Men of Letters Spell List
This is very much a work in progress. I'm just playing around with some things right now and I will have a more extensive list later. Right now, Men of Letters can have one spell per level and they can either take a spell as high as their current level, or they can take another from a lower level. I will have a component price list coming out soon, as well as more spells added here and there. In the game I will be adding opportunities for them to learn more spells, and these can be added to the arsenal as this happens. If you have any questions or comments, let me know. For now I'm trying to keep things simple and balanced and also make it fitting to the setting. I don't want to make anyone too powerful off the bat, so I am trying to keep the spells minimal for the time being. They will play a much greater role as you progress. Also, if you are cross classing, you go off the spell levels for your ranks in Men of Letters, not your overall class level. Some things I tweaked from D&D, and others I made up myself. Hopefully this will do for now, but I will be adding extensively to this in the future.
Level 1 spells:
Bless:
Components:
Holy water poured into shape of a cross along with Latin incantation
Casting Time:
1 standard action
Range:
50 ft.
Area:
The caster and all allies within a 50-ft. burst, centered on the caster
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
Yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless Water:
Components:
Crucifix
Casting Time:
1 minute
Range:
Touch
Target:
Flask of water touched
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Level 2 Spells:
Arcane Lock:
Components:
Lamb’s blood- symbol drawn around lock
Casting Time:
2 full actions
Range:
Touch
Target:
The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
No
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)
Shatter:
Components:
Lamb’s blood and symbol drawn on glass or object to be destroyed. The palm of your hand is thrust onto the circle and all surrounding glass shatters
Casting Time:
2 full actions
Range:
Close (25 ft. + 5 ft./2 levels)
Area or Target:
5-ft.-radius spread; or one solid object
Duration:
Instantaneous
Saving Throw:
Will negates (object); Will negates (object)
Spell Resistance:
Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.
Level 3:
Silence:
Components:
Mandrake root, lamb’s blood and ground crystal burned in a clay bowl and incantation
Casting Time:
2 full actions
Range:
Long (400 ft. + 40 ft./level)
Area:
20-ft.-radius emanation centered on a creature, object, or point in space
Duration:
1 min./level (D)
Saving Throw:
Will negates; see text or none (object)
Spell Resistance:
Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.
Detect HexBags:
Components: Iron bell, salt, black ash candle. The room/area, or person to be searched must be enclosed in a barrier of salt. The black ash candle is lit and the iron bell is rung until the hidden hex bag is found. It will emit an echo until the item is detected. Can only be used once per day. If the witch who placed the hex bag is more than 6 levels higher than the caster, there is a 50 percent chance the hex bag will remain undetected.
Level 4:
Devil’s Trap:
Components: Any material used to draw with, preferably something at least semi permanent.
Casting time: 10 minutes. If done in a rush take a -2 penalty for concentration check.
Must succeed in a concentration check of DC 20 unless time is not an issue in which case can it is alright to take a 20.
Only works if the demon does not see the devil’s trap or if they are put in when they are unconscious. You must therefore make a concealment check using your hide skill modifier against their spot in order to see if they detect the trap upon entering the area. When taking a 20 you get a +4 to this check.
Bless Weapons:
Components:
Holy water, Crucifix, incantation, blood of a virgin, Eucharistic wafer, must be on a holy holiday, demon blood, silver knife for etching. It takes a long time and must pass DC 20 concentration check.
Casting Time:
4 hours
Range:
Touch
Target:
Weapon touched
Duration:
permanant
Saving Throw:
None
Spell Resistance:
If a creature or enemy is more than 6 levels higher than player, it will have no effect.
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus and has the ability to wound evil creatures that would otherwise be immune to traditional damage. HOWEVER, at this point it can do no more than cause pain and damage. In order to kill an enemy, Improved Bless Weapon must be performed as well.
Level 5:
Exorcism:
Components: Bible, holy water.
The player needs a concentration check of DC 15 and it increases one point for every level the enemy is higher than the player. The player must succeed in the concentration check for 8 rounds straight or they must start the attempt over again. Note, anything that breaks their concentration can lead to a break in the exorcism. A struggling demon will automatically give distractions, so any exorcism attempted without a devil’s trap will automatically take a -4 to concentration checks. Note: This spell will have improved versions as the player increases in level.
Addendum: If you know the demon's name then you automatically can subtract 1 round of concentration required and you get a +2 circumstance bonus on concentration checks.
Non detection:
Components:
Lamb’s blood, holy water. Symbols are drawn in lamb’s blood and holy water. Must be on all walls of the building, ceiling and floor included and only works on beings within 6 levels of the caster.
Casting Time:
1 hour
Duration:
2 hours/level
Saving Throw:
None, though higher level beings are immune at this level of casting.
Only works when inside the symbols. Moving to an unprotected room or outside negates the affects until back inside. Does not prevent entry of the intended targets, but it does prevent detection, scrying, and being divined by a spell as long as the opponent is within 6 levels of the player.
Level 6:
Sanctuary:
Components:
Salt, gold dust, bone of a saint, worn in a pouch on the person
Casting Time:
1 standard action
Range:
15 feet
Target:
Creature targeted
Duration:
2 rounds/ per level
Saving Throw:
Will negates
Spell Resistance:
No
Any opponent attempting to strike or otherwise directly attack the warded person, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded person for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Neutralize Poison:
Components:
Rowan tree ash, mistletoe, meadowsweet- when these are made into tea with an incantation, they eliminate most poisons or poison like affects from various creatures
Casting Time:
5 minutes to prepare
Range:
Consumption
Target:
Whomever consumes
Duration:
10 min./level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
You can cast your spells once per day for now. In the future you will gain the ability to increase this though.
Improved Exorcism 1
Same as Exorcism but it only takes 7 rounds of successful concentration checks. Prerequisite of exorcism.
This message was last edited by the GM at 18:29, Mon 07 July 2014.