Neutralian Spells
NOTE: Unless specifically waived by the DM, Neutralian spells are available only to Neutralian priests.
December 2013 amendments; November 2014 amendments
Other Neutralian Accessible Spells:
Balance (evocation)
Level: 5
Sphere: law
Range: -
Duration: 2d8+5 rounds + one round per level of the caster
Area of Effect: one foot radius per level of the caster
Casting Time: 2
Components: VS
Saving Throw: none
This spell will dictate that within a one foot radius per level of the caster, all innumerated bonuses, such as to hit, to damage, to saving throw, etc., of a magical nature, are averaged out. For instance, if the Neutralian possesses a sword + 1 and is fighting against a githyanki knight with a greater silver sword + 5, both swords would act as +3 weapons for the duration of the spell. This effect would apply to magical armor, magical saving throw bonuses, etc. It would not effect natural strength bonuses, bonuses for natural high wisdom or dexterity, etc. If one party possesses no magical bonus in a given category, assume that the individual in question, possesses a bonus of + 0 for purposes of calculating averages. For example, if a Neutralian with no magical weapon were facing off with an individual with a + 4 weapon, both would fight with weapons +2 for the remainder of the spell, or until the non-Neutralian leaves the area of effect.
In addition, all spells cast in the area will function at the exact median for damage rolls, or for any other variables. For instance, a 10th level wizard casting a fireball would cause exactly 30 points of damage, save vs. spell for half.
If psionic telepathic combat is involved, this spell forces fair combat. The number of PSPs between the two combatants balances out exactly throughout the combat, being rebalanced again at the beginning of each round. Furthermore, all attacks and defenses known by one are known by the other. All this applies even if one of the combatants in question has no psionic ability whatsoever.
This spell provides saving throws regarding events and attacks when they are otherwise not allowed. However the magic works, in one way or another, all those in the radius of the spell receive saving throws regardless of the situation involved. Instant death traps are defeated if the character involved makes his saving throw (the DM will describe this however he must; if need be, reality will bend around prevention of the event). Level draining will be hindered by a successful saving throw.
This spell may have many other effects. Balance must be adjudicated carefully by the DM.
Candle (invocation)
Level: 7
Sphere: combat, guardian
Range: none
Duration: one round or one turn/level
Area of Effect: one hundred foot radius
Casting Time: one round
Components: VSM
Saving Throw: 1/2
This powerful spell has two versions: guardian and combat. The nature of the spell must be decided upon praying for the spell.
When casting this spell, the caster must produce a single candle. The candle is no ordinary candle however, and must in fact be fabricated from a set list of components. The tallow used in the candle must be of the highest grade… in any case, only the fat of an animal living in the Vale of Telemon may be used. The wick is traditionally made from the ever-thistles that grow in rare clumps on Mt. Telemon itself.
Upon casting, the priest places the candle down on the ground, and must light it. Once done, the priest then recites the verbal component of the spell.
The combat version of the spell is quite simple. At the beginning of the round after the actual casting, all enemies within the spell’s radius are engulfed in white divine flames. Although the flames seem “hot,” the damage they inflict is not considered fire damage. And the damage the flames cause is considerable. 7d8+1 damage/level, save vs. half, engulfs any direct enemy of the priest (or the priest’s faction). The fires may destroy equipment as per magical fire, although once again, the flames should not be treated as fire. The flames will only erupt around enemies of the casting priest, as well as all those he designates, leaving all others unharmed. The flames will only last one round, where after the candle light will flicker out and leave the attacking flames extinguished.
The defense version of the spell acts roughly the same, save for its extended duration and the fact that it only does 2d6 points of damage, save vs. spell for half. The flames are obviously much milder, but the duration often makes this spell much more profitable. Another drawback to this version is that the flames are dependant upon the candle fire, which if extinguished, extinguishes the spell. Fortunately, the faith of the priest keeps the candle glowing save for all the most oppressive actions.
The only material component for the spell is the candle and its flame.
