cole long may i please have spells, and if i read it right i can cast 3 a day?
The Death of Orgone the White, Failed Savior of the Eastern Empire, had really reminded me of how often I died in...
The Death of Orgone the White, Failed Savior of the Eastern Empire, had really reminded me of how often I died in Robert Parker's Krul games. I will add Orgone to the roll of dead heroes: Medium Fang and Dar-Marc the Beast Master. Let's see how long Hasslehoff the Handsome lasts or if he'll be crushed to death by a man-god.
cast 3/day. pick 4 from this list
ReplyDelete1.1 SANCTUARY TOUCH 4 2RDS +
1RD/LV CREATURE NONE PSC II 522
2.1 MARCH TOUCH 1 1HR / LV
SPECIAL NONE WSC II 544
3.1 BLESSED WATCHFULNESS TOUCH 4
4HRS + 1HR LV CREATURE NONE PSC I
75
4.1 EMOTION READ 5YDS / LV 3
INSTANTANEOUS 1 CREATURE NEGATES PSC I
241
5.1 ELEMENTAL BURST 60YDS 3
INSTANTANEOUS 10FT DIAMETER 1/2
WSC II 299
6.1 1 ARMOR TOUCH 1RD UNTIL
DESTROYED BY DAMAGE 1 CREATURE NONE
WSC I 55
7.1 CONTROL VAPOR 10YDS / LV 1 1
TURN 30FT SPHERE SPECIAL WSC I 179
8.1 SOOTHE THE BEAST TOUCH 1RD
INSTANTANEOUS 1 ANIMAL NONE WSC III
835
9.1 MAGIC DISK 20YDS 1 1 TURN 1
CREATURE PER RD NONE WSC II 531
10.1 ANIMATE WOOD TOUCH 1RD 1 TURN
SPECIAL SPECIAL WSC I 50
1.1 Sanctuary (Abjuration)
Sphere: Protection
Range: Touch
Components: V, S, M
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
When the priest casts a sanctuary spell,
any opponent attempting to strike or other-
wise directly attack the protected creature
must roll a saving throw vs. spell. If the sav-
ing throw is successful, the opponent can
attack normally and is unaffected by that
casting of the spell. If the saving throw is
failed, the opponent loses track of and total-
ly ignores the warded creature for the dura-
tion of the spell. Those not attempting to
attack the subject remain unaffected. Note
that this spell does not prevent the opera-
tion of area attacks (fireball, ice storm,
etc.). While protected by this spell, the sub-
ject cannot take direct offensive action with-
out breaking the spell, but may use
non-attack spells or otherwise act in any
way that does not violate the prohibition
against offensive action. This allows a
warded priest to heal wounds, for example,
or to bless, perform an augury, chant, cast a
light in the area (not upon an opponentl),
and so on.
2.1 March (Apportation)
Level: 1
Components: V, S, M
Range: Touch
Casting Time : 1
Duration: 1 hour/lvl
Saving Throw: None
Area of Effect: Special
Casting this spell allows an encumbered person to
walk at his normal unencumbered movement rate.
Because the movement is powered by the spell, the
person suffers no more fatigue than he would
sitting in a chair for the same length of time.
This spell must be cast on a subject able to
walk; thus the subject must be able to lift his
burden in the first place. The spell is
dissipated when the target stops walking for more
than one round or picks up more than his maximum
encumbrance. More than one person can be
affected; the duration is divided evenly
among those touched when the spell is cast.
3.1 Blessed Watchfulness
(Alteration)
Sphere: Guardian
Range: Touch
Components: V, S
Duration: 4 hrs. + 1 hr./level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
By casting this spell, the priest confers
exceptional powers of observation and alertness
to one creature for the duration of the spell.
While blessed watchfulness is in effect, the
designated sentinel remains alert, awake and
vigilant for the duration of the spell. In fact,
it takes a roll of 1 to surprise someone under
this effect. He resists sleep spells and similar
magic as if he were 4 levels or Hit Dice higher
ReplyDeletethan his actual level and gains a +2 bonus to
saving throws against other spells or effects
that could lower his guard or force him to
abandon his watch, including charm, beguiling,
fear, emotion, and similar mind-affecting spells.
