other due to the process (see below) I've developed for spell selection for the other spell-levels.

I must honestly say that making all the spell lists of equal power was not my primary concern even though it was in the back of mind. The first thing that I was going for was to have the spells that a cleric utilizes a reflection of the source of those spells.

To give you some insight into how I make/have revised ;) these lists, the first thing I do is include all the spells that appear in the domains available. These almost always remained in the final selection unless I felt it really went against the Immortal's nature. This step also includes spells that I have associated with a domain, however these are treated as secondary. This was done to ensure that every clerical spell from the PHB was represented by at least one domain.

I also felt that the Sphere that an Immortal belonged to should play a significant part in the make-up of the list. Again, each clerical spell was assigned to one of the Spheres (with a few appearing in more than one Sphere). This I did using the guidlines regarding Spheres that appear in the WotI book. It was also done with balancing the number of spells in each Sphere in mind so that no one Sphere had significantly more or less spells than another.

The final step is to bring the number of spells to the 'power level' of the Immortal. In some cases I have to remove some while trying to keep in mind usefulness and power. In other cases I have to add some, in which case I scanned any of the spells regardless of 'type', to find those that fit well into the Immortal's overall role and personality.

And to re-state this, a cleric can learn other spells that do not appear on his list as per the normal rules. The only 'restriction' on this would be the judgement of the Immortal to grant such a spell (i.e. as up to the DM) and the purpose for wanting the spell. Both of these will vary tremendously from Immortal to Immortal. My personal reason for these lists were to create role playing and mechanical distinctions among the clerics while limiting the spell selection (which I thought was just too large). I really wanted a bit of the Immortal to 'shine' through the cleric.

I will admitt that flavour outweighted perfect balance by a good margin, but for my campaign it works out fine. Sorry for babbling but hopefully you have a better idea of how I did things and what my goals were.
#150

stanles

Sep 07, 2005 19:38:27
Do you mean make a new post to say which Lists have been updated? Ya, I think I could manage that. I only have a few more a go but I'm still stumpted on what to do for a 'Radiance' domain for Rad and Rafiel.

nah just in the first post where it says "Updated" to add more information to say "Updated day month"

it'd help me :D
#151

Hugin

Sep 08, 2005 10:28:43
nah just in the first post where it says "Updated" to add more information to say "Updated day month"

it'd help me :D

Ahhhh! Gotcha! Ya, I should be able to manage that. I'll try to do that today because I'll be away for the next 3 or 4 days; heading up to Ottawa to see some friends. (Plus, the Prime Minister needs some help with a few things so I agreed to give him a hand :D ).
#152

Hugin

Sep 08, 2005 14:47:25
All done for ya, Shawn! Anything to help you out!
#153

Hugin

Sep 08, 2005 21:17:44


I've finally finished all the revisions! (Except for Minroth; waiting on a verdict from a discussion about him on DM's thread). I will be away all weekend, but once that's past I'll be happy to work with anybody that would like to do additional elements for these lists, such as alternate skills, spells, domains, etc.
#154

stanles

Sep 12, 2005 23:23:00
All done for ya, Shawn! Anything to help you out!

cheers Hugin
#155

Hugin

Sep 14, 2005 21:48:33
Minroth has been revised and with that I've now completed the revisions. I've also decided that if we do create other elements, such as class skill variations, etc., we'll create seperate charts/lists/what-have-you. And of course, I'll still do up new spell lists from time to time; it's not like I'll run out of Immortals to use! :D
#156

gazza555

Sep 20, 2005 3:47:06
Chaotic Spell would be more suited to the sphere of energy, I'd think. It's a very cool concept though.

Yes it's such a cool concept, it's been done before. I've just found it as a Wild Mage ability (from Complete Arcane?) - I must have read it at some point, forgot about it, and then 'invented' it all by myself. :D

Oh!, and I do agree, it fits Energy much better than Entropy.