Ethers of Heaven (conjuration/summoning)
Level: 4
Sphere: combat/healing
Range: 30 yards
Duration: 1 round/level
Area of Effect: 10 sq. feet/level, 10 ft. high
Casting Time: 4
Components: VSM
Saving Throw: none
This spell conjures forth gently glowing and billowing clouds of golden light, which cuts vision much as the 2nd level priest spell, obscurement. All non-neutral beings caught within the fog suffer 1d12 damage for each round they are in the fog. All neutral characters in the fog heal 1 hit point a round while in the murk. If desired, the priest may stack the ether up on top of itself, so that the ethers may extend to a much greater height. A strong wind (such as the 3rd-level wizard spell, gust of wind, can cut the duration of an obscurement spell by 75%. This spell does not function under water.
The component for this spell is the breath of the caster.
Final Judgment (abjuration)
Level: Quest
Sphere: summoning or law
Range: 77 feet
Duration: permanent
Area of Effect: one creature
Casting Time: 3 rounds
Saving Throw: none
This awesome quest spell will permanently exile a mortal target to the Outer Planes, specifically, to the plane most aligned with the target. Upon beginning the casting of this spell, the target creature will immediately become aware of the casting and what its result will be, and will sense the location of the caster, no matter how he is hidden. Upon casting, a circle of lights will begin to appear around the target, in the center of which a sealing rune signifying the plane to which the target is to be banished begins to write itself. Upon completion of the spell, the target is banished to the plane his soul was destined for at the time of the casting. Such exile is both body and soul, all equipment being taken along. The exile is permanent for mortals, for although the target may be free to wander the plane he is banished to, he may never leave it by any means—even a wish will not override the power of this quest magic.
The spell cuts through all magic resistance, and will disregard all other magical effects that might otherwise block or defend against the spell. Even a time/space anchor or anti-magic shell will offer no defense.
The judgment spell will not work on deities, but quasi-gods such as tanar’ri and baatezu lords will be affected. This spell will have no effect whatsoever upon those who are already on the plane they are destined for upon the time of the casting.
This spell cannot be undone by any known mortal magic, and indeed only the direct intervention of a greater power can undue the awesome power of this spell, and even then, such a power will have to answer to the justice of Neutralis.
Hold Spell (enchantment/charm)
Level: 5
Sphere: all
Range: 10 ft./level of the caster
Duration: special
Area of Effect: spell effected
Casting Time: 1 round
Components: VSM
Saving Throw: -
This powerful spell translates the quality of permanence to certain spells for a given amount of time. The spell radically improves the duration of spells with duration. For spells with a duration of a matter of rounds, the spell increases the duration by a number of turns equal to the caster. If the spell to be held has a duration of turns, the spell will receive a boosted duration of the number of hours equal to the level of the caster. Thus hours become days, days become weeks, weeks become months and months become years. Such is the limit of the power of this spell. The spell cannot be cast multiple times on the same spell.
This spell may also recharge a wizard's stoneskin spell, setting it to the maximum number of protected attacks given the level of the caster of the hold spell. This spell may likewise supercharge other spells of 4th level or below.
This spell will extend the duration of a wall of force by one round per level of the caster of the hold spell.
The DM must carefully arbitrate the use of this spell.
Virgil learned this spell through Thrius the dwarven forgemaster.
The material component for this spell is a small ring of adamant or a diamond of no less than 1,000 g.p. value. If a 5,000 g.p. diamond is used, the held spell in question becomes extremely difficult to dispel, receiving a +4 bonus versus any attempt at dispelling. Likewise, supercharged combat spells with durations, such as a version of Melf's Minute Meteors, will receive a +2 damage bonus per missile fired.
Lesser Smite Resistance (abjuration)
Level: 3
Sphere: protection
Range: touch
Duration: 1 turn +1 round/level
Area of Effect: one creature
Casting Time: 6
Components: VSM
Saving Throw: none
This spell will reduce the magical resistance of the target creature. Touch to the essence of the creature is required, but the spell is in effect on the priest’s hands for 1 round per level of the caster. This spell is affected by a creature’s magic resistance, but the magic resistance of the creature, for the purposes of this spell affecting it, are halved. If the target creature is effectively afflicted with this spell, its magic resistance is temporarily reduced by 1d10 percentage points, plus 2% per level of the caster.
