Ishtar Spells
0-Level
Cleric
Spells
(Orisons)
1st-Level
Cleric
Spells
2nd-Level
Cleric
Spells
- Aid:
+1 on attack
rolls and saves against fear,
1d8
temporary hp +1/level (max +10).
- Align
Weapon:
Weapon becomes good, evil, lawful, or chaotic.
- Animal
Fertility:
Makes animals fertile
- Augury
M
F:
Learns whether an action will be good or bad.
- Bear’s
Endurance:
Subject gains +4 to Con for 1
min./level.
- Berserker
Rage:
Grants beserker rage for 1 round/level.
- Blessings
of
the Grainhouses:
Protects foodstores from rotting and necromatic spells.
- Bull’s
Strength:
Subject gains +4 to Str for 1 min./level.
- Calm
Emotions:
Calms creatures, negating emotion effects.
- Consecrate
M:
Fills area with positive energy, making undead weaker.
- Cure
Moderate Wounds:
Cures 2d8 damage +1/level (max +10).
- Delay
Poison:
Stops poison
from harming subject for 1 hour/level.
- Eagle’s
Splendor:
Subject gains +4 to Cha for 1
min./level.
- Enthrall:
Captivates all within 100 ft. + 10 ft./level.
- Find
Traps:
Notice traps as a rogue
does.
- Gentle
Repose:
Preserves one corpse.
- Hold
Person:
Paralyzes one humanoid
for 1 round/level.
- Inflict
Moderate
Wounds:
Touch
attack, 2d8 damage +1/level (max
+10).
- Ishtar's
Power
of Smiting:
Allows paladin to smite 1 extra time per 3 levels (max 5)
- Ishtar's
Teachings of Battle:
Bestows +1/level (max +5) to skill checks related to battle (profession
soldier, timing, etc).
- Measure
of The
Warrior:
Learn combat feats of target creature..
- Miracle
of Birth:
Midwifing miracle. Allows fortitude saves for mother and child at
+1/level to survive a birth that would otherwise kill.
- Move
Unit:
An army unit noves at double rate overland.
- Owl’s
Wisdom:
Subject gains +4 to Wis for 1 min./level.
- Purify
Mud:
Acts as purify water, but functions on mud (designed to offer cleansing
mud baths in the desert)
- Remove
Paralysis:
Frees one or more creatures from paralysis
or slow
effect.
- Resist
Energy:
Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration,
Lesser:
Dispels magical ability penalty or repairs 1d4 ability
damage.
- Shield
Other F:
You take half of subject’s damage.
- Silence:
Negates sound in 20-ft. radius.
- Spiritual
Weapon:
Magic weapon attacks on its own.
- Status:
Monitors condition, position of allies.
- Summon
Monster II:
Calls extraplanar creature to fight for you.
- Tell
Offspring:
Determines sex of unborn child.
- Zone
of
Truth:
Subjects within range cannot lie.
3rd-Level
Cleric
Spells
- Animate
Weapon:
Animates weapon for 1 rnd/lvl, weapon must stay within 30ft,
must
concentrate, uses base attack bonus of caster,
- Bestow
Curse:
-6 to an ability score; -4 on attack
rolls,
saves, and checks; or 50% chance of losing each action.
- Blindness/Deafness:
Makes subject blinded
or deafened.
- Create
Food and Water:
Feeds three humans (or one horse)/level.
- Cure
Serious Wounds:
Cures 3d8 damage +1/level (max +15).
- Daylight:
60-ft. radius of bright light.
- Death's
Door:
Prevents a creature who has reached 0 to -10 hp
from falling below that point for the duration of the spell.
- Detect
Curse:
Makes animals fertile
- Dispel
Exhaustion:
Prevents exhuastion after having sex
- Dispel
Magic:
Cancels spells and magical effects.
- Gift
of Combat:
Bestows one combat feat for 1
round/level to touched creature by telling a story of combat.
- Glyph
of Warding M:
Inscription harms those who pass it.
- Helping
Hand:
Ghostly hand leads subject to you.
- Inflict
Serious
Wounds:
Touch
attack, 3d8 damage +1/level (max
+15).
- Invisibility
Purge:
Dispels invisibility
within 5 ft./level.
- Load
Ballistae:
Loads ballistae on battlefield miraculously as a quick action
- Locate
Object:
Senses direction toward object (specific or type).
- Magic
Circle
against Chaos/Evil/Good/Law:
As protection spells, but 10-ft. radius and 10 min./level.
- Magic
Vestment:
Armor or shield gains +1 enhancement per four levels.
- Mask
Unit:
Masks movements of one unit on a battlefield
- Obscure
Object:
Masks object against scrying.
- Prayer:
Allies +1 bonus on most rolls, enemies -1 penalty.
- Protection
from
Energy:
Absorb 12 points/level of damage from
one kind of energy.
