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Altris Spell Database
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Divine Spells By Level
Arcane Spells By Level

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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.

Camouflage (Transmutation)
Level: 1
Range: 0
Components: V,S
Casting Time: 1 standard Action
Duration: 10 minutes per level
Area of Effect: Self
Saving Throw: None
Magic Resistance: No

You change the coloring of your skin and clothing to match the environment around you. Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.

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.

Detect Snares and Pitfalls (Diviation)
Level: 1
Range: 60 feet
Components: V,S
Casting Time: 1 Standard Action
Duration: Concentration, up to 10 minutes per level
Area of Effect: Cone shape emanation
Saving Throw: None
Magic Resistance: No

You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. Detect snares and pits does detect certain natural hazards, quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive. The amount of information revealed depends on how long you study a particular area. 1st Round Presence or absence of hazards. 2nd Round Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round The general type and trigger for one particular hazard closely examined by you. Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Faerie Fire (Evocation)
Level: 1
Range: Long(400 feet + 40 per level
Components: V,S, DF
Casting Time: 1 standard action
Duration: 1 minute per level
Area of Effect: Creature and objects within 5 foot radius burst
Saving Throw: None
Magic Resistance: Yes

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Linked Perception (Divination)
Level: 1
Range: 20
Components: V, DF
Casting Time: One Standard Action
Duration: 1 minute per level
Area of Effect: 20 foot radius centered on caster
Saving Throw: will negates
Magic Resistance: Yes

Your senses are muddied for a moment, but when they clear, your sight and hearing are improved. This spell imparts to all allies in its area a shared awareness of their surroundings. Every ally in the area of effect gains the spot and listen skill of the highest ranking members. In addition, each member of the group receives an additional +1 for each 5 levels of the caster.

Low Light Vision (Transmutation)
Level: 1
Range: Touch
Components: V,S
Casting Time: 1 standard action
Duration: 1 hour per level
Area of Effect: Creature Touched
Saving Throw: Will, Neg
Magic Resistance: yes

The target creature gains low-light vision: the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. The target retains the ability to distinguish color and detail under these conditions. Arcane Material Component: A small candle.

Bite of the Wererat (Transmutation)
Level: 2
Range: Touch
Components: V,S,M
Casting Time: 1 standard action
Duration: 1 round per level
Area of Effect: Personal
Saving Throw: No
Magic Resistance: No

With a sneeze, you grow a whiskered snout and ratlike tail as fine gray fur covers your thickening skin.

Your face lengthens into a rat-like snout, and you gain a bite attack that deals 1d4 points of damage (or 1d3 points if you are Small) + 1-1/2 times your Str modifier. You gain the stats of a wererat (STR: 13, DEX: 17, CON 14) or keep your own, whichever is greater and +3 to natural armor (does not stack with other natural armor). You also gain the benefit of the Weapon Finesse feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks. This spell does not share with an animal companion as its intent is to transform from humanoid into animal. The animal companion is already an animal.

Material Component: A rat's tail.

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

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.

Animalistic Power (Transmutation)
Level: 3
Range: Touch
Components: V,S,M
Casting Time: One Standard Action
Duration: 1 minute per level
Area of Effect: One Non-Animal creature touched
Saving Throw: will negates
Magic Resistance: Yes

A sparkling nimbus of green light appears around the creature. As the light fades, the creature seems a shade larger and assumes a more animalistic, even feral countenance. You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity, Constitution Material Component: A bit of animal fur, feathers, or skin.

Bite of the Werewolf (Tramsumtation)
Level: 3
Range: Personal
Components: V,S,M
Casting Time: 1 Standard Action
Duration: 1 round per level
Area of Effect: You
Saving Throw: No
Magic Resistance: No

A howl erupts from your lips as your face contorts and expands into a wolf-like form.

You gain a bite attack that deals 1d6 points of damage (or 1d4 points if you are Small) + 1-1/2 times your Str modifier. You gain the stats of a werewolf (STR: 15, DEX: 15, CON 16) or keep your own, whichever is greater and +4 to natural armor (does not stack with other natural armor). You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks. This spell does not share with an animal companion as its intent is to transform from humanoid into animal. The animal companion is already an animal.

Material Component: A wolf's tooth.

Ice Lance (Transmutation)
Level: 3
Range: 10 yards per level
Components: V,S,M
Casting Time: One Standard Action
Duration: Instantaneous
Area of Effect: One lance of Ice
Saving Throw: Fortitude (see text)
Magic Resistance: Yes

This spell transforms a quantity of ice into a long, deadly lance, which is then magically propelled at a target you designate. You must succeed on a ranged attack to strike a target. A +4 bonus applies to your attack roll. If you hit, the icelance deals 5d6 points of damage to the target. Half of this damage is piercing damage; the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use. Material Component: At least 10 pounds of ice or snow. Most mages cast this spell in an area with natural ice or snow, but in a pinch the ice left over from an ice storm spell will suffice.

