CLERICAL SPELLS |
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CLERICAL SPELLS |
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Banish Animal | SIMPLE | S.AREA | Detect Falsehood | SIMPLE | S.AREA |
Banish Demon | V.HARD | S.AREA | Find True Path | SIMPLE | L.AREA |
Banish Elemental | HARD | S.AREA | Heal | HARD | TOUCH |
Banish Monster | HARD | S.AREA | Invoke Gods | E.HARD | S.AREA |
Banish Spirit | SIMPLE | S.AREA | Neutralize Poison | SIMPLE | TOUCH |
Banish Undead | V.HARD | L.AREA | Part Water | V.HARD | L.AREA |
Bless | SIMPLE | TOUCH | Protection from Evil | SIMPLE | L.AREA |
Cast Off Curse | HARD | TOUCH | Purify | HARD | HARD |
Control Weather | V.HARD | L.AREA | Regeneration | HARD | SELF |
Create Food | SIMPLE | S.AREA | Resurrection | E.HARD | TOUCH |
Create Water | SIMPLE | S.AREA | Turn Undead | HARD | L.AREA |
Cure Disease | HARD | TOUCH | Walk on Air | E.HARD | SELF |
Curse | HARD | S.AREA | Walk on Water | V.HARD | SELF |
Detect Evil | HARD | L.AREA |
COSTS
Banish Animal...........SIMPLE..........Small
Area
This spell counters the Summon Animal spell, sending the summoned creature
back to where it came from, even if its task is uncompleted. Duration:
one use.
Banish Demon...........V.HARD..........Small
Area
This spell counters the Summon Demon spell, sending the summoned creature
back to where it came from, even if its task is uncompleted. Duration:
one use.
Banish Elemental...........HARD..........Small
Area
This spell counters the Summon Elemental spell, sending the summoned
creature back to where it came from, even if its task is uncompleted. Duration:
one use.
Banish Monster...........HARD..........Small
Area
This spell counters the Summon Elemental spell, sending the summoned
creature back to where it came from, even if its task is uncompleted. Duration:
one use.
Banish Spirit...........SIMPLE..........Small
Area
This spell counters the Summon Elemental spell, sending the summoned
creature back to where it came from, even if its task is uncompleted. Duration:
one use.
Banish Undead...........V.HARD..........Large
Area
This power allows the cleric to break the unclean bonds holding the
unliving to this plane. All undead within the area are instantly restored
to the land of death, crumbling to dust before the cleric's power. Duration:
one use.
Bless...........SIMPLE..........Touch
The cleric blesses the subject with the good favor and fortune of his
gods. The subject will have an automatic +1 advantage in any action he
takes. Duration: one Game Day.
Cast Off Curse...........HARD..........Touch
This spell counteracts and removes the effects of the Curse spell.
Suration: one use.
Control Weather...........V.HARD..........Large
Area
The caster is able to control de weather immediately around himself
(Large Area). He may create rain, snowstorms, hailstone showers and unseasonable
warmth. However, subjects within the area of effect (while cold, wet and
possibly sunburnt), take no damage. Duration: 3 turns.
Create Food...........SIMPLE..........Small
Area
Creates up to 10 lbs. of food (cleric's choice of type and amount)
each time it is cast. Permanent.
Create Water...........SIMPLE..........Small
Area
Creates up to 100 gallons of pure, drinkable water. Permanent.
Cure Disease...........HARD..........Touch
This spell instantly neutralizes the effects of any disease or Plague
spell. It will not, however, reverse any damage previously taken from the
disease's effects. Duration: one use.
Curse...........HARD..........Small Area
The cleric inflicts the victim with a dark aura of unluck and ill fortune.
The target will have an automatic -1 penalty in any action he takes until
the Curse is dispelledby use of a Cast Off Curse spell.
Detect Evil...........HARD..........Large
Area
The cleric is able to sense the presence of evil within a Large Area
of his position. The effect moves with the caster . He may also use this
spell to determine if an item ir place is of an evil nature. Duration:
6 turns.
Detect Falsehood...........SIMPLE..........Small
Area
The cleric can automatically tell if someone is lying to him, or if
something he examines is an illusion. Duration: 4 turns.
Exorcise...........V.HARD..........Touch
The cleric calls upon his gods to force a soul out of an unnatural
union with another body or artifact. This is a counterspell to the Bind
Soul spell, and may also be used against possessed creatures and characters,
or to restore a bound soul to its original body.
Find True Path...........SIMPLE..........Large
Area
The cleric is able to determine the safest and most direct path between
any two points. While this does not guarantee absolute safety, the path
chosen will always be the safest and most direct option if several choices
are available
Heal...........HARD..........Touch
Restores one die plus one Wounds to the Player instantly. Clerical
Healing may only be done once per Game per day on any particular Player;
the shock of rapid healing is fatal when frequently used. Duration: one
use, once per Game Day per person.
Invoke Gods...........E.HARD..........Small
Area
This power allows the cleric to reach out to the higher god planes
to commune with his or her ruling deity. The deity grants the cleric a
boon equal to a 5 point bonus on one subsequent task or action. This invocation
may only be used once per Game; gods are busy immortals and don't take
to being bothered all the time. Duration: until action is taken.
Neutralize Poison...........SIMPLE..........Touch
This spell fully neutralizes the effects of any poison or Poisoning
spell instantly. It will not, however, reverse any damage previously taken
from this poisoning effect. Duration: one use.
Part Water...........V.HARD..........Large
Area
Creates aa pathway through any body of water exactly 12 feet wide,
and 30 feet back and front of the caster. Effect moves with cleric. Duration:
10 turns.
Protection from Evil...........SIMPLE..........Large
Area
The cleric is surrounded with an aura of saintliness and Good, totally
filling a Large Area around him. All evil things within this area must
immediately retreat beyond the affected space. A Willpower roll may be
made against the caster's Will to resist this spell. Duration: 5 turns.
Purify...........HARD..........Touch
Counters the effects of any poisonings, as well as the spells Poison,
Plague and Corruption. Does not replace lost Wounds. Duration: one use.
Regeneration...........HARD..........Self
Through his concentration and faith, the cleric can regenerate one
Wound per hour until he is fully healed or he has taken another wound.
You may not regenerate from being killed. Duration: until fully healed
or another Wound is taken.
Resurrection...........E.HARD..........Touch
Calling upon his gods' aid, the cleric is able to raise one killed
Player or creature from death each Game. The resurrected Player is restored
with one Wound (all other lost Wound must be recovered through either normal
healing or Healing spells). Duration: once per Game.
Turn Undead...........HARD..........Large
Area
The caster creates a sphere of holy power around himself, through which
undead creatures cannot pass. Duration: 5 turns.
Walk on Air...........E.HARD..........Self
The cleric can easily waslk through the air as though walking on a
sheet of invisible glass. Speed is a normal Walk. To change altitude, the
cleric must walk up or down as if climbing an imaginary hill. Lasts 10
turns or until dispelled.
Walk on Water...........V.HARD..........Self
The cleric is so holy he can easily walk across any body of water at
normal Walking speed. Duration: 10 turns.