G3

SCS Icewind Dale spells - Divine Spells

These are the divine spells that are added or modified by SCS's 'Icewind Dale Divine Spells' component

Druid/shaman/ranger-only spells are in green; cleric/paladin-only spells are in blue. Spells may have additional alignment restrictions noted in their descriptions.

New Level 1 Spells

Cause Light Wounds

Level: 1
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2

By casting this spell and touching a creature, the priest deals 8 points of damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures.

Curse

Level: 1
Sphere: All
Range: Visual range of the caster
Duration: 6 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

When uttering the Curse spell, the caster lowers the morale of enemy creatures and any Saving Throws and attack rolls they make by 1. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster. Affected creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not.

Sunscorch

Level: 1
Sphere: Sun
Range: Visual range of the caster
Duration: Instant
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Special

When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster's choice. Any creature struck by the ray takes 1d6 points of damage, plus 1 point per level of the caster; however, if the target is an undead creature or a monster vulnerable to bright light, the damage is 1d6, plus 2 points per level of the caster. In addition to sustaining damage, victims are also blinded for 3 rounds. The victim is allowed a Save vs. Spell for half damage and to avoid the blindness.

New Level 2 Spells

Alicorn Lance

Level: 2
Sphere: Combat
Range: Visual range of the caster
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special

This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The caster chooses a target, and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage with a Save vs. Spell for half. Although the alicorn lance dissipates after it strikes, it always leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to its Armor Class for 3 rounds.

Beast Claw

Level: 2
Sphere: Combat
Range: 0
Duration: 1 turn
Casting Time: 5
Area of Effect: The caster
Saving Throw: None

This spell transforms the caster's arms into the claws of a mighty beast, giving the caster 18/72 Strength and the ability to rake an opponent for 2d4 (plus Strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws, with a +2 bonus to hit.

Cause Moderate Wounds

Level: 2
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2

By casting this spell and touching a creature, the priest deals 11 points of damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures.

Chant

Level: 2
Sphere: Combat
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 9
Area of Effect: 60-ft. radius
Saving Throw: None

By means of the Chant spell, the priest brings special favor upon him/herself and his/her party and causes harm to his/her enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead. The priest's enemies suffer from the opposite effects.

Multiple chants are not cumulative. This spell requires a moderate amount of concentration by the caster, so his/her movement is slowed by half.

Cure Moderate Wounds

Level: 2
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

A stronger version of the 1st-level priest spell Cure Light Wounds, Cure Moderate Wounds heals 11 Hit Points and cures intoxication. This spell has no effect on undead, constructs, or extraplanar creatures.

New Level 3 Spells

Cause Disease

Level: 3
Sphere: Healing
Range: Touch
Duration: 8 hours
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Neg.

This spell afflicts one creature the priest touches with a disease that saps the target of 5d4 points of Strength. A successful Save vs. Spell negates the effects. This spell has no effect on undead, constructs, or extraplanar creatures. It cannot be cast by good-aligned characters.

Cause Medium Wounds

Level: 3
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2

By casting this spell and touching a creature, the priest deals 14 points of damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures.

Circle of Bones

Level: 3
Sphere: Guardian, Creation
Range: 0
Duration: 3 rounds
Casting Time: 3
Area of Effect: 3-ft. radius
Saving Throw: None

This spell conjures forth a barrier of floating bones that spin rapidly around the caster, who cannot move for the duration of the spell. Anyone entering the path of the bones takes 1d6 crushing damage and 1d6 slashing damage per round. Circle of Bones cannot be cast by good-aligned characters.

Cloudburst

Level: 3
Sphere: Elemental Water
Range: Visual range of the caster
Duration: 2 rounds
Casting Time: 6
Area of Effect: 17-ft. radius
Saving Throw: None

This spell brings forth a magical rain that saturates the area of effect. All cold- and fire-dwelling creatures take 2d3 points of magic damage per round. In addition, all creatures in the area have a 50% chance per round of being struck by bolts of lightning that deal 2d6 electrical damage, with a Save vs. Spell for half. Flame Blade, Shroud of Flame, and salamander auras are extinguished by Cloudburst.