Regards,
Gary
#157

Traianus_Decius_Aureus

Sep 20, 2005 8:01:56
Just curious Hugin, but did you ever finalize the Sea Fury spell for 3E? I see that it's listed on several spell lists...
Maybe we need a Mystara Spell Conversion thread too ;)
#158

Hugin

Sep 23, 2005 18:59:18
Rathanos Spell List (Eternal of the Sphere of Energy)

Domains: Chaos, Fire, Spell, Sphere of Energy, Strength *

Special Clerical Powers: Each day you may cast one Endure Elements spell (protecting from heat only) and one Produce Flame spell. These are a Supernatural (Su) ability of the cleric.

0-Level Cleric Spells (Orisons)
Cure Minor Wounds
Daze
Detect Magic
Detect Poison
Flare
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance

1st-Level Cleric Spells
Burning Hands
Comprehend Languages
Confusion, Lesser
Detect Law
Detect Undead
Enlarge Person *
Expeditious Retreat
Faerie Fire
Hide from Undead
Mage Armour
Protection from Law

2nd-Level Cleric Spells
Augury
Bull's Strength *
Darkvision
Eagle's Splendor
Heat Metal
Identify
Remove Paralysis
Resist Energy
Shatter
Shield Other
Silence

3rd-Level Cleric Spells
Continual Flame
Daylight
Dispel Magic
Invisibility Purge
Magic Circle against Law
Magic Vestment *
Meld into Stone
Protection from Energy
Remove Blindness/Deafness
Remove Disease
Searing Light

4th-Level Cleric Spells
Chaos Hammer
Confusion
Divine Power
Explosive Runes
Freedom of Movement
Haste
Imbue with Spell Ability
Planar Ally, Lesser
Rathanos' Mnemonic Enhancer, [Rary's]
Spell Immunity *
Wall of Fire

5th-Level Cleric Spells
Break Enchantment
Commune
Dispel Law
Disrupting Weapon
Fire Shield
Flame Strike
Passwall
Plane Shift
Righteous Might
Spell Resistance
Summon Monster V

6th-Level Cleric Spells
Animate Objects
Banishment
Bull's Strength, Mass *
Dispel Magic, Greater
Eagle's Splendor, Mass
Fire Seeds
Forbiddance
Planar Ally
Rathanos' Lucubration, [Mordenkainen's]
Stoneskin *
Undeath to Death

7th-Level Cleric Spells
Analyze Dweomer
Ethereal Jaunt
Limited Wish
Rathanos' Grasping Hand, [Bigby's]
Refuge
Repulsion
Spell Turning
Sunbeam
Symbol of Stunning
Word of Chaos

8th-Level Cleric Spells
Antimagic Field
Cloak of Chaos
Dimensional Lock
Fire Storm
Incendiary Cloud
Planar Ally, Greater
Rathanos' Clenched Fist, [Bigby's]
Spell Immunity, Greater
Sunburst

9th-Level Cleric Spells
Elemental Swarm **
Etherealness
Miracle
Rathanos' Crushing Hand, [Bigby's]
Rathanos' Disjunction, [Mordenkainen's]
Shapechange ***
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: Club; +1 flaming club

Symbol: A burning brand.

Immortal's Alignment: CN

Appearance: Rathanos appears as a manlike being made all of fire.

Names: Lord of Fire

Notes:
* A cleric of Rathanos may not use a spell that appears on the Strength domain, or one with an asterisk, to benefit a female creature.
** Fire elementals should be used whenever possible by the cleric.
*** The prefered form for a cleric of Rathanos is a Fire Elemental or any creature with the Fire Subtype.
#159

Hugin

Jan 02, 2006 11:25:51
Tarastia Spell List (Eternal of the Sphere of Energy)

Domains: Fate, Law, Planning, Retribution, Sphere of Energy, Truth, Will

Special Clerical Powers: You receive Skill Focus (Sense Motive) as a free feat and may 'take 10' on this skill check under any conditions. Sense Motive is a class skill.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds
Know Direction
Light
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Bane
Command
Deathwatch
Detect Chaos
Divine Favour
Doom
Expeditious Retreat
Protection from Chaos
Shield of Faith
Summon Monster I
True Strike

2nd-Level Cleric Spells
Augury
Bear's Endurance
Calm Emotions
Hold Person
Owl's Wisdom
Remove Paralysis
Shatter
Shield Other
Status
Undetectable Alignment
Zone of Truth

