Ruins of Adventure
Order of the Light Spells
Copied from TSR11612 “Diablo II: The Awakening” without permission…
The Order of the Light was first developed by Paladins in the service of Lathander, and grants the user powers to heal and to exact vengeance on extraplanar threats and those of opposing philosophies. Since its creation, the secrets of the Order of the Light have become widely known and its powers turned to all manner of purposes. The study of the Order of the Light is particularly popular by Demons and Devils, who find its powers to harm and even convert extraplanar interlopers particularly useful in fending off incursions in the never-ending Blood War.
Order of the Light Spell List:
- 1st: Shepherd, Bestow, Blessed Hammer, Holy Shield
- 2nd: Holy Bolt, Sacrifice, Vengeance
- 3rd: Lesser Aura, Consecrated Bolt, Bless Weapon
- 4th: Glorious Light, Redemption
- 5th: Greater Aura, Consecrate Weapon
- 6th: Conversion, Heavenly Fist, True Seeing
Bestow
(Necromancy)
Level: 1st
Spheres: Healing
Range: Touch
Components: V, S
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: none
With a touch, the caster heals himself or another creature of a number of hit points of damge equal to twice his caster level.
Bless Weapon
(Enchantment)
Level: 3rd
Spheres: Combat
Range: Touch
Components: V, S
Duration: 2d6 rounds
Casting Time: 5
Area of Effect: 1 weapon
Saving Throw: none
This spell may be cast on any melee weapon. While the duration lasts, the weapon shines with a dim blue light, illuminating a 5-ft. radius around the wielder, and receives a +1 magical bonus to hit and to damage. This bonus stacks with any other magical bonuses the weapon might possess (if any), and the total bonus is used to determine what creatures can be harmed by the blessed weapon.
Blessed Hammer
(Conjuration)
Level: 1st
Spheres: Combat
Range: 10 yards
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 weapon
Saving Throw: none
By means of this spell, the caster forms a hammer of divine energy and hurls it at a foe within range. The caster must make a ranged attack roll, using his normal THAC0, modified by his Aim score. On a successful hit, the hammer deals 1d4 points of damage. Against an undead target, this damage increases to 1d6+1. For every 2 spellcasting levels above 1st, the hammer deals an additional 1d4 points of damage (or 1d6+1 vs. undead), to a maximum of 5d4 (or 5d6+5) at 9th level.
After striking a foe, the hammer vanishes.
Consecrate Weapon
(Conjuration)
Level: 5th
Spheres: Combat
Range: Touch
Components: V, S
Duration: 2d6 rounds
Casting Time: 8
Area of Effect: 1 weapon
Saving Throw: none
A more powerful form of Bless Weapon, this spell may be cast on any melee weapon. While the duration lasts, the weapon shines with a dim blue light, illuminating a 10-ft. radius around the wielder, and receives a +3 magical bonus to hit and to damage. This bonus stacks with any other magical bonuses the weapon might possess (if any), and the total bonus is used to determine what creatures can be harmed by the consecrated weapon.
Consecrated Bolt
(Conjuration)
Level: 3rd
Spheres: Combat, Creation
Range: 120 ft.
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: 1 extraplanar creature
Saving Throw: none
By means of this spell, the caster calls forth a beam of divine energy that unerringly strikes a single extraplanar creature (any creature not native to the plane on which the spell is cast), dealing 1d6 points of damage per level of the caster. The consecrated bolt allows no saving throw, though a creature’s innate magic resistance does apply. This spell has no effect against creatures that are native to the plane on which the spell is cast.
Conversion
(Conjuration, Enchantment)
Level: 6th
Spheres: Charm
Range: 30 ft.
Components: V, S
Duration: Permanent
Casting Time: 9
Area of Effect: 1 extraplanar creature
Saving Throw: Negates
The caster chooses a single extraplanar creature (any creature not native to the plane on which the spell is cast) within range and calls down a beam of glory and beauty upon them. The targeted creature must make a save vs. spell or be converted. The creature’s alignment changes to that of the caster, as do their allegiances and factions. The converted creature will follow the caster, assisting him and fighting on his behalf for up to 8 hours, after which it will go its own way and pursue its new moral path.
