Dream Park


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Miracles
(Clerics only)
CLERICAL SPELLS
COST
RANGE
CLERICAL SPELLS
COST
RANGE
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

SIMPLE..............................................2 Game point buys 1 point of skill
HARD.................................................3 Game point buys 1 point of skill
VERY HARD......................................4 Game point buys 1 point of skill
EXTREMELY HARD.........................5 Game points buys 1 point of skill
(NOTE: Cost is doubled if Skill is outside Profession.)
SPELL  DESCRIPTIONS

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.


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.