2nd level
Lesser share health.
Sphere: Healing Components: V/M
Casting time: 1 round Duration: 1 turn or until discharged
Range: Touch AOE; 1 person
Save: N/A
With this spell a cleric can transfer 1d4hp of his health, per level to someone else. He takes that sacrificed hp as damage (which can be healed normally) and the receipient gains it as if he had been cured.
The material components are a vial of holy water, which is to be drunk by both the caster and the receipient and the holy symbol.
3rd levelRock burst
Spheres: Combat, Elemental Earth Components: V, S
Casting time: 5 segments Duration: 1 round
Range: 10 yards/level Area of Effect: 1cuFT/level
Save: special
Description: This spell, allows the caster to make a boulder or rock pile explode suddenly. Similar to the oriental 1st level spell of elemental burst (earth), it send sharp pieces of shrapnel, hitting all those in 20' of the P.O.I. causing 1D4+1 points of damage per caster level (10D4+10 max). Those within 10ft are allowed a save for half damage. Those within 10-20, are allowed a save, and if good, can roll a save again. If both are good, they take no damage. If they only make the first, they take half. In rare cases, the amount of rock exploded, can lead to an avalanche or cave-in, but this is at the DM's discretion.
Detect Curse
Sphere: Divination Components: V/S/M
Casting time 2 rounds Duration, 1 turn
Range - caster Aoe - 60 ft long 90 degree wide cone from caster.
Save: N/A
This spell allows the user to detect any cursed magical items.
The base chance for successfully detecting a curse is 20% plus 5%/level. While it will not reveal what is the curse (e.g whether that robe/cloak is one of poisonous or weakness, etc) it will show the item is bad.
Each additional time this is cast in a 72 hr period, there is a chance (3% per time, cumulative) that the cleric or Mage actually gets a bad response, as the energies of the detections cloud his judgment.
Both clerics and Mages must perform this back at a relatively 'pure' location (e.g one they know is free from magics) so as to not cloud any readings. a shrine would be a great spot (assuming it is not tied to an evil or trickster god).
The material component for the clerical one, is a vial of holy water, which must be drunk and spitted up over the items to be scanned.
Sand shock
Spheres: Combat, Elemental Earth Components: V, S, M
Casting time: 5 segments Duration: 1 round
Range: 10 yards Area of Effect: 50'
Save: Dex check
Description: When a priest casts this spell, he creates a localized “Shifting” of the ground, out to 50 feet, in a 90 degree arc. This spell works in area of Gravel, Sand, Mud, Loose rocks and dirt. IT will not work in areas of solid rock, packed or worked dirt, stone and the like.
When the caster finishes the spell, the ‘wave’ erupts out from where he designates, away from him, causing all caught in the area, to need to make a Dexterity check, or Fall over. This check is penalized based on how fast someone’s moving.
- If standing still, its at no penalty.
- If moving at up to 1x normal speed (walking), its at -2.
- If running up to 1.5 times speed, its at -4
- If running up to 2.5 times, its at -6
And if Charging any faster, it’s at -8.
All those who fail, fall over, taking 1d3 (loose dirt/mud or sand) or d6 (gravel or loose rocks) damage, and have to spend the NEXT round getting back up to their feet. Those who Fail, have their action for THIS round negated, while they try to regain their balance.
Note: Those who are flying, levitating, or are otherwise NOT on the ground, are not Affected by this spell.
The caster is unaffected by it, and he can also Designate one ally, Per 3 levels he has above 2nd, to be immune to the spell’s affect (IE one person up to 5th level, two at 8th level, three at 11th level).
The components for the spell are the priest’s holy symbol, and a handful of sand he blow’s in the direction the spell is to affect.
4th levelShare health
Sphere: Healing Components V/M
Casting time 1 round Duration 1 turn or until discharged
Range: Touch AOE 1 person
Save: N/A
With this spell, the cleric sacrifices some of his own health, up to 4hp/level to heal someone else. It is common amongst the priests who follow Ilmater the goddess of pain and suffering.
The material components are a vial of holy water drunk by both the caster and recipient, and the holy symbol of the caster.
Blade storm (Specific to the deity Laranni)
Spheres: Combat (Laranni) Components: V, S, M
Casting time: 6 segments Duration: 1 round +2/3 levels
Range: Personal/touch Area of Effect: 1 character per 5 levels of vaster
Save: N/A
Developed by the cleric of Laranni, this spell is similar to axe storm of Clangeddin, in that it increases the number of attacks WITH any BLADED weapon, but mostly it is used with swords. Unlike ASC, it can be combined with other hasting magic’s.
The material component is the priest's holy symbol.
Death ward
Spheres: Necromantic/Protection Components: V, S, M
Casting time: 9 Duration: 2 turns +1 turn/level or until discharged
Range: Touch Area of Effect: 1 person / 4 levels
Save: N/A
This potent clerical spell allows those 'protected' to get a normal save against one single death magic like effect, whether that comes from a spell (Death spell, power word kill) or from a device/effect from a creature.
Similar to those who wear scarabs of protection, this spell will grant a base save (Spell, R/S/W or which ever is appropriate against the effect) plus any and all other protective saves said person has on his or her personage.
If used on someone going against creatures/spells of death, that DO have saving throws, it grants a +2 for them, and lasts for 1 save per 3 levels.
This spell CAN be used in reversed as a curse on someone, making them more susceptible to death magic, forcing a -4 on their saves against death spells, and the like, but the target to be so cursed needs to be hit in combat (NON ARMOR bypassing) and gains a normal save against spell to avoid being cursed.
