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===Fifth Level Spells=== Anti-Magic Shell: This spell creates a skin-tight field, which surrounds the caster and makes him totally impervious to all magical (not clerical) spells, whether cast by finger or by implement. While the shell is up, the caster may not activate any magical items, and all magical items worn on or in contact with the body will not function. Purely magical damage bonuses of magical weapons will also not travel into or out of the shell. The use of clerical spells is not affected. Duration: 12 turns. Breathe Water: This spell allows the caster to breathe water for a time period no longer than one turn per level of the caster. Commune: This spell puts the cleric in immediate contact with the chosen deity of his faith (the referee) and allows him to ask three questions (which all must be asked within one game turn). Communing drains the cleric so much that he may use each of his 5th or higher level spells once in his lifetime to do a commune. For example, a 20th level cleric could do no more than 8 (4 5ths, 3 6ths, and 1 7th) communes in his lifetime unless he goes up to a higher level. Communes should not be used frivolously, but primarily where the safety or lives of one or more of the party are at stake. The questions can be decided upon before casting the spell so they are ready to be asked. Try to prepare alternates based on possible answers, if possible. Controlled Empathic Cure: This spell allows a cleric to fully cure another character of damage taken, by transferring all the hits taken by the other character to the cleric. If the hits taken are enough to cause the cleric to become unconscious, he will do so, but will not deteriorate towards death from that point unless damaged further. If the hits taken are sufficient to kill the cleric, then the cleric will die, and the amount of damage transferred will only equal the death level of the cleric. Unlike Empathic Cure (3C), the cleric states how many hits of healing will be done. If the damage on the other character is less than the stated amount, the cleric takes the lesser damage. Range: in contact with the other person. Create Food: A spell with which the cleric creates sustenance for a party of men, in the form of a manna-like substance edible by man and horse alike. The amount of food created is equal to 36 ร (the level of the caster - 7) squared pounds of manna, where it takes one pound of manna to feed a man, and two pounds to feed a horse, for one day. The food appears adjacent to the caster. Dispel Control: This spell dispels any single magical or clerical charm, hold, or other form of mental control. There is a 50% chance of dispeling, reduced by 5% for each level that the caster is below the level of the caster of the original spell. Range 3โ radius around caster or 6โ for an individual target. Dispel Evil: This spell allows a cleric to dispel any Evil spell or effect within a 3โ radius of the caster. Its effectiveness is based on the relative levels of the cleric and the Evil involved. The chance of dispeling the spell depends on the levels and Wisdoms of both the clerics involved. There is a 90% chance of the dispel working if the cleric and the Evil spell are the same level. A cleric of Wisdom 15 or higher gets +5% in his favor. If the cleric is not the same level, the cleric gets a 10% modifier for each level of difference added or subtracted to the 90% base in his favor. For example a 8th level cleric with Wisdom of 3-10 ๏ฌ Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells ๏ฎ 15 trying to dispel an Evil spell of 12th level would have a 90+5-(4ร10) = 55% chance of success. Range: 3โ. Finger of Death: This spell allows the cleric to attempt to strike down any one being within 12โ. The being gets a saving throw vs. Death (see saving throw tables). If the being fails to save, it is dead. Note: a lawful cleric may only throw this spell in a situation where he has no other available options and must defend other lawful beings from imminent death. Insect Plague: This spell allows a cleric to call to him a large swarm of insects and control them, within the 48โ range of the spell. The insects will obscure the vision of any creatures in their midst, and will drive off any creatures with less than three hit dice. Note: a lawful cleric may not use this spell to summon poisonous insects except as in Turn Sticks to Snakes (4C). The swarm of the insects may cover no more than a 6โ by 6โ area up to 1โ in height at any one time and must stay within 48โ of the cleric. Duration: the insects if not killed or released before then will disperse after one game day. Locate Person: In order for this particular spell to be effective it must be cast with personal knowledge of who is to be located. Thus the person would have to be known firsthand by the caster in order for the spell to work. The spell gives the user the direction of the person