Aspiration | | (Invocation) | | Dragon - Issue:108 | |
Level: | Cantrip |
Components: | V,S |
Range: | 0 |
Casting Time: | 1 segment |
Duration: | 6 turns |
Saving Throw: | None |
Area of Effect: | Caster |
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Explanation/Description: An aspiration is a quick prayer on the order of, "Give me strength!" or "Don't let me goof up!" In game terms, it permits a nervous player to pre-roll a dice roll. The player-caster rolls a d20 out of the player's own sight for the DM, who records it. At any time during the next game hour, the caster may appeal to have a bad die roll replaced by the hidden roll. The d20 can be applied as a "to hit" roll, a saving throw, or, by multiplying it by five, a percentile dice roll. Upon the caster's request, |
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Canticle | | (Alteration) | | Adapted | |
Level: | Cantrip |
Components: | V |
Range: | 0 |
Casting Time: | Special |
Duration: | Special |
Saving Throw: | None |
Area of Effect: | Caster |
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Explanation/Description: A canticle is a minor form of sanctuary, and casting it requires the chanting of portions of the cleric's sacred literature. As long as the chanting continues, opponents must make a saving throw at + 2 in order to strike or otherwise attack the caster. The caster cannot engage in any other activity than slow movement (6" rate) during this time. For other effects, see the description of the sanctuary spell. |
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Cure Minor Wounds | | (Necromantic) | | Dragon - Issue:108 | |
Level: | Cantrip |
Components: | V,S (p |
Range: | Touch |
Casting Time: | 2 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: A minor cure, similar to all other cure spells, this orison will heal 1-4 hit points of damage. Note that this spell is not reversible. See the cure light wounds description for more information. |
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Find a Stray | | (Divination;druidical only) | | Dragon - Issue:108 | |
Level: | Cantrip |
Components: | V,S,M |
Range: | 2 miles |
Casting Time: | 3 segments |
Duration: | Special |
Saving Throw: | None |
Area of Effect: | 1 domestic animal and the caster |
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Explanation/Description: This orison enables the caster to locate any missing domestic animal within two miles. The animal could be a cow, sheep, dog, horse, cat, or any other such "normal" beast. The caster stands in a place well-known to the animal (a barnyard, pasture, etc.), spits on the ground, makes a sign, and calls the animal by name (Rover, Buttercup, Porky, Old Tom, etc.). If the animal is within two miles of the caster, the caster's tongue will tingle slightly, and give him direction by the manner of its tingling a |
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Cure Light Wounds | | (Necromantic) REVERSIBLE | | Players HB - Page:43 | |
Level: | 1 |
Components: | V, S |
Range: | Touch |
Casting Time: | 5 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character touched |
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Explanation/Description: Explanation/Description: Upon laying his or her hand upon a creature, the cleric causes from 1 to 8 hit points of wound or other injury damage to the creature's body to be healed. This healing will not affect creatures without corporeal bodies, nor will it cure wounds of creatures not living or those which can be harmed only by iron, silver, and/or magical weapons. Its reverse, cause light wounds, operates in the same manner; and if a person is avoiding this touch, a melee combat "to hit" die is rolle |
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Detect Charm | | (Divination) REVERSIBLE | | Players HB - Page:45 | |
Level: | 1 |
Components: | V, S |
Range: | 3" |
Casting Time: | 1 round |
Duration: | 1 turn |
Saving Throw: | None |
Area of Effect: | One creature |
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Explanation/Description: Explanation/Description: When used by a cleric, this spell will detect whether or not a person or monster is under the influence of a charm spell. Up to 10 creatures can be thus checked before the spell wanes. The reverse of the spell protects from such detection, but only a single creature can be so shielded. |
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Detect Disease | | (N/A) | | Dragon - Issue:3 | |
Level: | 1 |
Components: | V, S |
Range: | 3" |
Casting Time: | 5 segments |
Duration: | 1 turn |
Saving Throw: | None |
Area of Effect: | 3" radius |
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Explanation/Description: Explanation/Description: When cast this spell will tell the healer what disease(s), if any, are present within the area of effect. |
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Detect Evil | | (Divination) REVERSIBLE | | Players HB - Page:44 | |
Level: | 1 |
Components: | V, S, |
Range: | 12" |
Casting Time: | 1 round |
Duration: | 1 turn + 1/2 turn/level |
Saving Throw: | None |
Area of Effect: | 1" path |
