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Cleric and Cavalier Spells.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 33 posts
Mon 2 Oct 2017
at 06:45
  • msg #1

Cleric and Cavalier Spells

Level 1

Cure Light Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature
The cleric heals ld6+1 damage or removes paralysis.
The reverse, cause light wounds, causes 1d6+1 points of damage to any creature or character touched (no Saving Throw). The cleric must make a normal Hit roll, but a miss does not end the spell.  It remains until used or anther spell is cast.

Detect Evil
Range: 120’
Duration: 6 turns
Effect: Everything within 120’
The cleric sees evilly enchanted objects and creatures that wish the cleric harm glow.

Detect Magic
Range: 0
Duration: 2 turns
Effect: Everything within 60’
The cleric sees magical objects, creatures, and places within range glow.

Light*
Range: 120’
Duration: 12 turns
Effect: Volume of 30’ diameter
A large ball of light appears, as if a bright torch were lit. If cast on an object, the light moves with the object. If cast at a creature’s eyes, the creature must Save vs. Spells or be blinded. A blinded creature may not attack.
The reverse, darkness, creates a circle of darkness 30‘ in diameter. It will block all sight except infravision. It may be cast at a creature's eyes.

Protection from Evil
Range: 0
Duration: 12 turns
Effect: The cleric only
An invisible magical barrier forms around the cleric’s body, penalizes attacks by -1 to their Hit rolls, the cleric gains a +1 bonus to all Saving Throws, and “enchanted” creatures cannot touch the cleric. Ranged attacks and spells may be used. If the cleric attacks, enchanted creatures are then able to touch the cleric, but the Hit roll and Saving Throw adjustments still apply.

Purify Food and Water
Range: 10’
Duration: Permanent
Effect: 1 ration or 6 waterskins
One ration of food, 6 waterskins, or enough normal food to feed 12 people is purified.

Remove Fear*
Range: Touch
Duration: 2 turns
Effect: Any one living creature
Magical fear is removed from one creature touched, and the subject is immune to further fear effects.
The reverse, cause fear, makes any one creature flee for 2 turns. The victim may Save vs. Spells to avoid the effect. The range is 120’.

Resist Cold
Range: 0
Duration: 6 turns
Effect: All creatures within 30’
All creatures within 30’ of the cleric can withstand freezing temperatures, gain a bonus of +2 to all Saving Throws against cold attacks, and damage from cold is reduced by -1 point per die (minimum 1 point per die). The effect moves with the cleric.
Dungeon Master
GM, 34 posts
Mon 2 Oct 2017
at 06:47
  • msg #2

Cleric and Cavalier Spells

Level 2

Bless*
Range: 60’
Duration: 6 turns
Effect: All within a 20’ square area
The morale of friendly creatures improves by +1 and grants a +1 bonus on all Hit and damage rolls. It only affects creatures not in melee.
The reverse, blight, places a -1 penalty on enemies’ morale, Hit rolls, and damage rolls. Each victim may Save vs. Spells to avoid the penalties.

Find Traps
Range: 0
Duration: 2 turns
Effect: Traps within 30’ glow
All traps within 30’ glow with a dull blue light.

Hold Person*
Range: 180’
Duration: 9 turns
Effect: Paralyzes up to 4 creatures
Up to 4 humans, demi-humans, or humanoids are paralyzed. Undead and creatures larger than ogres are unaffected. Victims may Save vs. Spells to avoid this. If only 1 target is selected, a -2 penalty applies to the Save.
The reverse, free person, removes the paralysis of up to 4 victims.

Know Alignment*
Range: 0
Duration: 1 round
Effect: One creature within 10’
The caster learns the alignment of any one creature, or of an enchanted item or area.
The reverse, confuse alignment, provides one creature touched with protection from know alignment for 1 turn per level of the caster.

Resist Fire
Range: 30‘
Duration: 2 turns
Effect: One living creature
The recipient becomes immune to normal fire and heat, gains a +2 bonus on Saves against magical fire, and damage from such fire is reduced by -1 point per die (minimum 1 point of damage per die).

Silence 15‘ Radius
Range: 180‘
Duration: 12 turns
Effect: Sphere of silence 30' across
The area affected is silent, but sounds from outside the area can be heard. If cast on a creature, save vs. spells avoids the effect moving with the target.

Snake Charm
Range: 60’
Duration: 1d4+1 rounds or 1d4+1 turns
Effect: Charms snakes
A cleric may charm 1 HD of snakes per level, with no Save. The snakes rise up and sway, and do not attack unless attacked first. Snakes in combat are charmed for 1d4+1 rounds; otherwise, 1d4+1 turns.

Speak with Animals
Range: 0
Duration: 6 turns
Effect: Allows conversation within 30’
The cleric may speak to one type of animal within 30’. The creatures’ reactions are usually favorable (+2 reaction).
Dungeon Master
GM, 35 posts
Mon 2 Oct 2017
at 06:48
  • msg #3

Cleric and Cavalier Spells

Level 3

Continual Light*
Range: 120’
Duration: Permanent
Effect: Sphere of light 60’ across
As light, but as bright as daylight and permanent. Creatures with daylight penalties suffer them.
The reverse, continual darkness, as darkness but permanent, and infravision cannot penetrate it.

