Clangeddin Silverbeard
(The Father of Battle, Lord of the Twin Axes, the Giantkiller, the Goblinbane, the Wyrmslayer, the Rock of
Battle)
Intermediate Power of Arcadia, LG
PORTFOLIO: Battle, war, valor, bravery, honor in battle
ALIASES: Clanggedin (shield dwarves), Clanggendin
DOMAIN NAME: Abellio/Mount Clangeddin
SUPERIOR: Moradin
ALLIES: Arvoreen, Cyrrollalee, Helm, the gnome pantheon (except Urdlen), the Morndinsamman (except
Abbathor, Deep Duerra, Laduguer), Tempus, Torm, Tyr, the Red Knight
FOES: Abbathor, Deep Duerra, Garagos, Laduguer, Surtr, Thrym, Urdlen, Vaprak, the goblinkin and evil
giant pantheons
SYMBOL: Two crossed battle axes
WOR. ALIGN.: LG, NG, CG, LN, N, CN
Clangeddin Silverbeard (CLAN-gehd-din SIHL-vur-beerd) is the Father of Battle and primary dwarven war god.
All dwarves who must fight, especially dwarves who are warriors by profession, worship Clangeddin, their
patron and exultant leader in war. The Father of Battle is the deity of choice among lawful neutral
dwarven warriors.
Clangeddin watches over the battle-skills and performances of dwarves from his mountain fortress in Arcadia.
He encourages valor in battle, weapon-mastery and training, and wisdom in war, and most often manifests his
powers to further these aims. Clangeddin is concerned with war as a way of life and is very different from
Moradin in this respect. The aptly named Father of Battle especially hates giants and has taught the
dwarves—and the gnomes, through their gods—special ways of fighting giant-type creatures.
Clangeddin maintains good relations with the other members of the Morndinsamman, with the notable exceptions
of Abbathor and the duergar deities. He works closely with Moradin, Gorm, and Marthammor, and regards Haela
as both a daughter and a protege. The Father of Battle works closely with the gods of the gnome pantheon,
particularly Gaerdal Ironhand, and he has forged strong alliances with Arvoreen, the Red Knight, Torm, and
Tyr. The most hated enemies of the Father of Battle are Grolantor and his hill giant followers, followed
closely by Karontor, Memnor, Kostchtchie, Vaprak, Surtr, and Thrym, plus the various evil giant races that
revere them. Since the Time of Troubles, Clangeddin has nursed a grudge against Labelas Enoreth, elven god
of time and longevity, for destroying his avatar form in a battle that raged across the isle of Ruathym.
Clangeddin is a resolute warrior who never backs down from danger and who refuses to surrender even when all
seems lost. He is a strict and ethical deity who brooks no treachery or deceit and who never negotiates or
compromises. Triumph must be obtained through valor and bravery, and Clangeddin is swift to humble and
humiliate any who overcome by cowardly or deceitful means. The Father of Battle is known for often
snatching victory from the narrowest of margins in battle. Clangeddin uses his magic only to influence
events indirectly, never in battle. He only resorts to influencing a battle when the very existence of his
avatar in the Realms is threatened. He always prefers force of arms to spells. Clangeddin is merry in
battle, roaring appreciation of shrewd strategies, bravery, and feats of skill even when such are directed
against him. He often sings (both stirring battle-ballads and taunting little ditties to unnerve enemies)
in the midst of a fight, and dwarves have learned to listen for hints, cues, and warnings in his lyrics. He
is a master at turning the tables on enemy armies by anticipating their movements on the battlefield and
singing directions to dwarves fighting with him. Like most dwarves, Clangeddin admires most those who help
themselves. He typically appears at a battle only to right hopeless odds against dwarves, to balance
treachery and punish the treasonous, and to aid the weak of all races against evil, especially the acts of
giants.
Clangeddin's Avatar (Fighter 35, Bard 25, Cleric 20)
Clangeddin appears as a tall, burly dwarf, fierce and indomitable in his battered, bloodstained, and rusty
chain mail. Bald and silver-bearded, he is always alert, his eyes darting here and there, his gaze as sharp
as that of a hunting hawk, and his smile everpresent. When the use of magic cannot be avoided, he favors
spells from the spheres of all, combat, law, protection, and war, and from the schools of
invocation/evocation and alteration, although he can cast spells from any sphere or school.