Glorious Light
(Evocation)
Level: 4th
Spheres: All, Creation
Range: Self
Components: V, S
Duration: 1 hour
Casting Time: 9
Area of Effect: 10-ft. radius
Saving Throw: Special
This spell causes the caster to shine with pure light, allowing normal vision within the area of effect. Creatures whose alignment directly opposes the casters on either the Good/Evil or Law/Chaos axis must make a saving throw vs. spell or be unable to enter the area of effect willingly. A new saving throw is allowed each time the creature attempts to move into the area, with a failure meaning that he stops right at the edge of the light. A creature that is forcefully shoved or otherwise moved into the area involuntarily does not need to make a save.
Creatures of opposing alignments who actually enter the area find the light painful and suffer a -2 penalty on all attack rolls and saving throws for as long as they remain in the area of effect. In addition, such creatures suffer 1 point of damage each round that they remain within the area of the light.
This spell effects creatures in opposition to the caster along either alignment axis. Thus both a Lawful Good and a Chaotic Evil creature would find themselves equally harmed by the Glorious Light of a Chaotic Good caster. Only strong convictions are repelled by this spell — creatures with Neutral and undefined alignments are not affected. A Glorious Light cast by a True Neutral caster has no repelling effects at all.
Greater Aura
(Abjuration, Conjuration)
Level: 5th
Spheres: Combat, Protection
Range: Self
Components: V, S
Duration: 1 round / level
Casting Time: 8
Area of Effect: 15-ft. radius
Saving Throw: Special
This spell causes a divine radiance to shine down around the caster. The caster can choose one of the following effects at the time that he casts the spell. Unless otherwise noted, the effects of the aura apply to all allies that enter or remain within the area of effect. An individual can benefit from only one Greater Aura at a time. The caster gains no benefit from his own Greater Aura.
- Blessed Aim: The caster’s allies in the area of effect gain a +2 bonus on all attack rolls.
- Fanaticism: The caster’s allies within the area of effect can make 1 extra melee or missile attack each round.
- Divine Wind: Enemies of the caster that begin their turn within the area of effect are Slowed.
- Divine Shock: Enemies of the caster within the area of effect suffer 2d6 points of electricity damage (save vs. spell for half). This affects all enemies in the area on the caster’s initiative, each round.
- Stamina: Each ally within the area of effect heals 1 hit point each round, on the caster’s initiative.
- Salvation: Each ally within the area of effect takes half damage from Fire, Cold, and Electricity based attacks.
Heavenly Fist
(Conjuration)
Level: 6th
Spheres: Combat, Summoning
Range: Self
Components: V, S
Duration: 2d6 rounds
Casting Time: 9
Area of Effect: The caster
Saving Throw: none
This spell fills the caster with divine power, granting him a +7 bonus on all attack rolls for the duration of the spell. In addition, all of the caster’s attacks deal an extra 1d6 +6 points of damage to extraplanar creatures (that is, any creature not native to the plane on which the spell is cast).
Holy Bolt
(Evocation)
Level: 2nd
Spheres: Combat, Creation
Range: 120 ft.
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 Undead creature
Saving Throw: none
The caster calls forth a bolt of positive energy that inflicts 1d4 points of damage per level of the caster on a single undead creature within range. The bolt allows no saving throw, and bypasses any natural magic resistance the undead creature may possess. This spell has no effect on creatures other than the undead.
Holy Shield
(Enchantment)
Level: 1st
Spheres: Combat
Range: Touch
Components: V, S
Duration: 2 rounds + 1 round / level
Casting Time: 3
Area of Effect: 1 Shield
Saving Throw: none
The caster enchants a single shield, increasing the AC bonus granted by the shield by 1. This stacks with any magical bonuses the shield might already possess. In addition, the shield absorbs 1d4+1 points of damage from the first melee attack to strike the bearer each round, reducing the damage dealt by the amount rolled.