Cure Blindness
Range: Touch
Duration: Permanent
Effect: One living creature
The cleric cures one creature of any form of blindness, except that caused by a curse.

Cure Disease*
Range: 30‘
Duration: Permanent
Effect: One living creature within range
All diseases are cured in one living creature. A cleric of 11th level or more can cure lycanthropy.
The reverse, cause disease, afflicts the victim with a -2 penalty on Hit rolls, wounds take twice as long to heal, and is fatal in 2d12 days.

Growth of Animal
Range: 120’
Duration: 12 turns
Effect: Doubles the size of one animal
One normal or giant animal enlarges. The animal inflicts x2 damage and may carry x2 its normal encumbrance. Other statistics do not change.

Locate Object
Range: 0
Duration: 6 turns
Effect: Detects one object within 120’
The cleric senses the direction, but not distance, of one specific known object. A common object or feature, such as stairs, can be detected.

Remove Curse*
Range: Touch
Duration: Permanent
Effect: Removes any one curse
A curse is eliminated. Curses on items are removed temporarily, unless the caster is 11th level or higher.
The reverse, curse, causes a misfortune or penalty unless a Save vs. Spells is made. Common curses include: -4 penalty on Hit rolls; -2 penalty on Saves; 1 ability score reduced to ½ normal.

Speak with the Dead
Range: 10’
Duration: 1 round per level of the cleric
Effect: Cleric may ask 3 questions
A cleric asks 3 questions of a spirit if the body is present. A 6th-7th level cleric contacts spirits up to 4 days dead, 8th -14th up to 4 months dead, 15th-19th up to 4 years dead, 20th level no limit. The spirit answers in a language the cleric speaks. If the spirit’s alignment is the same as the cleric’s, clear and brief answers are given. If the alignments differ, the spirit may reply in riddles.

Striking
Range: 30’
Duration: 1 turn
Effect: ld6 bonus to damage on 1 weapon
One weapon inflicts +1d6 points of damage, with no bonus to Hit rolls. If cast on a normal weapon, creatures hit only by magic weapons may be hit.
Dungeon Master
GM, 36 posts
Mon 2 Oct 2017
at 06:50
  • msg #4

Cleric and Cavalier Spells

Level 4

Animate Dead
Range: 60’
Duration: Permanent
Effect: Creates zombies or skeletons
The caster makes skeletons or zombies from corpses within range. The Undead will obey the cleric until they are destroyed. For each level of the cleric, one HD of undead may be animated. A skeleton has the same HD as the original creature, but a zombie has one HD more than the original.

Create Water
Range: 10’
Duration: 6 turns
Effect: Creates one magical spring
The cleric creates enough water for 12 men and their mounts (about 50 gallons). For each level above 8, 50 more gallons of water are created.

Cure Serious Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature
As cure light wounds, but 2d6+2 damage.
The reverse, cause serious wounds, 2d6+2 damage.

Dispel Magic
Range: 120’
Duration: Permanent
Effect: Destroys spells in a 20’ cube
Magic effects in a 20' cube area end. Magic items are unaffected. Spells created by a higher level caster have a 5% chance/level difference to remain.

Neutralize Poison*
Range: Touch
Duration: Permanent
Effect: A creature, container, or object
Poison in a creature, a container, or on one object becomes harmless. A victim slain by poison revives if cast within 10 rounds of death. The spell removes all poisons, but does not cure any damage.
The reverse, create poison, poisons 1 creature or object touched. A victim must Save vs. Poison or die. If cast on a container, the contents become poisoned, with no Saving Throw.

Protection from Evil 10’ Radius
Range: 0
Duration: 12 turns
Effect: Barrier 20’ diameter
An invisible magical barrier forms 10' away from the caster. Each creature within the barrier gains the benefits of protection from evil.

Speak with Plants
Range: 0
Duration: 3 turns
Effect: All plants within 30'
The cleric can talk to plants and plantlike monsters. Plants react favorably (+2 reactions).

Sticks to Snakes
Range: 120’
Duration: 6 turns
Effect: Up to 16 sticks
2d8 sticks turn into snakes. There is a 50% chance per snake that it is poisonous. The snakes obey the cleric's orders. Snakes: AC 14, HD 1, Move 90‘ (30’), Att. 1, Dmg. 1d4, Save: Ftr 1, Align. Neutral.
Dungeon Master
GM, 37 posts
Mon 2 Oct 2017
at 06:52
  • msg #5

Cleric and Cavalier Spells

Level 5

Commune
Range: 0
Duration: 3 turns
Effect: 3 questions
The cleric may ask 3 yes or no questions to a great power. Commune may only be cast once a week.

Create Food
Range: 10’
Duration: Permanent
Effect: Creates food for 12 or more
Enough food to feed 12 men and their mounts for 1 day appears. For each level above 10th, food for 12 more men and mounts is created.

Cure Critical Wounds*
Range: Touch
Duration: Permanent
Effect: Any one living creature
As cure light wounds, but 3d6+3 damage.
The reverse, cause critical wounds, 3d6+3 damage.

