G3

SoM new spells - Divine Spells

These are the divine spells that are added or modified by DavidW's Stratagems of Mystra mod (embedded in Talents of Faerun and Sword Coast Stratagems)

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

Faerie Fire (Alteration)

Sphere: Weather
Range: Sight
Duration: 4 rounds/level
Casting Time: 4
Area of Effect: single target
Saving Throw: None

This spell outlines its target with a pale violet glow, making positions and movements easily visible. Outlined creatures are easier to strike, giving them an Armor Class penalty of -2. Faerie Fire has no effect in full daylight.

Protection From Good (Abjuration)

Sphere: Protection
Range: Touch
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by good or good-enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Strength of Stone (Evocation)

Sphere: Elemental (earth)
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None

This spell channels elemental power into the caster, granting him/her a +4 bonus to strength. As long as the spell remains active, however, the caster's speed is reduced by 50%.

New Level 2 Spells

Resist Acid and Corrosion (Abjuration)

Sphere: Protection
Range: Touch
Duration: 1 round/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

This spell provides a subject with a better resistance to acid, corrosives, and caustic substances of all kinds, such as black dragon breath, Melf’s acid arrow, and the natural attacks of various puddings, oozes, slimes, and jellies. Such substances inflict only half the normal damage on the protected character.

New Level 4 Spells

Protection From Good 10' Radius (Abjuration)

Sphere: Protection
Range: Touch
Duration: 1 turn/level
Casting Time: 7
Area of Effect: 10' radius
Saving Throw: None

When this spell is cast, all creatures within a 10' radius are affected individually by 'protection from good'. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by good or good-enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

New Level 7 Spells

Fiendish Warding (Abjuration)

Sphere: Protection
Range: Touch
Duration: 3 rounds/level
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total number of spell levels equal to half the level of the caster. It includes spells cast from scrolls and innate spell-like abilities, but excludes area effects that are not centered directly upon the priest and area effects that are stationary, such as Cloudkill and Stinking Cloud.

As long as there are levels remaining, the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield.

This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either.
This spell may only be cast by evil characters.