Spell Casting:
Spell Casters (Magic Users
and Clerics) use this chart to determine how many spells they KNOW and how may
spells they may CAST
Character Level Spells Known/ Spells
Cast
1st (2) 1st level/(3) 1st
2nd (3) 1st level/ (4) 1st
3rd (3)
1st & (1) 2nd
/ (4) 1st & (3) 2nd
4th (4) 1st & (2) 2nd/ (6) 1st & (4) 2nd
5th (4)
1st & (2) 2nd & (1) 3rd/ (6)
1st & (5) 2nd & (3) 3rd
6th (5)
1st & (3) 2nd
& (2) 3rd/ (6) 1st
& (6) 2nd & (4) 3rd
Magic Users may add their INT
bonus to number of Spells Cast.
Clerics may add their WIS
bonus to number of Spells Cast.
A magic user may memorize any
spell he does not KNOW from his spell book (at one turn per level) and cast
that spell in place of 2 spell slots.
A cleric may meditate for any
spell he does not KNOW from his spell list (at 1 turn per level) and cast that
spell in place of 2 slots
So if a 1st level
magic user KNOWS magic missile and Sleep, he can cast them in any combination a
total of 3 times plus his INT modifier.
If he finds he needs the spell Light, he may memorize the spell out of
his spell book for 1 turn and then cast the spell at a cost of two spell slots
if he still had them available to him.
Spell Recovery:
Magic Users may recover lost
spell capability once per day after 8 Hr rest. They must then study from their
spell books at this time. A magic user must study from his spell book at least
1 hour per day per level of the magic user as a means of learning new spells at
higher levels. All spell casters have a spellbook they gain from their master
which contains an assortment of 1-3 level spells. Spells of higher level are
gained through finding, trading with other magic users, magic schools, etc.
Clerics may recover lost
spell capability once per day after 8 Hr rest. Clerics must meditate/perform
ceremony for at least one hour per day per level of the cleric to attune
himself with the forces of his Alignment
(and/or deity).
Spell Disruption:
If a caster is injured,
grappled, thrown, etc. during the same time as casting a spell, he must make a
Mind save or have the spell disrupted.
Magic User Spells
0 Level
Cantrip
1st Level
1.
Shocking Grasp 11. Floating
Disk
2.
Sleep 12.
Enlarge/Shrink
3.
Light 13.
Hold/Open Portal
4.
Burning Hands 14. Blur
5.
Magic Missile 15. Charm Person
6.
Color Spray 16. Feather
Fall
7.
Obscuring Mist 17. Rope Trick
8.
Summon Animal 18. Faerie Fire
9.
Magic Mirror 19. Enchantment I
10.
Shield 20.
Familiar
2nd Level
1.
Cause Fear 11. Darkness
2.
Armor 12.
Summon Monster
3.
ESP 13.
Enchantment II
4.
Wizard Knock/
Lock 14. Invisibility
5.
Levitate 15.
Shatter/Mend
6.
Choking Mist 16. Gust of Wind
7.
Mirror Images 17. Spider Climb
8.
Phantasmal Force 18. Magic Mouth
9.
Web 19. Flaming Sphere
10.
Strength/Weaken 20.
Staff
3rd Level Spell
1.
Clairience 11. Wizard
Eye
2.
Fly 12.
Blink
3.
Dispel Magic 13. Gaseous Form
4.
Haste/ Slow 14. Enchantment
III
5.
Hold Person 15. Deep
Slumber
6.
Lightning Bolt 16. Summon Outsider
7.
Continual Light 17. Charm Monster
8.
Invisibility 10’ 18. Stinking Cloud
9.
Fireball 19.
Tongues/Babble
10.
Darkvision/Blinding 20.
Robe
Armor (Duration:
1 hour/level) creates a magical armor that gives caster +4 AC. Will not work
with regular armor and shields. The armor has no weight.
Cantrip
(Duration: 1 round/level or special) any non aggressive spell like ability the
caster can perform such as dancing lights, lighting unlit torches or lanterns,
summon a magical hand to lift light objects, make light noises, make subtle
illusions, etc.
