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'''Clerical Spell Tables'''
'''Clerical Spell Tables'''
 
13, 6, 4, 3, 3, 2
   
   
==Spell Lists==
==Spell Lists==

Revision as of 00:14, 13 January 2025

Clerical Spell Tables 13, 6, 4, 3, 3, 2

Spell Lists

Zeroth Level Spells

Activate Staff Anoint Weapon Purify Water
Detect Evil Sanctify Water Detect Good
Turn Undead Detect Magic Walk Peacefully
Heal x x

First Level Spells

Speak with Animals Enlist Aid Reduce Fear
Detect Life Purify Food Detect Injury
Protection/Good Detect Ethics Protection/Evil
Detect Clerical Spell Light Cure Light Wounds
Hallow Calm Animals x

Second Level Spells

Benediction Find Traps Bless
Heal Spirit Being Detect Alignment Hold Person
Detect Curse Holy Strength (+7) Detect Disease
Reduce Poison Detect Magical Spell Sanctuary
Detect Poison Tame Animals Detect Water

Third Level Spells

Freedom Ward Weapons Fear
Walk on Water Evil’s Bane True Sight
Empathic Cure Remove Curse Dispel Clerical Spell
Radiate Goodness Diagnosis Morimini in Pacem
Detect Possession Locate Object Detect Food
Iron Faith Cure Disease Holy Strength (+13)
Continual Light Holy Shield Holy Shield
Calm Creatures Grand Bless Benison of Courage
Gliding Animal Control x
x x x
x x x
x x x

Fourth Level Spells

Circle of Holiness Holy Strength (+19) Create Water
Human Control Cure Blindness Light of Truth
Cure Deafness Neutralize Poison Cure Insanity
Pass Safely Cure Paralysis Protection/Evil (1” Radius)
Cure Serious Wounds Protection/Good (1” Radius) Exorcism
Quest Flight Restore 1-4 Life Levels
Grand Benediction Speak with Plants Great Fear
Stigma Greater Holy Shield Stop Deterioration
Greater Sanctuary Turn Sticks to Snakes Heal Grievous Wound

Fifth Level Spells

Anti-Magic Shell Locate Person Breathe Water
Pathfinding Commune Protection/Undead
Controlled Empathic Cure Raise Dead Create Food
Regenerate Dispel Control Restore *-* Life Levels
Dispel Evil Restore Scarab vs. EHP Finger of Death
Sanctify Ground Insect Plague Vari-heal

Sixth Level Spells

Create Air Raise Dead and Restore *-* Life Levels Cure Critical Wounds
Restore *-* Life Levels Dispel Demon Repair Body
Non-Deterioration Undead Control Part Water

Seventh Level Spells

Detect Untrue Answers and Statements Restore *-* Life Levels Hold Monster
Suspended Animation (self Raise Dead and Restore *-* Life Levels Vari-heal (]]*-*
Read Languages x x

Eighth Level Spells

Cure Very Critical Wounds Restore Life Levels (*-* Dispel Magic
Speak Languages Raise Dead and Restore *-* Life Levels x

Ninth Level Spells

1 Restore N% of Life Levels 2 Talk with Inanimate Objects 3 Speak with Monsters

Tenth Level Spells

Cure Deadly Wounds Tame Monster Enforced Oath
Truespeak x x

Eleventh Level Spells

Anaerobic Existence Raise Dead and Restore N% of Life levels Percentile Heal
Suspended Animation (others x x

Twelfth Level Spells

Cure Restore Health x

Thirteenth Level Spells

Restore All Life Levels x x


Descriptions

Zeroth Level Spells

Activate Staff: This spell is used to activate staves with multiple powers (such as a staff of commanding) and crossover staves (staves usable by clerics and magic users).

Anoint Weapon: This spell, combined with one flask of holy water being sprinkled over the weapon, will make a single melee weapon (or up to 10 arrows or sling balls) effective vs. Undead of a level less than or equal to that which the cleric could turn. The weapon acts as if it was + 0. Duration: 3 turns.

Detect Evil: A spell to detect evil thought or intent in any single creature, being, or evilly enchanted object. Note that poison, for example, is neither good nor evil, and would not be detected. Duration: 6 turns Range: 12”.

Detect Good: This spell is the same as Detect Evil (0C) except that Good is detected rather than Evil.

Detect Magic: A spell to determine if there has been some enchantment laid on a single person, place, or thing. It is used to discover if some item is magical, if a spell has been placed on a doorway, etc. Range: adjacent to the person, place or thing.

