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===Fourth Level Spells=== Circle of Holiness: This spell creates a 1” radius circle around the caster that cannot be entered by animated Undead. In addition, other unholy beings (spirit Undead, demonic beings, etc.) may only enter the circle by matching their power against that of the caster, as follows: a being of the same level as the caster has a chance equal to 100% - (5% × the caster’s Wisdom). This is adjusted by plus or minus 5% per level that the being is above or below the caster. The offensive use of magic or combat from within a Circle at a target outside of it will give ALL unholy beings present a new chance to break through the Circle. The offensive use of clerical spells from within the Circle will not have this effect. Duration: 3 turns. Create Water: By means of this spell, the cleric can create a supply of drinkable water. The quantity of water created is equal to (the cleric’s level - 5)2 × 12 gallons. The water appears adjacent to the caster. Cure Blindness: By means of this spell, there is a 5% per level of the caster chance of curing organic or injury-induced permanent blindness. It also cures automatically temporary physical blindness. It has no effect on blindness that is purely Illusionary in nature. The caster gets only one opportunity per case. It takes one full day for a complete cure of complete blindness, pro-rated for partial blindness. If the blindness was an effect with a limited duration, then that duration is reduced by 5% per level of the caster, again with a maximum recovery time of one day. Cure Deafness: As Cure Blindness (4C), but deafness is cured. Cure Paralysis: As Cure Blindness (4C), but paralysis is cured. Cure Serious Wounds: This spell is a basic healing spell. The amount of damage to be healed by any individual casting of the spell is determined as follows: the cleric rolls two 6-sided dice and adds two to the result. If the cleric has Wisdom of 13-17 he then adds 1 to the result. If the cleric is Wisdom of 18 or higher he then adds 2 to the result instead. The total is the amount of healing to be done over the next six phases. If the cleric is interrupted at any point, the healing terminates at that point. The cleric must be in physical contact with the character or being to be healed throughout the six phases. If the contact is broken, the healing is terminated at that point. Thus, this spell will cure a minimum of 4 points of damage, and a maximum of 14 to 16 points depending on the wisdom of the cleric casting the spell. Exorcism: This spell allows a cleric to exorcise a demon that has taken control of the character. Note that this spell does not dispel or damage the demon, it merely frees the character. Range: 3 inches. Flight: This spell allows the cleric to fly a speed of 12” per turn for six turns carrying his normal load. Grand Benediction: The cleric may use this spell to raise the defense level of the recipients by +2. In the case of followers, this spell also adds +1 to their morale. For player characters, it adds 10% to their saving throws against Fear effects and all Clerical Saving Throws 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 6” of the caster. Great Fear: This spell will cause all living creatures in a 6” × 6” × 4” area with one face of the square directly adjacent to and centered upon the caster to make a saving throw vs. Fear or flee the caster. For creatures without separate Fear saving throws, use their Clerical Spell saving throw. 3-8 Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells Greater Holy Shield: This spell reduces the amount of damage that the caster will take from each magical spell during its duration. The damage is reduced by an amount equal to the level of the caster, in points of damage. If the caster has a magical or clerical item or spell in operation that also affects the amount of damage received, only the greater of the two will take effect. Duration: 3 Turns. Greater Sanctuary: This spell causes any opponent within 24” of the cleric to make a saving throw vs. clerical spells in order to directly attack the cleric or anyone within a 1” radius of the cleric. Nobody with this 1” radius circle may take offensive action or else the spell is broken, and in that case all within the circle must save vs. Pain or be dazed for 1 turn. Those within the circle may defend themselves against any being that was unaffected by the Greater Sanctuary spell without suffering the pain effect or breaking the spell. Those within the circle may be incidentally included in area spells without the caster of the said spells needing to make a saving throw. Duration 3 turns. Heal Grievous Wound: This spell will heal all the damage received from any single blow or injury that could be healed by normal healing spells (Cure Light Wounds (1C), etc.). Special damage needing separate spells (Neutralize Poison (4C), Cure Disease (3C), etc.) will not be healed. The healing is at the rate of 1 hit point per turn until healing is completed. It does not eliminate bleeding. It is not an open ended regeneration spell, and it will not continue to work if the recipient’s death level is exceeded by subsequent damage. Range: in contact with the other person. Holy Strength (+19): This spell adds 19 to the strength of the cleric. It does not stack with other strength spells or items. Duration: 3 Turns. Human Control: 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 2-12 persons with 3 or fewer hit die, 2-8 persons with 4-6 hit die, 1-4 persons with 7-9 hit die, and 1 person having 10 or more hit die, 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 18”. Range: 18”. Light of Truth: This spell