Cause Fear (Range:
30’, Duration: 1 round/level, Save P) this spell will cause 1 creature with
>5HD to flee in fear from the caster. If unable to flee, they will cower
unable to attack but able to defend itself.
Clairiance
(Range: 60’, Duration: 1 turn/level) this spell allows the caster to hear
through the eyes and hear through the ears of any creature within the range of
the spell. This spell is blocked by more than 2’ of stone.
Blink (
Range: 60’r, Duration: 1 round/level) this spell allows caster to blink about
to any open space he can see within 60’radius as a half movement action.
Opponents attacking the caster while he is Blinking, miss him on a 3 in 6
chance.
Blur
(Duration: 2 turns) caster becomes blurry and therefore opponents are at -2 to
hit and caster may be difficult to detect in some situations)
Burning Hands –(Save:
P half) create a fan of flame 10’ wide by 5’ deep, that causes 1d6/level damage
plus catches flammable objects on fire)
Charm Person
(Range:120’, Duration: special, Save: M) Cast upon a living humanoid creature
of up to 4HD, the spell renders the person under the casters control and will
consider the caster a close friend. The caster must speak the persons language
in order to give it orders. It will do anything asked of it, although any order
against its nature (alignment and habits) may be resisted and an order to kill
itself will be refused. Caster may control 1 Charmed Person at a time per
level. Charmed creatures get a Save to
resist the initial Charm, and then additional saves based upon its INT (13-18:
once per day, 9-12: once per week, 3-8: once per month).
Charm Monster
( Range: 12’, Duration: Special, Save: M) this spell works like Charm Person accept that it affects both
animals and living creatures.
Color Spray (Range:
15’cone, Save M) this spell creates a clashing cone of colors and/or lights
that will have the following effects on opponents: >2 HD -knocked
unconscious for 2D4 rounds, 3-4 HD- blinded for 1D6 rounds and stunned 1D4
rounds, <5 HD- stunned for 1 round. Sightless creatures, oozes, undead and
some other monsters are unaffected.
Continual Light
(Range 240’) this spell functions like Light
and is permanent until dispelled or
countered with a Darkness spell.
Items with Continual Light must always remain within range of caster or they
revert to Light.
Choking Mist
(Range: 240’, Duration: 1 turn) as per Obscuring
Mist accept that those within the mist are choked for 1-4 damage per round
until unconscious.
Darkness
(Range: 120’, Duration: 1 turn/level, Save P) This spell creates an area of
darkness 15’ radius. It can be cast upon an area or on an touched object. Those
within who rely on sight are blinded . Only a Light spell of greater level than the Darkness spell can
overpower/dispel it. Attacking creatures
in Darkness requires a perception check (WIS) and a -4 penalty to
hit.
Darkvision/Blinding (Range: 60’, Duration: 1 turn/level, Save P) this spell allows the
caster to see in darkness up to 60’ and
furthermore allows caster to see in magical darkness up to 30’. The
opposite of this spell, Blindness, will render a person or creature blind for
duration of the spell if they fail their save). Attacking creatures while Blind
requires a perception check (WIS) and a -4 penalty to hit.
Deep Slumber
(Range: 30’, Duration 6 turns, Save M) this spell functions like Sleep
accept that it affects 5D4 hit dice of creatures up to 8 HD.
Dispel Magic
(Range 120’) this spell will remove spell effects anywhere within a 20’x 20’
area. It will not affect magical items but will remove any spell in effect of equal or lower level than the
caster.
Enchantment (Duration:
1 turn/level) makes a weapon touched magical but does not confer any bonuses
but is effective against creatures only hit by magical weapons. Can also be cast upon an item to give off
magical emanations.
Enchantment II
(Duration: 1 turn/level) makes a weapon touched magical and gives it +1/+1. Can also be cast upon an item to give
off magical emanation.
Enchantment III
(Duration: 1 turn/level) as per Enchantment
II, but the spell imbues the weapon with one energy type ( fire, cold,
electricity) which will do an additional 1d6 damage and may be more effective
against some creatures.