Heal: This spell will immediately (1 phase) remove one point of damage from a wounded being. The cleric casting this spell must be in physical contact with the person being healed. Clerics with Wisdom 13-17 do 1.5 points of healing, while Clerics with Wisdom 18+ do 2 points of healing. The character being healed cannot be in melee combat or otherwise actively engaged while the spell is being administered.

Purify Water: This spell will make chemically bad water (not actively poisoned) usable for drinking and other purposes. The quantity purified by a single spell is 3-4  Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells  approximately one gallon. Range: adjacent to the water being purified.

Sanctify Water: This spell is used for making ordinary water into Holy Water. The quantity of water sanctified by a single spell is approximately one quart. Note: while clerics of any level may create Holy Water, it will have no special merit against any creature of higher level than the sanctifying cleric. Range: adjacent to the water being sanctified.

Turn Undead: This spell is used to turn Undead, per the Clerics vs. Undead table on page 1. The number turned or dispeled is dependent upon the level of the cleric less the level of the Undead, and the type of Undead. It can be used only once by any one cleric against any one group of Undead. Range: 18”.

Walk Peacefully: This spell permits the caster to be in the presence of any non-intelligent creature not intrinsically hostile to the caster without frightening or disturbing the creature. Duration: 6 turns.

First Level Spells

Calm Animals: A spell that calms one normal animal per level of the caster, negating non-magical fear of surroundings or events. Duration: 6 turns. Range 6” radius from caster.

Cure Light 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 one six-sided die and adds one to the result. If the cleric has Wisdom of 13-17 he then adds 0.5 point to the result. If the cleric is Wisdom of 18 or higher he then adds 1 point 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.

Detect Clerical Spell: This spell allows the cleric to detect the occurrence or presence of a clerical spell in his immediate vicinity, to a maximum range of 1” per level of the cleric employing the detection.

Detect Ethics: This spell allows the cleric to measure the ethics of a creature or being on a Good/Evil scale to a maximum range of 1” per level of the cleric employing the detection.

Detect Injury: This spell allows the cleric to determine whether a character that has mysteriously collapsed has done so through undetected damage, or through some other source. It also allows the cleric to determine whether a being that cannot communicate with the cleric has sustained injuries that need to be healed. Range: adjacent to the subject.

Detect Life: This spell allows the cleric to determine whether a character or object is alive, as well as whether there is an unseen life form within 3” of the cleric casting it.

Enlist Aid: This spell adds 2-12 points to the effective Charisma of the caster for the specific purpose of swaying listeners of the caster’s alignment to give the caster direct aid. Duration: one turn per level of the caster.

Hallow: This spell is used to prepare ground to receive blessed burials or to establish foundations for churches or clerical constructions. Range: adjacent to the ground being hallowed.

Light: A spell that creates a circle of light 3” in radius around the caster. This light is not equal to full daylight in intensity. The light lasts for the level of the caster plus 12 turns.

Protection/Evil: This spell adds +1 to the defense level and +5% to the saving throws of the caster 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: This spell is the same as Protection/Evil (1C) except that it protects the caster against good beings.

Purify Food: This spell will make spoiled (not deliberately poisoned) food usable. The quantity affected by a single spell is approximately 5 pounds. Range: adjacent to the food.

Reduce Fear: This spell adds 20% to the saving throw vs. Fear of a single recipient for three turns. If the recipient is already in a state of induced Fear, the recipient gets a normal Fear saving throw immediately, and breaks free of the effect if successful. Range: 3”.

Speak with Animals: This spell allows the cleric to speak with any form of normal (not monster) animal life, and to understand anything that is said in reply. If the cleric or his companions have not already attacked the animal, there is a 10% chance per level of the cleric that the animal(s) in question will not attack. The is a further 5% chance per level of the cleric that any basically friendly animals spoken to in this manner will assist the cleric within their physical and mental limits (i.e., a rabbit cannot be sent to count a hidden group of enemy, or to assault a guard post). Duration: 6 turns.

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 6” 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  3-5  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 6” 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 1” 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: 3”.

Detect Magical Spell: This spell allows the cleric to detect the occurrence or presence of a magical spell in his immediate vicinity, up to 1” per level of the cleric employing the detection.

Detect Poison: This spell allows the cleric to detect poisons up to a range of 1” per level of the cleric employing the detection, maximum range of 6”. 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 6” 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 18”.