If the effect normally allows no saving throw,
the watcher gains no special benefit
4.1 Sphere: Thought
Range: 5 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: One creature
Saving Throw: Negates
This spell allows the priest to perform
an instantaneous reading of a single subject's
emotional state. It can be used on any subject
possessing Intelligence of 3 or better. This
reading is neither deep nor specific and cannot
pick out mixed emotions or intricate details. For
example, it might tell the priest that the
subject is fearful, but the spell cannot reveal
what the subject is afraid of or why he is
afraid.
Emotion read does not reveal individual
thoughts or the subject's motivation. Thus, the
spell might reveal that the subject is coldly
unemotional at the moment, but not the fact that
the subject is contemplating the cold-blooded
murder of the priest.
Note that this reading is instantaneous.
It reveals only the emotion that is strongest at
the instant the spell is used. While this will
usually be related to the subject's overall
emotional state, it is always possible that the
subject might be distracted for a moment or
remember and respond to past events.
The subject is allowed a normal saving
throw vs. spells to resist this spell. If the
saving throw is successful, the priest receives
no reading at all. If the subject's roll exceeds
the necessary number by six or more, the priest
perceives an emotion diametrically opposite to
the subject's true emotion.
5.1
Elemental Burst (Conjuration)
Range 60 yards Components: V, S Duration:
Instantaneous Casting Time: 3 Area of Effect: 10
yard diameter Saving Throw: Special
Upon uttering a twisted phrase of great potency,
the caster indicates the target point within the
range of the spell. The target point must be an
item composed of 1 of 4 elements -
fire, water, stone, or air. The element then
releases the magical energy within it in a sudden
burst. Stone items throw off sharp slivers in all
directions out to the radius of the spell.
All within the area of effect must make a
successful Dodge save or suffer 1d8 points of
damage. The damage is halved if the saving throw
is made. Fire shoots off glowing sparks,
causing 1d4 points of damage & a successful Magic
save results in no damage. The sparks have a 5%
chance of igniting flammable objects in the area
of effect. Water pushes out
in a strong wave, knocking down all that fail to
successfully roll a save vs. Magic (boats &
vessels are unaffected by this wave). An air
burst creates a concussive wave, stunning
all in the area of effect for 1-2 rounds unless a
successful Magic save is made. In no case does
the spell noticeably affect the structure of the
target item.
6.1 Armor (Conjuration)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
ReplyDeleteBy means of this spell, the wizard creates
a magical field of force that serves as if it
were scale mail armor (AC 6). The spell has
no effect on a person already armored or a
creature with Annor Class 6 or better. It is
not cumulative with the shield spell, but it is
cumulative with Dexterity and, in the case
of fighter/mages, with the shield bonus.
The armor spell does not hinder movement,
adds no weight or encumbrance, nor does it
prevent spellcasting. It lasts until success-
fully dispelled or until the wearer sustains
cumulative damage totaling greater than 8
points +1 per level of the caster. (It is im-
portant to note that the armor does not ab-
sorb this damage. The armor merely grants
an AC of 6: the wearer still suffers full dam-
age from any successful attacks.) Thus, the
wearer might suffer 8 points from an attack,
then several minutes later sustain an addi-
tional 1 point of damage. Unless the spell
were cast by a wizard of 2nd level or higher,
it would be dispelled at this time. Until it is
dispelled, the amor spell grants the wearer
full benefits of the Armor Class gained.
7.1 Control Vapor
Level 1
Range 10 yds/level
Duration 1 turn
Area 30' sphere
Save special
This spell can be cast in two ways : to control
the movement of some amount of gas or vapor or to
create an area free of gas and vapor. the first
option allows the caster to control the movements
of a quantity of gas or vapor, directing the
cloud to move anywhere within the area of effect
at a movement rate of 60'. Caster can move and
engage in combat, but not cast spells, while
controlling the vapor.