3rd-Level Cleric Spells
Blindness/Deafness
Clairaudience/Clairvoyance
Daylight
Good Hope
Invisibility Purge
Magic Circle against Chaos
Magic Vestment
Remove Blindness/Deafness
Searing Light
Speak with Dead
Summon Monster III

4th-Level Cleric Spells
Detect Scrying
Discern Lies
Dismissal
Divination
Divine Power
Freedom of Movement
Geas, Lesser
Haste
Order's Wrath
Repel Vermin
Zone of Silence

5th-Level Cleric Spells
Atonement *
Commune
Dispel Chaos
Disrupting Weapon
Fire Shield
Insect Plague
Mark of Justice
Plane Shift
Spell Resistance
Symbol of Pain
True Seeing

6th-Level Cleric Spells
Animate Objects
Banishment
Find the Path
Forbiddance
Geas/Quest
Harm
Heroes' Feast
Hold Monster
Owl's Wisdom, Mass
Summon Monster VI
Undeath to Death

7th-Level Cleric Spells
Dictum
Ethereal Jaunt
Limited Wish
Refuge
Scrying, Greater
Sequester
Spell Turning
Summon Monster VII
Symbol of Stunning
Vision

8th-Level Cleric Spells
Creeping Doom
Demand
Discern Location
Fire Storm
Mind Blank
Shield of Law
Summon Monster VIII
Symbol of Death
Tarastia's Clenched Fist, [Bigby's]

9th-Level Cleric Spells
Etherealness
Foresight
Freedom
Miracle
Storm of Vengeance
Summon Monster IX
Tarastia's Crushing Hand, [Bigby's]
Timestop

Weapon of the Immortal: Battleaxe; +1 mighty cleaving battleaxe

Symbol: Black headman's axe.

Immortal's Alignment: LN

Appearance: Tarastia appears as a dusky-skinned, strong-jawed, unsmiling woman in black plate armour, carrying a headman's axe.

Notes:
* The atonement spell will never be used by a cleric of Tarastia as a substitute for retribution to an offender, regardless of their remorse. This spell is for those who have gone through the restitution process.
#160

Traianus_Decius_Aureus

Jan 02, 2006 11:44:49
Another great list Hugin!
Have you looked into creating Initiate Feats for the Immortals?
#161

Hugin

Jan 02, 2006 12:02:25
Another great list Hugin!
Have you looked into creating Initiate Feats for the Immortals?

Thanks! I am looking through all the suggestions that were made before my old computer croaked to see which I will play around with. So far, I'm 99% sure I'll do the class skill selections that DM mentioned. Haven't really made my mind up about anything just yet. ;)

It does feel good to get this project up and rolling again though.
#162

zombiegleemax

Jan 03, 2006 13:53:33
I was wondering if anyone has any ideas as to spell lists for clerics of demogorgon and maat? I'm starting up a campaign based on the idea that a maat temple has been placed on top of demogorgons prison in north eastern darokin. The PCs are the soon to be 13th generation of sentinels over the prison (though they don't know thats what they are groomed to become), when demogorgons minions finally get a clue as to where their goddess has been held. The main baddies to begin with will be lead by a high priest of demogorgon and at least one of the PC's will be an acolyte of maat. I stumbled on this incredible list of spells and thought maybe this would interest some of you?

suggestions are more than welcome. If none crop up, i guess i'll modify thanatos' list for demogorgon, i dont know about maat though. The descriptions of maat and demogorgons are the ones found on the forum of course
#163

Hugin

Jan 03, 2006 19:10:06
ExitJudas, I'll look into doing those as soon as I can. Glad you like the spell lists! :D
#164

zombiegleemax

Jan 04, 2006 3:56:52
great! and again, fantastic job mate.
#165

Hugin

Jan 04, 2006 18:03:29
Maat Spell List (Eternal of the Sphere of Matter)

Domains: Good, Law, Nobility, Sphere of Matter, Truth

Special Clerical Powers: Sense Motive is a class skill and you may Spontaneously cast Detect Evil or Detect Chaos in the same manner as Cure Light Wounds.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Bless Weapon
Command
Detect Undead
Divine Favour
Endure Elements
Magic Weapon
Protection from Chaos
Protection from Evil
Sanctuary
Shield of Faith
Sleep

