These are the quest spells available to high-level clerics, druids, favored souls, and shamans. Quest spells are allocated by sphere, assuming you are using the Talents of Faerun sphere system. If you are not, sphere allocations are as follows:
Sphere: Air
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell opens a portal to the Elemental Plane of Air and calls forth air elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
Requirements: able to cast 7th level spells from the Air sphere or high level Air Elementalist.
Sphere: Protection/Fire
Range: 0
Duration: 1 round/2 levels
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage. This shield not only grants the user 90% Fire Resistance and an AC bonus of 4, but also protects him/her from attacks made within a 5-ft. radius. An opponent that hits the caster with any weapons or spells within this radius suffers 2d10+2 fire damage. In addition, the intense heat protects the caster from all non-magical weapons, melee or missile.
Requirements: able to cast 7th level spells from the Fire sphere or able to cast 7th level spells from the Protection sphere.
Sphere: Charm
Range: 30 ft.
Duration: 2 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
This spell causes a shimmering cloak to coalesce from strands of planar chaos and drape itself around the shoulders of a creature chosen by the caster.
The Cloak of Chaos has two effects. Firstly, the wearer is protected from all forms of magical command, as if by the spell Chaotic Commands. Secondly, any hostile creature adjacent to the wearer must save vs. spells at a -4 penalty each round to avoid being confused for that round.
Requirements: able to cast 7th level spells from the Charm sphere.
Range: 90 yards
Duration: Instantaneous
Casting Time: 6
Area of Effect: 30' radius
Saving Throw: Special
A medium sized meteor strikes the earth damaging all enemies in its path and creating a powerful shockwave that knocks away all creatures in the area of effect. Those knocked down must save vs. paralyzation or be stunned for 1d4 rounds. The comet itself does 10d10 damage.
This spell will not damage allies of the caster, who are momentarily shielded by the spell itself from the comet's effects.
Requirements: high level Avenger.
Sphere: Wards
Range: 0
Duration: 1 turn
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
This is perhaps the most powerful protection spell available for Divine spellcasters. It confers 75% Fire, Cold, Lightning resistance, 25% Magic Damage resistance, and 80% resistance to physical attacks. The caster gains 20% temporary bonus to Maximum Hit Points, 5 points bonus to Save vs. Death, and becomes protected from Normal weapons. Mind affecting spells and anything that hinders free movement will have no effect on the caster. In addition to these bonuses this spell will protect from every spell directed against the caster. It absorbs 15 levels of spells, up to 8th level. The protection lasts for 1 Turn.
Requirements: able to cast 7th level spells from the Wards sphere.
Sphere: Earth
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell opens a portal to the Elemental Plane of Earth and calls forth earth elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
Requirements: able to cast 7th level spells from the Earth sphere or high level Earth Elementalist.
Sphere: Summoning
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell opens a series of briefly-open portals to the Elemental Planes and calls forth elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. Each elemental is drawn from a different elemental plane (chosen at random) so that once all four elementals have appeared, one will be from each of the planes of Earth, Air, Fire and Water. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
Requirements: able to cast 7th level spells from the Summoning sphere.
Sphere: Summoning
Range: 40 ft.
Duration: 3 rounds
Casting Time: 8
Area of Effect: 15-ft. radius
Saving Throw: Special
Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1.
Requirements: high level Shaman.
Sphere: Fire
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell opens a portal to the Elemental Plane of Fire and calls forth fire elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
Requirements: able to cast 7th level spells from the Fire sphere or high level Fire Elementalist.
Sphere: Animal
Range: 40ft.
Duration: 1 round
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special
Through this spell, the caster briefly summons a pack of wolf spirits, who vent their fury against a single enemy of the caster. Over the next round, a dozen of these spirits will rip at the target with invisible teeth and claws. The wolf spirits' attacks bypass defenses against magical weapons and always hit, inflicting 2d8 slashing and 2d8 piercing damage; a save vs spells at -2 reduces this by half. The pack are invisible and cannot be harmed by weapons or spells.
Requirements: able to cast 7th level spells from the Animal sphere.
Sphere: Evil
Range: 0
Duration: 33 rounds
Casting Time: 5
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster calls a powerful outer-planar creature - a balor or pit fiend - to attack his/her foes. Unlike the mage version of the spell, a cleric's Gate spell calls forth a fiendish servant of his/her god, which will follow the cleric's instructions.
Prerequisite: may not be Good.
Requirements: able to cast 7th level spells from the Evil sphere.
Sphere: Combat
Range: Caster
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: 1/2
The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage, or half that if they succeed at a Saving Throw vs. Spell at -2. The barrier remains for 1 turn.
Requirements: able to cast 7th level spells from the Combat sphere.