Bite of the Wereboar (Transmutation)
Level: 4
Range: Personal
Components: V,S,M
Casting Time: 1 Standard Action
Duration: 1 round per minute
Area of Effect: You
Saving Throw: No
Magic Resistance: No

You shake your head, and your face reshapes itself into the visage of a boar. As this happens, your body becomes bulkier, and your shoulders and back bristle with hair.

Your face becomes that of a boar, and you gain a bite attack that deals 1d8 points of damage (or 1d6 points if you are Small) + 1-1/2 times your Str modifier. You gain the stats of a wereboar (STR: 17, DEX: 11, CON 18) or keep your own, whichever is greater and +8 to natural armor (does not stack with other natural armor). You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks. This spell does not share with an animal companion as its intent is to transform from humanoid into animal. The animal companion is already an animal.

Material Component: Four boar bristles.

Healing Spirit (Conjuration)
Level: 4
Range: 25ft +5 ft / 2 levels
Components: V,S
Casting Time: One standard Action
Duration: 1 round per 2 levels
Area of Effect: one conjured healing spirit
Saving Throw: Will Half; See text
Magic Resistance: Yes; See Text

A 1-foot-diamater ball of light appears and moves by your command, healing those it touches. You conjure an incorporeal object of magical energy that appears in any square within range. This healing spirit resembles a 1-foot-diameter ball of light. It sheds bright illumination in a 10-foot radius and shadowy illumination for another 20 feet. A healing spirit cannot be affected by attacks or spells. A healing spirit flies at a speed of 30 feet with perfect maneuverability. In the round you cast the spell and at the start of your turn once per round thereafter, you can direct the healing spirit to move and touch a creature by entering its space. The spirit's touch carries positive energy, healing a living creature of 1d8 points of damage. Since undead are powered by negative energy, a healing spirit damages them instead of healing them. The spirit can affect an unwilling target (such as an undead) by succeeding on an incorporeal touch attack, using your base attack bonus and a Strength bonus of +0. An undead creature hit by such an attack can use spell resistance against the effect and is allowed a Will save for half damage. If a healing spirit travels farther from you than the spell's range, it winks out of existence and the spell ends.

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.

Reincarnate (Transmutation)
Level: 4
Range: Touch
Components: V,S,M, DF
Casting Time: 10 Minutes
Duration: Instant
Area of Effect: Dead Creature Touched
Saving Throw: None; See text
Magic Resistance: Yes, (Harmless)

With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.

A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject's level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can't be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.

It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.

The new incarnation is determined using the appropriate table. A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell cannot bring back a creature who has died of old age.

The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.

A wish or a miracle spell can restore a reincarnated character to his or her original form.

Material Component:
Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.

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.

Bite of the Weretiger (Transmutation)
Level: 5
Range: personal
Components: V,S,M
Casting Time: 1 standard action
Duration: 1 round per level
Area of Effect: you
Saving Throw: no
Magic Resistance: no

You snarl, and your features shift into those of a tiger. Your hands grow sharp claws, and the thick skin and striped fur of a tiger covers your body.

Your hands become claws, granting you two claw attacks, and your mouth becomes that of a tiger, giving you a bite attack. You gain the stats of a weretiger (STR: 25, DEX: 15, CON 16) or keep your own, whichever is greater and +7 to natural armor (does not stack with other natural armor). You can attack with both claws at your full base attack bonus, but your bite attack takes a —2 penalty (as if you had the Multi-attack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) + your Str modifier, and your bite deals 2d6 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks. This spell does not share with an animal companion as its intent is to transform from humanoid into animal. The animal companion is already an animal.

Material Component: A tiger's claw.

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.

Bite of the Werebear (Tramsumtation)
Level: 6
Range: Personal
Components: V,S,M
Casting Time: 1 standard action
Duration: 1 round per level
Area of Effect: You
Saving Throw: No
Magic Resistance: No

With an inhuman roar, your face extends and expands, and your hands enlarge into clawed paws. Powerful muscle builds under your skin, and you become a half-bear creature.

Your hands become claws, granting you two claw attacks, and your mouth becomes that of a bear, giving you a bite attack. You gain the ability stats of a werebear (STR: 29, DEX: 13, CON: 20) or keep your own, whichever is greater and +7 to natural armor (does not stack with other natural armor). You can attack with both claws at your full attack bonus, but your bite attack takes a —2 penalty (as if you had the Multi attack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) + your Str modifier, and your bite deals 2d8 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks. This spell does not share with an animal companion as its intent is to transform from humanoid into animal. The animal companion is already an animal.

Material Component: A tuft of bear fur.