For the main casting, clerics require both their holy symbol, a vial of holy water created by at least a 13th level caster. For the reversed version, they add a sliver of bone from an undead slayed by the cleric in single combat.
Greater share health.
Sphere: Healing Components: V/M
Casting time: 1 round Duration: 1 turn or until discharged
Range: Touch Area of Effect: 2 people
Save: N/A
With this version, the cleric has 2 sub-uses. The first is he can share his own healing between 2 people, sacrificing 2hp per 3 healed, up to a max of 6hp/level of caster. used in this manner it goes by the lesser share health.
The second option, is he can share someone else's health with another (like taking from the tough as nails fighter who has not taken any damage and sharing health with the thief who got bashed by that trap. This healing measure goes on a 1 for 1 basis, up to 3hp/level, of caster. Both 'sender' and 'recipient' must be willing.
The material components are a vial of holy water drunk by both the caster and recipient, and the holy symbol of the caster.
Halo of Pain
Sphere - Necromantic Components: V/S/M
Casting time - 6 Duration: 3 rounds plus one round per level over minimum required to cast
Range: Touch Area of Effect: One person per four levels of caster above minimum required to cast spell
Save: Negates
This spell, created by the half elf Vinschen flan'es acts similar to the Psionic power of Pain amplification in that anyone who succumbs to the effect of the spell takes double damage from any hit scored on them. BUT unlike the power, it also causes damage from noise and light, in the form of 1d4 points (1d6 for real loud) for higher than normal noise/light in the area, per incidence of it occuring.
This damage is all mental and will NOT kill the person unless he fails a System shock roll once he hits -1hp. Lost hp due to this spell recovers at the rate of 1/hr once it is over, 3/hr if resting, 5 if sleeping.
ONLY one damage check is made a round from any sound, but if more than 1 source of sound affects the target, go with the highest damaging one.
When cast the person must make a to hit roll against the target, though said attack bypasses armor. If the attack succeeds, the target then needs to fail a saving throw against spell.
It stays in effect on the caster until he has made 1 attempt to hit per person he can affect with the spell, and once cast is not considered 'interuptable', though any remaining 'affectees' are lost if he casts another spell while he has people left to try and touch. BUT this cannot held for more than 2 rounds per level of caster regardless.
Clerics must also pour a vial of holy (or unholy) water over their hands as well as eat a sprig of clover (good) or poison ivy (for evil. This does NOT cause them to get ill from it) as the material component of the spell.
Jhando's Hung Favor
Sphere: Protection Components: V/S/M
Casting time: 2 rounds. Duration: 2 hrs +2 turns per level
Range: Touch AOE: 1 person +1 person per 4 levels.
Save: N/A
When cast, this spell allows the placement of up to 2 spells +1/4 level on those 'favored', that act in a delayed fashion. Depending on the 'delayed' spell, depends on how they activate. BUT each spell to be 'hung' is cast in it's fullness. Also while a spell is 'hung; on someone, they are no longer available in the clerics daily roster. If a healing spell is hung, it stays that way, till more damage is taken than the spells maximum healing capacity (e.g. for a cure critical wound, more than 27 points has to be taken in damage). If a protection spell is hung, the recipient wills it into activation, as he or she is going into danger. If the duration of the hanging favor expires before the hung spells are called into being, they just fade away. And lastly, only 1 hung favor can be in effect on a person in a 24 hr period. The material component of this spell, is the clerics holy symbol, the components for any hung spell, and a charm bracelet of not less than 200 gp value that is given to the recipient of the hung favor.
Lesser Restoration
Level 4. Necromancy school
Sphere: Necromantic. Range: Touch
Area of effect: 1 target Components: V/S/M
Casting time: 1 round Duration: Instantaneous
Save: See description.
Undead are greatly feared, cause many have the ability to drain life levels, via their ties to the Negative Energy plane. This spell, if cast within one day of the loss of a life level FROM UNDEAD, Per level of the priest casting it, grants the person receiving it, One chance and one chance only, of recovering it. Once the spell is cast, the Recipient makes a save vs Death magic. IF the save is passed, the life level lost, returns AFTER they get one full day of bed rest. IF failed, the life level is lost for good, till they regain it via adventuring.
The material components are the caster’s holy symbol, and a vial of holy water drunk by the one who’s having their life level restored. ONLY ONE of these can be cast on a person, in this manner. Even if they lost multiple life levels. All others must be restored by the regular restoration or greater restoration spells, by adventuring or via wish etc.
NOTE: Unlike Greater or regular restoration, this has no reverse function!.
5th and up in the folllowing postTrue shot/Fouled shot (Reversible)
Level 4, reversible
Spheres: Combat (clangeddin and Moradin) Components: V, S, M
Casting time: 1 round Duration: Special
Range: Touch Area of Effect: 1 Crossbow user per 3 levels of caster
Save: N/A or negate
This spell, of the Dwarves, allows their crossbowmen to become unearthly shots with crossbows. It bestows a +1 to the THAC0 of the character receiving the benefit of the spell, with an additional +1 gained for every 4 levels of the caster. This bonus is above any and all other bonus to his the character may already have. The reverse of the spell causes the enemy touched to loose 1, +1 from his/her THAC0 for every 4 levels of the caster if a save is failed versus spell.
This bonus lasts for 2 shots +1/level of caster, whether they hit or miss.
Both versions of this spell require the caster to have a silver miniature crossbow made, costing no less than 400gp. This is not used in the casting.