2nd-Level Cleric Spells
Aid
Bear's Endurance
Calm Emotions
Delay Poison
Enthrall
Make Whole
Owl's Wisdom
Remove Paralysis
Restoration, Lesser
Shield Other
Zone of Truth

3rd-Level Cleric Spells
Create Food and Water
Glyph of Warding
Good Hope
Heroism
Invisibility Purge
Magic Circle against Chaos
Magic Circle against Evil
Magic Vestment
Protection from Energy
Remove Blindness/Deafness
Remove Disease

4th-Level Cleric Spells
Death Ward
Discern Lies
Dismissal
Divination
Divine Power
Geas, Lesser
Holy Smite
Holy Sword
Order's Wrath
Repel Vermin
Restoration

5th-Level Cleric Spells
Atonement
Command, Greater
Commune
Cure Light Wounds, Mass
Dispel Chaos
Dispel Evil
Disrupting Weapon
Mark of Justice
Righteous Might
True Seeing
Wall of Stone

6th-Level Cleric Spells
Banishment
Bear's Endurance, Mass
Blade Barrier
Cure Moderate Wounds, Mass
Find the Path
Forbiddance
Geas/Quest
Glyph of Warding, Greater
Heal
Heroes' Feast
Hold Monster

7th-Level Cleric Spells
Cure Serious Wounds, Mass
Dictum
Heroism, Greater
Holy Word
Refuge
Repulsion
Restoration, Greater
Statue
Sunburst
Vision

8th-Level Cleric Spells
Binding
Cure Critical Wounds, Mass
Demand
Discern Location
Earthquake
Power Word, Stun
Shield of Law
Summon Monster VIII
Sympathy

9th-Level Cleric Spells
Foresight
Freedom
Gate
Hold Monster, Mass
Miracle
Shapechange
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: Khopesh or katana; +1 merciful Khopesh or katana

Symbol: A white plume

Immortal's Alignment: LG

Appearance: A beautiful woman with a noble and determined figure, long black hair that covers her shoulders, hazelnut eyes dyed with black lines that shine with magnetic strength and disarming sweetness at the same time, clad with an elaborated white Nithian robe that highlights her statuary physique, wearing an emerald amulet in the shape of a scarab (a gift by her husband Orisis) on her heart, a scale with a white ivory plume on one of the two plates in her left hand and a sword in her right hand (a khopesh or a katana, according to the culture), ready to mete out justice and stand for the cause of Law and Good.

Names:
Mawatari

Thanks to Marco for his detailed write-up of Maat upon which this list is based!
#166

zombiegleemax

Jan 05, 2006 3:14:03
awesome! great stuff.. this goes straight into my campaign! =)

Can't wait to see your take on the Demogorgon spell list, an emprisoned hermafrodite über-demon of disease and death...hehehe!

thanx!
#167

zombiegleemax

Jan 05, 2006 3:32:56
I was wondering if anyone has any ideas as to spell lists for clerics of demogorgon and maat? I'm starting up a campaign based on the idea that a maat temple has been placed on top of demogorgons prison in north eastern darokin. The PCs are the soon to be 13th generation of sentinels over the prison (though they don't know thats what they are groomed to become), when demogorgons minions finally get a clue as to where their goddess has been held. The main baddies to begin with will be lead by a high priest of demogorgon and at least one of the PC's will be an acolyte of maat.
The descriptions of maat and demogorgons are the ones found on the forum of course

uhm... sounds familiar... :P ;)
Glad you liked my suggestion about Demogorgon's current situation. It certainly fueled a whole campaign that took my players from 1st to 8th level before meeting a horrible demise in the Temple of Elemental Evil :P
I played it as a mix of "Sherlock Holmes meets Indiana Jones", with my PCs being based in Selenica and traveling to Karameikos, Alfheim and Ylaruam to get the pieces of the puzzle that finally led them to discover the Hated Mother's hideout, trying to survive the assaults of the secret cult that wanted to revive her. ;)
Hope you'll have fun with this, and congrats to Hugin for his wondrous work with these lists. They sure make campaigning in Mystara even more unique !
#168

zombiegleemax

Jan 05, 2006 6:39:30
yup...my inspiration is from there

Moved my campaign idea to another thread. please check it out. I could really use some advice
#169

