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. Requiem
for a God New Spell Lists
Here's
a handy reference for all of you who just purchased
Requiem for a God:
a set of spell lists featuring the book's new arcane
and divine magic.
1st-Level
Bard Spells
Detect Divinity Spark. Detects the presence
of divinity sparks.
Detect Godflesh. Detects the presence of godflesh.
Detect Godsblood. Detects the presence of godsblood.
Sense Energy Well. Determines whether you are
within an energy well's area of effect.
1st-Level
Cleric Spells
Detect Divinity Spark. Detects the presence
of divinity sparks.
Detect Godflesh. Detects the presence of godflesh.
Detect Godsblood. Detects the presence of godsblood.
Sense Energy Well. Determines ether you are
within an energy well's area of effect.
2nd-Level
Cleric Spells
Charge Spell. Next spell you cast either gains
a +4 bonus to caster level or inflicts +2d6 damage.
Obsequy Dei. Worshippers of a dead god gain
+1 bonus to saves and checks.
3rd-Level
Cleric Spells
Divine Power Reinforcement. Material's hardness
increases by +1/three levels.
4th-Level
Cleric Spells
Damper. Suppresses magic item.
Imbue Creature With Bloodpower. Target gains
+2 bonus to Strength, Dexterity, and Constitution
plus two feats.
5th-Level
Cleric Spells
Shield of the Demiurge. You gain +10 to AC
and SR 20, but you can't cast spells.
Wrath of the Demiurge. Cone inflicts 1d6 points
of force damage/level.
6th-Level
Cleric Spells
Call Spectre of the Divine. Calls creature
to aid you in exchange for payment or service.
Curse of Power. Target takes damage and loses
concentration when attempting to cast a spell.
Seek the Demiurge. Determines most likely location
of demiurge contact.
Warp Alignment. Target's alignment changes.
7th-Level
Cleric Spells
Blessing of Power. Infuse target with ability
to cast one spell.
Sever the Tie. Cuts off target from godsblood,
divinity spark, loosed divinity, or energy well.
Tap Energy Well. Gain power from an energy
well that can be used in many ways.
8th-Level
Cleric Spells
Channel Energy Well. Transfers tapped energy
well powers to another.
Hide Energy Well. Conceals an energy well's
heart and power from most detections.
9th-Level
Cleric Spells
Call Upon the Divine Remains. Uses remaining
dead god's energy for ultra-powerful ends.
Destabilize Energy Well. Energy well becomes
unstable.
Requiescat. Puts a dead god to rest.
1st-Level
Druid Spells
Detect Divinity Spark. Detects the presence
of divinity sparks.
Detect Godflesh. Detects the presence of godflesh.
Detect Godsblood. Detects the presence of godsblood.
Sense Energy Well. Determines whether you are
within an energy well's area of effect.
2nd-Level
Druid Spells
Imbue Area With Bloodpower. Area becomes fertile,
and plants become immune to disease.
4th-Level
Druid Spells
Imbue Creature With Bloodpower. Target gains
+2 bonus to Strength, Dexterity, and Constitution
plus two feats.
5th-Level
Druid Spells
Grant Life. Restores life to one dead animal,
beast, magical beast, humanoid, monstrous humanoid,
plant, fey, or giant.
7th-Level
Druid Spells
Inherit the Earth. You know who enters a special
area, chosen foes suffer penalties there, and you
can teleport there.
8th-Level
Druid Spells
Mass Grant Life. As grant life, but affects
one creature/level.
1st-Level
Necrotheologist Spells
Detect Divinity Spark. Detects the presence
of divinity sparks.
Detect Godflesh. Detects the presence of godflesh.
Detect Godsblood. Detects the presence of godsblood.
Sense Energy Well. Determines whether you are
within an energy well's area of effect.
2nd-Level
Necrotheologist Spells
Charge Spell. Next spell you cast either gains
a +4 bonus to caster level or inflicts +2d6 damage.
Obsequy Dei. Worshippers of a dead god gain
+1 bonus to saves and checks.
4th-Level
Necrotheologist Spells
Grant Life. Restores life to one dead animal,
beast, magical beast, humanoid, monstrous humanoid,
plant, fey, or giant.
Imbue Creature With Bloodpower. Target gains
+2 bonus to Strength, Dexterity, and Constitution
plus two feats.
Seek the Demiurge. Determines most likely location
of demiurge contact.
Shield of the Demiurge. You gain +10 to AC
and SR 20, but you can't cast spells.
Wrath of the Demiurge. Cone inflicts 1d6 points
of force damage/level.
1st-Level
Wizard and Sorcerer Spells
Divin Detect Divinity Spark. Detects
the presence of divinity sparks.
Divin Detect Godflesh. Detects the presence
of godflesh.
Divin Detect Godsblood. Detects the presence
of godsblood.
Divin Sense Energy Well. Determines whether
you are within an energy well's area of effect.
2nd-Level
Wizard and Sorcerer Spells
Trans Charge Spell. Next spell you cast either
gains a +4 bonus to caster level or inflicts +2d6
damage.
4th-Level
Wizard and Sorcerer Spells
Evoc Damper. Suppresses magic item.
Evoc Wrath of the Demiurge. Cone inflicts 1d6
points of force damage/level.
5th-Level
Wizard and Sorcerer Spells
Evoc Draw From the Well. Blast inflicts
1d6 points of force damage/level.
6th-Level
Wizard and Sorcerer Spells
Abj Shield of the Demiurge. You gain +10 to
AC and SR 20, but you can't cast spells.
Trans Transform Godflesh. Makes godflesh into
super-hard, adamantinelike metal.
7th-Level
Wizard and Sorcerer Spells
Trans Sever the Tie. Cuts off target
from godsblood, divinity spark, loosed divinity, or
energy well.
Conj Spark Spectre. Conjures spectre of the
divine to do your bidding.
Trans Stabilize Energy Well. Energy well stops
being unstable.
Trans Tap Energy Well. Gain power from an energy
well that can be used in many ways.
8th-Level
Wizard and Sorcerer Spells
Trans Channel Energy Well. Transfers tapped
energy well powers to another.
Trans Destabilize Energy Well. Energy well
becomes unstable.
Trans Hide Energy Well. Conceals an energy
well's heart and power from most detections.
9th-Level
Wizard and Sorcerer Spells
Evoc Call Upon the Divine Remains. Uses
remaining dead god's energy for ultra-powerful ends.
Conj Create Energy Well. Creates a new energy
well.
Trans Destroy Energy Well. Destroys an energy
well.
Trans Seal Energy Well. Prevents anyone from
tapping an energy well.
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