Divine Magic

7th level Cleric Spells

8th level Cleric SpellsSpells
9th level Cleric Spells
----------------------------------
1st level Druid Spells
3rd level Druid Spells
----------------------------------
1st level Paladin Spells

Angel of Mercy (by Dark Phoenix)
Conjuration [Good, Healing, Mind-affecting]

Level: Clr 7
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Effect: Angelic wings and celestial appearance
Duration: One round/level

The caster of this spell summons forth positive energy which forms into a pair of radiant silver wings and gives him a glowing, divine appearance. He gains a +6 deflection bonus to his AC and Fast Healing 3. The fully functional wings allow the caster a flight speed of 90 with good maneuverability. All Charisma based checks are made against non-evil creatures with a +4 sacred bonus and evil creatures with a +2 bonus. As a standard action, the caster may use Cure Critical Wounds and Blindness/Deafness on touched creatures.


Arwen's Swift Mount (by DOM)
Transmutation

Level: Drd 1, Pal 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One mount
Duration: 10 minutes / level
Saving Throw: None (harmless)
Spell Resistance: Yes

This spell increases the speed and maximum jumping distance of any mount (whether a normal one like a camel or horse, or a fantastic one like a griffin) by 50%. These benefits count as enhancement bonuses. This spell can be used for attack (charging mount) as well as for flight.


Arwen's Water Horses (by DOM)
Conjuration (Summoning) [Water]

Level: Drd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5ft./2 levels)
Area of effect: One wave
Duration: 1d4+1 rounds
Saving Throw: Reflex for half damage.
Spell Resistance: No

This spell summons a wave of elemental horses from the Plane of Water, that trample those in its path. It can be cast only on a large body of water such as a river or lake, sea, etc. When cast on a river it can only move forward, not backwards or sideways; when cast on a lake or at sea, it can move any direction the caster wishes. The wave is 10 feet high and its width is 5 feet/level (i.e.: one water horse per level), but cannot exceed the width of the body of water. In any case, it needs a full round to form, then moves forward at a speed of 240 feet (as running horses) trampling every creature in its path during the next 1d4 rounds.
Each creature struck by the wave suffers 1d6 per two levels (maximum 5d6) of concussion damage, plus an additional 1d6 per two levels (maximum 5d6) of elemental damage if especially vulnerable to water (such as fire elementals, or certain undead). Those struck by the wave are entitled a Reflex saving throw for half damage. If the save if failed, they also must make a Strength check (DC= damage suffered) or be tripped by the blast, and needing a move equivalent action next round to get back to their feet.


Elemental Armor (by Dark Phoenix)
Abjuration

Level: Clr 8, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 round
Range: Personal
Duration: 1 minute/level [D]
Saving Throw: Reflex half
Spell Resistance: None

A more powerful and versatile spell than the lower level Fire Shield, Elemental Armor gives the character a more varied choice in the type of energy he will be protected from, as well as a wider array of combat bonuses and protection. When Elemental Armor is cast, the character begins to glow slightly with an aura of power, though the light is little more than that produced by a candle. Depending upon the version chosen, the color of the aura varies.
Red - Fire. The character takes no damage from fire based attacks. Any creature striking the character automatically takes 1d6 points of fire damage, but objects such as the character's clothes are unaffected by the aura. At any time, the remaining energy of the spell can be converted into a short-ranged cone effect, dealing 1d6 points of fire damage for every minute remaining in the spell's duration [max 15d6]. While the spell is in effect, the character's touch deals 2d6 points of fire damage +1 for every two caster levels.
Blue - Cold. The character takes no damage from cold based attacks. Any creature striking the character automatically takes 1d6 points of cold damage, but objects such as the character's clothes are unaffected by the aura. At any time, the remaining energy of the spell can be converted into a medium-ranged fireball effect, dealing 1d6 points of cold damage for every minute remaining in the spell's duration [max 15d6]. While the spell is in effect, the character's touch deals 2d6 points of cold damage +1 for every two caster levels.
Green - Acid. The character takes no damage from acid based attacks. Any creature striking the character automatically takes 1d6 points of acid damage, but objects such as the character's clothes are unaffected by the aura. At any time, the remaining energy of the spell can be converted into a character centered detonation, dealing 1d6 points of acid damage for every minute remaining in the spell's duration [max 15d6] in a 30ft. area. While the spell is in effect, the character's touch deals 2d6 points of acid damage +1 for every two caster levels.
Yellow - Electricity. The character takes no damage from electric based attacks. Any creature striking the character automatically takes 1d6 points of electricity damage, but objects such as the character's clothes are unaffected by the aura. At any time, the remaining energy of the spell can be converted into a medium-ranged lightning bolt, dealing 1d6 points of electric damage for every minute remaining in the spell's duration [max 15d6]. While the spell is in effect, the character's touch deals 1d6 points of electric damage +1 for every two caster levels.

