Magic of Meridian

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    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

 

Cleric Domains

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

 

Clerical Spell List

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      

 

New Spells

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.

 

Rainbow

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.

 

Solar Intensity

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.