desired, but not the distance. The desired person must be within range to be detected at all. Range: 9โ + 1โ per level of the cleric casting the spell. Pathfinding: This spell enables the cleric to determine the quickest way out of a dungeon, forest, castle, etc., even after being teleported (assuming that such a way out exists). This spell may be employed by any one cleric no more than once per day. Duration: until the cleric is out of the dungeon, etc. Protection/Undead: This spell allows a cleric to protect himself from Undead beings as follows: Each Undead being encountered while this spell is in effect must check separately to see if it can attack or approach within 1โ of the caster. Each Undead being is checked only once during the duration of the spell and the result (as far as that Undead being) does not change during the spell. Any Undead being of the same level as the cleric will have a 50% chance of being prevented from attacking or physically approaching (within 1โ) the caster. This protection is adjusted by 5% per relative level difference between the cleric and the Undead. Thus, if the cleric is one level higher than the Undead, it has a 55% chance of being prevented from attacking the cleric. If the Undead is 3 levels higher than the cleric, it only has a 35% chance of being prevented from attacking the cleric. Duration: 6 turns. Raise Dead: A cleric may use this spell to bring the dead back to life. This spell may be used no more than once on any particular body on any particular death. If the character is raised and then killed again, he may be raised again. This spell may be used only on beings of a similar type to the cleric (i.e. human or whatever species). A cleric may attempt to raise a body after it has been dead for a period of time, if that time has been no longer than (the level of the cleric) days. In order to be raised, the body must not have been destroyed. Characters raised from the dead remain inactive for two game weeks after the raise, and may not go on expeditions, or otherwise attempt to gain experience, and may not throw magic or fight. If killed again during the convalescence, the characterโs chance of being raised is halved. The chance of being successfully raised is 90% for clerical types, and 85% for all other character types. If an attempt to Raise has failed, a Reincarnation may still be attempted, but not another Raise Dead spell, of any level or type. Range: adjacent to the body. Note: the effect of the Raise Dead spell is so powerful that it uses up the casting clericโs fifth level spell for one full week, rather than the normal one day. Regenerate: Heals all damage that the caster has taken that could be healed by healing spells (Cure Light Wounds, etc.) but not special damage needing separate spells (Cure Disease, Neutralize Poison, etc.), at the rate of one hit point per turn until healing is completed. Special forms of damage must be reversed first for the Regeneration to function best. Also note that it would not heal damage inflicted while the Regeneration spell was in progress. Recover Life Levels (1-5): This spell is the same as Recover Life Levels (4C) except that from 1 to 5 levels are restored. Only one spell or the other may be used after any one draining, and neither spell may be used more than once on any one draining. Restore Scarab vs. EHP: This spell allows a cleric to recharge (one charge per spell) a scarab or other device designed to protect a character from a clerical Finger of Death spell. An empty scarab or other device may not be recharged in this manner, only one still active. Sanctify Ground: This spell enables the caster to turn prepared, Hallowed (1C) ground into clerically Sanctified ground, for the purpose of preparing a clerical sanctuary or other holy place. Sanctified ground has the side effect that magical spells will not operate over such ground, up to a height of 24โ, unless the cleric who Sanctified the ground, or his recognized successor, directly wills the spell to work. Thus, any spell outside the knowledge of the guardian of any Sanctified spot will not function there. This includes any spells in operation at the time of the Sanctifying, Illusionary or magical in nature. Each application sanctifies an area that is within a 3โ radius of the caster. Duration: until desecrated. Vari-heal: This spell allows a cleric to do a cure on a wounded character. A four-sided die is rolled, the result being the number of six-sided dice of basic healing the spell will do. All of the dice are treated as if each one where a Cure Light Wounds (1C) spell in effect, with appropriate bonuses added, and all are pro-rated simultaneously over the course of six phases. This spell Warlock 1993 Clerical Spells ๏ฌ 3-11 ๏ฎ Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells is usable by a cleric no more than once per day. Range: in contact with the other person.
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