The material component of this spell is a substance or even words antithetic to the target creature.
Mail of Neutralis (conjuration/summoning)
Level: Quest
Sphere: protection
Range: one ft. /level
Duration: one turn/level + 1d4 turns
Area of Effect: any Neutralian
Casting Time: one turn
Saving Throw: -
This incredibly powerful spell manifests divine mail for a champion of Neutralis. The mail is made of divine essence, and appears as translucent crystal. In this mail, the bearer is invulnerable to non-divine physical attack. Nothing physical (that is, not a spell) may harm him, no matter how great, except on a roll of 20. Blows from weapons, natural attacks (claws, bites, etc.) and psychokinetic blasts will have no effect, save on natural rolls of 20. Mortal magic will not harm the mail itself; even disintegration will have no effect, and an anti-magic shell will not negate it. The mail cannot be dispelled by any mortal means.
The mail only protects against physical effects. Whereas a vorpal sword may be stopped, the bearer may still be charmed or dominated, or turned to stone by the gaze of a medusa. Symbols and the like that are physical manifestations still may harm the bearer of this mail.
The bearer cannot be level-drained while in this mail, even by a divine being. Furthermore, the bearer will not be harmed in a physical sense by the nature of any Plane of Existence. He might visit the Negative or Positive Material Planes, for instance, or wade in the lavas of Gehenna. He is not however granted the ability to move through Elemental Earth, or to breath. Such must be granted by other spells.
Ethereal and astral beings cannot penetrate the mail.
The mail perpetually girds the bearer with all five psionic defenses, and lowers his mental armor class (MAC) by 5 bonus points. All saving throws of a mental nature receive a +5 bonus.
Only truly divine beings (demi-powers and beyond) and their artifacts or relics can normally harm the bearer of this mail. If such are encountered, and in all other circumstances, the mail acts as full plate +5.
The use of this mail is only granted for the most egregious violations of the Balance. It taxes upon the essence of Neutralis considerably, and such mails are worn by the two aasimon solars who guard Neutralis’ hall. The use of his mail will draw the interest of rival powers, and may very well provoke them into direct action.
Per (conjuration/summoning)
Level: 7
Sphere: guardian
Range: 30 yards
Duration: one turn/level
Area of Effect: one portal
Casting Time: 9
Components: VSM
Saving Throw: -
This spell gates in a per, one of the legendary warriors who guard the portals and gates of the Upper Planes. Unfortunately, a per may only be gated in by a priest of Neutralis to guard a magical portal, of any type, but only a portal. Summonings for any other purpose will cause the spell to fail, and will bring the censure of Neutralis. Once summoned, the per will only guard the portal in question, and will not move or act for any other purpose or person. However, the per will behave in his normal manner, and will defend access to the portal to the death, as per the wishes of the caster.
The material component of this spell is ice.
See the description of Per as given [1].
Silver Fire (evocation)
Level: 7
Sphere: combat, guardian
Range: 10 feet
Duration: 1 round/level
Area of Effect: one foot diameter, or 5 foot radius
Casting Time: 1 round
Saving Throw: none
It is said that the two aasimon who guard access to the Paramount Court each hold a torch of blazing silver fire. It is said that any who approach these flames find all their lies revealed as truths, and their natures revealed to all who can behold them, regardless of any attempts to hide them. The fire also cannot be looked at, or blindness will occur.
If evoked for the use of a Neutralian, silver fire of an unbearable brightness erupts into being over where the holy water required as a material component for this spell is poured or sprinkled. The holy water must be in one general spot. It can be poured in a pool on the ground, lavished on a blade or other weapon (up to 10 arrows or crossbow bolts), or even poured upon the caster’s hand. The fire cannot be brought to appear on any living being but the caster. If the fire is evoked into the caster’s hand, he will suffer 4d6 points of damage that round, and for every round thereafter.
