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| Sutenlund Spells Al Qadim Near East Domains |
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| Material components: whetstone, and an edged weapon |
| Black Wall |
| Abjuration |
| Black Wall is a 10 x 10ft shimmering, black barrier that obscures vision on one side and allows for clear vision on its opposite side. The dark side of the wall is always opposite of the caster, while the side facing the caster is clear. Those on the clear side of the wall may fire through it without penalty due to obscured vision. Those firing missile weapons through the dark side of the wall will do so as if firing blind. The wall does not provide a physical barrier, and may be passed through on either side without hindrance. |
|
| The complete Al Qadim Spell list |
| Coverted to 3e |
| by Derek Lane |
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| Waterball |
| Near East Spell |
| Material components: a glass of water and an empty, unbroken eggshell |
| Wall of Biting and Stinging Insects |
| Near East Spell |
| This spell summons a swarm of insects that forms a formidable defesive barrier. Creatures within the wall who take no other actions than fighting off the insects takes one point of damage per caster level on its turn. A creature within the wall that takes any action other than fighting off the insects, including entering or leaving the wall, takes 1d4 points of damage per level of the caster. Further, any creature damaged by the insects in the wall must make a fortitude save vs. the spell, or be poisoned. The primary and secondary effect of the poison is 1d4 Con damage. Any creature who dies within the confines of the wall will be consumed by the insects in 1d4 rounds. Spellcasting or concentrating on spells within the swarm is impossible. |
| The swarm cannot be fought off effectively with weapons, but fire and damaging area effects can force it to disperse. Each 5-foot cube can be dispersed by inflicting a total of 4 hit points per level of the caster to that area. The wall is stationary once summoned. |
| The material component for this spell is a handfull of powdered insects and a pinch of sugar. |
| The most troublesome effect of this spell is not the damage inflicted upon the creature, but possibly the damage that is inflicted upon any flamable items the creature may be carrying. Every flamable item on the creature will suffer damage as well. |
| Material component is a wooden doll coated in alchemist's fire. It is consumed upon casting. |
| Divine Favor: You gain attack, damage bonus, +1 / three levels. |
| Create Food and Water: Feeds three humans (or one horse) / level. |
| Minor Creation: Creates one cloth or wood object. |
| Major Creation: As minor creation, plus stone and metal. |
| Fabricate: Transforms raw materials into finished items. |
| Heroes' Feast: Food for one creature/level cures and blesses. |
| Sequester: Subject is invisible to sight and scrying. |
| Limited Wish: Alters reality - within spell limits. |
| Miracle: Requests a deity's intercession. |
| Charm Person: Makes one person your friend. |
| Enthrall: Captivates all within 100 ft. + 10 ft./level |
| Suggestion: Compels subject to follow stated course of action. |
| Lesser Geas: Commands subjects of 7 HD or less. |
| Charm Monster: Makes monster believe it is your ally. |
| Geas/Quest: As lesser geas, plus it affects any creature. |
| Mass Suggestion: As suggestion, plus one/level subjects. |
| Mass Charm: As charm monster, but all within 30 ft. |
| Sympathy: Object or locations attracts certain creatures. |
| Ghost Sound: Figment sounds. |
| Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. |
| Sculpt Sound: Creates new sounds or changes existing ones. |
| Emotion: Arouses strong emotion in subject. |
| Shout: Deafens all within cone and deals 2d6 damage. |
| Power Word, Stun: Stuns creature with up to 150 hp. |
| Holy Word: Kills, paralyzes, weakens, or dazes nongood subjects. |
| Power Word, Blind: Blinds up to 200 hp worth of creatures. |
| Power Word, Kill: Kills one tough subject or many weak ones. |