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Explanation/Description: Explanation/Description: This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object. For example, evil alignment or an evilly cursed object will radiate evil, but a hidden trap or an unintelligent viper will not. The duration of a detect evil (or detect good) spell is 1 turn + 1/2 turn (5 rounds, or 5 minutes) per level of the cleric. Thus a cleric of 1st level of experience can cast a spell with a 1 1/2 turn duration, at 2nd level a 2 turn duration, 2 1/2 at 3rd, etc. The spell has a path of detection 1" wide in the direction in which the cleric is facing. It requires the use of the cleric's holy (or unholy) symbol as its material component, with the cleric holding it before him or her. |
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Detect Invisibility | | (Divination) | | Players HB - Page:69 | |
Level: | 1 |
Components: | V, S, |
Range: | 1 "/level |
Casting Time: | 2 segments |
Duration: | 5 rounds/level |
Saving Throw: | None |
Area of Effect: | 1" path |
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Explanation/Description: Explanation/Description: When the magic-user casts a detect invisibility spell, he or she is able so clearly see any objects which are invisible, as well as astral, ethereal, hidden, invisible or out of phase creatures. Detection is in the magic-user's line of sight along a 1" wide path to she range limit. The material components of this spell are a pinch of talc and a small sprinkling of powdered silver. |
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Detect Magic | | (Divination) | | Players HB - Page:65 | |
Level: | 1 |
Components: | V, S, |
Range: | 3" |
Casting Time: | 1 round |
Duration: | 1 turn |
Saving Throw: | None |
Area of Effect: | 1" path, 3" lang |
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Explanation/Description: 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 block the spell. The spell requires the use of the cleric's holy (or unholy) symbol. |
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Detect Phase | | (N/A) | | Dragon - Issue:3 | |
Level: | 1 |
Components: | V, S |
Range: | 3" |
Casting Time: | 3 segments |
Duration: | 6 turns |
Saving Throw: | None |
Area of Effect: | 3" radius |
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Explanation/Description: Explanation/Description: When cast this spell will show the healer any secreted treasure hidden by out-of-phase equipment (spells) and will reveal creatures that are out of phase. |
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Detect Poison | | (N/A) | | Dragon - Issue:3 | |
Level: | 1 |
Components: | V, S |
Range: | 3" |
Casting Time: | 5 segments |
Duration: | 1 turn |
Saving Throw: | None |
Area of Effect: | 3" radius |
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Explanation/Description: Explanation/Description: When cast this spell allows the caster to determine if poison is present or is being used. It will also tell the caster what type of poison(s) are present. |
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Cure Disease | | (Abjuration) REVERSIBLE | | Players HB - Page:46 | |
Level: | 2 |
Components: | V, S |
Range: | Touch |
Casting Time: | 1 turn |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Creature touched |
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Explanation/Description: Explanation/Description: The cleric cures most diseases - including those of a parasitic, bacterial, or viral nature - by placing his or her hand upon the diseased creature. The affliction rapidly disappears thereafter, making the cured creature whole and well in from 1 turn to 1 week, depending on the kind of disease and the state of its advancement when the cure took place. The reverse of the cure disease spell is cause disease. To be effective, the cleric must touch the intended victim, and the victim must fail the saving throw. The disease caused will begin to affect the victim in 1-6 turns, causing the afflicted creature to lose 1 hit point per turn, and 1 point of strength per hour, until the creature is at 10% of original hit points and strength, at which time the afflicted is weak and virtually helpless. |
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Haste | | (Alteration) | | Players HB - Page:74 | |
Level: | 2 |
Components: | V, S, |
Range: | 6 |
Casting Time: | 3 segments |
Duration: | 3 rounds + 1 round/level |
Saving Throw: | None |
Area of Effect: | 4 |
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Explanation/Description: Explanation/Description: When this spell is cast, affected creatures function at double their normal movement and attack rates. Thus, a creature moving at 6" and attacking 1 time per round would move at 12" and attack 2 times per round. Spell casting is not more rapid. The number of creatures which can be affected is equal to the level of experience of the magic-user, those creatures closest so the spell caster being affected in preference so those farther away, and all affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell (see hereafter). Additionally, this spell ages the recipients due so speeded metabolic processes. Its material component is a shaving of licorice root. |
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Invisibility | | (Illusion/Phantasm) | | Players HB - Page:70 | |
Level: | 2 |
Components: | V, S, |
Range: | Touch |
Casting Time: | 2 segments |
Duration: | Special |
Saving Throw: | None |