Enlarge/Shrink (Range:60’,
Duration: 1 turn/level, Save: P) this spell causes one small or medium humanoid
creature to enlarge or shrink to the next size category. The subject of the
Enlarge gains +2 to melee damage and Str
rolls but suffers a -2 to Dex modifiers and initiate rolls. The subject of a
Shrink gains -2 to melee damage and Str rolls but gain a +2 to Dex rolls.
ESP (Range:
60’r, Duration: 1 min/level, Save M) allows caster to hear surface thoughts of
anyone he concentrates upon for 1 round. Certain creatures minds may be too
alien or dangerous for the caster to listen to.
Faerie Fire (Duration:
1 turn, Range: 60’) this spell causes all enemies within its range to shed a
soft glow. This glow negates the effects of blur, invisibility or any other
form of concealment.
Familiar -this
spell calls to the caster a special familiar which will serve him within its
capability and nature. The familiar is bound to the caster and only one can
exist at a time. The caster can communicate with the familiar. If the familiar
is killed, the casters Con and Int are reduced to 3 and must rest fully to
recover before he may re summon the same or different familiar. Options for
familiar are: small fox, small snake, toad, rat, mouse, cat, lizard, owl or
other small bird, weasel, or a “demonic” imp. Familiars are considered
Outsiders.
Feather Fall
(Duration: 1 round/special) once cast, the spell remains in effect until the
caster moves over a pit opening, cliff, etc
in which he floats to the ground safely.
Fireball (
Range: 240’, Save P ½) caster lobs a
ball of fire which strikes target area and explodes for 1d6 damage/level to all
within 20’ radius. Flammable items will catch on fire as well.
Flaming Sphere (Range:
120’, Duration: 1 round/level, Save P) caster calls into being a 5’ ball of
fire which he can roll along ground at
6MV into enemy spaces causing 2d6 damage per strike, Save for half damage. Flammable
object catch fire.
Fly
(Duration: 1 turn/level) this spell allows the caster to fly at 12MV and can
stop in mid air if desired. Caster cannot carry more than his STR ENC max.
Floating Disk- (Duration:
1 hour/level) this spell creates an invisible magical platform about the size
of a large shield that can carry up to 500 lbs of weight. The disk floats within 5 ft of the
caster at waist height for the duration of the spell.
Gaseous Form
( Duration: 2 rounds/level) the caster becomes a misty gaseous form and may
move through tiny spaces. Caster can move in this form at 3MV and is impervious
to weapons and most spells. A strong gust of wind will blow the Gaseous form about uncontrollably and may do
damage or double damage depending on the force of the wind.
Gust of wind
(Duration: 1 round/level, Save P) the caster calls fourth from his outstretched
hand a powerful gust of wind in a 30’ wide 60 long cone. This wind will extinguish
flames, knock down small objects/creatures and push back medium objects objects
and creature/creatures that fail their
Save.
Hold Person
(Range: 120’, Duration: 1 round/level, Save P) the subject (who must be
humanoid) of this spell becomes paralyzed and freezes in place. Can see and
hear normally but cannot speak. The spell may affect a group of 1-6 persons up
to 4 HD, but each Saves at +3.
Hold Portal/Open (Duration: 2-12 rounds, Range: 30’) this spell causes a normal gate,
door or lock to shut and lock for its duration or to unlock/open. Magically held portals/locks
are unaffected by this spell.
Haste/Slow
(Range: 30’, Duration: 1 round/level, Save P) this spell allows all allies
within 30’ of casting, to speed up. This doubles their MV and they double their
melee/ranged attacks. The opposite casting of this spell, Slow, will slow down
enemies who fail their save halving their MV and only get to attack every other
round.
Invisibility
(Range: touch, Duration: 1 turn/level) a man sized recipient of this spell will
be rendered unseen to normal eyes. Their worn items also go invisible, but
light still shines from its source. Any threatening action taken by the
invisible target end the spell ( attack, cast spell, etc.). Attacking invisible
creatures requires a perception check (WIS) and a -4 penalty to hit.
