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== Spells == *First Level: 3/day (3/3 remain) **Cause Fear **Command Word **Cure Light Wounds* (1d6+1) **Delay Disease **Detect Magic **Detect Poison **Faerie Fire **Light* **Locate Animal or Plant **Predict Weather **Protection from Evil* **Purify Food and Water* **Read Languages **Resist Cold **Salving Rest **Trance *Second Level: 3/day (3/3 remain) **''Augury'' (see into future 3 turns about good/bad result at 70% + 1% per caster level) **''Bane'' (50' radius, 6 turns, enemies are filled with fear and doubt for -1 to attack throws, damage, morale, and saves vs fear) **''Charm Animal'' (60', charm normal or giant animal to treat as trusted friend or ally, intelligent animals allowed save vs Spells, unintelligent aren't, wears off over day/week/month dependent on HD) **''Chameleon'' (touch, 1 turn/level, +8 to hide in shadows) **''Choking Grip'' (30', invisible grip, save vs Death each round or choke for 1d6 damage/round and cannot take action, lasts until caster stops concentrating or target makes save) **''Delay Poison'' (touch, 1 turn/level, temporarily immune to poison until effect ends, or returns to life until duration if died within caster level turns) **''Enthrall'' (60', 1 hour or less, capture the attention of a group, must perform without interruption for 1 round, must have Performance proficiency, save vs Paralysis or give caster undivided attention and be Friendly, take no action for duration of performance for up to 1 hour, and for 1d3 rounds after, Hostile creatures get +4 to saves and some creatures can get Indifferent result instead of Friendly; also Heckling) **''Hold Person'' (180', 9 turns, paralyze any living non-undead humanoid creature of 4 or fewer HD, or humans and demi-humans of any level, save vs Paralysis negates, single person saves -2 or a group of 1d4) **''Locate Object'' (120', 6 turns) **''Magic Mouth'' (30', non-living object speaks message = 3 words/caster level over 10 minutes, at volume of whisper to yell, when triggered by the pre-set condition within 10'/caster level) **''Resist Fire'' (touch, 6 turns, temporary immunity to fire and heat, +2 bonus on saves and -1 point of damage per die against significant sources) **''Speak with Animals'' (6 turns, any one normal or giant animal, changeable once/round) **''Sleep'' (240' range, 4d4 turns, targets one creature of 4+1 HD or less or group of 2d8 HD of creatures of 4 HD or less) **''Ventriloquism'' (60', 2 turns) **''Unseen Servant'' (30', 6 turns + 1 turn/level, invisible valet/assistant can fetch items, open doors, hold chairs, clean, and perform other simple tasks) *Third Level: 2/day (2/2 remain) **''Alter Self'' (self, 6 turns + 1 turn/level, alter shape to any other humanoid creature, can be used with Disguise to appear as a specific individual) **''Cause Disease'' (touch, save vs Spells to avoid, wasting plague -2 to attacks cannot be magically healed, fatal in 2d12 days) **''Charm Person'' (60' range, humanoid creatures no greater than 4 HD, save vs Spells negates, variable duration) **''Continual Light'' (360' range, daylight to 30', can be used to blind with save vs Death, can sustain one per level) **''Cure Disease'' (touch, cures diseases including magical diseases) **''Cure Major Wounds*'' (2d6+3) **''Detect Curse*'' (30' range, 3 turns, 5% chance / level to determine exact nature with 1 turn of concentration) **''Detect Invisible'' (60' range, 6 turns) **''ESP'' (60' range, 12 turns, detect surface thoughts, concentrate for a turn to hear thoughts, understood regardless of language, aware creatures may save vs Spells to avoid) **''Growth of Animals'' (120', 12 turns, 2x size, 8x weight, double normal damage, AC +2) **''Invisibility'' (touch, 24 hours) **''Levitate'' (touch, 6 turns + 1 turn/level, up or down 20'/round) **''Mirror Image'' (self, 6 turns, 1d4 images) **''Phantasmal Force'' (240', concentration, visual illusion 20'x20'x20') **''Remove Curse*'' **''Speak with Dead'' (10', 1 turn, 1 question / 2 caster levels) *Fourth Level: 2/day (1/2 remain) **''Chimerical Force'' (240' range, concentration + 2 rounds, visual + auditory illusion of 30'x30'x30') **''Clairaudience'' (60' range, 12 turns, hear through ears of subject creature) **''Clairvoyance'' (60' range, 12 turns, see through eyes of subject creature) **''Cure Serious Wounds'' (2d6+6) **''Dispel Magic'' (120' range, end ongoing spells) **''Divination'' **''Fate'' (touch, prophetic insight) **''Fly'' (touch, 1 turn/level, speed of 120'/round or 360'/turn) **''Infravision'' (touch, 1 day, see in dark for 60') **''Neutralize Poison*'' **''Nondetection'' (touch, 1 hour/level, protects the target from being spied upon by crystal balls or ESP) **''Protection from Evil, Sustained*'' (12 turns, moves with caster, concentration not needed) **''Speak with Plants'' (30' range, 3 turns) **''Telepathy'' (90' range, concentration) **''Tongues*'' (speak and understand the language of any intelligent creature within a 60' radius, 1 turn) **''Water Breathing'' (30', 1 day duration)
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