Area of Effect: | Creature touched |
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Explanation/Description: Explanation/Description: This spell causes she recipient to vanish from sight and not be detectable by normal vision or even infravision. Of course, she invisible creature is not magically silenced with respect to noises normal so is. The spell remains in effect until Isis magically broken or dispelled, or the magic-user or she other recipient cancels it or until he, she or it attacks any creature. Thus, the spell caster or recipient could open doors, talk, eat, climb stairs, etc., but if any form of attack is made, the invisible creature immediately becomes visible, although this will allow she first attack by the creature because of the former invisibility. Even the allies of the spell recipient cannot see the invisible creature, or his, her or its gear, unless these allies can normally see invisible things or employ magic so do so. Note that all highly intelligent creatures with 10 or more hit dice, or levels of experience, or she equivalent in intelligence/dice/levels have a chance to automatically detect invisible objects. The material components of the invisibility spell are an eyelash and a bit of gum arabic, she former encased in the latter. |
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Neutralize Poison | | (Alteration) REVERSIBLE | | Players HB - Page:48 | |
Level: | 2 |
Components: | V, S |
Range: | Touch |
Casting Time: | 7segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Creature touched or 1 cubic foot of substance/2 l |
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Explanation/Description: Explanation/Description: By means of a neutralize poison spell, the cleric detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the cleric to scare a hit in melee combat. Effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch, i.e. creatures (or objects) which generate new poison will not be permanently detoxified. The reversed spell, poison, likewise requires an attack (a "to hit" touch which succeeds), and the victim is allowed a saving throw versus poison. If the latter is unsuccessful, the victim is killed by the poison. |
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Purify Food & Drink | | (Alteration) REVERSIBLE | | Players HB - Page:44 | |
Level: | 2 |
Components: | V, S |
Range: | 3" |
Casting Time: | 1 round |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | 1 cubic foot/level, 1" square area |
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Explanation/Description: Explanation/Description: When cast, the spell will make spoiled, rotten, poisonous or otherwise contaminated food and/or water pure and suitable, for eating and/or drinking. Up to I cubic foot of food and/or drink can be thus made suitable for consumption. The reverse of the spell putrefies food and drink, even spoiling holy water. Unholy water is spoiled by purify water. |
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Slow | | (Alteration) | | Players HB - Page:75 | |
Level: | 2 |
Components: | V, S, |
Range: | 9" + 1"/level |
Casting Time: | 3segments |
Duration: | 3 rounds + 1 round/level |
Saving Throw: | None |
Area of Effect: | 4" X 4" area, 1 creature/level |
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Explanation/Description: Explanation/Description: A slow spell causes affected creatures to move and attack as one-half of the normal or current rate. Thus, it negates a haste spell (q.v.), has cumulative effect if cast upon creatures already slowed, and otherwise affects magically speeded or slowed creatures. The magic will affect as many creatures as the spell caster has levels of experience, providing these creatures are within the area of effect determined by the magic-user, i.e. she 4" X 4" area which centers in the dire |
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Animate Dead | | (Necromantic) | | Players HB - Page:46 | |
Level: | 3 |
Components: | V, S, |
Range: | 1" |
Casting Time: | 1 round |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Special |
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Explanation/Description: Explanation/Description: This spell creates the lowest of the undead monsters, skeletons or zombies, from the bones or bodies of dead humans. The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until they are destroyed or until the magic is dispelled. (See dispel magic spell). The cleric is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained. Thus, a 2nd level cleric can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and goad reason by clerics of good alignment. It requires a drop of blood, a piece of human flesh, and a pinch of bone powder or a bone shard to complete the spell. |
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Cure Blindness | | (Abjuration) REVERSIBLE | | Players HB - Page:46 | |
Level: | 3 |
Components: | V, S |
Range: | Touch |
Casting Time: | 1 round |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Creature touched |
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Explanation/Description: Explanation/Description: By touching the creature afflicted, the cleric employing the spell can permanently cure most forms of blindness, Its reverse, cause blindness, requires a successful touch upon the victim, and if the victim then makes the saving throw, the effect is negated. |