Invisibility 10’ ( Range: 10’ r, Duration: 1 turn/level) this spell functions like Invisibility save it affects all within
10 radius of the caster. Invisible subjects of the spell must stay within a
10’radius of the caster or become visible.
Levitate
(Duration: 1 turn/level) this spell allows the caster to float slowly (MV4)
upward or downward as directed. The aster may not be encumbered beyond his STR.
This spell may also be cast upon one object of not more than 50lbs/level).
Light (Duration:
6 turns +1 turn/ level, Range: 120’ )
creates a circle of light 30’
in diameter that may be cast on an touched object or in an area). Light brought
into a Magical Darkness will extinguish if not of a greater caster level.
Lightning Bolt
(Range 60’, Save P1/2) a bolt of
lighting 5’ wide by 60’ long flies from the casters hand and strikes any in its
path who fail their save. The bolt does 1d6 damage per caster level if the Save
fails, half if Save was successful. If the bolt hits a wall before reaching
hits range, it will rebound and back toward caster.
Magic Mouth
(Range:30’, Duration: permanent until discharged) cast upon a surface or
inanimate object, this spell will cause a magic mouth to appear and deliver a
short message as set by the caster when certain condition is met ( touch door,
open chest, grab item).
Magic Mirror (Duration:
1 turn/level) this spell creates a 3’ magical mirror that will float in front
of the caster. The caster may position the mirror to look around corners,
behind him or use it in other creative ways. The mirror may be used to reflect
gaze attacks (as per normal attack).
Magic Missile
(Range 150’, Duration 1 turn): with this spell
a magic user causes a magic dart ( or whatever the spell caster desires
it to look like) to fly out of his hands and strike unerringly at a visible
target. The missile causes 1d4+1 damage. For every 3 levels, the magic user
gains an additional missiles per use.
This spell lasts 1 turn so the magic user may cast magic missile each round until
the spells duration. Casting other spells disrupts this spells duration
Magic Mirror (Duration:
1 turn/level) this spell creates a 3’ magical mirror that will float in front
of the caster. The caster may position the mirror to look around corners, behind
him or use it in other creative ways. The mirror may be used to reflect gaze
attacks (as per normal attack).
Mirror Images
(Duration: 1 turn /level) creates multiple images of the caster that confuse
opponents. Each attack has only a 1 in 4 chance of hitting the caster.
Obscuring Mist-
( Range: 240, Duration: 1 turn) summon a mist in a 10’/ level radius that
obscures vision giving -4 to hit.
Phantasmal Force (Range; 240’, Save: M) the caster creates an illusion within a 20’x20’
area. The illusion can be a setting, terrain, creature or creatures, or an
object. If the illusion is not well known to the caster, the observer gets a
Save. If the caster does not have the illusion attack, it disappears when touched.
If it attacks, it has an AC of 10 and disappears when touched. If the illusion
makes an attack, and the observer fails his Save, and will take the damage
equal to the effect of the illusion ( DMs choice). The spell never inflicts
real damage, as those that are “killed” by the illusion will pass out ( or act paralyzed
if turned to stone, etc). The caster must concentrate on the spell the entire
time and can make no other actions.
Robe –the
caster is able to summon into being a magical robe of his design. This robe
will confur to the magic user the same armor class as plate male (16).
Furthermore, the robes contain multiple pockets that may hold up to 10 ENC of
small items and one large pocket which may hold his spell book. The Robe is
tied to the caster and should it be destroyed, the casters Con and Int are
reduced to 3 and must rest fully to recover before he may re summon a his robe.
Rope Trick
(Duration: 1turn/level) make a piece of rope extend up to 100’, tie itself upon
objects, self knot to create hand holds, etc. Cutting or damaging rope ends
spell)
Shatter/Mend
(Range 30’, Save: P) this spell allows the caster to shatter (or fall apart)
any item up to 1 lb/level. If used against an enemy (weapon, holy symbol, etc),
the item receives the enemies Save. The opposite of this spell mends
broken/destroyed items back to whole again. . Magical items are unaffected by
this spell.
Shield
(Duration: 2 turns) This spell creates a magical shield that will guard the
caster. It increases the casters AC to 14 and 17 vs missile weapons. Shield blocks Magic Missile spell attacks.