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 24” 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

Third Level Spells

Animal Control: This spell allows the cleric to control up to 3-18 1st level animals, up to 2-12 2nd level animals, and up to 1-6 3rd level animals. Duration: Until dispeled, or until removed by the caster of the spell, or the caster loses control by going unconscious, dying, or moving outside of range. Range: 12” . Benison of Courage: This spell adds 20% to the saving throw vs. Fear of a single recipient for three turns, as Reduce Fear (1C), but with an area effect, a 6” radius surrounding the caster, affecting all of the same ethical standing as the cleric (good vs. evil). If the recipient is already in a state of induced Fear, the recipient gets a normal Fear saving throw immediately, and breaks free of the effect if successful. This spell may be directed at an individual to break an induced Fear effect, in which case the recipient adds 5 × the level of the cleric to his immediate Fear saving throw (one time only). Range: 3” if directed, else 6” radius around caster. Note: this spell will benefit larger numbers of fearful beings by improving their saving throws for recovery checks.

Calm Creatures: A spell that calms one unusual animal or monster per level of the caster, negating non- magical fear of surroundings or events. Duration: 6 turns. Range 6” radius from caster.

Continual Light: This spell creates a 12” radius circle of illumination emanating from a point within 12” of the cleric. The light cast is as bright as full daylight (which will affect anything which hates light, or is unable to see in bright light) but will not have the destructive powers of full sunlight against vampires and other such creatures. Duration: until dispeled. 3-6  Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells  Cure Disease: This spell is used to cure any form of disease, including those caused by curses and other non- normal means of transmission. If cast within 12 hours of the infection, this spell will prevent the transmission of any lycanthropic (i.e. werewolfism) disease to a bitten victim. The cleric must be in physical contact with the subject.

Detect Food: This spell allows the cleric to find food (if it exists) in a wilderness, desert, or other situations where necessary. Range: 2” per level of the cleric casting the spell.

Detect Possession: This spell allows the cleric to detect an extra mind in control of a body, such as when a person is taken over magically or demonically. Range: adjacent to the subject.

Diagnosis: This spell allows the cleric to determine what is wrong with a character that has mysteriously collapsed, or otherwise determine the extent of indeterminate damage effects, including possible cures. Range: adjacent to the subject.

Dispel Clerical Spell: This spell allows a cleric to cancel the effects of a continuing spell (such as Hold Person (2C)). It will not cancel the effects of a previously cast spell of a non-continuing nature (such as a completed healing spell). It will interrupt a healing or restorative spell that is in progress at the time of the Dispel. 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 two clerics are the same level. A cleric of Wisdom 15 or higher gets +5% in his favor (note: if both clerics are Wisdom 15+ this cancels out). If the clerics are not the same level, the higher level cleric gets a 10% modifier for each level of difference added to the 90% base in his favor. For example a 8th level cleric with Wisdom of 15 trying to dispel a spell of 12th level cleric with Wisdom of 14 would have a 90+5-(4×10) = 55% chance of success. Range: 3”.

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. Range: in contact with the other person.

Evil’s Bane: This spells works as Anoint Weapon (0C) with the added feature that the spell makes a single melee weapon do +3 damage per die vs. Evil opponents. This damage bonus replaces any lesser bonus vs. Evil already on the weapon. The maximum added damage is 1 point per level of the spell’s caster per blow. So a weapon doing 4 dice would need a 12th level cleric casting this spell to get the full effect. Duration: 3 Turns. Fear: This spell will cause all living creatures in a 3” × 3” × 2” 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.

Freedom: This spell dispels any single target’s 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 3”. Gliding: This spell allows the cleric to glide through the air, the rate of descent being controllable from a vertical dive to a 20:1 glide ratio of horizontal to vertical movement. Duration: 6 turns.

Grand Bless: The cleric may give the benison of the Grand Bless spell during any turn that the beings to be affected are not in melee or otherwise fighting. A Grand Bless raises morale by +2, fear saving throws by 5%, attack level by +2, improves archery by 5%, and its effects stack with other magical or clerical effects (other than another Bless or Grand Bless). Duration: 6 turns. Range: can affect all beings of the same alignment as the caster within 6” of the caster.

Holy Shield: This spell reduces the amount of damage the caster will take from a single magical or physical type of damage during its operation, as specified by the caster at the time of casting. Thus the cleric can specify that his Holy Shield will protect him from Fire, and for its duration his level would be subtracted from any damage that would result from fire, magical or natural. If the cleric is hit by more than one form of damaging fire during that time, the shield affects each damage separately. Note that a cleric cannot create a Shield vs., say physical damage in general or against drowning, while being crushed by a Kraken. However, when facing a Red Dragon, a Shield against Fire could be quite useful. Duration: 3 turns.

