Magic of Meridian
The world of Meridian is filled with magic. It is an invisible energy that permeates the world like a swirling mist. In some places the mists are highly concentrated, and in others there is barely a wisp of its vapors. These extremes are rare cases and greatly affect how magical abilities function, but for the most part the magical mists are spread more or less evenly through out the world.
There are many capable of wielding magic. The wizards invoke secret formulae and incantations to catalyze their desired effects in the magic mists. Clerics, chosen followers of the gods, rely on their patron deity to shape the mist into the spells prayed for. The druid, through his close communion with nature, calls out to the world around him. And lastly the psion taps into the hidden mists that dwell with in his very body and mind.
All spells from the Dungeons and Dragons: Player's Handbook (PHB) are available to those who can wield them. The spells found in the class supplement books, namely Defenders of the Faith (DotF), Tome and Blood (TaB), Song and Silence (SaS), and Masters of the Wild (MotW), are also available, subject to approval, for characters to choose from. And in addition to these, there are new spells which have been created for use in the world of Meridian.
Also found in this section are the revised clerical domains. Forty domains have been made which completely supercede those found in the PHB. Each domain comes with a granted power and a list of domain spells. How the new domains function is explained in the revised cleric class found in the "Classes of Meridian" section. In addition to the new domains, any revised spell lists are also found in this section.
Table of Contents |
Cleric Domains |
Cleric Spell List |
New Spells |
Domain Name |
|
Deities |
gods which can grant this domain |
Granted Power | name and description of the power granted |
Domain Spells | |
1 | 1st level domain spell added to the cleric's spell list |
2 | 2nd level domain spell added to the cleric's spell list |
3 | 3rd level domain spell added to the cleric's spell list |
4 | 4th level domain spell added to the cleric's spell list |
5 | 5th level domain spell added to the cleric's spell list |
6 | 6th level domain spell added to the cleric's spell list |
7 | 7th level domain spell added to the cleric's spell list |
8 | 8th level domain spell added to the cleric's spell list |
9 | 9th level domain spell added to the cleric's spell list |
Healing |
|
Deities |
Altor, Salus, Sanctimonia |
Granted Power | First Aid (Su): The cleric can instantly channel positive energies for healing purposes. This power requires no action to activate, but may only be used once per round. First aid allows the cleric to cast any cure spell (be it a prepared one or through spontaneous casting) as a free action. A cure spell is defined as any spell with the word "cure" in its name. The cleric will still suffer an attack of opportunity for casting the cure spell though. Further more the spell is cast at twice the cleric's spell caster's level. |
Healing Domain Spells | |
1 | Cure Light Wounds |
2 | Cure Moderate Wounds |
3 | Cure Serious Wounds |
4 | Cure Critical Wounds |
5 | Cure Light Wounds, Mass |
6 | Heal |
7 | Regenerate |
8 | Cure Critical Wounds, Mass |
9 | Heal, Mass |
Heat |
|
Deities |
Faber, Lumen, Ulciscor |
Granted Power | Fear No Fire (Su): The cleric is able ward herself or another creature touched against even the most intense infernos. The ward confers a fire resistance equal to five times the cleric's level and lasts for one hour per clerical level. This power can be activated as a free action. |
Domain Spells | |
1 | Produce Flame |
2 | Heat Metal |
3 | Flame of Faith [DoF] |
4 | Fire Shield |
5 | Wall of Fire |
6 | Flame Strike |
7 | Fire Storm |
8 | Incendiary Cloud |
9 | Elemental Swarm* |
* Invoked as a fire spell only |
Illusion |
|
Deities |
Dolose, Lumen, Venustas |
Granted Power | Deceiving Appearances (Su): The cleric is able to alter her appearances through realistic illusions. At 1st level, she may only mask facial features (eyes, nose, mouth, cheeks, brow, and chin) and her hair (length, style, and color), but must remains the same racial type and height. At 3rd level, the cleric's power increases so she can now alter her entire skin complexion (including adding tattoos and birthmarks), racial type, weight by thirty pounds, and height by one foot (but can not change size category and she must remain humanoid) as well. At 5th level, the cleric's clothing may be altered in appearance as well to look like something else (but none of the properties of the clothing are altered, robes that are made to look like chain mail provide no AC bonus). At 7th level, she may now change her basic body type (heavy, muscular, fat, thin, etc.) and height by one size category. At 9th level, the cleric can take on extraneous non-humanoid features (ex. wings, tail, or multiple arms), but is still limited by her size limitations. At 11th level, the cleric can take on an appearance of up to 2 size categories larger than her own. Finally at 13th level, the cleric can assume any appearance of up to 3 size categories larger than her own. All of these effects are purely illusionary and provide no magical or physical benefit. Anyone interacting with the illusion can attempt a will save to disbelieve the images by succeeding at a will save against a DC equal to 10 + 1 per every 2 clerical levels (round down) + charisma modifier. If used to create a disguise, this ability confers a +1 illusion bonus to the disguise check per clerical level. This power can be activated at will as a free action and endures for 1 hour per clerical level (or until the cleric dispels the effects). |
Illusion Domain Spells | |
1 | Silent Image |
2 | Mirror Image |
3 | Major Image |
4 | Hallucinatory Terrain |
5 | Persistent Image |
6 | Mirage Arcana |
7 | Permanent Image |
8 | Project Image |
9 | Screen |
Light |
|
Deities |
Amor, Lumen |
Granted Power | Blinding Radiance (Su): The cleric's entire body shines with a brilliant light that sets his skin aglow. The light radiates outward to a radius of 10 ft. per clerical level. It also grants a +1 blinding bonus to the cleric's AC per every three clerical levels (round up) while at the same time bestowing double the same bonus to Spot checks made against the cleric. The blinding radiance lasts for 10 minutes per clerical level or until the cleric dispels the effects. |
Domain Spells | |
1 | Faerie Fire |
2 | Daylight |
3 | Searing Light |
4 | Solar Intensity [New] |
5 | Rainbow [New] |
6 | Sun Beam |
7 | Prismatic Spray |
8 | Sun Burst |
9 | Prismatic Sphere |
Protection |
|
Deities |
Aevum, Altor, Licentia |
Granted Power | Deflection Shield (Su): The cleric can call forth a shimmering translucent globe of force to deflect incoming attacks. She may target the deflection shield upon herself or another creature within close range (25 ft. + 5 ft. / level). The globe provides an AC deflection bonus equal to her current level, but the effects last for only one round. The deflection shield may be activated as a free action. |
Domain Spells | |
1 | Shield of Faith |
2 | Shield Other |
3 | Protection from Energy |
4 | Spell Immunity |
5 | Spell Resistance |
6 | Energy Immunity [TaB] |
7 | Globe of Invulnerability |
8 | Greater Spell Immunity |
9 | Absorption [TaB] |
Strength |
|
Deities |
Aevum, Faber, Invalesca |
Granted Power | Titan's Might (Su): The cleric can perform a single feat of superhuman strength. Activating this power is a free action. Titan's Might bestows an enhancement bonus to the cleric's strength equal to her current clerical level. The bonus lasts for one round. |
Strength Domain Spells | |
1 | Enlarge Person |
2 | Bull's Strength |
3 | Curse of the Brute [DoF] |
4 | Unfailing Endurance [DoF] |
5 | Righteous Might |
6 | Bull's Strength, Mass |
7 | [Bigby's] Grasping Hand * |
8 | [Bigby's] Clenched Fist * |
9 | [Bigby's] Crushing Hand * |
* Invoked using the name of the respective deity ex. Invalesca's Crushing Hand |
0-Level Cleric Spells (Orisons) |
|||
Create Water | Cure Minor Wounds | Detect Magic | Detect Poison |
Guidance | Inflict Minor Wounds | Light | Mending |
Purify Food and Drink | Read Magic | Resistance | Virtue |
1st-Level Cleric Spells | |||
Bane | Bless | Bless Water | Cause Fear |
Command | Comprehend Languages | Cure Light Wounds | Curse Water |
Detect Chaos/Evil/Good/Law | Divine Favor | Endure Elements | Inflict Light Wounds |
Magic Weapon | Protection from Chaos/Evil/Good/Law | Remove Fear | Sanctuary |
Shield of Faith | Summon Monster I | ||
2nd-Level Cleric Spells | |||
Aid | Align Weapon | Augury | Bear's Endurance |
Bull's Strength | Calm Emotions | Cure Moderate Wounds | Delay Poison |
Eagle's Splendor | Enthrall | Find Traps | Hold Person |
Inflict Moderate Wounds | Owl's Wisdom | Remove Paralysis | Resist Energy |
Restoration, Lesser | Shield Other | Silence | Spiritual Weapon |
Summon Monster II | Undetectable Alignment | Zone of Truth | |
3rd-Level Cleric Spells | |||
Bestow Curse | Blindness/Deafness | Contagion | Continual Flame |
Create Food and Water | Cure Serious Wounds | Dispel Magic | Inflict Serious Wounds |
Invisibility Purge | Locate Object | Magic Circle against Chaos/Evil/Law/Good | Magic Vestment |
Obscure Object | Prayer | Protection from Energy | Remove Blindness/Deafness |
Remove Curse | Remove Disease | Summon Monster III | |
4th-Level Cleric Spells | |||
Cure Critical Wounds | Death Ward | Dimensional Anchor | Discern Lies |
