2nd Level Clerical Spells

Aid (Necromantic - Conjuration)

Range: Touch
Duration: 1 round + 1/level
Area of Effect: One person
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: The recipient of this spell gains the benefit of a bless spell and a special benison of 1-8 additional hit points. The bless lasts as long as the aid spell, as do the hit points thus gained. The aid allows a character to actually have more hit points than the character's full normal total. The added hit points last only for the duration of the aid spell. Any damage taken by the recipient while the aid spell is in effect is taken off the 1-8 additional hit points before regular ones are lost. Hit points bestowed by an aid spell and then lost cannot be regained by curative magic. Example: A 1st-level fighter has 8 hit points, takes 2 points of damage, and then receives an aid spell which gives 6 additional hit points. The fighter now has 12 hit points, 6 of which are temporary. If he is then hit for 7 points of damage, 1 regular point and all 6 of the temporary points are lost. The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the cleric's holy symbol.


Augury (Divination)

Range: 0
Duration: Special
Components: V, S, M
Casting Time: 2 rounds
Saving Throw: None

Explanation/Description: The cleric casting an augury spell seeks to divine whether an action in the immediate future (within 3 turns) will be for the benefit of, or harmful to, the party. The base chance for correctly divining the augury is 70%, plus 1% for each level of the cleric casting the spell, i.e. 71% at 1st level, 72% at 2nd, etc. Your referee will determine any adjustments due for the particular conditions of each augury. For example, assume that a party is considering the destruction of a weird seal which closes a portal. Augury is used to find if weal or woe will be the ultimate result to the party. The material component for augury is a set of gem inlaid sticks, dragon bones, or similar tokens, or the wet leaves of an infusion which remain in the container after the infused brew is consumed. If the last method is used, a crushed pearl of at least 100 g.p. value must be added to the concoction before it is consumed.


Chant (Conjuration/Summoning)

Range: 0
Duration: Time of chanting
Area of Effect: 3" radius
Components: V, S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: By means of the chant, the cleric brings into being a special favor upon himself or herself and his or her party, and causes harm to his or her enemies. Once the chant spell is completed, all attacks, damage and saving throws made by those in the area of effect who are friendly to the cleric are at +1, while those of the clerics' enemies are at -1. This bonus/penalty continues as long as the cleric continues to chant the mystic syllables and is stationary. An interruption, however, such as an attack which succeeds and causes damage, grappling the chanter, or a magical silence, will break the spell.


Detect Charm (Divination) Reversible

Range: 3"
Duration: 1 turn
Area of Effect: One creature
Components: V, S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When used by a cleric, this spell will detect whether or not a person or monster is under the influence of a charm spell. Up to 10 creatures can be thus checked before the spell wanes. The reverse of the spell protects from such detection, but only a single creature can be so shielded.


Detect Life (Divination)

Range: 10'/level
Duration: 5 rounds
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By the use of this spell, a cleric can tell if a target creature is alive. The magic will detect life in the recipient of a feign death spell, or someone in a coma, deathlike trance, or state of suspended animation. If cast upon the body of a creature that is engaged in astral travel, it will reveal that the creature is alive. The spell works on plants and plant creatures as well as animals. The spell's range is diminished if more than a one-inch thickness of wood or stone lies between the cleric and the subject. Each inch of thickness of a wood or stone barrier is treated as 10 feet of open space. A barrier of metal of any thickness will cause the spell to fail and be ruined. Any form of mental protection, including those of psionic or magical nature, will likewise ruin the spell without anything being detected. The spell will detect the first living creature that lies along the cleric's line of sight (and within range), or else the first creature that crosses the line-of-sight path before the duration expires.


Dust Devil (Conjuration/Summoning)

Range: 3"
Duration: 1 round/level
Area of Effect: Special
Components: V, S
Casting Time: 3 rounds
Saving Throw: None