Dispel Evil
Range: 30’
Duration: 1 turn
Effect: Enchanted or undead monsters or 1 curse
Undead and enchanted monsters are destroyed if they fail a Save vs. Spells. If cast at only one creature, a -2 penalty applies. Creatures from another plane are banished, fleeing if it saves. Or one curse or any magical charm can be removed.

Insect Plague
Range: 480’
Duration: Concentration
Effect: Creates a swarm of 30’ radius
A swarm of insects obscures vision and drives off creatures of less than 3HD (no Save). The swarm moves at 20' per round as directed by the cleric. The caster must concentrate, without moving, to control the swarm. If the caster is disturbed, the insects scatter and the spell ends.

Quest*
Range: 30’
Duration: Special
Effect: Compels one living creature
The recipient must perform some special task or quest, as ordered by the caster, unless a Save vs. Spells is made. If the task is impossible or suicidal, the spell fails. Once the task is completed, the spell ends. Any victim refusing to go on the quest is cursed until the quest is continued.
The reverse, remove quest, will dispel an unwanted quest or a quest-related curse. The chance of success is 50%, minus 5% for every level of the caster below that of the caster of the quest.

Raise Dead*
Range: 120’
Duration: Permanent
Effect: Body of one human or demi-human
The cleric can raise one dead person if the body is present and reasonably whole. A 10th level cleric can raise someone up to 4 days dead. For each level over 10th, add 4 days. The recipient revives with 1 hit point, cannot fight, cast spells, use abilities, carry heavy loads, or move more than ½ speed until after 2 full weeks of rest. An Undead creature of up to 9 HD within range targeted dies unless it Saves vs. Spells with a -2 penalty. A vampire is forced to flee in gaseous form.
The reverse, finger of death, creates a ray that kills 1 living creature within 60’ unless a Saving Throw vs. Death Ray is made.

Truesight
Range: 0
Duration: 1 turn + 1 round per level of caster.
Effect: Reveals all things
The cleric clearly sees all hidden, invisible, and ethereal objects and creatures, including secret doors within 120’. Anything not in their true form (polymorphed, etc.) are seen as they truly are.
Dungeon Master
GM, 38 posts
Mon 2 Oct 2017
at 06:54
  • msg #6

Cleric and Cavalier Spells

Level 6

Aerial Servant
Range: 60’
Duration: 1 day per level of caster
Effect: Servant fetches one item or creature
The cleric summons one aerial servant, and describes one creature or item and its location. The servant then tries to bring it back. The aerial servant has 18 Strength, carries up to 5,000 cn, and can become ethereal at will. It cannot pass protection from evil. If it cannot perform its duty, it returns to attack the caster.

Animate Objects
Range: 60’
Duration: 6 turns (1 hour)
Effect: Causes objects to move (see below)
Non-living, non-magical objects move and attack. One large object or six smaller objects whose total weight does not exceed 4,000 cn can be animated. Objects move and attack as the cleric directs them.

Barrier*
Range: 60’
Duration: 12 turns
Effect: Creates whirling hammers
A wall of flying hammers up to 30’ in diameter and 30’ high forms. Creatures passing through the barrier takes 7d10 points of damage, with no Save.
The reverse, remove barrier, destroys any one barrier or a wall of ice, wall of fire, or wall of stone. It will not affect a wall of iron.

Create Normal Animals
Range: 30’
Duration: 10 turns
Effect: Creates 1-6 loyal animals
Normal animals appear within 30’, and may then be ordered up to 240’ away. The animals understand and obey the cleric, fighting or doing tasks to the best of their ability. The cleric chooses the number of animals created, but not the type. 1 large (elephant, whale), 3 medium (bear, tiger), or 6 small (wolf, horse) animals can be created.

Cureall
Range: Touch
Duration: Permanent
Effect: Cures anything
This spell cures all damage, leaving the recipient at full hit points. It will also do one of the following: remove a curse, neutralize a poison, cure paralysis, cure a disease, cure blindness, or remove a feeblemind effect. Cureall is the only way, besides a wish, to eliminates the need for 2 weeks of bed rest of the recipient of raise dead.

Find the Path
Range: 0 (Cleric only)
Duration: 6 turns + 1 turn per level of the caster
Effect: Shows the path to an area
The cleric knows the direction to one place named, plus any special knowledge needed to get there; such as locations of secret doors, passwords, etc.

Speak with Monsters*
Range: 0
Duration: 1 round per level
Effect: Permits conversation with any monster
The cleric can communicate with all living and Undead creatures within 30’. Even unintelligent monsters understand and respond. They will not attack while talking, but may defend themselves. 1 question/round may be asked.
The reverse, babble, prevents 1 creature within 60’ from communicating in any way for 1 turn/level of the caster, unless the victim Saves vs. Spells with a -2 penalty. This prevents spell casting and the use of items that require a command word.

Word of Recall
Range: 0
Duration: Instantaneous
Effect: Teleports the caster to sanctuary
The cleric (only), with all equipment carried, teleports safely to the cleric’s home.
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