Hugin

Jan 14, 2006 16:41:09
Don't worry ExitJudas, I haven't forgotten! I should be able to do up a list for Demogorgon either tommorow or monday. (hope it's not to late)
#170

Hugin

Jan 16, 2006 9:04:16
Demogorgon Spell List (Eternal of the Sphere of Entropy)

Domains: Chaos, Corruption, Destruction, Evil, Reptile, Sphere of Entropy, Suffering, Trickery

Special Clerical Powers: You cast Necromancy spells at +1 caster level and receive the Exotic Weapon Proficiency (Whip) for free.

0-Level Cleric Spells (Orisons)
Acid Splash
Daze
Detect Magic
Detect Poison
Ghost Sound
Inflict Minor Wounds
Mage Hand
Prestidigitation
Read Magic
Resistance
Touch of Fatigue

1st-Level Cleric Spells
Charm Person
Chill Touch
Confusion, Lesser
Detect Good
Disguise Self
Doom
Entropic Shield
Magic Weapon
Protection from Good
Protection from Law
Ray of Enfeeblement

2nd-Level Cleric Spells
Darkness
Death Knell
Enthrall
False Life
Ghoul Touch
Hold Person
Scare
Shatter
Silence
Spectral Hand
Undetectable Alignment

3rd-Level Cleric Spells
Animate Dead
Blindness/Deafness
Contagion
Crushing Despair
Deeper Darkness
Dispel Magic
Magic Circle against Good
Magic Circle against Law
Nondetection
Ray of Exhaustion
Suggestion

4th-Level Cleric Spells
Chaos Hammer
Confusion
Divine Power
Enervation
Fear
Geas, Lesser
Giant Vermin
Magic Weapon, Greater
Modify Memory
Spell Immunity
Unholy Blight

5th-Level Cleric Spells
Blight
Charm Monster
Dispel Good
Dispel Law
False Vision
Inflict Light Wounds, Mass
Insect Plague
Nightmare
Slay Living
Symbol of Pain
Waves of Fatigue

6th-Level Cleric Spells
Animate Objects
Antilife Shell
Circle of Death
Create Undead
Dispel Magic, Greater
Geas/Quest
Harm
Mislead
Suggestion, Mass
Symbol of Fear
Veil

7th-Level Cleric Spells
Blasphemy
Destruction
Disintegrate
Eye Bite
Inflict Serious Wounds, Mass
Regenerate
Symbol of Stunning
Symbol of Weakness
Waves of Exhaustion
Word of Chaos

8th-Level Cleric Spells
Cloak of Chaos
Create Greater Undead
Demand
Finger of Death
Horrid Wilting
Inflict Critical Wounds, Mass
Polymorph Any Object
Symbol of Death
Symbol of Insanity

9th-Level Cleric Spells
Astral Projection
Dominate Monster
Energy Drain
Implosion
Shapechange
Soul Bind
Summon Monster IX
Wail of the Banshee

Weapon of the Immortal: Flail and Whip; +1 vicious flail and whip.

Symbol: A black pentacle on red field

Immortal's Alignment: CE

Appearance: a 18' high creature with two monkey's heads atop a pair of wiry necks, two long tentacles instead of arms, with scaly torso and legs, a long forked tail and a brown spinal crest.

Names:
Goron
The Bane of Souls
The Dark Lady
The Hated Mother

Thanks to Marco for his detailed write-up of Demogorgon upon which this list is based!
#171

Hugin

Aug 07, 2006 14:38:09
Eiryndul Spell List (Empyreal of the Sphere of Energy)

Domains: Chaos, Elf, Illusion, Knowledge, Magic, Sphere of Energy, Trickery

Special Clerical Powers: Non-elven clerics receive a +2 insight bonus on Listen, Search, and Spot checks and is entitled to a Search check to notice a secret or concealed door as if an elf by merely passing within 5 feet of it. You do not need to be actively looking for it. Elven clerics gain an additional +1 insight bonus on Listen, Search, and Spot checks on top of their normal racial bonus.

