Deity-Specific Spells

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Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Deity-Specific Spells

Unread post by Incarnate »

Deity-Specific Spells

Source: Players Guide to Faerûn, pg.79-82.


To some small extent, domain spells represent what makes clerics of one deity different from clerics of another. Clerics of Kossuth can cast burning hands, while clerics of Lolth can cast blacklight. It is hardly a perfect distinguishing factor, however, since clerics of Gond and Talos also have access to the Fire domain, and no less than fifty-four deities grant access to the Good domain. A unique characteristic that distinguishes at least some clerics from others is the availability of deity-specific spells - spells that only certain deities grant. Only Cyric grants his clerics the skull of secrets spell, for example, and only Mystra’s clerics can cast holy star. A character can achieve this distinction by taking an initiate feat, such as Initiate of Cyric or Initiate of Mystra, which is available only to clerics of the specified deity. Most such feats require some minimum cleric level as well. In addition to a general benefit, an initiate feat adds deity-specifi c spells to the cleric’s spell list. Some feats also allow the addition of these spells to the spell lists of other classes. If you have more than one class that qualifies for this addition, you must choose only one spell list to which they will be added. No character can have more than one initiate feat, since such a feat presumes a deep level of commitment to a single deity. Some of the deity-specifi c spells included in the initiate feats previously appeared in Magic of Faerûn with a deity designator, but there was no rule prohibiting their use by other clerics. If you use initiate feats in your game, you should not allow clerics without the appropriate initiate feat to cast those spells. See the Comprehensive Spell Lists for the supplement that details each spell. Most of the deity-specific spells in the following section are described later in this chapter.

Initiate of Bane [Initiate]
You have been initiated into the greatest secrets of Bane’s church.
Prerequisites: Cleric level 5th, patron deity Bane.
Benefit: You gain frightful presence—the ability to strike fear into your opponents with your hostile actions. When you attack or charge, each enemy within 30 feet of you must make a successful Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) or become shaken for 1d4 rounds.
In addition, you may add the following spells to your cleric spell list.

Level
3rd - Mystic Lash: Creates energy whip that deals 1d6 electricity damage/three levels (max 4d6) and stuns for 1 round.
5th - Battletide: Targets take –2 penalty on saving throws, attack rolls, and weapon damage rolls to grant you benefi ts.
6th - Stone Walk : Links two stones for teleportation.
7th - Undeath after Death : Deals 2 Con damage and causes subject to rise as a crypt spawn after death.

Initiate of Cyric [Initiate]
You have been initiated into the greatest secrets of Cyric’s church.
Prerequisites: Cleric level 3rd, patron deity Cyric.
Benefit: You gain complete immunity to normal and magical fear.
In addition, you may add the following spells to your cleric spell list.

Level
2nd - Black Talon: Your arm becomes a claw that gives +5 ft. reach and +1/four levels profane bonus on attack rolls, deals 1d6 damage +1/level negative energy damage (max +10).
4th - Dread Blast: Fires a ray of negative energy that deals 4d8 damage +1/level (max +20) and dazes target for 1 round.
4th - Skull of Secrets: Creates an illusionary fl aming skull that speaks a message and spits a tongue of fl ame that deals 1d8 fire damage/two caster levels (max 5d8).
5th - Skull Eyes: Grants you a gaze attack that acts as either charm monster or confusion.
7th - Triple Mask: Creates three shadow duplicates of you.

Initiate of Gond [Initiate]
You have been initiated into the greatest secrets of Gond’s church.
Prerequisites: Cleric level 1st, patron deity Gond.
Benefit: You may add Disable Device and Open Lock to your list of cleric class skills.
In addition, you may add the following spells to your cleric spell list.

Level
1st - Wieldskill: Grants +5 competence bonus on a skill check, or proficiency with a weapon, armor, or shield.
3rd - Understand Device: Grants an insight bonus equal to caster level on Disable Device and Open Lock checks.
6th - Fantastic Machine: Creates illusory many-armed machine that functions as Large animated object.
Special: The fantastic machine spell also appears on the Craft domain list. With this feat, you can cast it as a regular cleric spell, not just a domain spell.

