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CELTIC

Geography: Gaul (Western mainland Europe), the British Isles.
Gods: There are a number of Celtic gods, but some Olympians are also spreading their worship here. Dahak has a cult here. There is also a growing pantheistic and idealistic sect strongly opposed by the Celtic gods.
Reachable Planes: Heaven, Hell by spell.
Afterlife First Stop: Heaven.
Reference Episodes: Destiny, The Deliverer, Gabrielle's Hope, When in Rome 

COUNTRIES
Britannia (map included)
Eire
Gaul
 
 
 

Random encounters (1D100)
1: Homestead 26: Snoring drunks 51: Horde scout 76: Knight of the Pierced Heart
2: Village 27: Starving family 52: Horde raiders 77: Dying warrior
3: Forest Banshee 28: Training camp 53: Slavers 78: Abandoned mine
4: Cackling witch at cauldron 29: Noisy burial in progress 54: Celtic lord with followers 79: Working mine
5: Divine wrath at someone nearby 30: Indecent fertility rite 55: Roman troops with supply train 80: Farmers tending the fields
6: Heavy precipitation 31: Pacifist druid 56: Roman scouts 81: Headhunters
7: Roman camp 32: Youths out hunting 57: Dire boar (4E) 82: Warriors with dogs
8: Howling storm 33: Outlaw 58: Thunderfury boar (4E) 83: Ravens making noise
9: Dolmen 34: Crazy seeress 59: Foreign mercenaries 84: Murderous cultists
10: Barrow 35: Celtic warriors waiting in ambush 60: Hermit Weapon Master 85: Storyteller
11: Celtic raiding party 36: Agent hiring mercenaries 61: Bog hag (4E) 86: Cattle thieves
12: Warriors mistake PCs for enemies 37: Innocents trapped by accident 62: Bandits 87: Insane noble at ruined farm
13: Duel 38: Real bastard trapped by accident 63: Berserkers 88: Boasting contest
14: Brawl 39: Dead body (friends arriving soon) 64: Giant rats 89: Chariot race (furious rivals)
15: Skirmish 40: Refugee (mad with fear) 65: Dire rats (4E) 90: Dangerous ford
16: Large battle 41: Omen warning about danger 66: Rat swarm 91: Valuables being sacrificed at well
17: Hunters 42: Youth fleeing kidnappers 67: Sacred well containing valuables 92: Reclusive master smith
18: Trap 43: Criminal half-buried alive 68: Crucified Celts with Roman guards 93: Cattle stampede
19: Treacherous ground 44: Refuge (searching for family) 69: Romans in wicker man with Celtic guards 94: Gate to the underworld
20: Trader 45: Silver-tongued One God agent 70: Chariot race (for fun) 95: Burning farm
21: Market 46: Sheep shepherd peddling socks 71: Villain challenging travellers 96: Wild hunt hound (4E)
22: Outdoor shrine 47: Cow shepherd with threatening bull 72: Thick mist 97: Evil hero fighting large group
23: Temple 48: Aggressive pig shepherd 73: Passage tomb (treasure & traps) 98: Good hero fighting large group
24: Heavy things fall 49: Starving bard 74: Besieged village 99: Howling hag (4E)
25: Recent battlefield 50: Assassin obsessively washing her clothes 75: Celtic Amazons 100: Refugee (Roman spy)

 
 
 
 

D&D 3.5

Magic: Clerics, and sorcerers as with the Greco-Roman culture, bards, rangers and paladins.
   Forbidden School: No evocation spells can be cast in the Celtic culture, unless cast by a god.
NPCs
Boadicea
M'Lila
Nicklio
Vercinix
 

CELTIC CLERIC SPELLS



0-LEVEL CLERIC SPELLS
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Good Lighting: For 10 minutes/level, artificial light sources within 25'+5'/2 levels are lit.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Love is a Weapon: Makes a weapon impossible to use.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1st-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Origin: Identifies the caster of a spell.
Passivity Curse: Subject becomes passive.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sacred Bunya: Increases the bunya bonus to +4.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.