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Cure Serious Wounds | | (Necromantic) REVERSIBLE | | Players HB - Page:48 | |
Level: | 3 |
Components: | V, S |
Range: | Touch |
Casting Time: | 7 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Creature touched |
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Explanation/Description: Explanation/Description: This spell is a mare potent version of the cure light wounds spell (q.v.). Upon laying his or her hand upon a creature, the cleric causes from 3 to 17 (2d8+1) hit points of wound or other injury damage to the creature's body to be healed. This healing will affect only those creatures listed in the cure light wounds spell explanation. Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first, and if the touch is successful, it will inflict3 to 17 hit points. |
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Death's Door | | (Necromantic) | | Unearthed Arcana - Page:36 | |
Level: | 3 |
Components: | V, S, |
Range: | Touch |
Casting Time: | 5 segments |
Duration: | 1 hour/level |
Saving Throw: | None |
Area of Effect: | One human or demi-human |
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Explanation/Description: Explanation/Description: When a cleric employs this spell, he or she touches a human or demi-human who is unconscious and "at death's door" (-1 to -9 hit points). The spell immediately brings the individual to 0 hit points. While the individual remains unconscious, bleeding and deterioration are stopped for the duration of the death's door spell. The subject, because of being treated by the spell and now being at 0 hit points, can be brought to consciousness, and have hit points restored, by means of cure light wounds, cure serious wounds, etc., potions such as healing or extra-healing, or clerical or other items which magically restore lost hit points. The material components of the spell are the cleric's holy/unholy symbol, a bit of white linen, and any form of unguent. |
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ESP | | (Divination) | | Players HB - Page:70 | |
Level: | 3 |
Components: | V, S, |
Range: | 1/2"/level, 9" max |
Casting Time: | 2 segments |
Duration: | 1 round/level |
Saving Throw: | None |
Area of Effect: | One creature per probe |
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Explanation/Description: Explanation/Description: When an ESP spell is used, the caster is able to detect the surface thoughts of any creatures in range - except creatures wish no mind (as we know is), such as all of she undead. The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe she surface thoughts of 1 creature per turn, getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round so round. The caster can use the spell so help determine if some creature lurks behind a door, for example, but the ESP will not always reveal what sort of creature Isis. The material component of this spell is a copper piece. |
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Freya's Healing Hand | | (Conjuration) | | Home Campaign | |
Level: | 3 |
Components: | V, S, |
Range: | 3" |
Casting Time: | 1 segment |
Duration: | 1 turn |
Saving Throw: | None |
Area of Effect: | Special |
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Explanation/Description: Explanation/Description: This spell conjures a spectral, floating hand at a point the healer chooses within range. The hand lasts for the duration or until you dismiss it. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, etc…. The spell also allows the healer to cast “Touch Range” spells thru the hand. These spells can only be healing/cure spells or spells that remove a detrimental effect (Sleep, Paralysis, Charm, etc...). The hand can’t attack, activate magic items, or carry more than 5 pounds. If the healer moves more than 3” from the hand, it follows the healer to stay within range. It takes the shortest route to do so. The healer need not concentrate to keep the spell active and may cast other spells, wield a weapon or perform other activities. This spell is the domain of healers in service to Freya. The material component of the spell is a leather glove blessed by a cleric of Freya. The glove is not consumed during the casting. |
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Speak With Dead | | (Necromantic) | | Players HB - Page:48 | |
Level: | 3 |
Components: | V, S, |
Range: | 1 |
Casting Time: | 1 turn |
Duration: | Special |
Saving Throw: | None |
Area of Effect: | One creature |
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Explanation/Description: 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. Level of Maximum Experience | Length of Time Dead | Time Questioned | Number of Questions | up to 7th | 1 week | 1 round | 2 | 7th - 8th | 1 month | 3 rounds | 3 | 9th- 12th | 1 year | 1 turn | 4 | 13th- 15th | 10 years | 2 turns | 5 | 16th - 20th | 100 years | 3 turns | 6 | 21st and up | 1,000 years | 6 turns | 7 |
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Strength | | (Alteration) | | Players HB - Page:72 | |
Level: | 3 |
Components: | V, S, |
Range: | Touch |
Casting Time: | 1 turn |
Duration: | 6 turns/level |
Saving Throw: | None |
Area of Effect: | Person touched |