Holy Strength (+13): This spell adds 13 to the strength of the cleric. It does not stack with other strength spells or items. Duration: 3 Turns.

Iron Faith: This spell causes the caster to become immune to magical and clerical charms and controls and gain 20% vs. Con and similar attempts to influence his behavior. The spell is broken if the caster attempts any charm or control spell, otherwise it lasts for 6 turns. Locate Object: In order for this particular spell to be effective it must be cast with certain knowledge of what is to be located. Thus the exact nature, dimensions, coloring, etc., of some magical item would have to be known in order for the spell to work. Well known objects, such as a particular flight of stairs often traveled, can be detected by this spell. The spell gives the user the direction of the object desired, but not the distance. The desired object must be within range to be detected at all. Range: 9” + 1” per level of the cleric casting the spell. Warlock 1993 Clerical Spells  3-7  Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Morimini in Pacem: This spell specifically de- animates animated Undead in a 6” × 6” × 4” square with one side centered on the caster. The number of Undead affected is limited to (level of the caster × 50) divided by (level of the Undead squared). Note that this spell is sometimes less effective than a normal Turn Undead spell (0C) when used against very high level animated Undead. Radiate Goodness: This spell causes all Evil beings within 3” of the caster to make a saving throw vs. Fear if attempting to directly attack the cleric. Failure of this saving throw means an inability to attack the caster. Duration: 3 turns.

Remove Curse: A spell to remove any one curse, Geas (6M), or Quest (4C). Using this spell in the case of someone holding a cursed magical item would remove the effect of the item’s curse on that person, but would not affect the item permanently. (Beings under the influence of a Geas or a Quest may not use this spell.) The chance of the curse being neutralized is the (caster’s level divided by the curse’s level) × 100%. Any one cleric may attempt to remove a given curse only once. The same rule applies to any item that removes a curse, i.e., only one try per curse. Range: adjacent to the target. True Sight: This spell permits the caster to see through all magical forms of illusion or invisibility for its duration, but not to penetrate mechanical disguises or Indetectibility (6M). Duration: 3 turns. Walk on Water: This spell allows a cleric to walk on the surface of bodies of water for 6 turns, carrying his normal load.

Ward Weapons: This spell enables the caster to specify a single weapon or closely related class of weapons (swords, or spears, or arrows, for example). For the duration of the spell, damage from that particular weapon or group of weapons will do the caster a reduced amount of damage, -2 per die. Note that while it would be possible to use this spell to ward against natural body weapons, Warding against a Dragon’s Claw would not reduce the damage done by the Dragon’s Teeth, much less his Breath Weapon. Duration: 3 turns.

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.

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 × (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 3” radius around caster or 6” for an individual target.

Dispel Evil: This spell allows a cleric to dispel any Evil spell or effect within a 3” 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  Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells  15 trying to dispel an Evil spell of 12th level would have a 90+5-(4×10) = 55% chance of success. Range: 3”. Finger of Death: This spell allows the cleric to attempt to strike down any one being within 12”. 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 48” 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 6” by 6” area up to 1” in height at any one time and must stay within 48” 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: 9” + 1” 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 1” 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 1”) 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 character’s 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 cleric’s 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 24”, 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 3” 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  3-11  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.

Sixth Level Spells

Create Air: This spell allows a cleric to create enough air for normal breathing by one man for one hour for each level which the cleric has attained. Thus a 24th level cleric trapped in a vault could create enough air for himself for 24 hours, or for 8 hours for three men, per spell.

Cure Critical Wounds: This spell is like a Cure Light Wounds (1C), but the effects are tripled so that three dice are rolled, and all bonuses added to each die. Therefore, this spell does a minimum of 6 points of healing, and a maximum of 24 points (for a Wisdom 18 or higher cleric).

Dispel Demon: This spell allows a cleric to try and be rid of a demon. If the cleric and the demon are the same level, the cleric has a 50% chance of success. Whichever is the higher level, if either, has a 5% bonus per level difference in its favor. Thus a 15th level cleric attempting to dispel a 10th level cleric has a 75% chance of success. In addition, if clerics are Wisdom 15 or higher they gets an extra 5% added to the chance of dispeling the demon. Range: 12 inches.

Non-Deterioration: This spell allows a cleric to stop a character from bleeding to death after unconsciousness, or from otherwise bleeding due to special effects. The spell lasts until the character is damaged again or healing is started.