Exaltation

Level: 3
Sphere: Healing
Range: Touch
Duration: 1 turn
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell enables a priest to aid and protect any one being other than the priest. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell.

Favor of Ilmater

Level: 3
Sphere: Necromantic, Protection
Range: 30 ft.
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None

By invoking this spell, the caster switches his/her own life force with that of the recipient, exchanging all physical injuries. The spell will only function if the caster has more Hit Points than the target before the switch is attempted. This switch is permanent until the caster uses normal methods to heal the damage. The exchange can be done from a distance so long as the spell range is not exceeded. Only the Hit Points are exchanged; the caster cannot take on other conditions from the target such as disease, poison, intoxication, and similar afflictions.

This spell cannot be cast by evil-aligned characters. It has no effect on undead, constructs, or extraplanar creatures.

Mold Touch

Level: 3
Sphere: Plant
Range: Touch
Duration: Special
Casting Time: 6
Area of Effect: 10-ft. radius
Saving Throw: Special

This spell infects the creature the caster touches with a rapidly spreading brown mold. If the infected creature fails a Save vs. Spell, the infection is severe and the creature takes magic damage as follows:

1st round: 4d6 damage
2nd round: 3d6 damage
3rd round: 2d6 damage
4th round: 1d6 damage

If the Saving Throw is successful, the damage is reduced as follows:

1st round: 2d6 damage
2nd round: 1d6 damage
3rd round: 1d6 damage

Each round after the first, the nearest creature within 10 ft. of the victim must make a Save vs. Spell or be infected by the mold at full strength. This process continues until the mold fails to infect a suitable host in time. Creatures already under the effects of the mold cannot contract it again. The brown mold quickly dies once the spell expires.

Moonblade

Level: 3
Sphere: Combat, Sun
Range: 0
Duration: 2 turns
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

This spell summons forth a silent, weightless sword-like construct made of moonlight that extends four feet from the caster's hand. The moonblade is considered a +4 weapon for determining what creatures it can hit, though the bonus does not apply to attack rolls made with it. In addition, due to the insubstantial nature of the moonblade, melee bonuses from Strength do not apply.

The strike of a moonblade drains a target's vitality, inflicting 1d12+4 points of magic damage, plus an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.

Prayer

Level: 3
Sphere: Combat
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: 30-ft. radius
Saving Throw: None

Prayer bestows favor on the priest and his/her allies, and curses their enemies. All attacks, damage, and Saving Throws by friendly characters gain a +1 bonus, while enemy attacks, damage rolls, and saves get a -1 penalty. Any creatures within the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the warriors want to chase down that fleeing goblin, the effects of the Prayer will follow them.

Spike Growth

Level: 3
Sphere: Elemental Earth
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 6
Area of Effect: 15-ft. radius
Saving Throw: None

This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4 points of piercing damage and 1d4 points of slashing damage every round until the spell expires.

Storm Shell

Level: 3
Sphere: Protection, Weather
Range: 0
Duration: 1 turn
Casting Time: 6
Area of Effect: The caster
Saving Throw: None

This spell surrounds the caster with a bright sphere of disruptive energy that moves with him/her. The storm shell increases the caster's resistance to fire, cold, and electrical damage by 50%.

New Level 4 Spells

Blood Rage

Level: 4
Sphere: Combat
Range: Visual range of the caster
Duration: 2 turns
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None

This spell works only on player characters or allied creatures. When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving on to the next target. While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects. In addition, the target gains +2 to hit, +3 to damage, +2 to Strength, +10 to maximum Hit Points, and +2 to his/her movement rate. The spell has several disadvantages, however: The Hit Points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals Hit Points. At the end of the spell's duration, the target becomes fatigued and his/her Strength drops to 3 for 2 turns. Blood Rage cannot affect—and cannot be cast by—creatures of lawful alignment.