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Explanation/Description: Explanation/Description: Application of this spell increases the strength of the character by a number of points- or tenths of points after 18 strength is attained and the character is in the fighter class. Benefits of the strength spell last for she duration of she magic. The amount of additional strength accruing so a character upon whom this spell is cost depends upon his or her class and is subject so all restrictions on strength due to race, sex or class. Class | Minimum-Maximum Strength Gain | CLERIC | 1-6(d6) | FIGHTER | 1-8 (d8) | MAGIC-USER | 1-4 (d4) | THIEF | 1-6(d6) | MONK | 1-4(d4) |
If a fighter (paladin or ranger as well) has an18 strength already, from 10% to 80% is added to his extraordinary strength roll. All Strength addition scores above 18 are likewise treated as 1 equalling an extra 10% on the extraordinary strength rating. The material component of this spell is a few hairs or a pinch of dung from a particularly strong animal - ape, bear, ox, etc. |
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Awaken | | (N/A) | | Dragon - Issue:3 | |
Level: | 4 |
Components: | V, S |
Range: | Touch |
Casting Time: | 5 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: Explanation/Description: Upon laying his or her hand upon a creature the healer will awaken anyone put to sleep thru any means. |
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Cure Lycanthropy | | (N/A) | | Dragon - Issue:3 | |
Level: | 4 |
Components: | V, S |
Range: | Touch |
Casting Time: | 1 turn |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: Explanation/Description: Upon laying his or her hand upon a creature the healer is able to remove lycanthropy from anyone so afflicted. |
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Energy | | (N/A) | | Dragon - Issue:3 | |
Level: | 4 |
Components: | V, S |
Range: | Touch |
Casting Time: | 1 turn |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: Explanation/Description: This spell allows the healer to restore one life level to a character who has lost one to a wraith or similar happenstance. |
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Fly | | (Alteration) | | Players HB - Page:73 | |
Level: | 4 |
Components: | V, S, |
Range: | Touch |
Casting Time: | 3 segments |
Duration: | 1 turn/level + 1-6 turns |
Saving Throw: | None |
Area of Effect: | Creature touched |
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Explanation/Description: Explanation/Description: This spell enables she magic-user to bestow the power of magical flight. The creature affected is able so move vertically and/or horizontally at a rate of 12" per move (half that if ascending, twice that if descending in a dive). The exact duration of she spell is always unknown so the spell caster, as the 1-6 turns variable addition is determined by the Dungeon Master secretly. The material component of the fly spell is a wing feather of any bird. |
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Mind Blank | | (Abjuration) | | Players HB - Page:90 | |
Level: | 4 |
Components: | V, S |
Range: | 3" |
Casting Time: | 1 segment |
Duration: | 1 day |
Saving Throw: | None |
Area of Effect: | One creature |
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Explanation/Description: Explanation/Description: When the very powerful mind blank spell is cost, the recipient is totally protected from all devices and/or spells which detect, influence, or read emotions and/or thoughts. Protection includes augury, charm, command, confusion, divination, empathy (all forms), ESP, fear, feeblemind, mass suggestion, phantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy. Cloaking protection also extends so prevention of discovery or information gathering by crystal balls or other scrying devices, clairaudience, clairvoyance, communing, contacting other planes, or wish-related methods (wishing, limited wish, alter reality). Of course, exceedingly powerful deities would be able to penetrate the spell's powers. Note that this spell also protects from psionic-related detection and/or influence such as domination (or moss domination), hypnosis, invisibility (the psionic sort is mind related), and precognition, plus those powers which are already covered as spells. |
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Stone To Flesh | | (Alteration) REVERSIBLE | | Players HB - Page:86 | |
Level: | 4 |
Components: | V, S, |
Range: | 1 "/level |
Casting Time: | 6 segments |
Duration: | Permanent |
Saving Throw: | Special |
Area of Effect: | One creature |
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Explanation/Description: Explanation/Description: The stone to flesh spell turns any sort of stone into flesh - if the recipient stone object was formerly living, it will restore life (and goods), although the survival of the creature is subject to the usual system shock survival dice roll. Any formerly living creature, regardless of size, can be thus returned to flesh. Ordinary stone con be likewise turned to flesh at a volume of 9 cubic feet per level of experience of the spell caster. The reverse will turn flesh of any sort to stone, just as the stone to flesh spell functions. All possessions on the person of the creature likewise turn to stone. This reverse of the spell will require a saving throw be allowed the intended victim. The material components of the spell are a pinch of earth and a drop of blood; lime and water and earth ore used for the reverse. |