Lesser Aura
(Abjuration, Conjuration)
Level: 3rd
Spheres: Combat, Protection
Range: Self
Components: V, S
Duration: 1 round / level
Casting Time: 5
Area of Effect: 15-ft. Radius
Saving Throw: none
This spell causes a divine radiance to shine down around the caster. The caster can choose one of the following effects at the time that he casts the spell. Unless otherwise noted, the effects of the aura apply to all allies that enter or remain within the area of effect. An individual can benefit from only one Lesser Aura at a time. The caster gains no benefit from his own Lesser Aura.
- Cleansing: Each ally within the area of effect that is suffering from poison or disease receives a new saving throw each round on his initiative. If the condition that inflicted the poison or disease did not originally allow a saving throw, then the aura has no effect.
- Concentration: Each ally within the area of effect becomes immune to stun effects. An ally that is already stunned who is brought within the area of the aura immediately recovers.
- Defiance: Each ally within the area of effect gains a +1 bonus to AC and to saving throws against Fear effects.
- Divine Fire: Enemies of the caster within the area of effect suffer 1d6 points of fire damage (save vs. spell negates). This affects all enemies in the area on the caster’s initiative, each round.
- Might: Each ally within the area of effect gains a +1 bonus on damage rolls.
- Purification: Each ally within the area of effect that is suffering from a Curse effect is allowed a new saving throw each round on his initiative. If the condition that inflicted the Curse did not originally allow a saving throw, then the aura has no effect. Curses inflicted by spells of 5th level or higher, and special curses such as lycanthropy are unaffected.
- Resistance: Choose one of Cold, Fire, or Electricity. Allies within the area of effect suffer only half damage from attacks using the chosen energy type.
- Thorns: Allies within the area of effect are covered with sharp thorns. A foe that successfully hits an effected ally in melee with an unarmed attack or natural weaponry (claws, bite, etc.) takes 1d4 points of non-magical piercing damage.
Redemption
(Necromancy)
Level: 4th
Spheres: Necromantic
Range: 10 ft.
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 corpse
Saving Throw: none
The caster targets the corpse of a single vanquished foe within 10 feet. If the caster dealt the killing blow to the corpse, the corpse is redeemed. The corpse dissolves in a flash of light and the caster, or a single ally within 15 feet of the corpse, is immediately healed of 1d8 points of damage per HD of the slain creature. A corpse that is destroyed by Redemption cannot be raised or brought back by any other means that requires a body.
Sacrifice
(Alteration, Necromancy)
Level: 2nd
Spheres: Combat
Range: Self
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: The caster
Saving Throw: none
By means of this spell, the caster sacrifices his own life energy to enhance his combat prowess. At the beginning of each round, starting the round after the spell is cast, the caster can choose to sacrifice 1d6 hit points. If he does so, he can make double his normal number of attacks in the round and gains a +2 bonus to hit and deals an extra 1d6 points of damage with each attack. The spell ends as soon as the caster choose not to sacrifice hit points. If the caster receives any form of healing, the spell also immediately ends.
Shepherd
(Abjuration, Necromancy)
Level: 1st
Spheres: Protection
Range: Touch
Components: V, S
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: none
The spell allows the caster to take damage in another’s stead. The caster must touch a willing target. Thereafter, for the duration of the spell, any damage dealt to the target is suffered by the caster instead, regardless of the distance separating the caster and the target (so long as they remain on the same plane). This spell can transfer the damage from a number of successful attacks equal to the caster’s level, after which the spell ends.
Vengeance
(Conjuration)
Level: 2nd
Spheres: Combat
Range: Self
Components: V, S
Duration: Until discharged
Casting Time: 3
Area of Effect: special
Saving Throw: none
By casting this spell, the caster girds himself with divine power, gaining a +1 bonus to hit with all melee attacks. This bonus increases by +1 for every 2 levels of the caster beyond 4th, to a maximum of +5 at 12th level.
On the first successful hit, the spell discharges in a blast of energy dealing 1 point of fire damage, 1 point of cold damage, and 1 point of electricity damage to the target and ending the spell. Each type of damage increases by 1 point for every 2 levels of the caster beyond 4th, to a maximum of 5 points each at 12th level.