AC -6; MV 12 or 15; HP 231; THAC0 -10; #AT 7/2
Dmg 1d8+18 (battle axe +4, +12 STR, +2 spec. bonus in battle axe) and 1d8+18 (battle axe +4, +12 STR, +2 spec.
bonus in battle axe)
MR 55%; SZ M (6 feet tall) or H (17 feet tall)
STR 24, DEX 17, CON 23, INT 18, Wis 19, CHA 22
Spells P: 12/11/11/9/7/5/2, W: 5/5/5/5/4/4/1
Saves PPDM 2, RSW 1*, PP 4, BW 4, Sp 5
* Includes dwarf +6 CON save bonus to a minimum of 1. The
CON save bonus also applies to saves vs. poison to a minimum
of 1.
Special Att/Def: He wields two mithral battle axes +4. He can throw these up to 100 yards, and both
strike with full bonuses, as though he were swinging them directly. After striking, each axe magically
returns to Clangeddin's hand at the end of the round.
Clangeddin inflicts double damage against giant-class creatures, which attack him at -4. His touch can, at
will, mend any metal weapon or armor as though it had never been broken, even restoring missing pieces. Any
nonmagical weapon that the Father of Battle touches strikes at a +9 bonus to attack rolls (normal damage)
for 7 rounds thereafter, a power Clangeddin typically uses to aid dwarves he is righting alongside. In the
heat of battle, Clangeddin is fond of singing, with the intent of both unnerving his opponents (who suffer
a morale penalty of-2) and uplifting his allies (who receive a morale bonus of +4).
The Father of Battle wears steel chain mail +5. He can be struck only by +2 or better magical weapons.
If slain, Clangeddin becomes an entity akin to a ghost. The Father of Battle's ghostlike anima form cannot
be turned and can become invisible at will. He can work magic and employ a ghost's attacks, and he has half
his normal hit points.
Other Manifestations
Clangeddin's favor is usually seen as a flickering amber, red, or white radiance around a dwarf or weapon
that is temporarily imbued with the god's power.
This power typically gives any or all of the following aids to affected beings for 1 turn: (1) first strike
in any combat round; (2) an increase in Armor Class of 8; (3) a temporary increase for warriors of 7 levels,
with resultant saving throw and THAC0 changes and temporary hit points—all damage taken is subtracted
from these points first; (4) the immediate breaking of any charms or other magical controls,
recognizing them for what they are; (5) the ability to stand upright and unmoving against any charge, force,
magical effect, or blow—damage is suffered, but falling or overbearing is impossible.
This power typically gives any or all of the following benefits to a weapon: (1) +9 bonus to attack, not
damage, with nonmagical weapons for seven rounds thereafter; (2) double damage, or triple to giant-type
creatures; (3) immunity to breakage or other damage (automatic successful item saving throws).
Clangeddin sometimes takes away especially brave dwarves who sacrifice themselves to ensure a dwarven
victory, cloaking them in a bright radiance before they vanish. Dwarves believe that the dying servant is
restored by Clangeddin and taken to serve the god as a guardian. Such individuals sometimes appear again
briefly in the Realms as "ghost dwarves" to guide lost or defend weak dwarves in the wilds. These ghosts
are easily recognized by those who knew them in life.
Clangeddin is served by agathinon, aurumvorae, cave bears, earth elementals, einheriar, galeb duhr, hammer
golems, incarnates (of courage, justice, and faith), juggernauts, ki-rin, leomarhs, living steel, maruts,
mountain lions, per, shedu, silver dragons, stone golems, stone guardians, and t'uen-rin. Clangeddin rarely
bothers with the subtlety of omens, but if he does, these are usually gut-level events such as earth
tremors, rockfalls, and earthblood (seeping red liquid from newly exposed veins of ore).
The Church
CLERGY: Clerics, crusaders, specialty priests, fighters
CLERGY'S ALIGN.: LG, LN
TURN UNDEAD: C: Yes, Cru: No, SP: No
CMND. UNDEAD: C: No, Cru: No, SP: No
All clerics (including fighter/clerics), crusaders, and specialty priests (including fighter/specialty
priests) of Clangeddin receive religion (dwarven) and reading/writing (Dethek runes) as bonus nonweapon
proficiencies. Clerics of Clangeddin can use any weapons, not just bludgeoning (wholly Type B) weapons.