Explanation/Description: This spell enables a cleric to conjure up a weak air elemental - a dust devil of AC 4, 2 HD, MV 18", 1 attack for 1-4 points of damage, which can be hit by normal weapons. Magic weapons of any type cause it double damage. The dust devil appears as a small whirlwind 5 feet in diameter at its base, 15 feet tall, and 10 feet across at the top. It will move as directed by the cleric, but will be dispelled if ordered to go farther than 3" away from the spell caster. The winds of the dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or dispel such a cloud). Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. If skimming along the ground in an area of loose dust, sand or ash, the dust devil will pick up those particles and disperse them in a cloud 30 feet in diameter centered around the dust devil. Normal vision is not possible through the cloud, and creatures caught in the cloud will be effectively blinded until one round after they are free of it. Spell casting is virtually impossible for someone caught inside such a cloud or inside the dust devil itself; even if the creature fails to score damage on the victim from the buffeting of its winds, a spell caster must make a saving throw versus spell to keep his or her concentration (and the spell) from being ruined. Any creature native to the Elemental Plane of Air - even another creature of the same sort - can dismiss a dust devil at will from a distance of 3" or less. Creatures not native to the plane occupied by the spell caster are not affected by the dust devil. It is automatically dispelled if it contacts any creature with innate magic resistance - but not until after it gets a chance to hit and do damage.


Enthrall (Enchantment/Charm)

Range: 3"
Duration: Special
Area of Effect: 90' radius
Components: V, S
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: A cleric who uses this spell can bind and enthrall an audience that can fully understand his or her language. Listeners of the same race as the cleric are allowed a saving throw versus spell; those of a different race which is generally unfriendly to the cleric's race save at +4. It is impossible to enthrall a character or creature with more than 4 levels or hit dice, or one with a wisdom score greater than 15.

To effect the spell, the caster must speak without interruption for a full round. Thereafter, the enchantment lasts for as long as the cleric keeps speaking, to a maximum of 6 turns. Those who fail their saving throw will view the cleric as if he or she had a charisma of 21 (loyalty base + 70%, reaction adjustment + 50%). They will stand and listen to the cleric's words, but will not act on them as if a suggestion had been cast. When the cleric stops talking, the spell is broken and the listeners regain control of their own minds. Any form of attack (i.e., a successful hit or the casting of a spell) against the cleric will instantly cancel the enthrall spell, as will any attempt by the cleric to cast a different spell or perform some other action. Members of the audience who make a successful saving throw will view the cleric as having a charisma of 3; they may (50% chance) hoot and jeer, allowing a new saving throw for others listening. If the cleric tries to take undue advantage of the spell by preaching about a religion or alignment opposed to that to which the members of the audience subscribe, each "offended" listener is allowed a new saving throw at +5.


Find Traps (Divination)

Range: 3"
Duration: 3 turns
Area of Effect: 1" path
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When a cleric casts a find traps spell, all traps concealed normally or magically - of magical or mechanical nature become visible to him or her. Note that this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.


Hold Person (Enchantment/Charm)

Range: 6"
Duration: 4 rounds + 1 round/level
Area of Effect: One to three creatures
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: This spell holds immobile, and freezes in places, from 1-3 humans or humanoid creatures (see below) for 5 or more melee rounds. The level of the cleric casting the hold person spell dictates the length of time the effect will last. The basic duration is 5 melee rounds at 1st level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc. If the spell is cast at three persons, each gets a saving throw at the normal score; if only two persons are being enspelled, each makes their saving throw at -1 on their die; if the spell is cast at but one person, the saving throw die is at -2. Persons making their saving throws are totally unaffected by the spell. Creatures affected by a hold person spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. The spell caster needs a small, straight piece of iron as the material component of this spell.


Holy Symbol (Conjuration/Summoning)

Range: Touch
Duration: Permanent
Area of Effect: One object
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell is used to prepare a cleric's holy symbol, or to create a new symbol to replace a lost or damaged one. The new symbol-to-be, which is the spell's material component (and obviously is not consumed in the casting), must be crafted of appropriate material depending on the religion/deity in question, and must be of the proper shape and design - a cleric cannot pick up just any item and make it into a holy symbol. A cleric may possess two holy symbols at one time, and this spell can be used to create a second one as a spare. No cleric can create a holy symbol related to a religion or deity other than the one that he or she worships. The holy symbol of a good or evil cleric will radiate a faint aura of good or evil, but is not a magical object per se. The holy symbol of a cleric who is of neutral morals (with respect to good and evil) will have no such aura.


Know Alignment (Divination) Reversible

Range: 1"
Duration: 1 turn
Area of Effect: One creature/round
Components: V, S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: A know alignment spell enables the cleric to exactly read the aura of a person - human, semi-human, or non-human. This will reveal the exact alignment of the person. Up to 10 persons can be examined with this spell. The reverse totally obscures alignment, even from this spell, of a single person for 1 turn, two persons for 5 rounds, etc. Certain magical devices will negate the ability to know alignment.


