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Altris Spell Database
Incomplete - Work in progress
Divine Spells By Level
Arcane Spells By Level

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By God


Bless (Enchantment)
Level: 1
Range: 50 feet
Components: V,S DF
Casting Time: 1 standard Action
Duration: one minute per level
Area of Effect: caster and allies within 50 feet
Saving Throw: None
Magic Resistance: Yes

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and saving throws verse fear effects. Bless counters and dispels bane

Bless Water (Transmutation)
Level: 1
Range: Touch
Components: V,S,M
Casting Time: one minute
Duration: Instant
Area of Effect: Flask or vile of water touched
Saving Throw: None
Magic Resistance: No

This spell imbues a flask or vile (1 pint) of water with positive energy turning it into holy water. The material component is five pounds of silver.

Create Air (Alteration)
Level: 1
Range: 30 yards
Components: V,S,M, DF
Casting Time: full round action
Duration: Permanent
Area of Effect: 1 person per 2 levels
Saving Throw: None
Magic Resistance: None

By means of this spell the cleric may create a bubble of breathable air around a subject. The air bubble will drive out stale air and replace it with a fresh air state. If the subject is in space it will allow for a new die roll to determine length of breathable air. On larger objects such as the deck of a ship or on a planet, the air will dissipate into the atmosphere of the ship or planet. Using this spell on a ship will dilute stale, poisoned, or tainted air (cloudkill or sticking cloud spells).

Create Water (Conjuration)
Level: 1
Range: 25ft + 5ft per 2 levels
Components: V,S
Casting Time: 1 standard action
Duration: Instant
Area of Effect: Up to 2-gallons per level
Saving Throw: None
Magic Resistance: No

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large possibly creating a downpour or filling many small receptacles. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Cure Light Wounds (Conjuration)
Level: 1
Range: touch
Components: V,S
Casting Time: 1 Standard Action
Duration: Instant
Area of Effect: Creature Touched
Saving Throw: Will Half
Magic Resistance: Yes

When laying hands upon a living creature you channel positive energy that heals 1d8+1 point per caster level max of +5 damage. This spell will harm undead though they are allowed saving throw and spell resistance.

Body of the Sun (Transmutation)
Level: 2
Range: 5 feet
Components: V,S DF
Casting Time: 1 standard action
Duration: 1 round per level
Area of Effect: 5 foot radius centered on the caster
Saving Throw: reflex half
Magic Resistance: yes

Fire extends 5 feet in all directions from your body illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4). Adjacent creatures take fire damage each round on your turn.

Contact Home Power (Conjuration)
Level: 2
Range: Unlimited
Components: V,S,M DF
Casting Time: Ten Minutes
Duration: 1 week
Area of Effect: The caster
Saving Throw: None
Magic Resistance: None

The user of this spell establishes a tenuous link through the astral plane between his present location and that of the power he venerates. This link permits the priest to regain his spells as if the god is recognized and venerated within the sphere.

Cure Moderate Wounds (Conjuration)
Level: 2
Range: Touch
Components: V, S
Casting Time: 1 standard action
Duration: Instant
Area of Effect: Creature Touched
Saving Throw: Will half
Magic Resistance: Yes

When laying your hand upon a living creature you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage

Deific Vengeance (Conjuration)
Level: 2
Range: 25 feet + 5 feet per 2 levels
Components: V, S DF
Casting Time: 1 standard action
Duration: Instant
Area of Effect: One Creature
Saving Throw: Will Half
Magic Resistance: Yes

When you cast this spell you call out to a deity listing the crimes of your target and urging the deity to punish the miscreant. (The target's alignment is irrelevant to the success of the spell). The divine power of the angry deity imposes this punishment in the form of a sharp spiritual blow to the target. This attack hits automatically and deals 1d6 points of damage per two caster levels (maximum 5d6) or 1d6 points per caster level (maximum 10d6) if the target is undead. A successful Will saving throw reduces the damage by half.

Detect Powers (Divination)
Level: 2
Range: 240 yards
Components: V,S,M, DF
Casting Time: 1 Standard Action
Duration: 10 rounds
Area of Effect: 1 crystal shell
Saving Throw: None
Magic Resistance: None

Casting this spell on a crystal sphere allows the cleric to determine if there are friendly Gods or powers that can grant him his higher level spells within its borders. This spell will also allow the cleric to detect if the god he worships has power within the sphere.