Alternately, the caster can create a stationary
bubble of vapor-fre air up to 30' in diameter.
Natural and magical vapors and gaseous creatures
must save or be pushed away and cannot enter the
protected area. If this casting is used, the
caster is free to carry out other actions.
8.1 Soothe the Beast
(Enchantment/Charm)
(Song)
Level : 1
Range : Touch
Components : V, S
Casting Time : I rd .
Duration : Instantaneous
Area of Effect : 1 animal
Saving Throw : None
Soothe the beast affects only domesticated
animals or those already friendly toward the
caster, of common, giant, or minimal variety .
Once cast, the spell makes the animal feel con-
tent, well fed, calm, and ready for sleep . These
feelings overcome any adversity due to food
shortage, inhospitable climate or environment,
frightening situations, and so on .
However, while the creature may feel well
fed, this spell does not replace the need for
food . Even under this enchantment, an animal is
subject to starvation and its physical effects .
Soothe the beast only allows the animal to
remain blissfully unaware of the condition
9.1 Magic Disk
Level: 1
Range: 20 yds.
Components: V, S, M
Casting Time: 1
Duration: 1 turn
Area of Effect: 1 creature per rd.
Saving Throw: None
This spell conjures a glowing disk of magi-
cal energy about a foot in diameter. The witch
can throw the disk at opponents once per
round. The device confers a +3 bonus to attack
rolls and can affect creatures struck only by
magical weapons. The disc can be hurled at an
opponent fleeing around a corner and it will
follow, but this reduces the attack bonus to
+l.
A hit inflicts 1 point of damage upon the
target
creature. After each throw, the disk returns to
the witch’s hand, ready for the next round.
ReplyDeleteInstead of throwing the disk multiple times,
the witch may instead choose to expend all the
disk’s energy in a single hit. In this event, the
magic disk inflicts Id6 points of damage, plus
1 point per level to a maximum of ld6 + 10.
The witch can specify normal or subdual dam-
age (the latter is 25% real and 75%
temporary).
If the witch misses, the disk returns and can be
thrown each round, until a hit is scored or the
duration runs out.
10.1
Animate Wood
Level: 1
Range: Touch
Duration: 1 turn
Area of Effect: Special
Components: V, S, M
Casting rime: 1 round
Saving Throw: Special
By means of this spell, the wu jen is able to
cause wooden items to move and bend. It has its
greatest effect when cast upon living plants,
although it can be used on all types of wooden
items. When cast, the spell gives the wood
suppleness and motion, possibly allowing the item
to move, grasp, entangle, etc. However, this
movement is slow and somewhat stiff and thus
animated objects always strike last in combat
situations. The spell does not change the form of
the item. An arrow is still a single shaft,
although it can wriggle and move like a snake.
Likewise, it does not give fixed items the
ability to move about. Thus, a tree cannot be
animated to walk since it is rooted in one spot.
However, animated items can be ordered to attack
as a 0 level human and causing damage comparable
to a weapon of the same size and type. An arrow
could strike like a snake causing damage as an
arrow, while a tree branch can club and thrash,
causing damage as a club. The DM must determine
the exact range of damage possible for the
animated item. Also, the item has an armor class
from 10 to 5, based on the size, solidity, and
maneuverability of the object. An animated stand
of bamboo would have an armor class of 10 because
it does not move and is easily cut. A cypress
tree could easily have an armor class of 5
because it is quite large and difficult to
damage. Furthermore, the item possesses hit
points (0 hit points indicates the item has been
chopped into pieces). As a guideline, each object
possesses 1d10 hit points for every 10 feet of
height or square yard of area. A spear shaft has
1d10 points while an arrow has 1 or 2 at most. A
tall tree has 100 to 200 hit points if it is
quite massive. The amount of material that can be
animated depends on if it is living or not. A
single plant of living wood (five feet tall or
less) can be animated for every level of the
caster. For non-living wood, a piece roughly the
size of two arrows can be animated for every
level of the caster. If the material is magical
(an arrow + 1), a saving throw vs. spell is
allowed. If successful, the animation attempt has
been resisted.