Messenger (Enchantment/Charm)

Range: 2"/level
Duration: 1 hour/level
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg.

Explanation/Description: This spell enables the cleric to call upon a small (size S) creature of at least animal intelligence to act as his or her messenger. The spell does not affect creatures that are "giant" types, and it will not work on creatures with an intelligence score of 4 or higher, or with a rating of low intelligence or better (whichever applies). If the creature is already within range, the cleric, using some type of food desirable to the animal as a lure, can call the animal to come. The animal is allowed a saving throw versus spell, and if this succeeds the spell fails. If the saving throw is failed, the animal will advance toward the cleric and await his or her bidding. The cleric can communicate with the animal in a crude fashion, telling it to go to a certain place, but directions must be simple. The spell caster can attach some small item or note to the animal. If so instructed, the animal will then wait at that location until the duration of the spell expires. (Note that unless the intended recipient of a message is expecting a messenger in the form of a small animal or bird, the carrier may be ignored.) When the spell's duration expires, the animal or bird will return to its normal activities. The intended receiver of a message gains no communication ability.


Resist Fire (Alteration)

Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When this spell is placed upon a creature by a cleric, the creature's body is toughened to withstand heat, and boiling temperature is comfortable. The recipient of the resist fire spell can even stand in the midst of very hot or magical fires such as those produced by red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fire balls, meteor swarms, or red dragon's breath - but these will affect the creature, to some extent. The recipient of the spell gains a bonus of +3 on saving throws against such attack forms, and all damage sustained is reduced by 50%; therefore, if the saving throw is not made, the creature sustains one-half damage, and if the saving throw is made only one-quarter damage is sustained. Resistance to fire lasts for 1 turn for each level of experience of the cleric placing the spell. The caster needs a drop of mercury as the material component of this spell.


Silence, 15' Radius (Alteration)

Range: 12"
Duration: 2 rounds/level
Area of Effect: 30' diameter sphere
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: Upon casting this spell, complete silence prevails in the area of its effect. All sound is stopped, so all conversation is impossible, spells cannot be cast, and no noise whatsoever issues forth. The spell con be cast into the air or upon an object. The spell of silence lasts for 2 rounds for each level of experience of the cleric, i.e. 2 rounds at 1st level, 4 at 2nd, 6 at 3rd, 8 at 4th and so forth. The spell can be cast upon a creature, and the effect will then radiate from the creature and move as it moves. If the creature is unwilling, it saves against the spell, and if the saving throw is made, the spell effect locates about one foot behind the target creature.


Slow Poison (Necromantic)

Range: Touch
Duration: 1 hour/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When this spell is placed upon a poisoned individual it greatly slows the effects of any venom, even causing a supposedly dead individual to have life restored if it is cast upon the victim within a number of turns less than or equal to the level of experience of the cleric after the poisoning was suffered, i.e. a victim poisoned up to 10 turns previously could be temporarily saved by a 10th or higher level cleric who cast slow poison upon the victim. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic, but each turn the poisoned creature will lose 1 hit point from the effect of the venom (although the victim will never go below 1 hit point while the slow poison spell's duration lasts). Thus, in the example above, the victim poisoned 10 turns previously has only 10 hit points, so when the 10th level cleric casts the spell, the victim remains with 1 hit point until the spell duration expires, and hopefully during that period a full cure can be accomplished. The material components of this spell are the cleric's holy/unholy symbol and a bud of garlic which must be crushed and smeared on the victim's bare feet.


Snake Charm (Enchantment/Charm)

Range: 3"
Duration: Special
Area of Effect: Special
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When this spell is cast, a hypnotic pattern is set up which causes one or more snakes to cease all activity except a semierect postured swaying movement. If the snakes are charmed while in a torpor, the duration of the spell is 3 to 6 turns (d4+2); if the snakes are not torpid, but are not aroused and angry, the charm lasts 1 to 3 turns; if the snakes are angry and/or attacking, the snake charm spell will last from 5 to 8 melee rounds (d4+4). The cleric casting the spell can charm snakes whose hit points are less than or equal to those of the cleric. On the average, a lst level cleric could charm snakes with a total of 4 or 5 hit points; a 2nd level cleric 9 hit points, a 3rd level 13 or 14 hit points, etc. The hit points can represent a single snake or several of the reptiles, but the total hit points cannot exceed those of the cleric casting the spell.