Shocking Grasp (Duration:
1 turn or until discharged). This spell electrifies the casters hand (or weapon
in hand). On a successful hit, the spell delivers a electrical shock for 1d6
damage per level and if the opponent is wearing metal armor the caster gets +3
to hit).
Sleep (Range
240’ Duration 6 turns, Save M) : cause 2d8 creatures worth up to 4 HD to fall
asleep. Creatures must not be threatened or will get a saving throw. Sleep is
ineffective against undead, slimes, elementals and some other creatures.
Spider Climb
(Duration: 1 turn/level) the recipient of this spell can walk upon walls and
ceilings like a spider. The subject must use hands and feet to climb in this
manner. Subject cannot carry more than his max STR ENC allowance.
Staff – this
spell allows the caster to call into being a special magical staff of his own
design. This staff will be +1 to hit and damage, and allow the caster to store
1 spell which the caster has to cast into it. The head of the staff may also be
commanded to glow/aflame to shed light 30’r up to 10 hours/day. The caster is
the only one who may benefit from its abilities and the caster always knows
where to find his staff should it be lost or stolen. If the Staff is destroyed,
the casters Con and Int are reduced to 3 and must rest fully to recover before
he may re summon the Staff.
Strength/Weaken
(Duration: 1 turn/level, Save P) creature touched is imbued with 18 STR and
gets +3/+3 OR weaken creature touched
for 3 STR and gets -3/-3 if save fails.
Summon Animal (Duration:
1 round/level, Range 60’) caster summons normal animals whos HD are equal to or
less than casters HD. Caster has no control over what appears (see DM summon
animal list) but may request mode of movement ( fly, craw, swim, etc). Animals
will act upon casters simple commands (fight, track, go there, etc) but will
not act outside their nature. Animals disappear if killed or spell ends. This
spell takes 1 full round to cast.
Summon Monster
(Range: 120’, Duration: 1 round/level) summon monster(s) equal to spell casters
level in HD. Caster has no control over what appears (see DM summon monster
list) but may request mode of movement ( fly, craw, swim, etc). The monster
will serve the caster to the best of its ability and nature until killed,
retired or the spell ends. This spell takes 1 full round to cast.
Summon Outsider
( Range: 120’, Duration: 1 turn/level) this spell functions like Summon Monster though it will only
summon Outsiders but the exact type of
Outsider type (demon, avatar, spirit,
elemental, etc) may be requested. This spell takes 1 turn to perform and
requires the caster to draw a magical circle and symbols upon the surface to
summon the Outsider.
Tongues/Babble
(Range: touch, Duration: 1 turn/level,
Save M) this spell allows the caster to speak or understand any language of any
creature he engages with. This spell also allows the caster to speak with and
understand normal animals. The opposite of this spell, Babble, when cast upon
an enemy will render their speech meaningless if they fail a save (making spell
casting impossible).
Wizard Eye (
Range: 240’ , Duration: 1 turn/level) this spell creates an invisible eye that
the caster can see through. It has darkvision 60’ and a MV of 12. The caster
can move the eye around rooms and it can
pass through normal doors. The caster must concentrate the entire time or the
spell ends.
Web (Range
30’, Duration: 1 turn/level, Save P) creates a mass of sticky webs in a 10’x10’
area that will hold fast any creature up to medium size if they fail their
Save. It takes a round to try and break free from the webs which require a STR
check at -5. The flames may be burned away in 2 rounds, but such flaming webs
will do 1d6 damage to anyone caught up within them.
Cleric Spells
1st Level
1.
Cure Light Wounds 7. Resist Elements
2.
Detect Magic 8. Bless/Bane
3.
Detect Evil/Good 9. Command
4.
Read Magic 10. Sanctuary
5.
Protection From
Evil /Good 11. Shield of Faith
6.
Remove /Cause
Fear 12.
Resistance
2nd Level
1.
Silence 15’r 7. Restoration/Enervation
2.
Hold Person 8. Remove
Condition
3.
Enthrall 9. Cure
Moderate Wounds
4.