Clerics of Clangeddin (as well as fighter/clerics) cannot turn undead before 7th level, but they always
strike at +2 on all attack and damage rolls against undead creatures. At 7th level and above, clerics
(including multiclassed clerics) can turn undead as other clerics do, but as a cleric of four levels less
than their current level. These modifications apply only to the cleric class. All of Clangeddin's clergy
members were male until the Time of Troubles, but since then the church has begun to accept females.
The Father of Battle, one of the senior members of the Morndinsamman, and his followers are widely revered
throughout dwarven culture for their dedication and martial skill. More pacifistic members of dwarven
society may wish Clangeddin's priests were less belligerent, but none question their crucial role in the
continued survival of the dwarven race. Among other races, Clangeddin and his followers are often perceived
as little more than bloodthirsty berserkers, but those who fight alongside the Father of Battle's followers
quickly leam of their principled approach to warfare and the lengths to which they will go to defend their
fellow dwarves and allies.
Clangeddin's most sacred shrines are dwarven cairns erected on the fields of past battles, whether they be
on the surface or in the tunnels of the Underdark. Sometimes a cavern in which the followers of Clangeddin
won a great victory is dedicated as a great temple to the Father of Battle. (Many times when a new clanhold
or kingdom is being carved out of hostile territory, a temple of Clangeddin is dedicated in the cavern where
the climatic battle was won, thus firmly establishing the dwarven presence.) Such temples are dominated by
great stone statues of dwarven heroes past, armor and weapons worn by Clangeddin's greatest warriors, and
huge granite blocks stained blood-red that serve as altars on which weapons are offered up to the god.
Novices of Clangeddin, like novices of Haela, are known as the Unblooded. Full priests of the Father of
Battle are known as Axebrothers/Axesisters. In ascending order of rank, the titles used by Clangeddite
priests are Axecutter, Squire, Knight of the Third Rank, Knight of the Second Rank, Knight of the First
Rank, and Knight Commander—but these are often superseded by titles that go with a position. High Old
Ones have unique individual titles but are collectively known as War Princes/Princesses. Specialty priests
are known as alaghor, a dwarvish word that can be loosely translated as those who demonstrate valor in
battle. The clergy of Clangeddin is evenly divided between gold dwarves (50%) and shield dwarves (50%),
with a rare jungle dwarf or gray dwarf as well. Clangeddin's clergy is numerically dominated by its most
martial members, including crusaders (25%), fighters (23%), specialty priests (20%), fighter/specialty
priests (11%), fighter/clerics (11%), and clerics (10%). Most priests of the Father of Battle are male
(90%).
Dogma: War is the finest hour of dwarvenkind. Seize the opportunity to defend the Stout Folk and
ensure their victory wherever conflict does erupt. Revel in the challenge of a good fight, and never waver
in the face of adversity, no matter how ominous. When not fighting, prepare for the next conflict
physically, tactically, and by acquiring resources. Attack hill giants whenever possible and other evil
giants when necessary.
Death on the field of battle is never welcomed and lives should never be thrown away foolishly. However, if
necessary for victory, the highest service that followers of the Father of Battle can perform is to
sacrifice themselves for the cause on the field of battle by protecting as many other dwarves as possible.
Day-to-Day Activities: The members of Clangeddin's clergy form an elite warrior caste in many clans,
maintaining their positions by training hard physically every day. They are always preparing for war,
physically, tactically, and by acquiring resources. To ensure dwarven victory in every open fray, priests
of Clangeddin try to further the weapon training, tactical training, and battle skills of every living
dwarf. Weaponcrafting and training are required for all worshipers of the god, and priests of the god pass
on their battle knowledge at an almost frantic rate to all dwarves who will lend an ear. Priests of
Clangeddin seek to make the dwarves ever stronger on the battlefield and are always alert for new tactics,
traps, and weapons. For instance, they take great interest in the items devised by the Lantanna and other
worshipers of the human god Gond.
Holy Days/Important Ceremonies: Clangeddin's faithful or lost, as holy days. Individual temples mark
particular days more than others, as the entire year-long calendar is overfilled with anniversaries of past
battles. Conflicts whose importance and heroes have faded into the mists of time are commemorated every
decade, century, or millennium, as appropriate.