Speak With Animals (Alteration)

Range: 0
Duration: 2 rounds/level
Area of Effect: One animal within 3" radius of cleric
Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: By employing this spell, the cleric is empowered to comprehend and communicate with any warm or cold-blooded animal which is not mindless (such as an amoeba). The cleric is able to ask questions, receive answers, and generally be on amicable terms with the animal. This ability lasts for 2 melee rounds for each level of experience of the cleric employing the spell. Even if the bent of the animal is opposite to that of the cleric (evil/good, good/evil), it and any others of the some kind with it will not attack while the spell lasts. If the animal is neutral or of the same general bent as the cleric (evil/evil, good/good), there is a possibility that the animal, and its like associates, will do some favor or service for the cleric. This possibility will be determined by the referee by consulting a special reaction chart, using the charisma of the cleric and his actions as the major determinants. Note that this spell differs from speak with monsters (q.v.), for it allows conversation only with basically normal, non-fantastic creatures such as apes, bears,
cats, dogs, elephants, and so on.


Spiritual Hammer (Invocation)

Range: 3"
Duration: 1 round/level
Area of Effect: One opponent
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Special

Explanation/Description: By calling upon his or her deity, the cleric casting a spiritual hammer spell brings into existence a field of force which is shaped vaguely like a hammer. This area of force is hammer-sized, and as long as the cleric who invoked it concentrates upon the hammer, it will strike at any opponent within its range as desired by the cleric. The force area strikes as a magical weapon equal to one plus per 3 levels of experience of the spell caster for purposes of being able to strike creatures, although it has no magical plusses whatsoever "to hit", and the damage it causes when it scores a hit is exactly the some as a normal war hammer, i.e. 1-6 versus opponents of man-size or smaller, 1-4 upon larger opponents. Furthermore, the hammer strikes at exactly the same level as the cleric controlling it, just as if the cleric was personally wielding the weapon. As soon as the cleric ceases concentration, the spiritual hammer is dispelled. Note: If the cleric is behind an opponent, the force can strike from this position, thus gaining all bonuses for such an attack and negating defensive protections such as shield and dexterity. The material component of this spell is a normal war hammer which the cleric must hurl towards opponents whilst uttering a plea to his or her deity. The hammer disappears when the spell is cast.


Withdraw (Alteration)

Range: 0
Duration: Special
Area of Effect: The cleric
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: By means of a withdraw spell, the cleric effectively alters the flow of time with regard to himself or herself. While but 1 segment of time passes for those not affected by the spell, the cleric is able to spend 1 round of time in contemplation. The base spell duration is 2 segments (2 rounds, from the cleric's point of view), and the cleric adds 1 additional increment of time for each level of experience he or she possesses. Thus, at the 5th level of experience, the spell caster could spend up to 6 rounds cogitating on some matter while but 6 segments of time passed for all others. (The DM must allow the spell caster 1 minute of real time per segment to ponder some problem or question. No discussion with non-affected characters is permitted.) Note that while affected by the withdraw spell, the cleric can perform only these particular acts: the casting of an augury spell, any curing or healing spells, or any informational spells - and all such spells can only be cast upon the cleric himself or herself. The casting of any of these spells in a different fashion (e.g., a cure light wounds bestowed upon a companion) will cause the magic of the withdraw spell to cease. Similarly, the cleric who is affected by the withdraw spell cannot walk or run, become invisible, or otherwise engage in actions other than thinking, reading, and the like. The withdrawn cleric can be affected by the actions of others while under the influence of this spell, and any attack upon the cleric which succeeds will break the spell.


Wyvern Watch (Evocation)

Range: 3"
Duration: 8 hours or until strike
Area of Effect: 1' diameter sphere
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches within 1" of the area in question is subject to attack from the spell force. The "wyvern" will strike, and any creature so attacked must make its saving throw versus spell or else stand paralyzed for 1 round per level of the caster, or until freed by the spell caster, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the target creature was missed by the attack of the wyvern-form, and the spell remains in place. As soon as a target creature is successfully struck by the wyvern-form, the paralysis takes effect and the force of the spell itself is dissipated. The spell force will likewise dissipate if no intruder is struck by the wyvern-form for 8 hours after the spell is cast. Any creature approaching the space being guarded by the wyvern form may be able to detect its presence before coming close enough to be attacked; this chance of detection is 90% in bright light, 30% in twilight conditions, and 0% in darkness. The material component is the cleric's holy/unholy symbol.

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