Aid 10.
Reveal Danger
5.
Truthtell 11.
Augury
6.
Weapon of Faith 12. Consecrate/Desecrate
3rd Level
1.
Animate/Destroy
Dead 7. Tongues, Greater
2.
Create Food&
Water 8. Glyph
of Warding
3.
Remove Magical
Condition 9. Protection from Good/
Evil
10’radius
4.
Cure Serious
Wounds 10. Commune
5.
Resistance,
Greater 11.
Alignment Protection, Greater
6.
Locate/Obscure
Object 12. Restoration, Greater
Alignment Protection, Greater (Range: 30r, Duration: 1 turn/level) this spell
functions like the Clerics Alignment Protection ability accept it extends to
all within 30’radius of caster. It protects against any creatures not of the
casters alignment.
Aid
(Duration: 1 turn) the recipient of this spell touched by the Cleric receives a
+1 to hit and Fear effects and also gains 2 HD temporary Hit Points.
Animate/Destroy Dead ( Range 30’, Duration: permanent) this spell allows the caster to turn
the bones or bodies of dead creatures into undead skeletons or zombies. The
caster may raise and control undead up to his level in HD. They remain animated
and under the casters control until destroyed. Destroy UnDead instantly
destroys any skeletons/zombies within the casters range.
Augury
(Duration: 1 turn/special) this spell allows the caster a glimpse into the
possible future to determine if a particular action will bring weal or woe to
the caster. Furthermore, it will give the caster a +3 against the next action
(attack, save, etc) against the situation the Augury directed toward.
Bless/Bane
(Range: 30’r, Duration: 1 turn, Save M) this spell grants all allies within
range a +1 on attacks and Save vs Fear effects. It can also be used as a ritual
( taking 1 turn) to bring good fortune upon one person, place or item for 1
day/level. The opposite, Bane. Causes all enemies within range -1 on
attacks or can be used as a ritual (
taking 1 turn) to pass misfortune upon one person, place or item for 1
day/level.
Consecrate/ Desecrate (Range: 30’r, Duration: 2 hours/level /Special) this
spell blesses the area with energy equal the casters Alignment and giving the caster a +2 on all Ability
checks, Wisdom Saves and Turn Undead checks made within the area. If the area
Consecrated contains an alter, shrine or other permanent fixture dedicated to
the Clerics faith, deity or Alignment, this modifier is doubled and duration is
permanent until destroyed in some manner. Desecrate, destroys a Consecrated area, giving
-2/-4 respectfully to any Cleric making Ability checks, Wisdom Saves or Turn
Undead checks with in the area. Some
powerful areas may not be affected by this spell.
Command (Range:
30’, Duration: 1 round, Save M) the caster may command those that understand
him to respond to one single command ( sit, drop, faint, flee, halt, etc). If
ordered to “die” the subject of the
spell will feign death.
Commune (Duration:
1 turn) this spell allows the Cleric to enter a trance for 1 turn and gain
insight into a fairly distinct subject of inquiry. It can be about a person,
place, thing or creature. The cleric will not gain all knowledge about the
topic but might gain insight into its nature (how to kill a particular monster
for example). The caster may also use this spell to gain some insight into the
future or some future event. Such insight will always be somewhat vague and
cryptic. Generally the caster can only divine into the future a few days or
more at most.
Create Food and Water (Range 30’) this spell creates enough food/water for
3 people or 1 horse per each level of caster. The food/water provides enough
nourishment for one day. The food will
appear in a form most acceptable to those eating it.
Cure Light Wounds (Range; touch) cure 2 HD of damage for same alignment, 1 HD for
adjacent alignment, ½ HD for opposite alignment. Cause Light Wounds causes 2 HD damage for opposite
alignment, 1 HD for adjacent alignment, and ½ HD for same alignment
Cure Moderate Wounds (Range: touch) - cures 3 HD of damage for same alignment, 2 HD for
adjacent alignment, and 1 HD for opposite. Cause Moderate Wounds causes 3 HD
damage for opposite alignment, 2 HD damage for adjacent, and 1 HD of damage for
same alignment.