On holy days or during battle, always on a known (past, present, or immediately pending) battlefield,
priests of Clangeddin chant, pray, and break weapons that they have anointed with their own blood. The god
often manifests as a glowing radiance to consume the weapons, and this radiance may extend to worshipers as
a temporary protective aura in battle. Offered weapons not consumed by the god are either twisted and
shattered (where-upon they must be melted down and used for other things) or left untouched (whereupon they
may be used again, with the god's approval).
The Father of Battle is often worshiped by frantic prayers in the midst of the fray. At such times, the god
preferentially answers those who fight on fearlessly. When time permits, however, either on the evening
before an anticipated battle or at the burial of a great dwarven warrior, the rituals of worship include a
procession of the faithful onto the battlefield or gravesite. Clangeddin's priests lead the participants
in a mournful dirge, a wordless rising and falling chant. The sound rises slowly into an exultant roaring
and ends in a single, high, clear singing note—an odd, eerie contrast to the rough-voiced bloodsong
that has preceded it. The slow-marching procession is always accompanied by slow, steady drumbeats (from
drums carried by lesser priests) and consists of dwarves wearing their most battered armor (freshly used, if
possible). These faithful are led and followed by chain mailarmored priests, who may echo the drumbeat by
crashing weapons against shields. When the procession reaches its goal, the priests cast down their
shields, hold their weapons high, and begin to whisper the god's name. They then close their eyes and
continue whispering, concentrating onwhatever image each one has of Clangeddin. (This is always the
appearance of the avatar or manifestation if the dwarf has witnessed the direct acts of the god.) The
priests then begin to move toward wherever they feel the god's presence is strongest and so blindly draw
together until they collide. At that spot, they make the weapon sacrifice, speak the names of the valiant
fallen that they wish the god to remember and hold in esteem, then kneel to await a sign. And an answer is
often given—anything from a roll of thunder to a shield speaking a blessing, command, or answer. If
the ritual was a burial, it is concluded withthe interment and a solemn march away. If, instead, it was a
preparation for a battle, it is concluded with a war chant and a "wild run," in which the participants wave
weapons and emit whoops and war-cries.
Major Centers of Worship: Alagh Rorncaurak, the Battlecavern of Unquenched Valor, is a vast natural
chasm deep beneath the Earthfast Mountains that tower over neighboring Impiltur. Located in what was once
the heart of the dwarven city of Earthfast, Clangeddin's great natural cathedral is now located on the
western periphery of the embattled dwarf-held caverns. It is the subject of frequent assaults by orcish
armies intent on overrunning the dwarven kingdom. Cindarm mac Faern, grandnephew of Torg mac Cei, the late
Ironlord of Earthfast, leads the elite (but badly outnumbered) Clangeddites against wave after wave of
orcish assaults. Only the recent arrival of dwarven mercenaries of Clan Hammerhand has given the temple's
defenders enough breathing room to fortify their defenses. While the temple's central sanctuary and the
entrance to the remaining dwarf-held districts of Earthfast are still inviolate, the temple's shattered
western barracks are the site of countless skirmishes between wandering orcish patrols and dwarven
defenders.
Affiliated Orders: Scores of military orders and countless dwarven brotherhoods have been dedicated
to the Father of Battle, beginning with the earliest, long-forgotten kingdoms of the dwarves. The followers
of Clangeddin in each clanhold or kingdom tend to organize themselves into one or more fighting companies,
and each band has its own name and famous exploits. Legendary companies of past millennia include the
Knights of the Ninth Axe, the Valorous Harts of High Shanatar, the Order of the Crescent Moon (jointly
dedicated to Clangeddin and Selûne), the Fellowship of the Bleeding Axe, the Sailors of the
Mountainous Waves (the Madbeard marines of fabled Haunghdannar), the Shining Blades of Iltkazar, the Glory
of Gauntlegrym, and the Company of the Last Kuldjargh.
Because magic seems to go awry in their hands, and they can never control real power of the Art like human
wizards, dwarves have always been fascinated by magic and the capturing of magical powers within an item
that a dwarf has created and can wield. Down through the ages, there have been over a thousand thousand
dwarven smiths of skill in working with magic. They have always been among the wealthiest, most powerful,
and most respected dwarves. Some have gone further than that, looking beyond dwarven skill to the
inspiration that guided them and seeing in it a divine presence—a presence that, they believe, lives
in the magical items themselves.