Dismissal | Divination | Divine Power | Freedom of Movement |
Imbue with Spell Ability | Inflict Critical Wounds | Magic Weapon, Greater | Neutralize Poison |
Planar Ally, Lesser | Poison | Repel Vermin | Restoration |
Sending | Spell Immunity | Summon Monster IV | Tongues |
5th-Level Cleric Spells | |||
Atonement | Break Enchantment | Command, Greater | Commune |
Cure Light Wounds, Mass | Dispel Chaos/Evil/Good/Law | Hallow | Inflict Light Wounds, Mass |
Mark of Justice | Plane Shift | Raise Dead | Righteous Might |
Scrying | Slay Living | Spell Resistance | Summon Monster V |
Symbol of Pain | Symbol of Sleep | True Seeing | Unhallow |
6th-Level Cleric Spells | |||
Antilife Shell | Banishment | Bear's Endurance, Mass | Bull's Strength, Mass |
Cure Moderate Wounds, Mass | Dispel Magic, Greater | Eagle's Splendor, Mass | Forbiddance |
Geas/Quest | Inflict Moderate Wounds, Mass | Owl's Wisdom, Mass | Planar Ally |
Symbol of Fear | Symbol of Persuasion | Summon Monster VI | Word of Recall |
7-th Level Cleric Spells | |||
Blasphemy | Cure Serious Wounds, Mass | Dictum | Ethereal Jaunt |
Holy Word | Inflict Serious Wounds, Mass | Refuge | Repulsion |
Restoration, Greater | Scrying, Greater | Symbol of Stunning | Symbol of Weakness |
Summon Monster VII | Word of Chaos | ||
8-th Level Cleric Spells | |||
Antimagic Field | Cloak of Chaos | Cure Critical Wounds, Mass | Dimensional Lock |
Discern Location | Holy Aura | Planar Ally, Greater | Inflict Critical Wounds, Mass |
Shield of Law | Spell Immunity, Greater | Summon Monster VIII | Symbol of Death |
Symbol of Insanity | Unholy Aura | ||
9-th Level Cleric Spells | |||
Astral Projection | Etherealness | Gate | Miracle |
Summon Monster IX |
Animate Body Part |
|||
Necromancy |
|||
Level | Sorc/Wiz 0 | Components | V, S, M |
Casting Time | 1 standard action | Range | Touch |
Target | One humanoid body part | Duration | Concentration |
Saving Throw | None | Spell Resistance | Yes |
This spell temporarily animates a humanoid
creature's severed body part, such as a hand, foot, or skull. The body
part must be dead, although the creature it was from need not be. The body
part must also be in relatively good condition and can be no larger than
the size category tiny (typically half a limb). As long as you
concentrate, the body part will move at your discretion via a typical
spasmodic crawl. It has a strength of 2, dexterity of 6, AC of 16 (-2
dexterity, +8 size), 1 hit point, BAB +0, and a movement rate of 5
ft. The animated body part is unable to inflict damage of its own accord. Material Component: An appropriate severed body part from a humanoid. |
Corpse Link |
|||
Necromancy |
|||
Level | Sorc/Wiz 1 | Components | V, S, M |
Casting Time | 1 standard action | Range | Close (25 ft. + 5 ft. / 2 levels) |
Target | One corpse | Duration | 10 min. / level |
Saving Throw | None | Spell Resistance | Yes (harmless) |
With this spell you establish a sensory link
between you and a corpse or freshly animated zombie. This link allows you
to gather sensory information from one of the five senses from the
vicinity of the target. For every three levels of experience past the 1st,
you may also choose an additional sense. At 4th level you would choose up
to two sense, three senses at 7th level, four senses at 10th level, and
all five senses at 13th level. Sight: You can see what the target could see as if looking through their eyes. Sound: You can now hear what the target can hear from its current location. Smell: You may smell what the target could smell at its location with the odor of its own decaying body magically suppressed. Taste: You can taste any substance introduced into the target's mouth. Touch: You gain the tactile sense of the target's environment (i.e. temperature, surface texture). All of your normal senses are not affected in any way during the duration of the spell, but in order to use the new sense, you must concentrate and temporarily suppress the corresponding normal sense. After the spell is cast, you may harvest body parts and organs and moves them to different locations. For example, you could harvest an eye and place it at a strategic location to keep watch on a door. This spell automatically fails if the target has been protected by a Gentle Repose spell. Material Component: A corpse or zombie. |
Malodor |
|||
Necromancy |
|||
Level | Sorc/Wiz 0 | Components | V, S, M |
Casting Time | 1 standard action | Range | Touch |
Target | One creature | Duration | 1 min. / level |
Saving Throw | Fortitude negates | Spell Resistance | Yes |
This spell will incite rapid decay of the
epidermis layer of skin causing the target creature to emit a constant
foul odor. If the target creature is inorganic and therefore does not have
an epidermis (such as an iron golem), then the spell will have no effect.