Focus - A gem worth at least 1000 gp carved with a representation of the element to be used. A different focus is required for each version of the spell.


Explosive Combustion (by Dark Phoenix)
Transmutation

Level: Clr 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Long [400ft. + 40ft./level]
Area: special
Duration: special
Saving Throw: Fortitude
Spell Resistance: Yes

The character chooses a nearby living creature and alters it to have one of the following effects if it fails a Fortitude save, in which case it dies.

Material Component - A living creature.


Mistwalk (by Modus)
Transmutation

Level: Sor/Wiz 4, Druid 3
Components: V, S
Casting Time: 1 action
Range: Personal, special
Duration: 10 minutes per caster level
Saving Throw: None
Spell Resistance: No

This spell allows the character to stride through smoke and mists like a phantom. As long as you are surrounded my smoke or mists you may move up to 100 feet as a move equivalent action to any point that is likewise shrouded in smoke or mists. This movement is instantaneous, much like teleportation, and does not provoke attacks of opportunity like normal movement does. There may be non-misty space in between, as long as the final destination is covered in smoke or mists.
While this spell is in effect, you can instantly tell what areas within 100 feet of you are valid destinations, even if you cannot see them through the mists. This "sense" does not reveal any creatures that might be lurking nearby in the mists, however. You must rely on other means to see though the mists.


Nature's Touch (by Dark Phoenix)
Transmutation

Level: Drd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Duration: 1 hour/level [D]
Saving Throw: none
Spell Resistance: no

If cast before a character changes form, he gains the ability to the substitute verbal and somatic gestures from any spells he may cast with their natural equivalent. Regardless of the form chosen, spells requiring material components, focus objects, or xp cannot be cast. To make use of the spell's benefits, a new form must have a mouth capable of producing sound and some form of hands, be they paws or tentacles.

Material Component - A bit of bone or some other remnant of the new form to be assumed.


Steam Geyser (by Modus)
Conjuration [fire] (cloud spell)

Level: Sor/Wiz 3, Druid 3
Components: V, S, M
Casting Time: 1 action
Range: Medium
Area: 5ft radius geyser, 40ft high / 20ft diameter cloud, 20ft high
Duration: Instant / 1 round/level
Saving Throw: Reflex 1/2 damage
Spell Resistance: Yes (dmg only) / none (vs. obscurement)

This incantation causes a geyser of superheated water to erupt up from the ground. Those caught within the geyser are scalded and burned, suffering 5d6 points of burning damage (a successful reflex save reduces this by half). A cloud of scalding steam is also created by the geyser, billowing out from the origin point.
Those within the cloud as the geyser erupts suffer 2d6 points of burning damage from the super-hot steam (a successful reflex save reduces this damage by half as well). The cloud remains in the area even after the geyser erupts, obscuring the area as per the spell 'obscuring mists,' but inflicts no further burning damage.

The material component for this spell is a small piece of mineral salt.