- Rally:
Rallies a unit in battle, increasing morale and triggering new saves
against effects of opponents.
- Remove
Blindness/Deafness:
Cures normal or magical
conditions.
- Remove
Curse:
Frees object or person from curse.
- Remove
Disease:
Cures all diseases
affecting subject.
- Seal
Orders:
Protects and seals battlefield orders to prevent them from being
intercepted by enemy forces. If anyone other than target opens orders,
they will self-destruct and the cleric will be aware of their
destruction.
- Searing
Light:
Ray deals 1d8/two levels damage, more against undead.
- Speak
with Dead:
Corpse answers one question/two levels.
- Stone
Shape:
Sculpts stone into any shape.
- Summon
Monster III:
Calls extraplanar creature to fight for you.
- Water
Breathing:
Subjects can breathe underwater.
- Water
Walk:
Subject treads on water as if solid.
- Wind
Wall:
Deflects arrows, smaller creatures, and gases.
4th-Level
Cleric
Spells
- Air
Walk:
Subject treads on air as if solid (climb at 45-degree angle).
- Antimorph
Weapon:
Weapon gains +1 to hit and bane (+2d6) against creatures with
shapechanging abilitiess.
- Consecrate
Weapon:
Weapon gains good descriptor and bane (+2d6) against evil.
- Control
Water:
Raises or lowers bodies of water.
- Cure
Critical Wounds:
Cures 4d8 damage +1/level (max +20).
- Death
Ward:
Grants immunity to death spells and negative energy effects.
- Dimensional
Anchor:
Bars extradimensional movement.
- Discern
Lies:
Reveals deliberate falsehoods.
- Dismissal:
Forces a creature to return to native plane.
- Divination
M:
Provides useful advice for specific proposed actions.
- Divine
Power:
You gain attack bonus, +6 to Str, and 1 hp/level.
- Fitness:
Grants fertility.
- Force
Morale Check:
Subject treads on air as if solid (climb at 45-degree angle).
- Freedom
of Movement:
Subject moves normally despite impediments.
- Giant
Vermin:
Turns centipedes, scorpions, or spiders into giant
vermin.
- Imbue
with Spell
Ability:
Transfer spells to subject.
- Inflict
Critical
Wounds:
Touch
attack, 4d8 damage +1/level (max
+20).
- Lizard-eater
Weapon:
Weapon gains +1 to hit and bane (+2d6) against reptiles.
- Load
Light
Catapult:
Loads a light catapult miraculously as a quick
action
- Mage-biter
Weapon:
Weapon gains +1 to hit and bane (+2d6) against mages and creatures with
spell like abilities.
- Magic
Weapon, Greater:
+1 bonus/four levels (max +5).
- Mothering
Armor:
Allows a pregnant character to wear a set of
armor. Unborn child gains double armor bonus to any saves..
- Namesake:
Protects True Name from divination.
- Neutralize
Poison:
Immunizes subject against poison,
detoxifies venom in or on subject.
- Paladin's
Scorn:
Grants a new save (even if there isnt one) to any effect which would
bring paladin away from his code.
- Planar
Ally, Lesser X:
Exchange services with a 6 HD extraplanar creature.
- Prayer
for
the Dying:
Adds -5 to next save vs death to one target creature
- Prisoner
of
War:
Defeated creature is bound to act like prisoner if they are unharmed.
- Repel
Vermin:
Insects, spiders, and other vermin stay 10 ft. away.
- Restoration
M:
Restores level and ability score drains.
- Sending:
Delivers short message anywhere, instantly.
- Spell
Immunity:
Subject is immune to one spell per four levels.
- Strategy
Table:
Creates strategy table with maps of terrain for 1 mile/level. Gain +1/3
levels to profession soldier.
- Summon
Monster IV:
Calls extraplanar creature to fight for you.
- Sword
of Conscience:
Targets evil creature with the pangs of conscience.
- Tongues:
Speak any language.
- Trollbiter
Weapon:
Weapon gains +1 to hit and bane (+2d6) against trolls.
- Wee-smiter
Weapon:
Weapon gains +1 to hit and bane (+2d6) against small and tiny creatures.
5th-Level
Cleric
Spells
- Animate
Weapon, Greater:
Caster animates a weapon. It must stay
withing 60ft. Cleric does not need to concenterate. Uses casters base
attack.
- Answering
Weapon:
Weapon gains answering ability. (as per whirlwind attack)
- Atonement
F
X:
Removes burden of misdeeds from subject.
- Axe
of
Hurling:
Grants any axe the returning ability.
- Battlefield
Ceremony:
1 hour casting. Casts ceremony spell placing lien on souls
of fallen foes.
- Break
Enchantment:
Frees subjects from enchantments, alterations, curses, and
petrification.