Initiate of Helm [Initiate]
You have been initiated into the greatest secrets of Helm’s church.
Prerequisites: Cleric or paladin level 5th, patron deity Helm.
Benefit: You can make attacks of opportunity when you are flatfooted, as though you had the Combat Reflexes feat. You do not gain additional attacks of opportunity in a round.
In addition, you may add the following spells to your cleric or paladin spell list.

Level
2nd - Warning: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
3rd - Forceward: Creates a sphere of force that prevents entry by enemies, grants +2 sacred bonus on saves against attacks by evil creatures.
3rd - Mace of Odo: Creates a glowing mace that deals 1d6 force damage/level (max 10d6) and paralysis, more against undead.

Initiate of Ilmater [Initiate]
You have been initiated into the greatest secrets of Ilmater’s church.
Prerequisites: Cleric or paladin level 7th, patron deity Ilmater.
Benefit: When you cast any cure spell that would cure more damage than the target has taken, the target gains the excess as temporary hit points. You can bestow a maximum number of temporary hit points equal to the target’s Hit Dice ∞ 3 in this manner. These temporary hit points last up to 1 hour per caster level you possess. A creature that currently has any of these temporary hit points also gains a +2 sacred bonus on Fortitude saves and a +2 sacred bonus on checks made to resist being bull rushed or tripped. These bonuses end when the last temporary hit point is lost or expires. In addition, you may add the following spells to your cleric or paladin spell list.

Level
4th - Favor of Ilmater: Subject gains Endurance plus immunity to nonlethal damage, charm and compulsion effects, pain attacks,and other adverse conditions, subject can function at –1 to –9 hp.
4th - Glory of the Martyr: Grants each subject +1 defl ection bonus to AC and +1 resistance bonus on saves, splits their damage with you.
4th - Pact of Martyrdom: You exchange hit point totals with the target

Initiate of Lathander [Initiate]
You have been initiated into the greatest secrets of Lathander’s church.
Prerequisites: Cleric level 1st, patron deity Lathander.
Benefit: You can spontaneously cast any spell on your spell list that has the light descriptor or the word light in its name, including light, daylight, and searing light. This ability works like spontaneously casting cure spells does.
In addition, you may add the following spells to your cleric spell list.

Level
1st - Rosemantle: Target gains a +1/level sacred bonus (max +10) onsaves against effects that cause pain, sickness, nausea, or fear.
3rd - Sunrise: Burst of light blinds and damages creatures.
5th - Shield of Lathander: Touched creature gains damage reduction 15/— for 1 round.
7th - Shield of Lathander, Greater: As shield of Lathander, except grants damage reduction 20/—, immunity to negative energy and energy drain, and resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 10.
9th - Undeath’s Eternal Foe: Grants subjects numerous combat advantages against undead opponents.

Initiate of Malar [Initiate]
You have been initiated into the greatest secrets of Malar’s church.
Prerequisites: Cleric or druid level 3rd, patron deity Malar.
Benefit: When you use a summon monster or summon nature’s ally spell to summon a natural or fiendish animal, the animal gains a +4 enhancement bonus to its Strength and Constitution scores, as though you possessed the Augment Summoning feat. In addition, you may add the following spells to your cleric or druid spell list.

Level
2nd - Spectral Stag: Conjures a phantom stag that you can ride or direct to attack a target.
3rd - Possess Animal: You possess a normal animal.
4th - Strength of the Beast: You gain benefits of your lycanthropic animal form while in human form.

Initiate of Mystra [Initiate]
You have been initiated into the greatest secrets of Mystra’s church.
Prerequisites: Cleric level 3rd, patron deity Mystra.
Benefit: You can attempt to cast spells even within a dead magic zone or an antimagic field. In a dead magic zone, you must make a successful caster level check against a DC equal to 20 + the level of the spell you are trying to cast. In an antimagic field, you must make a successful caster level check against a DC equal to 11 + the caster level of the antimagic field. If this check is successful, your spell functions normally.
In addition, you may add the following spells to your cleric spell list.