| Blood |
| Granted Power - You may cut yourself while casting a domain power, each time you do this take one point of damage per spell level and the duration of the spell is doubled as per extend spell metamagic feat. |
| Domain Spells: |
| 1. Cause Fear |
| 2. Bulls Strength |
| 3. Magic Vestment |
| 4. Summon Monster IV |
| 5. Scrying |
| 6. Wind Walk |
| 7. Repulsion |
| 8. Unholy Aura |
| 9. Time Stop |
| Corruption |
| Granted Power - Once per day you can target one creture and know exactly what it wants most in the world. |
| Domain Spells: |
| 1. Charm Person |
| 2. Enthrall |
| 3. Suggestion |
| 4. Dominate Person |
| 5. Mind Fog |
| 6. Geas/Quest |
| 7. Limited Wish |
| 8. Demand |
| 9. Wish |
| Darkness |
| Granted Power - Darkvision |
| Domain Spells: |
| 1. Obscuring Mist |
| 2. Darkness |
| 3. Deeper Darkness |
| 4. Invisibility |
| 5. Invisibility Sphere |
| 6. Mislead |
| 7. Mass Invisibility |
| 8. Power Word Blind |
| 9. Gate |
| Disease |
| Granted Power - Immunity to Disease, in addition you may add your Spellcaster level to any save vs. Magical Disease. |
| Domain Spells: |
| 1. Curse Water |
| 2. Infllict Minor Wounds |
| 3. Contagion |
| 4. Poison |
| 5. Slay Living |
| 6. Circle of Death |
| 7. Destruction |
| 8. Horrid Wilting |
| 9. Energy Drain |
| Lust |
| Granted Power - Your Charisma is considered one point higher per level for Bluff and Diplomacy Checks involving humans/humanoids. |
| Domain Spells: |
| 1. Charm Person |
| 2. Enthrall |
| 3. Emotion |
| 4. Dominate Person |
| 5. Feeblemind |
| 6. Geas/Quest |
| 7. Refuge |
| 8. Mass Charm |
| 9. Wish |
| Pain |
| Granted Power - Once per day can use the power Excruciate as a spell like ability. After a successful touch attack, the target is tunned (as per stunning blow) by excruciating pain. The creature may make a fort save each round to act normally (DC = 10 +cleric level +wis bonus) |
| Domain Spells: |
| 1. Inflict Light Wounds |
| 2. Inflict Moderate Wounds |
| 3. Inflict Serious Wounds |
| 4. Inflict Critical Wounds |
| 5. Circle of Doom |
| 6. Harm |
| 7. Blasphemy |
| 8. Horrid Wilting |
| 9. Bigby's Crushing Hand |
| Fear |
| By Law @ ROE |
| Granted Power: +2 bonus on saving throws against fear. (This stacks with other bonuses vs. fear.) |
| Fear Domain Spells |
| 1 Cause Fear |
| 2 Scare |
| 3 Fear |
| 4 Emotion* |
| 5 Modify Memory |
| 6 Nightmare |
| 7 Seeming |
| 8 Powerword Stun |
| 9 Symbol* |
| *Fear effects only |
| Shadow |
| By Law @ ROE |
| Granted Power: You cast shadow spells at +1 caster level. |
| 1 Lesser Shadow Wings* |
| 2 Blend into Shadow* |
| 3 Shadow Conjuration |
| 4 Shadow Evocation |
| 5 Shades |
| 6 Greater Shadow Wings* |
| 7 Shadow Walk |
| 8 Greater Shadow Conjuration |
| 9 Greater Shadow Evocation |
| Sutenlund |

| Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||||||||
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||||
| 1 | +0 | +2 | +0 | +2 | 3 | 1 | -- | -- | -- | -- | -- | -- | -- | -- | ||
| 2 | +1 | +3 | +0 | +3 | Detect True Station | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
| 3 | +2 | +3 | +1 | +3 | 4 | 2 | 1 | -- | -- | -- | -- | -- | -- | -- |
| 4 | +3 | +4 | +1 | +4 | 5 | 3 | 2 | -- | -- | -- | -- | -- | -- | -- |
| 5 | +3 | +4 | +1 | +4 | 5 | 3 | 2 | 1 | -- | -- | -- | -- | -- | -- |
| 6 | +4 | +5 | +2 | +5 | 5 | 3 | 3 | 2 | -- | -- | -- | -- | -- | -- |
| 7 | +5 | +5 | +2 | +5 | 6 | 4 | 3 | 2 | 1 | -- | -- | -- | -- | -- |
| 8 | +6 | +6 | +2 | +6 | 6 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- |
| 9 | +6/+1 | +6 | +3 | +6 | 6 | 4 | 4 | 3 | 2 | 1 | -- | -- | -- | -- |
| 10 | +7/+2 | +7 | +3 | +7 | 6 | 4 | 4 | 3 | 3 | 2 | -- | -- | -- | -- |
| 11 | +8/+3 | +7 | +3 | +7 | Reveal Enchantments | 6 | 5 | 4 | 4 | 3 | 2 | 1 | -- | -- | -- |
| 12 | +9/+4 | +8 | +4 | +8 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | -- | -- | -- |
| 13 | +9/+4 | +8 | +4 | +8 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | -- | -- |
| 14 | +10/+5 | +9 | +4 | +9 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | -- | -- |
| 15 | +11/+6 | +9 | +5 |