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DATE: September 5, 2002

.Illus. Kieran YannerRequiem 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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