The odor imposes a -2 odor penalty to all Charisma based skilled checks
(except Use Magic Device). It may
also have secondary effects at the DM's discretion such as attracting
scavengers or temporarily suppressing your normal scent. Immersion in
water or perfume will suffice to completely mask the odor, and burning
incense can also be used for the same effect. Material Component: A small piece of rotting flesh. |
Peel Flesh Mask |
|||
Necromancy |
|||
Level | Sorc/Wiz 1 | Components | V, S, M |
Casting Time | 1 standard action | Range | Touch |
Target | One humanoid creature | Duration | 1 hour / level |
Saving Throw | None | Spell Resistance | Yes (harmless) |
This dreaded spell allows the caster to peel
the face and scalp from a fresh corpse, then attach the resulting mask
tightly to his head or the head of another humanoid creature. The
resulting visage will bestow an effective +15 bonus to Disguise
checks to match the face of the victim. The mask will have some minor
imperfections that might make it possible to see through the disguise, but
only after a close examination by a person familiar with the victim. This
spell will not otherwise alter the physical appearance of the target. Once
this spell has ended, the mask will fall apart in the matter of one
minute. Material Component: Face and scalp from a fresh corpse. |
Conjuration (Creation) |
|||
Level | Light 5 | Components | V, S, M |
Casting Time | 1 standard action | Range | Personal |
Effect | One shortbow made of solid light. | Duration | 1 round / level |
Saving Throw | Special | Spell Resistance | Yes |
The Rainbow spell calls into being a magical
shortbow made of shimmering solid light. The bow has the same stats as a
magical shortbow +2 and the caster is automatically proficient in the use
of the weapon for the duration of the spell. The bow also comes with seven
multicolored arrows, one of each type. When the bow is drawn, an arrow of
the any color desired by the caster (that has not been used yet) appears notched and ready. Each arrow
has a special effect corresponding to its color using the caster's
statistics for any spell affects where appropriate. Red: +3d6 fire damage Orange: arrow deals normal damage and casts a blindness or deafness spell on the target upon successful hit Yellow: +3d6 electrical damage Green: +3d6 acid damage Blue: +3d6 cold damage Indigo: arrow deals normal damage casts a slow spell on the target upon successful hit Violet: arrow deals subdual damage and casts a deep slumber spell centered on the target upon successful hit Material Component: A glass or crystal prism. |
Evocation [Light] |
|||
Level | Light 4 | Components | V, S, DF |
Casting Time | 1 full round | Range | Medium (100 ft. + 10 ft. / level) |
Area | 10 ft. radius / level | Duration | 1 hour / level |
Saving Throw | Fortitude half | Spell Resistance | Yes |
When cast in full daylight, this spell will cause the sun's rays to focus with a great intensity upon specific targets within the spell's area of effect. A maximum of one creature per caster level of the caster can be targeted. Targets are automatically dazzled (–1 penalty to attack rolls, Search checks, and Spot checks) for the duration of the spell. They will also suffer from the increasingly intense heat of the sun's rays. In the first round, targets will suffer 1 point of extreme heat damage. On the second round they suffer 2 points of extreme heat damage, on the third they suffer 3 points of extreme heat damage, and so on until a maximum of 6 points in the sixth round (and every subsequent round for the duration of the spell). Each round, targeted creatures are allowed to make a fortitude save to suffer only half damage. |