Centuries ago, the Father of Battle embraced some of these cults of Axe Dwarves—for they most commonly
worship sentient axes—in a bid to fold sentient magic weapons into his portfolio and to join such
battle-loving dwarves with the more orthodox branches of his faith. While Clangeddin has exhibited little
patience or tolerance for dwarves who revere weapons controlled by malevolent or insane spirits, he has been
willing to grant spellcasting powers to those few cults that adhere to the principles, if not the ritual
practices, of his faith. Despite the efforts of the Father of Battle, however, the majority of such cults
stray far from the principles of Clangeddin's faith and are supported by other divine powers. Such cults
have gone to war to extend the rule of these sacred items over other dwarves, and even over small
communities of humans, halflings, and gnomes.
The most fearsome relic around which a dwarven axe cult is based is the Living Axe, an animated, bronzed,
adamantite, double-bladed battle axe ot great size that is neutral evil in alignment and delights in
killing, periodically flying amok among orcs or whatever creatures it chances upon (including dwarves
who worship it). The Living Axe does 2d6 points of damage per strike, attacks twice a round, flies at MV 18
(A), is known to be immune to all enchantment/charm spells, and has all the powers of a watch axe (see
below). This legendary watch axe has been known to hunt beings across the Realms, capriciously sparing some
who openly defy it and butchering others whom it surprises before they even realize what is happening. The
Living Axe is said to be very old, and most believe it was once wielded by an avatar of the Father of Battle
before the collapse of the great cavern of Bhaerynden (now the Great Rift). While its precise powers are
unknown, the War Princes/Princesses of Clangeddin suspect that the intelligence within the Living Axe has
been driven insane by the twisted dreams of Diinkarazan, the mad derro demipower, and that the Mad God may
be the power behind many of the most depraved dwarven axe cults.
Priestly Vestments: Clangeddin's priests wear silver chain mail armor, war helms, and tabards
depicting the symbol of the Father of Battle as their ceremonial garb. Priests of Clangeddin seldom take
off their helms, although there is no prohibition against doing so. The holy symbol of the faith is a pair
of miniature steel battle axes welded together in a cross; this is typically suspended on a chain and worn
around the neck.
Adventuring Garb: In combat situations, priests of the Father of Battle favor the most effective
armor available, often replacing their ceremonial silver chain mail with suits of dwarven plate mail (base
AC 2). They never like to fight with shields, but they will do so to protect other dwarves. While
Clangeddin's priests employ a wide range of weaponry, they prefer weapons that cleave, crush, or bludgeon,
such as axes, maces, and flails. They rarely employ missile weapons (other than throwing axes or the
occasional heavy crossbow) or swords. The magical weapon of choice among the members of Clangeddin's clergy
is the magical axe.
Whether they are supported by Clangeddin or not, Axe Dwarven priests—who are all members of the
crusader class—are always armed with multiple throwing axes and a variety of other weapons, and they
wear high, spired, and spiked helms of fantastic design. Devout Axe Dwarves also seek to create more
magical weapons.
Specialty Priests (Alaghor)
REQUIREMENTS: Strength 15, Wisdom 9
PRIME REQ.: Strength, Wisdom
ALIGNMENT: LG, LN
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, combat, guardian, law, protection, sun, war
MINOR SPHERES: Charm, creation, divination, elemental (earth), healing, necromantic, travelers, wards
MAGICAL ITEMS: Same as clerics
REQ. PROFS: Battle axe; armorer or weaponsmithing
BONUS PROFS: Blindfighting, one weapon style specialization
- While most alaghor (the plural form of alaghar) are shield dwarves or gold dwarves, members of nearly
every dwarven subrace are called to be specialty priests of Clangeddin's clergy.
- Alaghor may multiclass as alaghar/fighters, and if the DM allows kits for multiclassed characters, they
may take any allowed fighter/cleric kit for dwarves.
- Alaghor may select nonweapon proficiencies from the warrior group and fighting style specializations
normally available only to warriors without penalty if the DM is using fighting style specializations from
the Complete Fighter's Handbook or PLAYER'S OPTION: Combat & Tactics. Such fighting style specializations
include weapon and shield style, two-handed weapon style, two weapon style, etc.
- Alaghor can cast command (as the 1st-level priest spell) in combat situations twice per day.
- At 3rd level, alaghor can cast spiritual hammer or rockburst (as the 2nd-level priest spells) once per
day.