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Cure Insanity | | (N/A) | | Dragon - Issue:138 | |
Level: | 5 |
Components: | V, S |
Range: | Touch |
Casting Time: | 1 turn |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: Explanation/Description: Upon laying his or her hand upon a creature the healer will cure anyone of insanity. |
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Cure Paralysis | | (N/A) | | Dragon - Issue:3 | |
Level: | 5 |
Components: | V, S |
Range: | Touch |
Casting Time: | 5 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: Explanation/Description: Upon laying his or her hand upon a creature this allows the healer to cure paralysis or negate it in any effect. |
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Longevity | | (N/A) | | Dragon - Issue:3 | |
Level: | 5 |
Components: | V, S |
Range: | Touch |
Casting Time: | 1 turn |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: Explanation/Description: This spell allows the healer to remove 10 years from the age of the character. This spell will also counter the effects of aging from a staff of withering, ghost attack, etc…. |
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Minor Surgery | | (N/A) | | White Wolf | |
Level: | 5 |
Components: | V |
Range: | touch |
Casting Time: | 4 segments |
Duration: | 1 round |
Saving Throw: | none |
Area of Effect: | individual |
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Explanation/Description: Explanation/Description: Through the use of the withdraw spell, the cleric is able to perform on-the-spot surgery. He is empowered with the ability to reach into a being and draw forth of things which might have been lodged inside the target. Examples of things which might be affected are rot grub, a mind flayer's tentacle, or barbed arrowheads. Vital organs, bones, etc. CANNOT be withdrawn. This is a healing spell, not an offensive one. Withdrawal does not adversely affect the target in any fashion as the cleric's hand is rendered intangible to all but the object which is to be removed. There are no somatic gesture involved in the casting of the spell other than the actual withdrawing motions themselves. |
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Raise Dead | | (Necromantic) REVERSIBLE | | Players HB - Page:50 | |
Level: | 5 |
Components: | V, S |
Range: | 3" |
Casting Time: | 1 round |
Duration: | Permanent |
Saving Throw: | Special |
Area of Effect: | One person |
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Explanation/Description: Explanation/Description: When the cleric casts a raise dead spell, he or she can restore life to a dwarf, gnome, half-elf, halfling, or human. The length of time which the person has been dead is of importance, as the cleric can raise dead persons only up to a certain point, the limit being 1 day for each level of experience of the cleric, i.e. a 9th level cleric can raise a person dead for up to 9 days. Note that the body of the person must be whole, or otherwise missing parts will still be missing when the person is brought back to life. Also, the resurrected person must make a special saving throw to survive the ordeal (see CHARACTER ABILITITIES, Constitution). Furthermore, the raised person is weak and helpless in any event, and he or she will need one full day of rest in bed for each day he or she was dead. The somatic component of the spell is a pointed finger. The reverse of the spell, slay living, allows the victim a saving throw, and if it is successful, the victim sustains damage equal only to that caused by o cause serious wounds spell, i.e. 3-17 hit points. An evil cleric can freely use the reverse spell; a good cleric must exercise extreme caution in its employment, being absolutely certain that the victim of the slay living spell is evil and that his or her death is a matter of great necessity and for good, otherwise the alignment of the cleric will be sharply changed. Note that newly made undead, excluding skeletons, which fall within the days of being dead limit are affected by raise dead spells cast upon them. The effect of the spell is to cause them to become resurrected dead, providing the constitution permits survival; otherwise, they are simply dead. |
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Size Control | | (N/A) | | Dragon - Issue:3 | |
Level: | 5 |
Components: | V, S |
Range: | 4" |
Casting Time: | 3 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | 4"x4" area, 1 creat |
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Explanation/Description: Explanation/Description: This spell will neutralize the effect of growth and shrinking potions or similar devices. |
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Teleport | | (Alteration) | | Players HB - Page:82 | |
Level: | 5 |
Components: | V |
Range: | Touch |
Casting Time: | 2 segments |
Duration: | Instantaneous |
Saving Throw: | None |
Area of Effect: | Special |