creates a standard 6” cone shape of light that discloses all camouflages, Illusionary concealment, disguises, etc., and negates invisibility and displacer effects. The cone conforms to the current facing of the caster at all times, for the 3 turn duration of the spell. Neutralize Poison: A spell to counter the continuing effect of a poison. Note that this spell will not resurrect a character killed by poison, nor will it remove any damage already done by poison to a living character. It will prevent further damage from being done, and is necessary before healing damage done by poison. It will affect only one object or person per spell and takes only one phase. A cleric using this spell can only neutralize those poisons whose poison factor times the hit dice of the poisonous creature (i.e. the number of dice of damage the poison causes) is less than (the level of the cleric times the wisdom of the cleric) divided by ten. Thus if a character is poisoned by a 10 hit die creature with a poison factor of 1.5, only a cleric whose level times his wisdom was at least 150 could neutralize the poison. Range: the cleric must be in contact with the person or the object containing poison to be neutralized. Range: in contact with the other person. Pass Safely: This functions like a combination of Find Traps (2C) to locate any mechanical or magical traps (not living ambushes), and the magical spell Detect Enemies (2M) detecting any enemy that knows of the user’s presence. Thus warning the caster of antagonistic entities aware of the caster and traps that endanger him. Range: 12”. Duration: the level of the caster in turns, unless cast with a Pathfinding (5C), then it lasts as long as the Pathfinding. Protection/Evil 1” Radius: This spell adds +1 to the defense level and +5% to the saving throws of the caster, and anyone within 1” radius, against any Evil beings (or spells cast by evil beings) for its duration of 12 turns. Its effects add to those of any magical protective devices. Protection/Good 1” Radius: This spell is the same as Protection/Evil 1” Radius (4C) except that it protects against Good rather than Evil. Quest: This spell is similar to the magical spell Geas (6M), except that the character sent upon a Quest by the cleric is not killed by failure to carry out the service. However, the cleric may curse the character with anything appropriate to the alignment of the caster, so that failure to fulfill the Quest is not to be taken lightly. The referee’s discretion must be used in the phrasing and detailing of the Quest. If the character does not wish to be sent on a Quest, he must save vs. clerical spells to avoid it. Range: 3 in. Restore Life Levels: This spell allows a cleric to restore at least some of the life levels drained from a character by Undead or by special weapons. If a cleric is immediately available (no more than 6 game hours), it is possible for him to restore from 1-4 (rolled on a 4-sided die) life levels lost by a victim. For each full six-hour period that goes by before the spell is cast, one is subtracted from the die roll. Thus if a seventh level Warlock 1993 Clerical Spells 3-9 Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells fighter is drained two life levels (thus becoming a fifth level fighter), the cleric would need to roll a two or higher to fully restore the fighter if the spell were cast within six hours of the draining. If eight hours had passed before the spell was cast then a die roll of three or higher would restore all of the lost levels, while a roll of one would mean that NO life levels were restored (one minus one equals zero). This spell may only be used once on any one character after any one draining of life levels. For example, if a character loses five life levels, he may not be fully restored by multiple castings of this spell, since only the first use will have any effect. Speak with Plants: This spell is the same as Speak with Animals (2C) except that plants are communicated with instead of animals. Note that a cleric may not ask a plant to do anything outside of its normal limits. He may ask a vine to part for him to pass through, but a tree cannot be commanded to pull up its roots and walk around. Duration: 6 turns. Range: 3”. Stigma: The target must be willing to accept a stigma or feels he deserves one. The caster may inflict one of the following: A) a spiritual or non-physical stigma - the caster’s level in % is deducted from the target’s rolls for a group of related rolls (such as all melee, or all saving throws). B) a minor affliction such as boils, muscle spasms, or night blindness. C) a major physical affliction such as a withered limb, muteness, or deafness. (a) and (b) manifest within one day. (c) manifests within (21-the level of the caster) days with a minimum of 1. Removed as Quest (4C) or by the caster at any time, or by a cleric who knows higher level clerical spells than the caster. Stop Deterioration: This spell allows a cleric to stop an unconscious or otherwise damaged character from bleeding. The character stops bleeding for 2-12 turns (rolled). Range: in contact with the other person. Turn Sticks to Snakes: Any time there are sticks of the appropriate size nearby, a cleric can turn them into normal (not monstrous) snakes with this spell. They can be either poisonous or nonpoisonous at the cleric’s choice, but a cleric of a lawful nature may only create poisonous snakes as a last resort in defense of the lives of other lawful characters. The cleric can command from 2- 16 snakes and these will perform as he orders for the 6- turn duration of the spell. All snakes must stay within 12” of the cleric.
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