Sphere: Good
Range: 0
Duration: 2 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
A brilliant, divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells, and blinding evil creatures when they strike the subjects. This abjuration has four effects:
First, the warded creatures gain a +2 bonus to AC and a +2 bonus to all saves.
Second, the warded creatures gains 25% magic resistance, unless their magic resistance is already higher.
Third, the abjuration protects the creatures against charm and domination spells.
Fourth, any creature of evil alignment who strikes those protected by the Holy Aura must make a Save vs. Spells or be blinded for 1 round.
The Holy Aura cannot be removed by Dispel or Remove Magic, though it can be penetrated by spells such as Breach.
Prerequisite: may not be Evil.
Requirements: able to cast 7th level spells from the Good sphere.
Sphere: Combat
Range: 40 ft.
Duration: 2 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special
This spell creates a rift in the earth beneath the target which implodes and closes in upon itself, crushing and burning the target and holding it for 1 round. The spell does 10d10 fire damage and 10d10 blunt damage. The victim can save vs. Spell for half.
Requirements: able to cast 7th level spells from the Combat sphere.
Sphere: Healing
Range: 0
Duration: Permanent
Casting Time: 9
Area of Effect: 30-ft. radius
Saving Throw: None
The Mass Heal spell enables the priest to wipe away disease and injury in all friendly creatures within a 30-ft. radius. It completely cures all disease and blindness in the recipients and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Requirements: able to cast 7th level spells from the Healing sphere.
Sphere: Plant
Range: Visual range of caster
Duration: 1 Turn
Casting Time: 7
Area of Effect: 40' radius
Saving Throw: Neg.
When invoked, this spell enrages the land, so it will attempt to destroy all living and non-living creatures in its area of effect. Every creature takes 1d10 points of Poison and 1d10 points of Acid damage each round it is exposed to the deadly vapors. If someone fails a saving throw vs. poison at -2, they become poisoned. Another failed save vs. poison results in disease, and the victim will lose one point of Constitution for 5 rounds. This spell banishes and destroys all summoned creatures. Besides its destructive powers, Nature's Wrath has a more vicious characteristic: it attempts to stop creatures from escaping its area or at least slow them. Any target must save vs. spells at -4, or becomes entangled for a short time. Entangled creatures can still attack.
Requirements: able to cast 7th level spells from the Plant sphere.
Sphere: Moon
Range: Special
Duration: 4 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: None
A starlight blade is a mote of starlight called down from the night sky and honed into a throwing star. The blade gives +10 to THAC0, and when thrown does 1d4+5 piercing damage as well as 1d10 additional magic damage. This spell creates 1 blade per level of the caster and sets the caster's attacks to 9 as long as the blades are held. Note that the caster does not have to cast this spell outside, or at night.
Requirements: able to cast 7th level spells from the Moon sphere.
Sphere: Water
Range: 270 ft.
Duration: 3 rounds
Casting Time: 8
Area of Effect: 15-ft. radius
Saving Throw: Special
Casting this spell causes the earth to shake and the heavens to boil with blood and energy. All enemies of the caster are struck down by acidic rain, earthquakes, and lightning.
All enemies of 8th level or lower are slain instantly. The survivors are struck by acidic, poisonous rain and lightning. The storm lasts for 3 rounds. Each round, the victims suffer 1d6 electrical damage, 1d6 fire damage, and 1d6 acid damage (Save vs. Spell for half damage). They also have a chance to be poisoned (Save vs. Death negates) in the first round.
Requirements: able to cast 7th level spells from the Water sphere.
Sphere: Air
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
A spellcaster with a supremely powerful link to elemental air can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Chan, Princess of Good Air Creatures. Evil casters instead call Yan-C-Bin, the Master of Evil Air.
The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
Prerequisite: Air Elemental Swarm.
Requirements: able to cast 7th level spells from the Air sphere or high level Air Elementalist.
Sphere: Good
Range: 120 ft.
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.
Prerequisite: may not be Evil.
Requirements: able to cast 7th level spells from the Good sphere.
Sphere: Earth
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
A spellcaster with a supremely powerful link to elemental earth can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Sunnis, Princess of Good Earth Creatures. Evil casters instead call Ogremoch, Lord of Evil Earth Creatures.
The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
Prerequisite: Earth Elemental Swarm.
Requirements: able to cast 7th level spells from the Earth sphere or high level Earth Elementalist.
Sphere: Fire
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
A spellcaster with a supremely powerful link to elemental fire can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Zaaman Ruul, Prince of Good Fire Creatures. Evil casters instead call Imix, Prince of Evil Fire Creatures.
The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
Prerequisite: Fire Elemental Swarm.
Requirements: able to cast 7th level spells from the Fire sphere or high level Fire Elementalist.