- At 5th level, alaghor can cast strength (as the 2nd-level wizard spell) on themselves once per
day, receiving the benefit as if they were warriors, or they can cast strength of one (as the
3rd-level priest spell) once per day.
- At 7th level, alaghor can cast axe storm of Clangeddin (as the 4th-level priest spell) or defensive
harmony (as the 4th-level priest spell) once per day.
- At 7th level, alaghor who are not multiclassed can make three melee attacks every two rounds.
- At 10th level, alaghor can cast detect magic (as the 1st-level priest spell) at will.
- At 13th level, alaghor can inflict a triple-damage battle axe blow once per day. (The attack must be
selected after a successful hit, but before the damage is rolled.)
- At 13th level, alaghor who are not multiclassed can make two melee attacks per round.
- At 15th level, alaghor can cast blade barrier (as the 6th-level priest spell) once per day.
Clangeddite Spells
1st Level
Silverbeard (Pr 1; Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
By means of this spell, the priest temporarily transforms his or her beard into refined silver. In addition
to the stunning visual impact of this spell effect, a silverbeard serves as an unusual shield in combat
situations.
If the priest is unarmored, silverbeard confers a base AC of 8 (7 if a shield is also borne) for the
duration of the spell. If armor of any sort is worn, this spell confers a +1 AC bonus for the duration of
the spell. Repeated use of this spell gradually transforms the color of the priest's beard to silver.
The material component is the priest's holy symbol.
2nd Level
Rockburst (Pr 2; Alteration)
Sphere: Combat
Range: 10 yards/level
Components: V, S
Duration: 1 round
Casting Time: 5
Area of Effect: 1 cubic foot/level
Saving Throw: Special
This spell allows the caster to make a boulder or rockpile explode suddenly, propelling jagged shards in all
directions. If the pile or area of rock targeted is larger than the volume the priest can affect, only part
of it flies about.
Shrapnel endangers all beings within 20 feet of the center of the effected rock. Those beings within 10
feet must succeed at a saving throw vs. spell for half damage. Those beings between 10 and 20 feet distant
who succeed at a saving throw are allowed a second saving throw. If both rolls are successful, they avoid
all damage (due to luck, dodging, and cover). If only one roll is successful, they suffer half damage. The
presence of cover or armor does not automatically lessen damage due to the unpredictability of ricochets,
bounces, and the like.
The shrapnel does a base damage of 1d4+l points per level of the caster (in other words, 1d4+1 points per
cubic foot of rock) to a maximum of 10d4+10. In rare cases, the explosion removes enough rock to cause an
avalanche or cave-in, but the DM decides the likelihood of this event.
4th Level
Axe Storm of Clangeddin (Pr 4; Alteration)
Sphere: Combat
Range: 0
Components: V, S, M
Duration: 3 rounds
Casting Time: 7
Area of Effect: 40 foot cube, 1 dwarf/2 levels of caster
Saving Throw: None
When this spell is cast, each affected dwarf gains an additional attack per round with every axe wielded in
melee combat or hurled at an opponent. Movement, spellcasting, spell effects, or attacks with weapons other
than axes are not hastened. For the purposes of this spell, axes include battle axes, hand axes, hatchets,
throwing axes, and two-handed battle axes; these may be nonmagical or magical.
This spell is not cumulative with itself or with other similar magic. A slow spell negates the effects of
an axe storm of Clangeddin, but otherwise has no effect.
The material components of this spell are the priest's holy symbol and a small sealed glass vial of air
capped in the midst of a thunderstorm.
Spells by Level
Entries in italics are reversible.
Entries in bold are unique spells usable only by Clangeddites.
Entries in gray have already appeared in the list.
Entries followed by an asterix (*) are cooperative spells.
Sphere names in gray are minor spheres of influence.