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Explanation/Description: Explanation/Description: When this spell is used, the magic-user instantly transports himself or herself, along with a certain amount of additional weight which is upon, or being touched by, she spell caster, to a well-known destination. Distance is not a factor, but inter-plane travel is not possible by means of a teleport spell. The spell caster is able to teleport a maximum weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p. weighs for each level of experience above the 10th, i.e. a 13th level magic-user teleports a maximum weight of 7,000 g.p. (700 pounds). If the destination area is very familiar so she magic-user (he or she has a clear mental picture through actual proximity to and studying of the area) it is unlikely that there will be any error in arriving exactly in the place desired. Lesser known areas (those seen only magically or from a distance) increase she probability of error. Unfamiliar areas present considerable peril. This is demonstrated below: Probability of Teleporting | Destination Area Is | High | On Target | Low | Very familiar | 01-02 | 03-99 | 00 | Studied carefully | 01-04 | 05-98 | 99-00 | Seen casually | 01-08 | 09-96 | 97-00 | Viewed once | 01-16 | 17-92 | 93-00 | Never seen | 01-32 | 33-84 | 85-00 |
Teleporting high means the magic-user will arrive 1" above ground for every 1% he or she is below she lowest "On Target" probability - only 2" when the destination is very familiar, and as high as 32" if the destination area was never seen. Any low result means the instant death of the magic-user if the area into which he or she teleports so is solid. Note that there is no possibility of teleporting to an area of empty space, i.e. a substantial area of surface must be there, whether a wooden floor, a stone floor, natural ground, etc. |
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Clone | | (Necromantic) | | Players HB - Page:89 | |
Level: | 6 |
Components: | V, S, |
Range: | Touch |
Casting Time: | 1 turn |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Special |
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Explanation/Description: Explanation/Description: This spell creates a duplicate of a person. This clone is in all respects the duplicate of the individual, complete to the level of experience, memories, etc. However, the duplicate is the person, so that if the original and a duplicate exist at the same time, each knows of the other's existence; and the original person and the clone will each desire to do away with the other, for such an alter-ego is unbearable to both. If one cannot destroy the other, one (95%) will go insane (75% likely to be the clone) and destroy itself, or possibly (5%) both will become mad and commit suicide. These probabilities will occur within 1 week of the dual existence. The material component of the spell is a small piece of the flesh of the person to be duplicated. Note that the clone will become the person as he or she existed at the time at which the flesh was taken, and all subsequent knowledge, experience, etc. will be totally unknown to the clone. Also, the clone will be a physical duplicate, and possessions of she original are another matter entirely. Note that a clone takes from 2-8 months to grow, and only after that time is dual existence established. |
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Improved Cure Serious Wounds | | (N/A) | | Dragon - Issue:3 | |
Level: | 6 |
Components: | V, S |
Range: | Touch |
Casting Time: | 8 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: Explanation/Description: This is a more potent version of the Cleric spell Cure Serious Wounds. This healing will affect only those creatures listed in the Cure Light Wounds spell description. This spell will cure 4d6+4 points of damage. |
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Speak With Animals | | (Alteration) | | Players HB - Page:46 | |
Level: | 6 |
Components: | V, S |
Range: | 0 |
Casting Time: | 5 segments |
Duration: | 2 rounds/level |
Saving Throw: | None |
Area of Effect: | One animal within 3" radius of cleric |
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Explanation/Description: Explanation/Description: By employing this spell, the cleric is empowered to comprehend and communicate with any warm or cold-blooded animal which is not mindless (such as an amoeba). The cleric is able to ask questions, receive answers, and generally be on amicable terms with the animal. This ability lasts for 2 melee rounds for each level of experience of the cleric employing the spell. Even if the bent of the animal is opposite to that of the cleric (evil/good, good/evil), it and any others of the same kind with it will not attack while the spell lasts, If the animal is neutral or of the same general bent as the cleric (evil/evil, good/good), there is a possibility that the animal, and its like associates, will do some favor or service for the cleric. This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the cleric and his actions as the major determinants. Note that this spell differs from speak with monsters (q.v.), for it allows conversation only with basically normal, non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so an. |
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Speak With Monsters | | (Alteration) | | Players HB - Page:51 | |
Level: | 6 |
Components: | V, S |
Range: | 3" radius |
Casting Time: | 9 segments |
Duration: | 1 round/level |