Level
2nd - Spell Shield: Grants +3 resistance bonus on saving throws against spells and spell-like abilities.
3rd - Anyspell: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level domain spell slot.
5th - Spell Phylactery: Activates a spell on a scroll when a triggering condition is met.
6th - Anyspell, Greater: As anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level domain spell slot.
6th - Spellmantle: Absorbs designated incoming spells and redirects their energy to healing or a previously chosen spell.
7th - Holy Star: Creates a glowing star that turns 1d6+3 spell levels as spell turning, grants +10 circumstance bonus to AC, or fires an energy bolt that deals 1d6 damage/two levels. Special: The anyspell and greater anyspell spells also appear on the Spell domain list. With this feat, you can cast them as regular cleric spells, not just domain spells.

Initiate of Nature [Initiate]
You have been initiated into the greatest secrets of Eldath’s, Mielikki’s, or Silvanus’s church.
Prerequisites: Cleric or druid level 5th, patron deity Eldath, Mielikki, or Silvanus.
Benefit: You can rebuke or command animals or plant creatures as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
In addition, you may add the following spells to your cleric or druid spell list.

Level
3rd - Mold Touch: Creates 5-ft. patch of brown mold.
4th - Briartangle: As entangle, except that targets take 1d8 damage +1/two levels each round.
4th - Thorn Spray: Your ranged attack deals 1d6 damage/level (max 20d6), divided among multiple targets, sickens on a successful hit.
5th - Fireward: As quench, but also suppresses magical fi re effects in affected area.
5th - Tree Healing: You enter a tree that nourishes and heals you.

Initiate of Selûne [Initiate]
You have been initiated into the greatest secrets of Selûne’s church.
Prerequisites: Cleric, druid, hathran, or ranger level 3rd, patron deity Selûne.
Benefit: You cast augury and divination spells at +5 caster level.

level.
In addition, you may add the following spells to your cleric, druid, Harper agent, hathran, or ranger spell list.
Level
1st Handfire: Your melee touch attack deals 1d8 damage +1/level (max +5) against a living creature or 2d6 damage +1/level (max +5) against an undead.
3rd Moon Blade: Touch attack deals 1d8 damage +1/two levels, more to undead, plus scrambles spellcasting.
4th Strength of the Beast: You gain benefits of your lycanthropic animal form while in human form.
4th Wall of Moonlight: Creates a luminous wall that deals 4d12 damage to undead and 2d10 damage to evil creatures and clergy of Shar or Umberlee, illuminates area and counters/dispels darkness.
5th Moon Path: Grants sanctuary to 1 creature/level.
5th Moonweb: Creates a glowing shield that gives +8 bonus to AC and +4 bonus on Refl ex saves, plus improved evasion.
Special: The moon blade and moon path spells also appear on the Moon domain list. With this feat, you can cast them as regular cleric spells, not just domain spells.

Initiate of Tyr [Initiate]
You have been initiated into the greatest secrets of Tyr’s church.
Prerequisites: Cleric level 7th, patron deity Tyr, War domain.
Benefit: You gain a +1 bonus on all damage rolls when attacking with a longsword. In addition, you may add the following spells to your cleric spell list.

Level
4th Sword and Hammer: As spiritual weapon, but creates a longsword and warhammer of force, +1 on attack rolls, automatically flank opponents.
6th Sword and Hammer, Greater: As sword and hammer, but each weapon has +2 on attack rolls and benefit of Improved Critical feat.
NegInfinity
Posts: 2449
Joined: Wed Feb 05, 2014 11:24 am

Re: Deity-Specific Spells

Unread post by NegInfinity »

I hope you realize how much work this is.

Basically unless you literally implement all of this yourself, there's no way it would happen.
Incarnate
Posts: 480
Joined: Sat Jan 06, 2018 2:36 am

Re: Deity-Specific Spells

Unread post by Incarnate »

NegInfinity wrote:I hope you realize how much work this is.

Basically unless you literally implement all of this yourself, there's no way it would happen.
I do realize there would be a ton of work involved, but at least its there now which means that there is the chance of it creating inspiration for other new spells and feats. And some of the suggested here spells might make it in. Also, there are some limitations in the engine so some of them might not even be possible, since I don't know about the engine's current capabilities and limitations I can't assess it.

If knew how to use the toolset, then I wouldn't mind contributing with the work on it.
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