Cure Serious Wounds (Range: touch) - cures 4 HD damage for same alignment, 3 HD for
adjacent alignment and 2 HD for opposite. Cause Serious Wounds causes 4 HD
damage to opposite alignment, 3 HD to adjacent and 2 HD to same alignment.
Detect Evil/Good (Range: 60’, Duration: 1 turn) detect the presence of Pure Good (unicorn)
or Pure Evil (demon) beings, creatures, areas or items. The spell may reveal
the relative power of Good/Evil.
Detect Magic (Range:
60’, Duration: 1 turn) caster may detect the presence of magic within 60’. He
may focus his attention upon a person, place or thing. The spell may reveal the
relative power of the magic.
Enthrall
(Range: 60’, Duration: 1 hour or less, Save M) this spell is similar to the Clerics
Convert ability accept that it can be cast upon a group of humanoids whom are
otherwise hostile. For as long as the Cleric concentrates on the spell (giving
a strong speech or sermon) the creatures are held spellbound if they fail their
Save. The Cleric doesn’t not necessarily
have to speak the creatures language to Enthrall it and once Enthralled is
subject to the Clerics Convert ability. Beings of Pure Evil/Good cannot be
Enthralled.
Glyph of Warding ( Range 30’r, Duration: 1 hour/level, Save M) this spell functions
like Sanctuary accept that it affects all those within its
range. The Glyph is drawn upon the ground or surface and will ward enemies from
entering unless they are threatened, provoked or attacked. Creatures of HD
greater than the caster get a Save or are unaffected this spell.
Hold Person
– this spell functions like the Magic users Spell.
Locate/Obscure Object (Range: 100’+ double per caster level. Duration:
special) this spell allows the caster to focus upon an object and thereby be
guided to it as long as he concentrates. If the Object is well known, the
caster only need to focus for one round before being guided to its location. If
the object is not well know but the cleric has an understanding of what it is
or looks like it will take a minute to find the object. If the object is not
known to the caster, it will take a hour of focusing on the object before he
can find it. Items hidden by magical means or on other planes of existence are
not revealed. The opposite of this spell, Obscure Object, allows one item
touched to become obscure and therefore unable to detect by normal means (
sight, touch, etc.) and some magical means. An obscured object will remain
obscured for 1 hour/level.
Orisons- any
non aggressive spell like ability the Cleric may perform such as purify food
and drink, detect poison, stabilize a dying character with a touch, alight
torches or lanterns, etc.
Protection from Good/Evil (Duration: 1 minute/level) this spell gives the
caster a +2 AC and +2 on Saves against Pure Good/Evil creatures. The spell also
prevents Pure Good/Evil Outsiders from touching the caster. Furthermore the
caster is protected against possession from Spirits.
Protection from Good/Evil 10’r ( Duration 1 turn/level) this spell functions like Protection
from Good/Evil but the spell includes all allies within 10’ radius of the
caster. As long as allies stay within 10’ radius of the caster, they benefit
from the effects of this spell.
Read Magic (Duration:
1 turn) caster may read magic writing on scrolls or other surfaces and
determine the magical spell or effect.
Remove/Cause Fear (Range: 60’, Duration: 1D6 turns) this spell grants a +4 Save vs fear
effects upon its recipient. If cast upon someone under Fear affects, it will
remove the effect of the Fear for the duration of the spell. The opposite
spell, Cause Fear, will cause one creature to become frightened and flee from
the caster in any possible manner for the duration of the spell.
Remove Condition (Range: touch) this spell removes one natural condition from the
creature touched (poison, paralysis, disease, blindness, deafness, etc.). The
caster must be of a level equal or higher than the effect that caused the
condition (a poison or disease from a 5th level creature requires
the caster be 5th level to remove).
Remove Magical Condition ( Range: touch)
this spell functions like Remove
Condition accept that it affects spell and spell like conditions (
Enervation, Weaken, Slow, magical blindness, Curses, etc). The caster must be
of a level equal or higher than the spell that caused the condition (a Weaken
spell a 5th level caster requires the caster be 5th level
to remove).