Anyone within 5 feet of the silver fire of Neutralis cannot tell lies (they will be spoken as truths, and the speaker will hear only his lies, unless they are lies to himself). Also, no illusions of any sort, or invisibility, will function in this 5 foot radius. Furthermore, all color within 5 feet of the flames takes on a grayish hue, the colors of individuals matching the nature of their alignment, so that good creatures are lighter in color, evil creatures darker, chaotic creatures flashing and lawful creatures constant and solid.
If the flames are evoked upon the caster’s hand, he may throw the flames upon a target not more than ten feet away. This is the only way the flames may be thrown upon another. The flames cause the caster 4d6 damage, with no saving throw allowed, and no spell, special defense or even magic resistance can save the Neutralian from this damage. The Neutralian may immediately throw the fire, which the target may avoid by making a successful saving throw vs. spell. If hit, the fire causes 4d6 damage a round, and no saving throw, resistance, or anything applies. If the save is made, the fire causes only 3d6 damage and does not stick to the target. If he fails his saving throw, the flames will hold to the target as described below. Any item in contact with the flames must save vs. magical fires with a -2 penalty or be destroyed, and this must be done each round. The fire cannot be doused by any water, as it is not true fire (it will still burn underwater, and without oxygen). The fire cannot be wiped away or brushed off. The fire can be dispelled however by a dispel good or evil spell. The fire will burn each round for as many rounds as the caster has levels.
If the fire is thrown, it will penetrate and destroy all known physical spell defenses. Even prismatic walls will suffer man-sized ruptures in them which will not heal during the spell’s duration. The spell will ignore stoneskin or a globe of invulnerability spell, or something similar. Even an anti-magic shell or a beholder’s anti-magic effect cannot douse silver fire, and the shell of the spell will be permanently compromised for its duration.
Damage caused by the spell cannot be healed normally. The damage must be healed magically.
The fire does produce heat, but it is not a normal heat, as it cannot be resisted by any spell, and not even a fire elemental is immune to the damage. Magic resistance is useless against the fire’s effects, and will even affect gods and other immortal beings. Even being near the flames causes 1d6 damage (within 5 feet). The fires crackle and pop quietly, similar yet different from a normal fire. For those within five feet of the flames, merely looking into the fires will burn the eyes of those who do, as per the sunray spell.
When the silver fire is upon a weapon, it will cause an extra 2d6 damage per round, but also risks destroying the weapon, and will burn the hand of he who wields such a weapon for 1d6 damage a round. The fire’s other effects will not work if the item is being used as a weapon, but will work if the item is simply being held, like to the torches the aasimon bear.
The material component of this spell is holy water from the spring of Mt. Telemon.
Smite of Neutralis (invocation)
Level: 7
Sphere: combat
Range: 300 yards
Duration: instantaneous
Area of Effect: one foot radius/level
Casting Time: one round
Components: VS
Saving Throw: ½
This awesome spell brings down the wrath of Neutralis from the heavens. After the casting of the spell, divine white light strikes down upon the Neutralian’s foes. The spell can differentiate between friend and foe of the caster, as the white light will not harm the caster’s designated allies. All non-deities within the area of effect must, upon feeling the touch of the light, save versus spell or suffer 9d12 damage, a successful save indicating the target only receives half damage. Undead and fiends receive a -3 penalty to this saving throw, and against such enemies the spell inflicts 9d12 damage, plus the level of the caster. This spell only harms sentient beings, and not structures and physical constructs. It can however destroy good or evil supernatural items and constructs. This spell has the potential to cut through magic resistance, decreasing any target’s MR percentage, for the purpose of this spell only, by half, or by the level of the caster (at 20th level, the caster will lower MR rolls by 20%), whichever is greater. The spell is so powerful that even if a creature still succeeds in making its magical resistance roll, if it still fails its saving throw, it nonetheless suffers half damage from the spell. Shade and shadows will not protect any prospective targets of this spell. Deities and their avatars do not suffer the penalties to their magic resistance when encountering this spell, and against them, it only causes 4d12 damage.