Level | Spells (34) | Sphere |
1 | Bless | All |
Combine* |
Detect Evil |
Orison |
Purify Food & Drink |
Command | Charm |
Remove Fear |
Magical Stone | Combat |
Shillelagh |
Silverbeard |
Analyze Balance | Divination |
Detect Magic |
Detect Poison |
Detect Snares & Pits |
Locate Animals or Plants |
Strength of Stone | Elemental Earth |
Blessed Watchfulness | Guardian |
Sacred Guardian |
Whisperward |
Cure Light Wounds | Healing |
Command | Law |
Protection from Chaos |
Dispel Fatigue | Necromantic |
Invisibility to Undead |
Endure Cold | Protection |
Protection from Evil |
Ring of Hands* |
Sanctuary |
Call Upon Faith | Summoning |
Light | Sun |
Sunscorch |
Know Direction | Travelers |
Morale | War |
Anti-Vermin Barrier | Wards |
Weighty Chest |
|
|
Level | Spells (36) | Sphere |
2 | Sanctify* | All |
Enthrall | Charm |
Hold Person |
Music of the Spheres |
Mystic Transfer* |
Chant | Combat |
Rockburst |
Spiritual Hammer |
Create Holy Symbol | Creation |
Augury | Divination |
Detect Charm |
Find Traps |
Know Alignment |
Speak With Animals |
Soften Earth and Stone | Elemental Earth |
Iron Vigil | Guardian |
Silence, 15' Radius |
Wyvern Watch |
Cure Moderate Wounds | Healing |
Fortifying Stew |
Slow Poison |
Calm Chaos | Law |
Enthrall |
Hold Person |
Aid | Necromantic |
Restore Strength |
Barkskin | Protection |
Resist Acid and Corrosion |
Resist Fire |
Withdraw |
Draw Upon Holy Might | Summoning |
Aura of Comfort | Travelers |
Lighten Load |
Emotion Perception | War |
Rally |
Ethereal Barrier | Wards |
Frisky Chest |
Zone of Truth |
|
|
Level | Spells (40) | Sphere |
3 | Dictate | Charm |
Emotion Control |
Prayer | Combat |
Unearthly Choir* |
Create Food & Water | Creation |
Detect Spirits | Divination |
Extradimensional Detection |
Locate Object |
Speak With Dead |
Meld Into Stone | Elemental Earth |
Stone Shape |
Glyph of Warding | Guardian |
Hold Poison | Healing |
Repair Injury |
Dictate | Law |
Rigid Thinking |
Strength of One |
Animate Dead | Necromantic |
Cure Blindness or Deafness |
Cure Disease |
Feign Death |
Negative Plane Protection |
Dispel Magic | Protection |
Line of Protection* |
Magical Vestment |
Negative Plane Protection |
Protection From Fire |
Remove Curse |
Remove Paralysis |
Summon Animal Spirit | Summoning |
Continual Light | Sun |
Starshine |
Create Campsite | Travelers |
Helping Hand |
Know Customs |
Adaption | War |
Caltrops |
Fortify |
Efficacious Monster Ward | Wards |
Invisibility Purge |
Squeaking Floors |
Thief's Lament |
Zone of Sweet Air |
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Level | Spells (17) | Sphere |
4 | Censure | All |
Dweomerflow |
Focus* |
Uplift* |
Axe Storm of Clangeddin | Combat |
Recitation |
Dimensional Anchor | Guardian |
Compulsive Order | Law |
Defensive Harmony |
Protection From Evil, 10' Radius | Protection |
Protection From Lightning |
Repel Insects |
Spell Immunity |
Blessed Warmth | Sun |
Entrench | War |
Leadership |
Tanglefoot |
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Level | Spells (17) | Sphere |
5 | Abeyance | All |
Atonement |
Eternal Flame |
Focal Stone |
Flame Strike | Combat |
Insect Plague |
Righteous Wrath of the Faithful |
Unceasing Vigilance of the Holy Sentinel | Guardian |
Champion's Strength | Law |
Impeding Permission |
Anti-Plant Shell | Protection |
Dispel Evil |
Impregnable Mind |
Moonbeam | Sun |
Rainbow |
Disguise | War |
Illusory Artillery |
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Level | Spells (12) | Sphere |
6 | Higher Consecration | All |
Holy Might |
Holy Vesting |
Spiritual Wrath* | Combat |
Blade Barrier | Guardian |
Wandering Glyphs |
Legal Thoughts | Law |
Anti-Animal Shell | Protection |
The Great Circle* | Sun |
Sol's Searing Orb |
Gravity Variation | War |
Illusory Fortification |
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Level | Spells (11) | Sphere |
7 | Awakening | All |
Permanency Prayer |
Ritual of Transference* |
Holy Word | Combat |
Sacrosanct | Guardian |
Symbol |
Control Weather | Law |
Antimineral Shell | Protection |
Impervious Sanctity of Mind |
Sunray | Sun |
Shadow Engines | War |
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