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Saturday, 19 March 2016

Pre-gen Clerici list



Pre-gen clerics


Clerical List


Cure Light wounds: Heals 1d8 hit points unless the charcter is at 13 or less hit points, in that case it heals 1d8-5 hit points (minimum zero)

Detect Magic (Divination)
Level: 1 Components: V, S, M Range: 3" Casting Time: 1 round Duration: 1 turn Saving Throw: None Area of Effect: 1" path, 3" long
Explanation/Description: When the Detect Magic spell is cast, the cleric detects magical radiations in a path 1" wide, and up to 3", long, in the direction he or she is facing. The caster can turn 60° per round. Note that stone walls of 1' or more thickness, solid metal of but 1/12' thickness, or 3' or more of solid wood will black the spell. The spell requires the use of the cleric's holy (or unholy) symbol.

2nd Level

Silence, 15' Radius (Alteration)
Level: 2 Components: V, S Range: 12" Casting Time: 5 segments Duration: 2 rounds/level Saving Throw: None Area of Effect: 30' diameter sphere
Explanation/Description: Upon casting this spell, complete silence prevails in the area of its effect. All sound is stopped, so all conversation is impossible, spells cannot be cast and no noise whatsoever issues forth, The spell can be cast into the air or upon an object. The spell of Silence lasts for 2 rounds for each level of experience of the cleric, i.e. 2 rounds at 1st level, 4 at 2nd, 6 at 3rd, 8 at 4th and so forth. The spell can be cast upon a creature, and the effect will then radiate from the creature and move as it moves. If the creature is unwilling, it saves against the spell, and if the saving throw is made, the spell effect locates about one foot behind the target creature.
Slow Poison (Necromantic)
Level: 2 Components: V, S, M Range: Touch Casting Time: 1 segment Duration: 1 hour/level Saving Throw: None Area of Effect: Creature touched
Explanation/Description: When this spell is placed upon a poisoned individual it greatly slows the effects of any venom, even causing a supposedly dead individual to have life restored if it is cast upon the victim within a number of turns less than or equal to the level of experience of the cleric after the poisoning was suffered. i.e. a victim poisoned up to 10 turns previously could be temporarily saved by a 10th or higher level cleric who cast Slow Poison upon the victim. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic, but each turn the poisoned creature will lose 1 hit point from the effect of the venom (although the victim will never go below 1 hit point while the Slow Poison spell's duration lasts). Thus, in the example above, the victim poisoned 10 turns previously has only 10 hit points, so when the 10th level cleric casts the spell, the victim remains with 1 hit point until the spell duration expires, and hopefully during that period a full cure can be accomplished. The material components of this spell are the cleric's holy/unholy symbol and a bud of garlic which must be crushed and smeared on the victim's bare feet.
Spiritual Hammer (Invocation)
Level: 2 Components: V, S, M Range: 3" Casting Time: 5 segments Duration: 1 round/level Saving Throw: Special Area of Effect: One opponent
Explanation/Description: By calling upon his or her deity, the cleric casting a Spiritual Hammer spell brings into existence a field of force which is shaped vaguely like a hammer. This area of force is hammer-sized, and as long as the cleric who invoked it concentrates upon the hammer, it will strike at any opponent within its range as desired by the cleric. The force area strikes as a magical weapon equal to one plus per 3 levels of experience of the spell caster for purposes of being able to strike creatures, although it has no magical plusses whatsoever "to hit", and the damage it causes when it scores a hit is exactly the same as a normal war hammer, i.e. 1-6 versus opponents of man-sire or smaller, 1-4 upon larger opponents. Furthermore, the hammer strikes at exactly the same level as the cleric controlling it, just as if the cleric was personally wielding the weapon. As soon as the cleric ceases concentration, the Spiritual Hammer is dispelled. Note: If the cleric is behind an opponent, the force can strike from this position, thus gaining all bonuses for such an attack and negating defensive protections such as shield and dexterity. The material component of this spell is a normal war hammer which the cleric must hurl towards opponents whilst uttering a plea to his or her deity. The hammer disappears when the spell is cast.

