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Special note on spells, if someone has a spell they would like added, please inform the FL and he will work on adding it, anyone interested on helping in the creation of new spells, again, inform the FL.
Level 1 spells
Holy Bolt: Auto Spell: This is a divine spell granted the priest by his faith. The spell only works against the undead. When cast it does 5 DP to the target. An OS/CS doubles the damage to 10 DP. At level 8, the damage doubles.
Light: Auto Spell: Produces a small light like that of a candle flame. It stays still unless the caster concentrates on moving it.
Mage Sight: Auto Spell: Lets the caster detect all magical items in their field of vision. It will cause all such items to glow faintly to the caster only.
Detect Magic: SD Required: Lets the caster determine if one object is magical or not. It will also give a hint towards the magical nature of the item.
Bless: SD Required: Duration: 3 rounds: Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their SD rolls by +5. A blessing, however, affects only those not already engaged in melee combat. A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends. Multiple bless spells are not cumulative. This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -5. OS/CS will double duration.
Cure Light Wounds: Auto Spell: When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extra planar origin. OS/CS will double amount healed.
Level 2 Spells
Dexterity: Auto Spell: Duration: 3 rounds: Raises the targets SD by 5 for all physical actions. OS Doubles Duration and effect.
Clumsiness: SD Required: Duration: 3 Rounds, SC to Resist: Lowers the targets SD by 5 for all physical actions. OS Doubles Duration and effect.
Analyze Magic: SD Required: Lets the caster know exactly what spells are on a subject. It will only identify one spell at a time, starting with the lesser of the spells, it will then let the caster know that there are more spells.
Slow Poison: SD Required: Duration: 1 hour Per level: When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured. All effects of poison when this spell is cast are at Half time. If it does 1 DP per round, then it will be every other round. OS/CS doubles effect.
Level 3 spells
Vigor: SD Required: Duration: Special: Can only be casted ONCE per combat: Adds +10 DP to the target for the duration of combat, if a second combat is entered at the end of the first, with only a brief pause, the effects carry over. If at the end of the combat, the targets DP is 10 or below, they must immediately roll SC or die from the wounds. OS doubles the DP and allows the target to survive to 5 DP or lower after the combat is over.
Prayer: SD Required: Duration: 1 Round Per level: By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls by those in the area of effect who are friendly to the priest gain +5 SD bonuses and +2 to all save checks, while those of the priest's enemies suffer -5 SD penalties and -1 to save checks. Once the prayer spell is uttered, the priest can do other things. OS/CS doubles duration.
Preserve Food: Auto Spell: Duration: 3 Days: Keeps any organic material from spoiling, drying out, etc. CF/TF spoils the food permanently making it worthless.
Level 4 spells
Cure Serious Wounds: Auto Spell: Duration: Permanent: Area of Effect: 1 creature: This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 2d8+1 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extra planar creatures. OS/CS doubles the effect.
Purify Food: SD Required: Removes foreign objects, poisons, and decay, and makes the food able to be eaten. CF/TF completely destroys the food.
Water to Wine: Auto Spell: Turns water or other drinkable liquid into a mildly alcoholic beverage.
Walk on Water: Auto Spell: Duration: 5 minutes per caster level: Allows the target to "walk on water."
Level 5 spells
Neutralize Poison: SD Required: Area of Effect: 1 creature or 1 cu. ft. of substance Per every 2 levels: By means of a neutralize poison spell, the priest detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the priest to roll a successful attack in combat. This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.
Seeker: SD Required: Attunes caster to one individual or man made object. Useful for finding lost items. A successful roll will give the caster a vision of the items location, or lead them to it if it's within a mile.
Level 6 spells
Remove Curse: SD Required: Takes off one enchantment of any kind or will remove one curse from an object or person.
Cure Disease: SD Required: Eliminates all disease, plague, or other type of infection. This does not cure any damage already done.
Level 7 spells
Fist of Heavens: SD Required: SC for Half: A powerful spell, the fist of heavens does amazing damage at lower levels, this is not without cost however. This spell requires great sacrifice on the behalf of the caster. When cast, the caster may not make ANY action on the following round at all. The effect of this spell is a powerful thunderbolt that will do 20 DP of damage to a single target. However, if multiple targets are available it will do 15 DP to the "main" target, 10 DP to two, second targets and 5 DP to 4 final targets. When used against the undead, it will also produce 1D10 Holy Bolts (see rules for holy bolts) that will strike at random. At level 10, the priest no longer is required to take the round of recovery.
Symphony: SD Required: Will create a stunning light show. starlight, and will open even untrained ears to the song of those heavenly bodies. the result being, if SC is failed, one round of stunned awe. This spell effects all but the caster, allies and opponents alike. OS reduces SC to half, normal CF/TF results. (Alti spell)
Level 8 spells
Flash: SD Required: Duration: Special: Creates a blinding flash of light. This will cause anyone looking at it to be totally blinded. There is a 50% chance that someone will be looking in the right direction unless warned not to. Everyone should roll SD, on a 0-49 they are safe, on a 50-99 they are blinded. Those that are blinded will be for 3 rounds, being totally defenseless, auto hit on anything directed towards them. SC for round reduction to 1 round.
Translation: SD Required: Duration: 5 Minutes per level: This spell must be cast on an object, such as a pebble or bauble. When in visible range of the object, it will automatically translate the words of those around to the native tongue of the ears of others, though they will speak and sound no different to themselves. A CF/TF will backlash and instead cast Scramble Speech on the caster. (Alti Spell)
Level 9 Spells
Raise Dead: SD Required: Area of Effect: 1 person Saving Throw: Special: When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM's option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days).
Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check (SC, No bonuses apply) to survive the ordeal, or lose 1 DP Per each point that they missed the roll by, PERMANTLY (No one shall drop below 15 DP. Further, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic. A character's level at the time of first having this spell cast upon them is an absolute limit to the number of times he can be revived by this means.
Level 10 spells
Neutralize Poison: SD Required: Eliminates all poisons in the body of the subject. This does not cure any damage already done
Restoration: SD Required: Can only try once per week: CF mean permanant loss of use on limb: Allows subject to regain the use of one crippled limb or damaged eye, and it also can restore lost hearing, smell, etc. Will not work on a lost limb.
Regeneration: SD Required: Can only try once per week: CF mean permant loss of limb (IE can't be regrown unless another injury removes more of the limb): Allows the regrowth of a lost limb, or eye. ( 1 month for the regrowth )
Level 11 spells
Misty Eyed: SD Required: Duration 3 Rounds: Activation will place a small cloud of distorting mist over the heads of 3 opponents, to be determined at the time of casting. This will reduce their SD by 15, and hamper actions as well as casting. OS will allow one extra target, CF will place the cloud upon the caster instead. (Alti Spell)
Level 12 spells
Reincarnate: SD Required: Duration: Permanent: Area of Effect: 1 person: With this spell, the priest can bring back a dead person in another body, if death occurred no more than one month before the casting of the spell. Reincarnation does not require any saving throw, system shock, or resurrection survival roll. The corpse is touched, and a new incarnation of the person appears in the area in 2D4 rounds. The person reincarnated recalls the majority of his former life and form, but the character class, of the new incarnation might be very different indeed (1-25 on D100 roll, new class for character, random.). The new incarnation is determined on the following table or by DM choice.
D100
Roll Incarnation
01-19 Human
20-23 Centaur
24-25 Dwarf
26-31 Elf
32-36 Faun/satyr
37-42 Hobbit
43-50 Troll
51-56 Orc
57-64 Drow
65-68 Pixie
75-79 Shifter (DM's Choice Animal)
80-00 DM's choice
If the reincarnated character returns as a creature or close kin (IE. A human to a human/elf/drow, or a Dwarf to dwarf/hobbit) the reincarnated character has half his previous levels and has normal damage points for that level, the higher of the race class (If human to elf, then DP would be for human). If the character returns as a new race completely, (Dwarf to elf/human/centaur/etc.) they must begin again at 1st level.
Staff: SD Required: This is the spell needed to enchant a wood staff. Anything that the staff touches is considered to be touched by the magic user.
Powerstone: SD Required at 1/2: A powerstone is used to store mana until it is used by a magic user. Power may be drawn from a powerstone instead of their own power. Creation is at 1/2 SD
Level 13 spells
Enchant: SD Required: This spell must be known to add an enchantment to any item. A successful roll of the enchantment spell must be performed before any enchantments can be placed upon the item. ( See enchanting rules for more information on enchanting items. )
Scroll: SD Required: Lets the caster write a magical scroll embodying any spell upon its pages. Read aloud by a mage the scroll will cast the spell once. It's power is then lost, and the writing disappears. A scroll can be made for anyone to read at twice the cost. To figure value and days to write the scroll = one day per sp for spell and 25 GP x sp of spell.
Power: SD Required: This spell is needed for any item that casts a spell, other than a scroll, so that the item does not require sp to be spent from the caster SD to "Power up" the item. 1sp power will be placed on the item, failure will cause the item to not have any more power to be added. CF will remove 1sp of power.
Accuracy: SD Required: Makes the subject weapon more likely to hit. When used the weapon adds +5 SD to the attack with that weapon only.
Puissance: SD Required: Each additional plus of damage costs double the SP (20SP for +2, 40SP for +3): Makes the subject weapon do extra damage when it hits. The spell increases the damage to a maximum of +3.
Fortify: SD Required: Each additional plus of damage resistance costs double the SP (20SP for +10, 40SP for +15): Adds to the damage resistance of the item upon which it is cast. It will add 5 to 15 DP to armor.
Deflect: SD Required: Each additional plus of passive defense costs double the SP (20SP for +2, 40SP for +3): This adds to the passive defense of the item upon which it is cast. It will add a bonus of +1 - +3 to the armor. This is how much damage will be subtracted from the damage total clone to the person wearing the item.
Level 14 spells
Translation II: SD Required: This Spell does not require a focus, as does its earlier counterpart. While most mages have a good grasp of language, particularly written language, this spell may be used to translate the written word. When cast upon a document, or other such media that may contain characters of language, this spell will make the words appear to the caster in their native tongue. An OS will allow companions to read it as well, a CF will cast Scramble speech on the entire party. (Alti Spell)
Absorption: SD Required: Upon successful casting, the caster may absorb the next spell cast by an opposing caster, so long as it is a spell of their own level or lesser. At the time of activating THIS spell, the caster must decide one of two results: 1. They will absorb the spell, and thus the energy used to call it (SP transferred to absorber, though it may not go above what they are allowed). 2. They will absorb the spell, and the following round it will be cast back at its caster. This does not count as action for the Mage however, and they may take another action. OS will allow 1 and 1/2 of the full SP to be absorbed, or 1/2 SP and the reflect effect. CF will cause the spell to instead do double damage/effect to the would-be absorber. (Alti Spell)
Level 15 spells
Heal: Auto Spell: Duration: Permanent: Area of Effect: 1 creature: The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Divination: SD Required @ HALF: Failure will cause the Cleric a major headache(SD will be at -20 for one hour), CF/TF will cause the Cleric to pass out for two hours. Upon a successful attempt, the deity of the Cleric will grant them a moment of foresight (per GMs discression) OS will allow them two moments. This Spell is extremely taxing, and with a successful roll comes 10 minutes (or 10 rounds if used in combat) at -10 SD. (Alti Spell)