Lesser Restoration (Conjuration)
Level: 2
Range: Touch
Components: V, S
Casting Time: 3 rounds
Duration: Instant
Area of Effect: Creature Touched
Saving Throw: Will Neg
Magic Resistance: Yes

Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Make Whole (Transmutaion)
Level: 2
Range: 25 feet plus 5 feet per 2 levels
Components: V, S
Casting Time: 1 standard action
Duration: instant
Area of Effect: One object up to 10 cu/ft per level
Saving Throw: will neg
Magic Resistance: Yes

Make whole completely repairs an object made of any substance even one with multiple breaks to be as strong as new (but not warps such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring a chain link a medallion or a slender dagger providing but one break exists The spell does not restore the magical abilities of a broken magic item made whole and it cannot mend broken magic rods staffs or wands. The spell does not repair items that have been warped burned/ disintegrated/ ground to powder/ melted or vaporized nor does it affect creatures (including constructs).

Shield Other (Abjuration)
Level: 2
Range: 25 feet plus 5 feet per 2 levels
Components: V, S F
Casting Time: 1 standard action
Duration: 1 hour per level
Area of Effect: One creature
Saving Throw: Will neg
Magic Resistance: yes

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points such as charm effects temporary ability damage level draining and death effects are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score the reduction is not split with you because it is not hit point damage. When the spell ends subsequent damage is no longer divided between the subject and you but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other the spell ends. Focus A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.

Undetectable Alignment (Abjuration)
Level: 2
Range: 25 feet plus 5 feet per 2 levels
Components: V, S
Casting Time: 1 standard action
Duration: 24 hours
Area of Effect: One Creature
Saving Throw: Will Neg
Magic Resistance: Yes

An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

Zone of Truth (Enchantment/ Charm)
Level: 2
Range: 25 feet plus 5 feet per 2 levels
Components: V, S, DF
Casting Time: 1 standard action
Duration: 1 minute per level
Area of Effect: 20 foot radius
Saving Throw: Will Neg
Magic Resistance: Yes

Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore they may avoid answering questions to which they would normally respond with a lie or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

Meteoric Strike (Transmutation)
Level: 4
Range: 0
Components: V,S
Casting Time: 1 swift Action
Duration: 1 round or until dischared
Area of Effect: Your melee weapon
Saving Throw: None or reflex for half
Magic Resistance: See text

Your melee weapon bursts into orange, red, and gold flames, and shining sparks trail in its wake. Your next successful melee attack deals extra fire damage equal to 1d6 points + 1d6 points per four caster levels. In addition, the flames splash into all squares adjacent to the target. Any creatures standing in these squares take half damage from the explosion, with a Reflex save allowed to halve this again. If a creature has spell resistance, it applies to this splash effect. You are not harmed by your own meteoric strike. You can cast meteoric strike before you make an unarmed attack. If you do, your unarmed attack is considered armed.
For Druids: This spell is cast on a melee weapon, not on self, therefore shared spell will not trigger.

Softwood (Alteration)
Level: 4
Range: touch
Components: V,S,M
Casting Time: 1 standard action
Duration: Permanent
Area of Effect: 1 man-size target per 3 levels of the cleric
Saving Throw: Neg
Magic Resistance: Yes

The recipient of the a softwood spell immediately has his body surrounded by a spongy soft wood, similar to that of a rotting stump. The softwood is a living entity that inhabits the persons air envelope sustaining the individuals life at a lower than normal level. The person is placed into a state of suspended animation. The person inside the cocoon is protected from harm. The material is highly resistant to both heat, cold and impact damage. A person affected by this spell can fall from orbit and the cocoon will absorb the heat and impact damage. The softwood spell will dissolve when exposed to fresh air for 30 minutes. The priest may chose an additional subject for every three levels.

Create Minor Helm (Enchantment)
Level: 5
Range: 10 yards
Components: V,S,M, DF
Casting Time: 10 minutes per level of the caster
Duration: one week per level of the caster or one day per level
Area of Effect: one item
Saving Throw: none
Magic Resistance: no

Casting this spell the cleric may transform a normal chair or seat into a minor spelljamming helm suitable for powering a ship for a limited time. The created helm is capable of powering a ship of no more than two times the casters level in tonnage. The spell may be cast on a chair, stool o other seat suitable as a spelljammer helm. It can also be cast on unsuitable items, if this is done the spell only lasts for days instead of weeks.