Cause Serious Wounds

Level: 4
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 1/2

By casting this spell and touching a creature, the priest deals 17 points of damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures. It cannot be cast by good-aligned characters.

Cloud of Pestilence

Level: 4
Sphere: Combat, Elemental Air
Range: Visual range of the caster
Duration: 4 rounds
Casting Time: 7
Area of Effect: 12-ft. radius
Saving Throw: Neg.

This spell transforms the air in a 12-ft. radius into sickening, grayish mists. The caster and non-living creatures are immune to the effects of the cloud. For every round of exposure to the disease-ridden air, a creature must save vs. Breath or suffer 3 points of magic damage, blindness, and the loss of 3 points of Strength and Dexterity. The blindness and ability score penalties last 1 turn. Cloud of Pestilence can only be cast by evil-aligned characters.

Giant Insect

Level: 4
Sphere: Animal
Range: Visual range of the caster
Duration: 8 hours
Casting Time: 7
Area of Effect: Special
Saving Throw: None

This spell summons 2-3 boring beetles or bombardier beetles to the caster's side. The beetles will obey the caster until the spell expires or they are slain.

Produce Fire

Level: 4
Sphere: Elemental Fire
Range: Visual range of the caster
Duration: 1 round
Casting Time: 7
Area of Effect: 4-ft. radius
Saving Throw: None

When cast, flames erupt from the target point, dealing 1d4 points of fire damage plus 1 point per level of the caster to all creatures within the spell's radius. Creatures will take damage once per round regardless of when they enter the area of effect.

Recitation

Level: 4
Sphere: Combat
Range: 0
Duration: 1 round/level
Casting Time: 7
Area of Effect: 25-ft. radius
Saving Throw: None

By reciting a sacred passage or declaration, the priest invokes his/her deity's blessing upon him/herself and his/her allies while sowing confusion and weakness among his/her enemies. The priest's allies gain a +2 bonus to their attack rolls and Saving Throws, and the priest's enemies receive a -2 penalty to the same. Recitation does not nullify a Prayer spell—the two can be cast in tandem, and the effects are cumulative.

Smashing Wave

Level: 4
Sphere: Elemental Water
Range: 100 ft.
Duration: Instant
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

This spell summons a 5-ft. wide wave of water that moves in the direction willed by the caster, striking all in its path with massive force. The wave deals 4d10 points of crushing damage; in addition, struck creatures may be either stunned (25% chance) or knocked unconscious (5% chance) for 2 rounds. If the creature struck makes a successful Save vs. Breath Weapon, the damage is reduced by half and the creature avoids being stunned or knocked unconscious.

Star Metal Cudgel

Level: 4
Sphere: Combat
Range: 0
Duration: 3 turns
Casting Time: 7
Area of Effect: The caster
Saving Throw: None

This spell creates a meteoric iron magical club that deals 1d6+2 points of crushing damage, confers a +2 bonus to attack rolls, and is treated as a +4 weapon for purposes of what it can hit. Strength, proficiency, and specialization bonuses and penalties apply normally. The club deals an additional 2d6 points of crushing damage against unnatural creatures (undead, elementals, golems, outer-planar creatures, etc.).

Static Charge

Level: 4
Sphere: Weather
Range: 0
Duration: 1 turn/level
Casting Time: 9
Area of Effect: Visual range of the caster
Saving Throw: 1/2

Static Charge is similar to Call Lightning, except it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, dealing 2d8 points of electrical damage plus an additional 1d8 points per level of the caster (save vs. Spell for half). The charge keeps going off once every turn for the duration of the spell.

Thorn Spray

Level: 4
Sphere: Plant
Range: 30 ft.
Duration: Instant
Casting Time: 3
Area of Effect: 17-ft. cone with 90-deg. arc
Saving Throw: 1/2

By means of this spell, the caster can cause a spray of barbs, spikes, thorns, and spines to spring forth from his/her hand. The thorn spray covers a 17-ft.-long cone, inflicting 2d10 points of piercing damage to all creatures within the area of effect, or 1d10 points of damage if a Save vs. Death is successful.

