Sunday, May 26, 2013

Cleric Spells


Any saving throws required by a spell at made with a penalty equal to the spell’s level.

The cleric must pray for an hour in the morning to gain his spells. After this, the cleric may cast any spell he knows as many times as he likes, subject to the following limitations:

In order to successfully cast a spell, the caster must roll 2d6. The results of the roll indicates what occurs with the spell. Only one spell may be cast each round. Some spells may be cast instantly or in reaction to an event. This does not remove the one spell a round limitation.

<0 Wrathful Deity: cleric may not cast any more spells this day, and his deity takes punitive action. Roll on the Wrath Table
<3 Failure: cannot cast spell again until the next day
3-5 Marginal Success: spell goes off at end of round, spell cannot be cast again till next day
6-8 Success: Spell goes off at end of round
9-11 Success: spell goes off at start of round
12+ Superb Success: Spell has maximum effect

This roll is modified by several factors. The most important is that every attempt to cast a spell adds a cumulative -1 to the roll. These penalties dissipate once the caster rests for the night.
Modifiers:
-1 to roll for every spell cast since rest
+1 to the roll per character level
-1 to the roll for spell level
+1 to the roll per point of statistic bonus

[The above is pillaged almost exactly from -C's Players' Guide to Numenhalla, available here]

A cleric with a wisdom of at least 13 gets an additional first level spell at first level. A cleric with a wisdom of at least 16 gets an additional second level spell at fourth level, and a cleric with a wisdom of at least 18 get an additional third level spell at seventh level.

First Level

Awe
The cleric can fill friends and foes alike with divine awe. The cleric’s head shines with a holy light, and all who can see him within 30 feet must make a will saving throw or be stunned for 1d2 rounds as they reel in wonder.

Bless
Allies within 30 feet who are the same religion as you increase damage by 1 step and get +1 on any non-combat rolls for 10 minutes. This effect does not stack if cast multiple times.

Command
You issue a one-word command to a creature, which it must obey for the following 10 seconds (1 round). A will saving throw negates this. “Die” makes them fall asleep. Must be within earshot.

Confine
A being within 20 feet becomes unable to take any movement actions, unless they succeed at a fortitude save. They may make the attempt again every round until they succeed.

Heal
You may instantly repair 1 wound on a person. You can also ease the suffering of a serious wound, causing it to heal 1 day faster than it otherwise would have, though the effect of the wound remains.

Influence
For one hour after casting this spell, the cleric’s words are taken more seriously than they might otherwise be.

Numerology
You may use this spell to note peculiar combinations of numbers that are rolled on dice (mark them down somewhere). These numbers are now meaningful in some way. Whenever they come up in the future, you may ask the DM the significance of the numbers appearing, and gain some divine insight related to this.

Protect
You may coat yourself or an ally in divine armor. This increases Damage Reduction by 1, but only against melee attacks. Lasts for 5 rounds. Does not stack with multiple uses.

Purify
You may purify food and water for 1d6 people. This eliminates any poison, disease, or parasites.

Smite
The cleric’s weapon becomes imbued with the colors of their god, and they may increase their damage die by 1 step. This effect lasts 3 rounds, and may not be used against a member of the same religion (though it does work against heretics).

No comments:

Post a Comment