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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