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.
Augury MF: Learns whether an action will be good or bad.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blood Sacrifice: Boosts your casting level with the levels of a sacrificed character.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cry Out For a Hero: Causes a hero to arrive within 1d10 days and offer to help.
Cure ModerateWounds: Cures 2d8 damage +1/level (max +10).
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
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 ModerateWounds: Touch attack, 2d8 damage +1/level (max +10).
Inner Journey M, F: Subject's soul is sent to Purgatory.
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
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 15-ft. radius.
Sister Moon: Subject is immune to sleep, exhaustion and fatigue.
Status: Monitors condition, position of allies.
Summon MonsterII: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3rd-LEVEL CLERIC SPELLS
Animate Dead M: Creates undead skeletons and zombies.
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.
Contagion: Infects subject with chosen disease.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Glyph of WardingM: Inscription harms those who pass it.
Guest List. Learn if anyone is travelling towards you through another plane.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
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.
Meld into Stone: You and your gear merge with stone.
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.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Subtext: You learn the relationships within a group.
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.

4th-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Come Hither: Target tries its utmost to come near you.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.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Gift: Grants the use of another spell to someone entering the area.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Look Into Your Heart: Reveals if the targets belong to the same category as you.
Love Bolt: Target falls in love with the first being he sees.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.

5th-LEVEL CLERIC SPELLS
Atonement F X: Removes burden of misdeeds from subject.
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.
Dead Naked Heroes: Plane shifts a creature without its equipment.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Fathom Dream Collective: Learns from the dreams of many within 3 miles.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
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.
Scrying F: Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
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.
True Seeing M: Lets you see all things as they really are.
Vision of Pain: Target relives painful memories, -2 to attack, damage and saves, and additional random effects.
Wall of Stone: Creates a stone wall that can be shaped.

6th-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
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.
Bull's Strength, Mass: As bull's strength, affects one subject/level.
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.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Undeath to DeathM: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.

7th-LEVEL CLERIC SPELLS
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
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, GreaterX: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Sin Trade: Grants caster 1 or more bonus levels regarding spell effects, when within 1 mile of a chosen evil being.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
Vision of Death: A glimpse of the future kills the subject, or at least affects her like a vision of pain.

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 UndeadM: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Curse of Time: Target becomes either an infant or venerable, until a set condition is fulfilled.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
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.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.

9th-LEVEL CLERIC SPELLS
Energy Drain: Subject gains 2d4 negative levels.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Spiritual Bondage M: Captures a group of dead souls.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True ResurrectionM: As resurrection, plus remains aren't needed.
 

CELTIC RANGER SPELLS



1st-LEVEL RANGER SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environment.
Entangle: Plants entangle everyone in 40' radius circle.
Hide from Animals: Animals can't perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Sacred Bunya: Increases the bunya bonus to +4.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Calls animal to fight for you.

2nd-LEVEL RANGER SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armour.
Bear's Endurance: Subject gains +4 to Con for 1 min/level.
Burst of Speed: Target can move a great distance in 1 round.
Cat's Grace: Subject gains +4 to Dex for 1 min/level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min/level.
Protection fromEnergy: Absorb 12 points/level of damage from one kind of energy.
Read Sound: You can hear everything you can see.
Snare: Creates a magic booby trap.
Speak withPlants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature's Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-LEVEL RANGER SPELLS
Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10)
Darkvision: See 60' in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
RemoveDisease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10' away.
Sister Hawk: +2 on Dex, +10' on base move, +4 on Spot and Jump.
Sister Moon: Subject is immune to sleep, exhaustion and fatigue.
Sister Wolf: +2 on Str and Dex, +4 on Listen and Survival.
Summon Nature's Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.

4th-LEVEL RANGER SPELLS
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject form divination, scrying.
Summon Nature's Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.
 

 
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