Resistance (
Range: 30’r/Touch, Duration: 1 turn) this spell will give all allies within
range a +1 save vs a particular effect ( poison, magical cold/heat, disease,
etc) or one person to gain a +3 against named effect. If cast upon an ally
already under effects of a condition, it will allow them a second Save to
remove the condition.
Resistance, Greater ( Range: 30’r, Duration: 1 turn) this spell functions like Resistance, accept it gives allies a
+3/+5 modifier against the stated effect. Furthermore it reduces damage by the
effect by ¼ for all allies or ½ to one ally. Spells or effects that allow Save
for half damage cause no damage instead.
Resist Elements
( Range: 30’, Duration: 1 hour/level) the caster and all allies within range
are able to resist the effects of natural harsh elements (rain, cold, snow,
heat, etc).
Restoration/Enervation ( Range: touch, Save P) this spell will restore 1d6
Ability Points and remove the effects of fatigue or exhaustion. The opposite spell,
Enervation, will remove 1d6 Ability Points and cause the same amount of fatigue
damage ( non lethal damage).
Restoration, Greater (Range, touch) this spell revives back to life any normal creature
that has died within 10 mins/caster level. The creature will be revived but
stabilized at negatives and unconscious.
Reveal Danger
(Range: 60’, Duration: 1 turn/level) this spell will reveal the presence of
anything of danger to the caster within the area. As the caster concentrates,
he may gain knowledge into the type of danger ( ambush, monster, trap, etc) but
not necessarily the specifics of the danger.
Sanctuary
(Range: touch, Duration: 1 turn/level) this spell causes creatures to ignore
the recipient of this spell unless the recipient does something to draw
attention to itself ( attack, obvious
aggressive action, etc), in which case the spell will end.
Silence 15’r
( Range : 120’, Duration: 1 turn, Save: P) This spell creates 30’ diameter
sphere of silence wherever it is cast. If cast upon a target creature, that
creature gets a Save. If the save fails, the silence moves with them, if
successful, the spell misses the target and stays stationary in the targets
location.
Shield of Faith
( Range: touch, Duration: 1 turn) this spell grants its recipient with an
additional +4 AC against creatues of
opposite alignment, +3AC against creatures of adjacent alignment, and +2AC
against creatures of same alignment. Spell will not work in conjunction with
other protection spells ( Armor, Shield) but will work with magical armor or
magical items of protection.
Spiritual Weapon (Range:
120’, Duration: 1 turn/level) the Cleric calls into being a spiritual weapon of
the casters choice. The weapon will move and strike whomever the Cleric directs
it to. It does damage equal to 1D
Tongues, Greater (Range: touch, Duration: 1 turn/level) this spell functions like the
Magic Users spell Tongues but it
allows the Cleric to understand Outsiders as well. The spell can also be used
to touch the remains of one corpse and communicate with it).
Truthtell
(Range 30’ Duration: 1 round/level, Save: M) when the Cleric casts this spell,
any creature within the spells range that fails its Save will be unable speak
any deliberate or intentional lie. If the creature makes its Save, the Cleric
will know that it is lying. The spell is centered on the Cleric.
Weapon of Faith
(Range: touch, Duration: 1 turn) this spell grants one weapon touched a +3
attack against creatures of opposite alignment, +2 against creatures of
adjacent alignment, and a +1 against creatures of same alignment. Creatures of
opposite alignment cannot pick up/hold a weapon with this spell cast upon it.
Spellbinding:
Cryptomancy-
Clerics and Magic Users can scribe a scroll at a cost of 100 gp x spell level x
1 day. Reading a spell from a Scroll takes a full round (unless the casting
time for the spell is more than an action, in which case it will take longer to
cast the spell)
Alchemy-
Magic users may create a potion at a cost of
200 gp per spell or spell like affect with a time of 1 week per level of
spell. The amount assumes the caster has access to the proper material
components and alchemical tools
Thaumaturgy- Magic
Users may create a magical item with mundane properties (+1 to hit, damage,
saves, ability checks, etc). Cost to create an item is 1000gp and one month per
property the item possesses.