Smite Resistance (abjuration)
Level: 5
Sphere: protection
Range: 10 yards/level or touch
Duration: 1 turn +1 round/level or 1d10 turns+one turn/level
Area of Effect: one foot radius/level or one creature
Casting Time: 7
Components: VSM
Saving Throw: special
This spell has two possible versions: area of effect or single target.
The area of effect version of smite resistance afflicts all target creatures in a one foot radius per caster level area. A spire of light from the heavens will open and attempt to reduce all target creatures as if they had been touched by the lesser smite resistance spell.
The single target version of this spell will demonstrate an improved version of the lesser smite resistance spell. Touch to the essence of the creature is required, but the spell is in effect on the priest’s hands for 1 round per caster level. This spell is affected by a creature’s magic resistance, but the magic resistance of the creature, for the purposes of this spell affecting it, are halved, with the further subtraction of 1 percentage point per level of the caster. Thus, for a creature with 60% magic resistance against a 10th level caster, the creature would have only a 20% chance to avoid this spell. If the target creature is effectively afflicted with this spell, its magic resistance is temporarily reduced by half, plus 1% per level of the caster. This version of the spell would last 1d10+1 turn per level of the caster.
The material component of this spell is a substance or even words antithetic to the target creature.
Summon Gate Keeper (conjuration/summoning)
Level: Quest
Sphere: combat
Range: -
Duration: 1 turn/level + 1d4 turns
Area of Effect: -
Casting Time: three rounds
Saving Throw: -
This quest magic summons Gate Keeper, the famous Holy Avenger the stands watch over Telemon. Gate Keeper is replaced by a two-handed sword +2.
Sword of Truth (evocation)
Level: 7
Sphere: combat
Range: none
Duration: 1d12+7 rounds + one round/level
Area of Effect: special
Casting Time: one round
Components: VS
Saving Throw: special
This prayer conjures into existence a magnificent gleaming white sword of pure light which shines with the intensity of a continual light spell (60 foot radius). The sword will appear in the caster’s hands, and can only be wielded by him or a pure Neutralian (a priest or layman), for anyone else attempting to wield the spiritual blade must save versus spell or suffer 10d6 damage a round as the burning sword sears away the flesh and soul of the unwelcomed grip. The sword generally appears as any medium sized sword, but as it appears to be composed of solid light, it has no weight or encumbrance. It may be possible for other weapon-types to be evoked, if the priest in question prays to modify the spell. The sword however is completely indestructible, at least by physical means. The sword is used as a normal sword, and is not mentally controlled, being unable to fly through the air or attack on its own volition. The wielder’s THAC0 and all normal combat modifiers are utilized in determining to hit outcomes. The wielder does however receive, when using the sword, a +5 bonus to hit (and not to damage). Due to its +5 bonus, the sword’s actual usual speed is zero. The sword actually causes 1d8 points of damage, plus the level of the caster (at 20th level, the sword would cause 1d8+20 damage). Against creatures with a neutral element to their alignment, the damage die is reduced to 1d6, and the damage modifier is only half the level of the caster. True neutral creatures are not affected by this spell. Due to its magical nature, the sword does not integrate strength bonuses into its damage calculation, but the sword more than makes up for this with its other powers. First of all, while held, the sword may detect lies, just like the spell (modified saving throw included), by concentrating for that specific round (the sword will gleam ever brighter, depending upon the intensity of the lie). It may also detect alignment, as per the spell, in the same manner. The sword also constantly, but temporarily, sheds away all illusions within a five foot radius. The sword also cuts through and ignores all physical defensive spells such as protection from magical weapons, stoneskin, ironskin, etc. When striking a magically resistant creature, that creature’s magical resistance is halved, and reduced further by the level of the caster (thus, for a 14th level caster, a creature with 50% MR has only a 11% MR against this spell (50 ÷ 2 – 14%). Furthermore, when the sword is used to parry (in a full parry motion only), in addition to normal parrying effects, a minor globe of invulnerability and a protection from normal missiles, 10’ radius, also manifests itself.
