Magic & Spells

Spells
Domains
Notes
What is magic?

There are as many answers as there are questions, across the planes, on all the worlds, throughout the multiverse. On Gaeleth, and throughout the Sisterworlds, we have adopted the ADN Protocols of magic. These protocols -- defining Arcane, Divine, and Natural magic -- do not change the nature of the game, or alter anything already available in the Player's Handbook or Dungeon Master's Guide. What they do, is give players a base for understanding the background, rational, and mentality of Gaeleth's spell-slingers.

For a complete listing of Gaeleth's known spellbooks, see the Miscellaneous section from the main Gaeleth page.


Spells
The following are additional spells, found only on Gaeleth for whatever reasons. The divine spells have severe limitations, in that some of them can only be cast by priests of specific faiths or alignments. The arcane spells are generally much less limited, though some are limited strictly to certain classes or specializations.

Bard Spells
3rd-LEVEL BARD SPELLS
Speak with Beasts.  Allows the caster to speak to and understand beasts.

Cleric Spells
1st-LEVEL CLERIC SPELLS
Detect Iron.  Lets priests of Galgiran find large amounts of iron.
Form's Flow.  Allows priests of Elinthar to shift to animals of equal Hit Die.
Prayer Shield.  Grants a divine bonus to armor class for priests of Rahne.
Arpelos's Glory.  Throws out true sunlight for priests of Arpelos in a range that grows with their level.
Soul Suck.  Lets priests of Curiss suck up undead spirits and hold them until they choose to release them.

2nd-LEVEL CLERIC SPELLS
Brigain's Wrath.  A lightning bolt than can stun, for priests of Brigain -- with no level cap.
Summon Shadar.  Lets priests of Samis summon a shadow creature of their Hit Die.
Xoriah's Fury.  Allows priests of Xoriah to put out body heat that burns.

3rd-LEVEL CLERIC SPELLS
Searing Soul.  Allows priests of Nabrol to siphon off hit points at a distance.

5th-LEVEL CLERIC SPELLS
Eye of Galgiran.  Allows priests of Galgiran to open a teleportation gate to another place.

Druid Spells
3rd-LEVEL DRUID SPELLS
Speak with Beasts.  Allows the caster to speak to and understand beasts.

Ranger Spells
2nd-LEVEL RANGER SPELLS
Speak with Beasts.  Allows the caster to speak to and understand beasts.

Sorcerer and Wizard Spells
1st-LEVEL SORCERER AND WIZARD SPELLS
Evoc - Lesser Armor of Thorns.  Deals 1 point of damage back at melee opponents in combat.

2nd-LEVEL SORCERER AND WIZARD SPELLS
Evoc - Norion's Concussive Blast.  Puts out a shock front of 1d4 points per caster level, out to 20' from the caster.

3rd-LEVEL SORCERER AND WIZARD SPELLS
Evoc - Greater Armor of Thorns  Deals 1 point of damage per level of the caster back at melee opponents in combat.

9th-LEVEL SORCERER AND WIZARD SPELLS
Conj - Adventurer Summoning.  Summons an NPC of an appropriate class for the task at hand.


Domains
Several of the gods have domains unique to Gaeleth. The Retribution domain is the chief among them.

Retribution Domain
Deities:  Yatindar, Arpelos, Rahne, K'Tath.
Granted Power:  Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and gain the Toughness feat.  The favored weapons of the retribution deities are as follows:  Yatindar (longsword), Arpelos (greatsword), Rahne (longsspear), K'Tath (battle axe).

Retribution Domain Spells
1.  Lesser Armor of Thorns:  Deals 1 point of damage back at melee opponents in combat.
2.  Scare:  Panics creatures of less than 6 HD.
3.  Greater Armor of Thorns  Deals 1 point of damage per level of the caster back at melee opponents in combat.
4.  Wall of Fire:  Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft.  Passing through wall deals 2d6+1/level.
5.  Symbol of Pain:  Triggered rune wracks nearby creatures with pain..
6.  Blade Barrier:  Wall of blades deals 1d6/level damage.
7.  Spell Turning:  Reflect 1d4+6 spell levels back at caster.
8.  Prismatic Wall:  Wall's colors have array of effects.
9.  Storm of Vengeance:  Storm rains acid, lightning, and hail.


Notes
Detect Magic: The spell can reveal the school or sphere of magic involved, during the 3rd round of study. For arcane spellcasters, a successful Spellcraft check yields a color (as noted below). For divine spellcasters, the knowledge is imparted to them directly, by their faith.

Aura Color | | School of Magic
Black Necromancy
Red Evocation
Orange Conjuration
Gold Transmutation
Green Illusion
Blue Abjuration
Purple Enchantment
White Divination

| Gaeleth |