Saving Throw: | None |
Area of Effect: | 1 species within earshot |
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Explanation/Description: Explanation/Description: When cast, the speak with monsters spell allows the cleric to converse with any type of creature which has any form of communicative ability. That is, the monster will understand the intent of what is said to it by the cleric. The creature or creatures thus spoken to will be checked by your referee in order to determine reaction. All creatures of the same type as that chosen by the cleric to speak to can likewise understand if they are within range. The spell lasts for melee round per level of experience of the cleric casting it, and during its duration conversation con take place as the monster is able and desires. |
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Speak With Plants | | (Alteration) | | Players HB - Page:49 | |
Level: | 6 |
Components: | V, S, |
Range: | Touch |
Casting Time: | 7 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Creature Touched |
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Explanation/Description: Explanation/Description: With the exceptions below, this spell acts as a Cure Serious Wounds. Healing is d4 across 4 rounds
Level: 4 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: 1 round/level Saving Throw: None Area of Effect: 6" diameter circle
Explanation/Description: When cast, a speak w |
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Water Breathing | | (Alteration) REVERSIBLE | | Players HB - Page:58 | |
Level: | 6 |
Components: | V, S, |
Range: | Touch |
Casting Time: | 3 segments |
Duration: | 3 turns/level |
Saving Throw: | None |
Area of Effect: | Creature touched |
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Explanation/Description: Explanation/Description: Except as noted above, and that the material component of she spell is a short reed or piece of straw, this is the same as the third level druid spell, water breathing (q.v.). |
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Blade Barrier | | (Evocation) | | Players HB - Page:51 | |
Level: | 7 |
Components: | V, S |
Range: | 3 |
Casting Time: | 9 segments |
Duration: | 3 rounds/level |
Saving Throw: | None |
Area of Effect: | Special |
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Explanation/Description: Explanation/Description: The cleric employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash in endless movement around an immobile point. Any creature which attempts to pass through the blade barrier suffers 8-64 (8d8) hit points of damage in doing so. The barrier remains for 3 melee rounds for every level of experience of the cleric casting it. The barrier can cover any area from as small as 5' square to as large as 2" square, i.e. 20'X 20' under ground, 60'X 60' outdoors. |
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Cure Deafness | | (N/A) | | Dragon - Issue:3 | |
Level: | 7 |
Components: | V, S |
Range: | Touch |
Casting Time: | 1 round |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | Character Touched |
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Explanation/Description: Explanation/Description: Upon laying his or her hand upon a creature the healer will cure deafness from any cause. |
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Neutralize Gas | | (N/A) | | Dragon - Issue:3 | |
Level: | 7 |
Components: | V, S |
Range: | 1" |
Casting Time: | 5 segments |
Duration: | 1 round/level |
Saving Throw: | None |
Area of Effect: | 6" radius max |
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Explanation/Description: Explanation/Description: When cast a pale white cloud emanates from the caster in all direction at a 2”/round rate out to a maximum radius distance of 6”. This cloud will completely neutralize any harmful or poisonous gas (real or conjured) while in effect. |
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Remove Charm | | (N/A) | | Dragon - Issue:3 | |
Level: | 7 |
Components: | V, S |
Range: | 3" |
Casting Time: | 4 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | One Character |
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Explanation/Description: Explanation/Description: This spell allows the healer to remove or negate a charm placed upon a character. |
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Remove Curse | | (Abjuration) REVERSIBLE | | Players HB - Page:47 | |
Level: | 7 |
Components: | V, S |
Range: | Touch |
Casting Time: | 6 segments |
Duration: | Permanent |
Saving Throw: | Special |
Area of Effect: | Special |
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Explanation/Description: 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 armor, 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. |
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Sterilize | | (N/A) | | Dragon - Issue:3 | |
Level: | 7 |
Components: | V, S |
Range: | 5" |
Casting Time: | 6 segments |
Duration: | Permanent |
Saving Throw: | None |
Area of Effect: | 1 room or area (6” |
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Explanation/Description: Explanation/Description: This spell will cleanse any room of infection and/or rid any area of mold, slime or other nasty creatures of up to 5 hit dice. |
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