Although it appears as a construct of pure light, the sword is corporeal, and again, utterly indestructible. It cannot harm fellow Neutralians or their fanatical followers. The sword does burn and sear magical, extra-planar and supernatural flesh, as well as it cuts, and thus may be used to permanently slay trolls and the like. The sword is powerful and sharp, but is not of sufficient power to slash through castle walls or portcullises, hack great boulders in twain, or slice through mundane swords as if they were nothing. The sword can be banished by an appropriate holy or unholy word, by a dispel evil or good, or by a wish. The sword cannot be disintegrated or dispelled by other means, unless the caster in question is higher level than the wielder of the sword.
As the sword is an extension of the caster’s soul or spirit, only one such spell can be cast at a time.
True Shield (conjuration/summoning)
Level: Quest
Sphere: protection
Range: -
Duration: 1 turn/level + 1d4 turns
Area of Effect: -
Casting Time: one turn
Saving Throw: -
This spell draws upon the divine essence of Neutralis himself to create a supreme shield of protecting energy. Upon beginning to cast this spell, glowing clear energy pours from the caster’s hand and from the surrounding ether, slowly coalescing into the shape of a great body shield. Upon the end of casting, a True Shield of Neutralis has been created.
The shield is invulnerable. It provides a +8 bonus to the bearer’s AC (1 bonus for the shield, and a +7 magical bonus). If successful saving throws are made, all physical spells of any level are deflected by the shield. If the character is parrying for the entire round, such saving throws are not necessary, as the deflection is automatic. Successful saving throws will counter many other attack forms, such as dragon’s breath, natural lightning, etc. Area effect spells can be blocked, but do so only for the bearer of the shield, i.e. a fireball will not affect the bearer, but will still explode and cause damage to those in the area of effect.
Being of divine essence, a True Shield is immune to all mortal attacks. Even disintegration rays and spheres of annihilation will have no effect upon the shield. Artifacts and relics can have an effect upon the shield however.
The shield does not deflect rear or side attacks, and must be properly angled for its defense powers to work. The shields emanates light as does a continual light spell which will shine through any darkness, magical or otherwise.
Unyielding Balance (invocation)
Level: 6
Sphere: combat
Range: 80 yards
Components: VS
Duration: instantaneous
Casting Time: 8
Area of Effect: 5 ft. radius by 30 ft. high column
Saving Throw: ½
Akin to a flame strike spell, this spell conjures forth a flaring column of white holy light, which appears as fire, but does not function as such (it will not light fires). The spell will not harm beings that are true neutral in alignment. For creatures with only a partial aspect of neutrality however, the spell causes 8d8 points of damage. For creatures with no aspect of neutrality in their alignment, they suffer 10d8 points of damage. This spell can cut partially through magic resistance, lowering it, for purposes of this spell only, by 1 percentage point per level of the caster.
Wall of Perfect Neutrality (abjuration)
Level: 5
Sphere: wards
Range: 30 yards
Duration: 1 turn + 1 round/level
Area of Effect: up to 10-foot square/level
Casting Time: 8
Components: VSM
Saving Throw: none
This spell conjures up a shining white barrier (with brightness of a light spell). The wall is completely immobile once cast. All non-neutrally aligned entities find themselves unable to cross the barrier. Entities having neutrality in any part of their alignment may save vs. spell in order to bypass the wall (wisdom bonuses apply). Those affected by the spell are totally unable to cast any spell or utilize any other magical or psionic power through the wall. The spell will also prevent charmed and otherwise magically or psionically influenced servants of those barred by the spell from penetrating the wall. The wall cannot be brought down by dispel magic, and is immune to almost all other spells. The wall however can be banished by an appropriate holy or unholy word, by a dispel evil or good, or by a limited wish or wish. True Neutral creatures can pass through the wall without effect.
The caster can, if desired, form the wall into a spherical shape with a radius up to one foot per level or to an open hemispherical shape of 1.5-foot radius per caster level. The wall of perfect neutrality must be continuous and unbroken when formed; if its surface is broken by any object or creature, the spell fails. The caster can end the spell on command.
The material component to this spell is a sprinkling of holy water from Mount Telemon over the area of effect.