Unfailing Endurance

Level: 4
Sphere: Necromantic
Range: Touch
Duration: Instant
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell restores the stamina of the creature touched, eliminating any fatigue.

Wall of Moonlight

Level: 4
Sphere: Protection, Sun
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 7
Area of Effect: 8 ft. long, 2 ft. wide wall
Saving Throw: None

This spell invokes a shimmering tapestry of blue-white force. This wall is intangible, requiring no physical anchor, and can easily be passed through. Evil creatures passing through the wall take 2d10 magic damage; evil undead creatures take 5d10. A creature that has passed through the wall can only take damage from it once.

New Level 5 Spells

Animal Rage

Level: 5
Sphere: Combat
Range: Touch
Duration: 15 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

This spell imbues the target creature with animal ferocity. The target creature gains a Strength score of 19, +20 Hit Points, +20% movement rate, and a +2 bonus to all Saving Throws. The target loses the ability to cast spells while Animal Rage is in effect; when enemies are within sight, he/she immediately attacks in melee, using whatever is in hand. While this spell is in effect, there is a 5% chance per round that the target will go berserk, attacking friend and foe alike.

Cause Critical Wounds

Level: 5
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: 1/2

By casting this spell and touching a creature, the priest deals 27 points of magic damage (save vs. Spell for half) to the creature's body. This spell has no effect on undead, constructs, or extraplanar creatures. It can be cast only by evil-aligned characters.

Mass Cause Light Wounds

Level: 5
Sphere: Healing
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 15-ft. radius
Saving Throw: 1/2

By casting this spell, the priest deals 1d8 + 1/level points of damage to nearby enemies. A successful Save vs. Spell halves the damage. This spell has no effect on undead, constructs, or extraplanar creatures.

Righteous Wrath of the Faithful

Level: 5
Sphere: Combat
Range: 0
Duration: 1 round/level
Casting Time: 8
Area of Effect: 17-ft. radius
Saving Throw: None

This spell bestows a form of divine madness upon the priest's allies, improving their combat skills. All the priest's allies in the area of effect gain a +1 to attack rolls and Saving Throws, plus 8 bonus Hit Points for the duration of the spell (these Hit Points can take a target beyond his/her Hit Point maximum). Allies of the same alignment, however, gain an extra attack every round (canceling haste), a +2 bonus to their attack rolls, damage rolls, and Saving Throws, and immunity to charm and hold spells. Anyone affected by Righteous Wrath of the Faithful will suffer fatigue when the spell wears off.

Shield of Lathander

Level: 5
Sphere: Guardian
Range: Touch
Duration: 2 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: None

This spell grants the recipient immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Shield of Lathander. This spell cannot be cast by evil-aligned characters.

Spike Stones

Level: 5
Sphere: Elemental Earth
Range: Visual range of the caster
Duration: 12 rounds
Casting Time: 6
Area of Effect: 8-ft. radius
Saving Throw: Special

This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 2d4 Hit Points of piercing damage per round and must make a Save vs. Spell or have its movement rate reduced by 30%.

Undead Ward

Level: 5
Sphere: Wards
Range: 0
Duration: 1 turn
Casting Time: 7
Area of Effect: 10-ft. radius
Saving Throw: None

This spell amplifies the influence a priest has over undead, though it is tied to the area surrounding the priest at the moment of its casting and does not move. Any undead creature entering the area of effect is affected as if turned by the priest that cast this spell. If the turning fails, the undead creature is immune to further turning attempts by the spell unless it leaves and reenters the area of effect.

New Level 6 Spells

Entropy Shield

Level: 6
Sphere: Protection
Range: 0
Duration: 1 round/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the priest a +6 bonus to Armor Class, a +2 bonus to Saving Throws, and +50% resistance to electricity, fire, cold, and acid. The priest is also immune to Flamestrike and all missile-based attacks, including missiles created by spells such as Magic Missile.

