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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.