- Command,
Greater:
As command,
but affects one subject/level.
- Commune
X:
Deity answers one yes-or-no question/level.
- Cure
Light Wounds,
Mass:
Cures 1d8 damage +1/level for many
creatures.
- Dancing
Sword:
Sword gains dancing ability as per sword of dancing, intelligence 12
and good alignment.
- Darts
of
Homing:
Grants ability to round corners to 1d4/level (max 10d4) darts.
- Dispel
Chaos/Evil/Good/Law:
+4 bonus against attacks.
- Disrupting
Weapon:
Melee weapon destroys undead.
- Dragonslayer
Weapon:
Weapon gains +1/3 levels (max +6) and bane (+2d6) versus
dragons to one weapon.
- Draw
Upon
Holy Insight:
Grants enhancement bonus to wisdom.
- Dwarven
Weapon:
Weapon becomes a dwraven thrower.
- Farbow:
Changes range increment of bow by one place. 1 min/lvl
- Flame
Strike:
Smite foes with divine fire (1d6/level damage).
- Flaming
Weapon:
Weapon flames for additional 3d6 in fire damage, (6d6 to cold using
creatures)
- Giantslayer
Weapon: Weapon
gains +1/3 levels (max +6) and bane (+2d6) versus dragons to
one weapon
- God's
Feast:
Sends a food sacrifice to your God.
- Hallow
M:
Designates location as holy.
- Holy
Warrior:
Ceremony spell automtically cast on creatures slain by warrior.
- Inflict
Light
Wounds, Mass:
Deals 1d8 damage +1/level to
many creatures.
- Insect
Plague:
Locust
swarms attack creatures.
- Ishtar's
Love of Heaven and
Earth:
Creatures participating in orgy are
protected from spells and attacks.
- Ishtar's Weaponcraft
V:
Pick any weapon spell of 4th level or less.
- Load
Heavy
Catapult:
Loads a heavy catapult as a quick action.
- Mark
of Justice:
Designates action that will trigger curse on subject.
- Miraculous
Feat of Combat:
Grants any one non-epic feat AND all its prerequisite feats.
- Plane
Shift F:
As many as eight subjects travel to another plane.
- Raise
Dead M:
Restores life to subject who died as long as one day/level ago.
- Righteous
Might:
Your size increases, and you gain combat bonuses.
- Ritual
of Ishtar:
Ritual spell that increases charisma of one target creature.
- Scrying
F:
Spies on subject from a distance.
- Slay
Living:
Touch
attack kills subject.
- Speedblade:
Weapon gains one extra attack per round at highest bonus.
- Speedbow:
Bow gains one extra attack per round at best bonuses. 1 min/lvl
- Spell
Resistance:
Subject gains SR 12 + level.
- Spoils
of
War F
X:
Heroes gain bonuses from a token taken from their defeated enemy if
weapon is sacrificed.
- Summon
Lions:
Summons 1d4 lions.
- Summon
Monster V:
Calls extraplanar creature to fight for you.
- Symbol
of Pain M:
Triggered rune wracks nearby creatures with pain.
- Symbol
of Sleep M:
Triggered rune puts nearby creatures into catatonic slumber.
- Thunderbolt:
Makes any hammer a hammer of thunderbolts with +1/3 levels
bonus.
- True
Seeing M:
Lets you see all things as they really are.
- Wall
of
Stone:
Creates a stone wall that can be shaped.
- Word
of Love:
Cast in conjunction with a Break Enchantment spell, will take over
another's charmed creatures.
6th-Level
Cleric
Spells
- Antilife
Shell:
10-ft. field hedges out living creatures.
- Banishment:
Banishes 2 HD/level of extraplanar creatures.
- Bear’s
Endurance, Mass:
As bear’s
endurance, affects one subject/
level.
- Blade
Barrier:
Wall of blades deals 1d6/level damage.
- Bull’s
Strength, Mass:
As bull’s
strength,
affects one subject/level.
- Call
Faithful:
Cast in a church or temple, summons an NPC worshipper of Ishtar.
- Create
Undead:
Create ghouls,
ghasts,
mummies,
or mohrgs.
- Cure
Moderate
Wounds, Mass:
Cures 2d8 damage +1/level for
many creatures.
- Dispel
Magic, Greater:
As dispel
magic, but up to +20 on check.
- Eagle’s
Splendor, Mass:
As eagle’s
splendor, affects one
subject/level.
- Find
the Path:
Shows most direct way to a location.
- Forbiddance
M:
Blocks planar travel, damages creatures of different alignment.
- Geas/Quest:
As lesser
geas, plus it affects any
creature.
- Glyph
of Warding,
Greater:
As glyph of
warding,
but up to 10d8 damage or 6th-level spell.
- Harm:
Deals 10 points/level damage to target.