Spiritual Wrath

Level: 6
Sphere: Combat
Range: Visual range of the caster
Duration: Instant
Casting Time: 2
Area of Effect: Special
Saving Throw: 1/2

Upon completion of this spell, the priest becomes a focus of spiritual energy, which then shoots out from the caster in four directions, like lightning bolts. All creatures in the bolts' paths take 4d10 points of magic damage (save vs. Spell for half). Creatures of the same moral alignment (good, neutral, evil) as the caster are unaffected by the spell.

Whirlwind

Level: 6
Sphere: Elemental Air
Range: Visual range of the caster
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Special

This spell creates a small whirlwind within the caster's sight. The whirlwind will fly around randomly, harming friend and foe alike. The caster is immune to his/her own spell, and elementals and other huge creatures are also unaffected. If a creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 2d8 slashing damage, and must make a Save vs. Breath Weapon or be stunned for 2 rounds. Creatures with 2 or fewer Hit Dice are automatically killed by this spell. A maximum of 8 targets can be affected, after which the whirlwind will dissipate.

New Level 7 Spells

Destruction

Level: 7
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 9
Area of Effect: The caster
Saving Throw: Special

This spell instantly destroys a target, blasting it into small chunks. The victim is allowed a Save vs. Death at a penalty of -4; if successful, the target takes 8d6 points of magic damage instead of being destroyed. Destruction can only be cast by evil characters. Note that a character struck with a Destruction spell cannot be raised from the dead with a Raise Dead or Resurrection spell.

Energy Drain

Level: 7
Sphere: Necromantic
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None

Casting this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining him/her of 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell. This spell has no effect on undead, constructs, or extraplanar creatures. It can only be cast by evil-aligned characters.

Greater Shield of Lathander

Level: 7
Sphere: Guardian
Range: Touch
Duration: 3 rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell grants the recipient 100% Magic Resistance and immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Greater Shield of Lathander. This spell can only be cast by good-aligned characters.

Impervious Sanctity of Mind

Level: 7
Sphere: Protection
Range: 0
Duration: 1 turn/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

This spell steels the caster's mind against any outside influence. Charm, confusion, fear, feeblemindedness, hold, sleep, maze, berserk, and intoxication will not affect the caster as long as this spell is in effect.

Mist of Eldath

Level: 7
Sphere: Elemental
Range: Visual range of the caster
Duration: Instant
Casting Time: 9
Area of Effect: 7-ft. radius
Saving Throw: None

This spell blankets the area of effect with a silver-blue mist—any creature within the mist will be cured of disease and poison and healed 25 Hit Points.

Stalker

Level: 7
Sphere: Plant
Range: Visual range of the caster
Duration: 8 hours
Casting Time: 9
Area of Effect: Special
Saving Throw: None

This spell creates two 11-HD shambling mounds. These creatures willingly aid the caster in combat or whatever other duties they are assigned and have the capability to carry out.

Symbol, Hopelessness

Level: 7
Sphere: Guardian
Range: Visual range of the caster
Duration: 2 turns
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: Neg.

Symbol, Hopelessness is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until an opponent comes too close, at which point it will explode, causing all enemies within the area of effect to make a Save vs. Spell with a -2 penalty or stand in place, overwhelmed by dejection and surrender. They will make no move to defend themselves from attack. This spell nullifies Emotion, Hope within the area of effect at the time of casting.

Symbol, Pain

Level: 7
Sphere: Guardian
Range: Visual range of the caster
Duration: 11 turns
Casting Time: 3
Area of Effect: 15-ft. radius
Saving Throw: Neg.

All enemies within 15 ft. of the symbol of pain at the moment it is invoked must make a Save vs. Spell. Those who fail their Saving Throws are overwhelmed by pain, suffering a -4 penalty to their attack rolls, a -2 penalty to their Dexterity scores, and a -2 penalty to their Armor Class.