0-Level Cleric Spells (Orisons)
Create Water
Dancing Lights
Detect Magic
Detect Poison
Ghost Sound
Guidance
Open/Close
Prestidigitation
Read Magic
Resistance

1st-Level Cleric Spells
Comprehend Languages
Confusion, Lesser
Detect Law
Detect Secret Doors
Disguise Self
Magic Aura, Nystul's
Protection from Law
Silent Image
Summon Monster I
True Strike

2nd-Level Cleric Spells
Cat's Grace
Detect Thoughts
Identify
Invisibility
Minor Image
Remove Paralysis
Shatter
Shield Other
Summon Monster II
Undetectable Alignment

3rd-Level Cleric Spells
Clairaudience/Clairvoyance
Dispel Magic
Displacement
Invisibility Purge
Magic Circle against Law
Nondetection
Obscure Object
Remove Blindness/Deafness
Snare
Summon Monster III

4th-Level Cleric Spells
Chaos Hammer
Confusion
Detect Scrying
Dismissal
Geas, Lesser
Imbue with Spell Ability
Phantasmal Killer
Planar Ally, Lesser
Tongues
Tree Stride

5th-Level Cleric Spells
Commune with Nature
Dispel Law
False Vision
Flame Strike
Insect Plague
Persistent Image
Plane Shift
Spell Resistance
Summon Monster V
True Seeing

6th-Level Cleric Spells
Animate Objects
Dispel Magic, Greater
Find the Path
Forbiddance
Geas/Quest
Mislead
Planar Ally
Summon Monster VI
Symbol of Persuassion
Veil

7th-Level Cleric Spells
Analyze Dweomer
Changestaff
Ethereal Jaunt
Legend Lore
Liveoak
Project Image
Refuge
Spell Turning
Word of Chaos

8th-Level Cleric Spells
Antimagic Field
Antipathy
Cloak of Chaos
Dimensional Lock
Discern Location
Polymorph Any Object
Protection from Spells
Screen

9th-Level Cleric Spells
Disjunction, Mordenkainen's
Etherealness
Foresight
Storm of Vengeance
Summon Monster IX
Timestop
Weird

Weapon of the Immortal: Shortsword; +1 shock shortsword

Symbol: A white, smiling set of teeth, like the Cheshire Cat's, against a black background.

Immortal's Alignment: CN

Appearance: Eiryndul appears as a short, sly-looking elf dressed in regal style wearing a crown of gold embossed with pictures of forest folk (especially fauns and dryads) frolicking.

Names:
Eyris
Shaibuth
the Adventurer
#172

Hugin

Aug 07, 2006 14:48:25
I discovered this half-finished spell-list for Eiryndul's clerics on my HD so I figured I'd complete it and get it posted.
#173

zombiegleemax

Feb 09, 2007 4:03:38
bump
#174

Hugin

Feb 09, 2007 12:41:30
bump

Just so that you know, this thread (along with some other very useful threads) is accessable through the 'sticky' near the top of the page labeled "Links for Important Threads on Board".

However, your timing is pretty good since it looks as though I may need to do some more lists for my use IMC. Note: I could still do requests if desired.
#175

gazza555

Feb 10, 2007 3:44:32
Note: I could still do requests if desired.

I suppose 'all the rest' is not a valid request. :D

Regards
Gary
#176

Hugin

Feb 10, 2007 19:17:21
I suppose 'all the rest' is not a valid request. :D

Regards
Gary

I can't say it's invalid but it sure would be desirable! :D
My problem is always two-fold; too many projects I'd like to do and too little time to do them.
#177

Hugin

Feb 10, 2007 23:54:50
Noumena Spell List (Hierarch of the Sphere of Thought)

Domains: Knowledge, Magic, Planning, Sphere of Thought, Truth, Will

Special Clerical Powers: All Knowlegde skills are class skills. Gain Alertness feat for free.