Sphere: Water
Range: 0
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
A spellcaster with a supremely powerful link to elemental water can call one of the Elemental Princes themselves. These powerful beings have normally stayed aloof from the events of the Prime Material Plane, but the epochal events now unfolding in Faerun seem to have drawn their attention.
The Elemental Prince called depends on the caster's alignment. Good or Neutral casters will call Ben Hadar, Prince of Good Water Creatures. Evil casters instead call Olhydra, Princess of Evil Water Creatures.
The Elemental Prince will stay for 1 turn and will consent to obey the caster as long as they remain summoned. Note that the elemental princes are unique beings - if one has already been called to Faerun and is present, your call will go unanswered.
Prerequisite: Water Elemental Swarm.
Requirements: able to cast 7th level spells from the Water sphere or high level Water Elementalist.
Sphere: Sun
Range: 20 ft.
Duration: Instant
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Special
This spell is a more powerful version of the Sunray spell. When it is cast, it causes a brilliant ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. The caster and his/her allies are shielded from its effects, but all hostile creatures within the area of effect take 12d6 points of fire damage. Those of 12th level or below are automatically blinded for one turn; higher-level creatures may save vs. Spell to avoid this effect. Undead that are hit by the sunburst are automatically destroyed unless they are at least 13th level; those of 13th level or higher take 20d6 damage, and must save vs. Spell at a -4 penalty or be destroyed.
Requirements: able to cast 7th level spells from the Sun sphere.
Sphere: Air
Range: 270 ft.
Duration: Instant
Casting Time: 8
Area of Effect: 40-ft. radius
Saving Throw: 1/2
Casting this spell calls down a tremendous storm, targeted specifically at the caster's enemies. Each of them is struck by a lightning bolt that inflicts 16d8 points of electrical damage, with a saving throw for half damage. Creatures failing their saving throw are in addition deafened for three rounds. The storm is nonmagical despite its divinely-guided accuracy, and bypasses magic resistance.
Requirements: able to cast 7th level spells from the Air sphere.
Sphere: Fey
Range: Self
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 40' radius
Saving Throw: None
This spell channels the power of friendly fey to create an aura of healing energy around the caster that moves with him/her. Every friendly creature in its area of effect is healed 3d8 +10 Hit Points/round, and will be cleansed of all poison and disease effects.
Requirements: able to cast 7th level spells from the Fey sphere.
Sphere: Evil
Range: 0
Duration: 2 turns
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
A profane light surrounds the subjects, protecting them from attacks, granting them resistance to spells, and sickening good creatures when they strike the subjects. This abjuration has four effects:
First, the warded creatures gain a +2 bonus to AC and a +2 bonus to all saves.
Second, the warded creatures gains 25% magic resistance, unless their magic resistance is already higher.
Third, the abjuration protects the creatures against charm and domination spells.
Fourth, any creature of good alignment who strikes those protected by the Unholy Aura must make a Save vs. Spells or be weakened for 4 rounds, taking a -2 penalty to all rolls.
The Unholy Aura cannot be removed by Dispel or Remove Magic, though it can be penetrated by spells such as Breach.
Prerequisite: may not be Good.
Requirements: able to cast 7th level spells from the Evil sphere.
Sphere: Earth/Fire
Range: 120 yds.
Duration: 4 rounds
Casting Time: 9
Area of Effect: 50' radius
Saving Throw: Special
By the means of this powerful spell the caster lets loose the most devastating powers of Nature to wipe his/her enemies from the face of Faerun once and for all. Mighty tremors shake the ground and massive eruptions of fire ignite the sky as a young volcano creates a rift in the earth raining fire on everything in a 50' radius area.
There are three tremors that are caused by the earthquake. The first tremor causes all creatures affected to suffer 6d6 points of damage (save vs. spell at a -6 penalty for half damage). Those who fail their saving throws fall to the ground for four rounds. The second tremor is less severe; causing 4d6 points of damage (save for half at a -2 penalty). The final tremor causes 2d6 damage (save for half).
In addition to the crushing effects, the deadly heat and chunks of boiling lava will damage every creature in the area of effect for 3d6 fire damage/round.
This spell will affect both enemies and friends of the caster, so care must be taken in its use.
Requirements: able to cast 7th level spells from the Earth sphere or able to cast 7th level spells from the Fire sphere.
Sphere: Water
Range: 30 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell opens a portal to the Elemental Plane of Water and calls forth water elementals to serve the caster. Upon casting the spell, two 12-HD elementals immediately appear. One round later, a 16-HD elemental appears. One round later still, a 24-HD elemental appears. The elementals serve the caster faithfully, and disappear after 2 turns if they are not destroyed before then.
Requirements: able to cast 7th level spells from the Water sphere or high level Water Elementalist.