Part Water: This spell allows a cleric to create a dry surface below the level of water no more than 2” deep for the duration of the spell. This spell can be shaped either as a 2” radius circle or as a 1” by 6” ‘corridor’, thus making either a dry circle or a subsurface ‘bridge’. Range: 12” from the caster. Duration: 6 turns. Raise Dead and Restore Life Levels (1-4): A cleric may use this spell to bring the dead back to life and at the same time restore 1 to 4 life levels. All the restrictions of Raise Dead (5C) and Restore Life Levels (4C) apply. In particular, this means the six-hour time limit effects of Restore Life Levels.

Recover Life Levels (1-6): This spell is the same as Recover Life Levels (4C) except that from 1 to 6 levels are restored. Only one Restore spell of any type may be used after any one draining, and no spell may be used more than once on any one draining.

Repair Body: This spell allows a cleric to repair or to re-grow missing or mangled parts of a character’s body.

Undead Control: This spell allows a cleric to control up to 2-8 Undead beings of fewer than 4 hit dice, and up to 1-4 Undead of 4 or more hit dice. Range: 18”. Duration: 9 turns.

Seventh Level Spells

Detect Untrue Answers and Statements: This spell allows the caster to determine whether any being that the cleric is talking to is telling the truth. It does not tell the cleric what the truth might be if the creature is indeed lying, but it does give a true-or-false determination. Duration: 6 turns

Hold Monster: This spell is the same as Hold Person (2C) except it expands the range of what might be Held to include monsters of a non- or semi-intelligent nature. 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 monsters of less than human intelligence, excluding all Undead monsters but including such things as orcs and goblins. It affects from 1-4 monsters (rolled on a 4-sided die) normally, or it can be concentrated on one target, in which case the target subtracts 10 from the saving throw before making the die roll. If the spell is successful, it will cause the held monster(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”

Raise Dead and Restore Life Levels (1-5): A cleric may use this spell to bring the dead back to life and at the same time restore 1 to 5 life levels. All the restrictions of Raise Dead (5C) and Restore Life Levels (4C) apply. In particular, this means the six-hour time limit effects of Restore Life Levels.

Read Languages: This spell allows the cleric to read unknown languages on maps and other inscriptions. Duration: one reading. Range: Adjacent to item being read.

Restore Life Levels (1-7): This spell is the same as Restore Life Levels (4C) except that from 1 to 7 levels are restored. Only one Restore spell of any type may be used after any one draining, and no spell may be used more than once on any one draining.

Suspended Animation (self): This spell allows clerics to put themselves into a state of suspended animation, requiring no food, water, or air for a period of time determined by the cleric upon casting the spell, not to exceed the casters level in days. The cleric may be moved, touched, or even killed while in this state. It does not make the cleric invulnerable. It merely provides a way out of certain situations.

Vari-heal: This spell is the same as Vari-heal (5C), but with one added to the 4-sided die roll determining the number of dice of healing. Thus, this spell does 2-5 dice of healing, with bonuses applied to each die as in Cure Light Wounds (1C). 3-12  Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells 

Eighth Level Spells

Cure Very Critical Wounds: This spell is the same as the Cure Critical Wounds (6C) except that this spell does four dice of healing with bonuses applied to each die as in Cure Light Wounds (1C). Thus, the basic range of healing on this spell is from 8-28 (4 dice +4) with bonuses for the Wisdom of the cleric being applied in addition to each die.

Dispel Magic: This spell will allow the cleric to dispel any enchantments of a temporary nature (i.e. any enchantment with a time limit or that lasts until dispeled). The cleric’s chance of success is the ratio of his level to the level of the caster of the spell. Hence, a 25th level cleric would have a 50% chance of dispeling a spell cast by a 50th level Mage. Duration: 1 magic phase. Range: 3”. Can be aimed at a specific target, or cast generally around the caster.

Raise Dead and Restore Life Levels (1-6): A cleric may use this spell to bring the dead back to life and at the same time restore 1 to 6 life levels. All the restrictions of Raise Dead (5C) and Restore Life Levels (4C) apply. In particular, this means the six-hour time limit effects of Restore Life Levels.

Restore Life Levels (1-8): This spell is the same as Recover Life Levels (4C) except that from 1 to 8 levels are restored. Only one Restore spell of any type may be used after any one draining, and no spell may be used more than once on any one draining. Speak Languages: This spell allows the cleric to speak and understand any language or dialect that can be normally spoken. Duration: 3 turns.