0-Level Cleric Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Know Direction
Light
Message
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Cleric Spells
Command
Comprehend Languages
Confusion, Lesser
Deathwatch
Detect Secret Doors
Detect Undead
Hide from Undead
Magic Aura, Noumenal's
Message
Obscuring Mist
True Strike
Ventriloquism

2nd-Level Cleric Spells
Augury
Calm Emotions
Detect Thoughts
Find Traps
Identify
Owl's Wisdom
Remove Paralysis
Silence
Spiritual Weapon
Status
Undetectable Alignment
Zone of Truth

3rd-Level Cleric Spells
Animate Dead
Clairaudience/Clairvoyance
Dispel Magic
Glyph of Warding
Good Hope
Invisibility Purge
Locate Object
Nondetection
Obscure Object
Secret Page
Speak with Dead
Wind Wall

4th-Level Cleric Spells
Air Walk
Confusion
Detect Scrying
Discern Lies
Divination
Imbue with Spell Ability
Modify Memory
Planar Ally, Lesser
Reincarnate
Sending
Tongues
Zone of Silence

5th-Level Cleric Spells
Break Enchantment
Command, Greater
Commune
Control Winds
Disrupting Weapon
Dream
Feeblemind
Plane Shift
Spell Resistance
Symbol of Sleep
Telepathic Bond
True Seeing

6th-Level Cleric Spells
Animate Objects
Create Undead
Dispel Magic, Greater
Find the Path
Forbiddance
Geas/Quest
Glyph of Warding, Greater
Owl's Wisdom, Mass
Planar Ally
Symbol of Persuassion
Undeath to Death
Wind Walk

7th-Level Cleric Spells
Analyze Dweomer
Changestaff
Control Weather
Legend Lore
Limited Wish
Scrying, Greater
Sequester
Spell Turning
Symbol of Stunning
Symbol of Weakness
Vision

8th-Level Cleric Spells
Antimagic Field
Create Greater Undead
Discern Location
Mind Blank
Moment of Prescience
Planar Ally, Greater
Protection from Spells
Screen
Spell Immunity, Greater
Symbol of Insanity

9th-Level Cleric Spells
Astral Projection
Disjunction, Noumena's
Elemental Swarm *
Foresight
Freedom
Gate
Miracle
Summon Monster IX
Timestop

Weapon of the Immortal: Light mace (often fashioned scepter-like); +1 merciful light mace

Symbol: A chessboard or something else from a game of logic.

Immortal's Alignment: N

Appearance: A elderly, emaciated man, with incipient baldness, a long grey beard, wearing a long dark robe that leaves exposed only hands and head.

Names:
Cheimos
Kepher
Mimir
News
Nian-Mai Si-Xiang

Notes: *Air elementals should be used whenever possible by the cleric.
Noumena's mortal life as a Nithian Pharaoh formed his utilitarian attitude towards undead. As such, his clerics can create undead, and rebuke/command undead even though they spontaneous cast cure spells.
#178

gazza555

Feb 13, 2007 8:49:08
Seeing how the kopru have raised their ugly heads in the Savage Tide adventure path, how about Slizzark?

Regards
Gary
#179

Hugin

Feb 17, 2007 16:25:52
Slizzark the Lurker Spell List (Celestial of the Sphere of Energy)

Domains: Corruption, Evil, Hatred, Sphere of Energy, Suffering, Tyranny,

Special Clerical Powers: +2 bonus on saving throws against spells and spell-like effects OR +1 caster level on spells with the mind-affecting descriptor.

0-Level Cleric Spells (Orisons)
Daze
Detect Magic
Detect Poison
Ghost Sound
Inflict Minor Wounds
Mage Hand
Read Magic
Resistance
Touch of Fatigue

1st-Level Cleric Spells
Burning Hands
Charm Person
Command
Confusion, Lesser
Detect Good
Endure Elements
Magic Fang
Protection from Good
Summon Monster I

2nd-Level Cleric Spells
Death Knell
Eagle's Splendor
Enthrall
Heat Metal
Hold Person
Remove Paralysis
Resist Energy
Summon Monster II
Undetectable Alignment

3rd-Level Cleric Spells
Blindness/Deafness
Contagion
Crushing Despair
Dispel Magic
Magic Circle against Good
Magic Fang, Greater
Searing Light
Suggestion
Summon Monster III

4th-Level Cleric Spells
Confusion
Dismissal
Divine Power
Enervation
Geas, Lesser
Giant Vermin*
Imbue with Spell Ability
Modify Memory
Summon Monster IV

