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===Second Level Spells=== Benediction: The cleric may use this spell to raise the defense level of the recipients by +1. In the case of followers, this spell also adds +1 to their morale. For player characters, it adds 5% to their saving throws against Fear effects as well as the bonus to defense. The recipients cannot be in melee combat or otherwise fighting when the Benediction is cast, or else they gain no bonuses. Duration: 6 turns. Range: can affect all beings of the same alignment as the caster within 6โ of the caster. Bless: The cleric may give the benison of the Bless spell during any turn that the beings to be affected are not Warlock 1993 Clerical Spells ๏ฌ 3-5 ๏ฎ Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells in melee or otherwise fighting. A Bless raises morale by +1, fear saving throws by 5%, attack level by +1, and its effects stack with other magical or clerical effects. Duration: 6 turns. Range: can affect all beings of the same alignment as the caster within 6โ of the caster. Detect Alignment: This spell allows the cleric to detect the alignment (Law, Neutrality, Chaos) of a single being at a distance of up to 1โ per level of the cleric casting the spell. Detect Curse: This spell allows the cleric to determine if an item or a being has been cursed. Range: adjacent to the item or the person. Detect Disease: This spell allows the cleric to determine if a being has a disease which needs to be cured. Range: 3โ. Detect Magical Spell: This spell allows the cleric to detect the occurrence or presence of a magical spell in his immediate vicinity, up to 1โ per level of the cleric employing the detection. Detect Poison: This spell allows the cleric to detect poisons up to a range of 1โ per level of the cleric employing the detection, maximum range of 6โ. Detect Water: This spell is the same as Detect Poison (2C) except that water instead of poison is detected. Find Traps: By means of this spell, the cleric will locate any mechanical or magical traps (not living ambushes) within a radius of 6โ of the cleric for a duration of one turn. Heal Spirit Being: As Cure Light Wounds (1C), but will aid Spirit Beings of alignments not opposite the caster. Hold Person: This spell is similar to the magical spell Charm Person (1M) but of more limited duration and of greater effect. This spell applies to all two-legged, generally mammalian figures near to or less than man- size, excluding all Undead monsters but including such things as orcs and goblins. It affects from 1-4 persons (rolled on a 4-sided die) normally, or it can be concentrated on one target, in which case the target subtracts 10 from his saving throw before making the die roll. If the spell is successful, it will cause the held person(s) to obey any spoken command of the caster even if their languages are different. The victim(s) will not commit direct suicide while under this spell. During the phase in which the hold is thrown, the victim(s) cannot obey commands or carry out actions of their own volition, and thus stand still and neither fight nor act. Duration: 9 turns, unless dispeled, removed by the caster or the caster loses control by going unconscious, dying, or moving outside 18โ. Holy Strength (+7): This spell adds 7 to the strength of the cleric for 3 turns. It does not stack with other strength spells or items. Reduce Poison: This spell has two effects. If it is cast before poisoning occurs, then it acts as poison resistance. This means it adds 10% to any saving throw and subtracts 1 per die of poison damage. If it is cast after poisoning, then it reduces degenerative effects by 1 per die and bleeding by 1 point (total) per level of the cleric casting the spell until the reduction is used up. The cleric must be in contact with the recipient. Duration: 6 turns. Sanctuary: This spell causes any opponent within 24โ of the cleric to make a saving throw vs. clerical spells in order to directly attack the cleric. The caster may take no offensive action or else the spell is broken, and in that case the caster must save vs. Pain or be dazed for one turn. The caster may defend himself against any being that was unaffected by the Sanctuary spell without suffering the pain effect or breaking the spell. The cleric may be incidentally included in area spells without the caster of the said spells needing to make a saving throw. Duration 3 turns. Tame Animals: This spell allows the cleric to calm otherwise hostile normal animals, capture wild horses, and other acts of that type. It cannot be used on monsters or magical creatures, such as Unicorns. The cleric must be adjacent to the animal that is being tamed
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