3rd

Locate Object (Divination) Reversible
Level: 3 Components: V, S, M Range: 6" + 1"/level Casting Time: 1 turn Duration: 1 round/level Saving Throw: None Area of Effect: Special
Explanation/Description: This spell aids in location of a known or familiar object. The cleric casts the spell, slowly turns, and knows when he or she is facing in the direction of the object to be located, provided the object is within range, i.e. 7" for 1st level clerics, 8" for 2nd, 9" for 3rd, etc, The casting requires the use of a piece of lodestone, The spell will locate such objects as apparel, jewellery, furniture, tools, weapons, or even a ladder or stairway. By reversal (obscure object), the cleric is able to hide an object from location by spell, crystal ball, or similar means. Neither application of the spell will affect a living creature.
Prayer (Conjuration/Summoning)
Level: 3 Components: V, S, M Range: 0 Casting Time: 6 segments Duration: 1 round/level Saving Throw: None Area of Effect: 6" radius
Explanation/Description: This spell exactly duplicates the effects of a Chant with regard to bonuses of +1 for friendly attacks and saving throws and -1 on like enemy dice. However, once the Prayer is uttered, the cleric can do other things, unlike a Chant which he or she must continue to make the spell effective. The cleric needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.
Remove Curse (Abjuration) Reversible
Level: 3 Components: V, S Range: Touch Casting Time: 6 segments Duration: Permanent Saving Throw: Special Area of Effect: Special
Explanation/Description: Upon casting this spell, the cleric is usually able to remove a curse - whether it be on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell will not affect a cursed shield, weapon or suit of armour, for example, although the spell will typically enable the person afflicted with any such cursed item to be rid of it. The reverse of the spell is not permanent; the Bestow Curse lasts for 1 turn for every level of experience of the cleric using the spell. It will lower one ability of the victim to 3 (your DM will determine which by random selection) 50% of the time; reduce the victim's "to hit" and saving throw probabilities by -4 25% of the time; or make the victim 50% likely per turn to drop whatever he, she, or it is holding (or simply do nothing in the case of creatures not using tools) 25% of the time. It is possible for a cleric to devise his or her own curse, and it should be similar in power to those shown. Consult your referee. The target of a Bestow Curse spell must be touched. If the victim is touched, a saving throw is still applicable; and if it is successful, the effect is negated.
Speak With The Dead (Necromantic)
Level: 3 Components: V, S, M Range: 1 Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: One creature
Explanation/Description: Upon casting a Speak With The Dead spell, the cleric is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the cleric must be able to converse in the language which the dead creature once used. The length of time the creature has been dead is a factor, since only higher level clerics can converse with the long-dead. Likewise, the number of questions which can be answered and the length of time in which the questions can be asked are dependent upon the level of experience of the cleric. The cleric needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or portion thereof.


4th:

Cure Serious Wounds (Necromantic) Reversible
Level: 4 Components: V, S Range: Touch Casting Time: 7 segments Duration: Permanent Saving Throw: None Area of Effect: Creature touched
Heals 2d8+3 as long at the person is not critically wounded, that is with less than 10 hit points. In that case it heals 5 less and thus may heal nothing at all. It only works on humans, animals and similar creatures.
It can be reversed, causing damage instead, but this is not recommended.


Divination (Divination)
Level: 4 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: Special
Explanation/Description: Similar to an Augury spell, a Divination spell is used to determine information regarding an area. The area can be a small woods, large building, or section of a dungeon level. In any case, its location must be known. The spell gives information regarding the relative strength of creatures in the area: whether a rich, moderate or poor treasure is there; and the relative chances for incurring the wrath of evil or good supernatural, super powerful beings if the area is invaded and attacked. The base chance for correct divination is 60%, plus 1% for each level of experience of the cleric casting the spell, i.e. 65% at 5th level, 66% at 6th, etc. The Dungeon Master will make adjustments to this base chance considering the facts regarding actual area being divined. If the result is not correct, inaccurate information will be obtained. The material components of the Divination are a sacrificial creature, incense, and the holy symbol of the cleric. If an unusually potent Divination is attempted, sacrifice of particularly valuable gems or jewellery and/or magic items may be required.





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