5th-Level Cleric Spells
Command, Greater
Dispel Good
Evard's Black Tentacles
Feeblemind
Insect Plague*
Nightmare
Slay Living
Spell Resistance
Summon Monster V

6th-Level Cleric Spells
Animate Objects
Antilife Shell
Dispel Magic, Greater
Eagle's Splendor, Mass
Geas/Quest
Harm
Suggestion, Mass
Summon Monster VI
Symbol of Fear

7th-Level Cleric Spells
Analyze Dweomer
Blasphemy
Ethereal Jaunt
Eye Bite
Grasping Hand, Bigby's
Insanity
Summon Monster VII
Symbol of Weakness

8th-Level Cleric Spells
Antipathy
Charm Monster, Mass
Cloak of Chaos
Demand
Summon Monster VIII
Swimming Doom*
Symbol of Insanity

9th-Level Cleric Spells
Dominate Monster
Energy Drain
Gate
Soul Bind
Storm of Vengeance
Summon Monster IX

Weapon of the Immortal: Spear; +1 Bane of Aquatic Humanoids Spear

Symbol: An eye with an hypnotic spiral to the center.

Immortal's Alignment: NE

Appearance: A female Kopru wearing a tiara of gold and holding a scepter of coral in her fist.

Notes: * Substitute stinging shrimp for vermin. 'Swimming Doom' is similar to 'Creeping Doom' but adapted to an aquatic environment.
(This list uses information from Marco's work.)
#180

gazza555

Feb 19, 2007 3:06:26
Slizzark the Lurker Spell List

Thanks Hugin

Regards
Gary
#181

Hugin

Feb 19, 2007 9:48:57
Thanks Hugin

Regards
Gary

My pleasure Gary. I actually spent a lot of time on this one because I was completely unfamiliar with her and I had to translate what Marco had done.

She's quite the interesting Immortal IMO. Instead of the usual kill/destroy type attitude she'd rather see blind-obedience, subjugation and suffering. Of course, her belonging to the energy sphere instead of entropy really bears that out. I also thought that the aquatic version of vermin pestilence (which partially appeared naturally using my normal procedure for list creation) was a good fit for her personality. I may give greater detail on that if I can find the time - as it is now, I'd just use the spells as-is but with descriptive differences only.

I am still torn between using an enhanced magic resistance and a bonus to mind-affecting magic for the special clerical(/shaman) power. The magic resistance is quite loyal to the original text in PC3 which I like. But OTOH, the greater effectiveness of mind-affecting spells seems well in line with it too. Is it too much to leave it as a choice between the two?

Oh, I used Marco's material as well (hope I managed to translate things properly) and found it a big help.
#182

gazza555

Feb 19, 2007 10:39:13
Oh, I used Marco's material as well (hope I managed to translate things properly) and found it a big help.

I've been doing the same. I've now pretty much translated the italian into english (using online tools such as babelfish and wordreference.com and a cheap english/italian dictionary) but now need to edit the text so the syntax makes sense in english.

Regards
Gary
#183

Hugin

Feb 19, 2007 12:03:23
I've been doing the same. I've now pretty much translated the italian into english (using online tools such as babelfish and wordreference.com and a cheap english/italian dictionary) but now need to edit the text so the syntax makes sense in english.

Regards
Gary

I had to re-type everything since the pdf won't allow me to copy. Did you find a way around that? Are you able to make the english version available to the community (with Marco's blessing I would imagine)? And is that just the first volume or both? Wow, that's a lot of questions.
#184

gazza555

Feb 20, 2007 6:18:12
QUOTE=Hugin;11524377]I had to re-type everything since the pdf won't allow me to copy. Did you find a way around that?
I downloaded the italian versions of the Immortals from the Italian forum. Unfortunately I don't think that all of them are the finished article.

As regards the codexs, yes I've downloaded them but I have the same problem you had.

It might be worth emailing Marco to see if I can get an unprotected version.

Are you able to make the english version available to the community (with Marco's blessing I would imagine)?

If I ever translate them both then sure.

that's a lot of questions.

That it was.

BTW I'm also translating Marco's Tome of Magic - albeit rather slowly.

Regards
Gary