- Heal:
Cures 10 points/level of damage, all diseases
and mental conditions.
- Heroes’
Feast:
Food for one creature/level cures and grants combat bonuses.
- Inflict
Moderate Wounds, Mass:
Deals 2d8 damage
+1/level to many creatures.
- Ishtar's
Weaponcraft 6:
Cast any weapon spell of 5th-level or
lower, choose at time of casting
- Owl’s
Wisdom,
Mass:
As owl’s
wisdom,
affects one subject/level.
- Mother's
Song:
Subject treads on air as if solid (climb at 45-degree angle).
- Planar
Ally X:
As lesser
planar ally, but up to 12 HD.
- Sharp
Blade:
Weapon gains sharpness.
- Spoils
of
the Victor:
Cast after a battle, increases the amount of
treasure and equpiment recovered by 10%
- Summon
Monster VI:
Calls extraplanar creature to fight for you.
- Symbol
of Fear M:
Triggered rune panics nearby creatures.
- Symbol
of Persuasion M:
Triggered rune charms
nearby creatures.
- Undeath
to Death M:
Destroys 1d4 HD/level undead (max 20d4).
- War
Counselor:
Grants one extra strategy check each turn (as a free action).
- Wind
Walk:
You and your allies turn vaporous and travel fast.
- Word
of Recall:
Teleports you back to designated place.
- Wounder:
Subject treads on air as if solid (climb at 45-degree angle).
- Wrath:
Cleric becomes a paladin of equal level.
7th-Level
Cleric
Spells
- Create
Holy Sword:
Weapon gains the powers of a Holy Sword.
- Cure
Serious
Wounds, Mass:
Cures 3d8 damage +1/level for
many creatures.
- Destruction
F:
Kills subject and destroys remains.
- Dictum:
Kills, paralyzes, slows, or deafens
nonlawful subjects.
- Ethereal
Jaunt:
You become ethereal
for 1 round/level.
- Holy
Word:
Kills, paralyzes, blinds,
or deafens
nongood subjects.
- Inflict
Serious Wounds, Mass:
Deals 3d8 damage
+1/level to many creatures.
- Lion's
Roar: Does sonic damage to
opponents
- Refuge
M:
Alters item to transport its possessor to you.
- Regenerate:
Subject’s severed limbs grow back, cures 4d8 damage +1/level
(max +35).
- Repulsion:
Creatures can’t approach you.
- Restoration,
Greater X:
As restoration,
plus restores all levels and ability scores.
- Resurrection
M:
Fully restore dead
subject.
- Righteous
Smite:
Smites evil and neutral creatures in area
- Scrying,
Greater:
As scrying,
but faster and longer.
- Seige
Engines: Miraculous seige
engines appear on the battlefield (damage is illusory)
- Summon
Lion
Archon:
Summons 1d3 Lion Archons (8 HD).
- Summon
Monster VII:
Calls extraplanar creature to fight for you.
- Symbol
of Stunning M:
Triggered rune stuns nearby creatures.
- Symbol
of Weakness M:
Triggered rune weakens nearby creatures.
- Vorpal
Weapon:
Weapon becomes vorpal.
8th-Level
Cleric
Spells
- Antimagic
Field:
Negates magic within 10 ft.
- Cloak
of Chaos F:
+4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create
Greater
Undead M:
Create shadows,
wraiths,
spectres,
or devourers.
- Cure
Critical
Wounds, Mass:
Cures 4d8 damage +1/level for
many creatures.
- Dimensional
Lock:
Teleportation and interplanar travel blocked for one day/level.
- Discern
Location:
Reveals exact location of creature or object.
- Fire
Storm:
Deals 1d6/level fire damage.
- Holy
Aura F:
+4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict
Critical Wounds, Mass:
Deals 4d8 damage
+1/level to many creatures.
- Planar
Ally, Greater X:
As lesser
planar ally, but up to 18 HD.
- Shield
of Law F:
+4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell
Immunity,
Greater:
As spell immunity,
but up to 8th-level spells.
- Summon
Monster VIII:
Calls extraplanar creature to fight for you.
- Symbol
of Death M:
Triggered rune slays nearby creatures.
- Symbol
of Insanity M:
Triggered rune renders nearby creatures insane.
9th-Level
Cleric
Spells
Epicl
Cleric
Spells
- Breath
of Khalak M:
Sumons breath of Khalak for 378 hit point of effects.
- Gift
of the War Goddess:
City spell of Selled-din, Summons an artifact weapon
- Headdress
of Ishtar:
Echoes the powers of Ishtar's own headdress, turns one of an enemy's
powers against him or her (10 times)
- Sword of Power, Love:
City Spell of New Evermore, continuous emenations of Devastate Undead
and Undead to Death
- True
Marriage:
City Spell of Chathold, mass marriage ceremony which binds souls
together