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SPELL EXPLANATIONSCLERIC SPELLS (IST LEVEL)SPELL EXPLANATIONSEach spell is presented here in exactly the same format. The spell is firstidentified by name and type of magic it involves. Thereafter its level,range (distance it can be cast), duration, area of effect, <strong>com</strong>ponents, castingtime, and saving throw are shown. Finally, an explanation of the spelland a description of its effects are given in some detail.Range is shown in inches (See DISTANCE) or as "touch", which indicatesthe caster must physically contact the recipient of the spell with his or herhand.Duration is given as number of turns, rounds, or simply"instantaneous", asin the case of a lightning bolt which lasts only a brief moment. (See TIME.)Area of Effect shows how large an area the spell covers, or how manypersons or creatures it will affect.Components, as previously mentioned, are verbal (V), somatic (S), and/ormaterial (M). This indicates which ore part of the spell.Casting Time shows the number of melee rounds, or segments of a meleeround, required to cast the spell. Remember that there are 10 segments too melee round, 10 melee rounds to a turn. Some spells require additionaltime and preparotion.Saving Throw tells whether a saving throw is possible, and if it is possible,whether success negates (neg.) the spell or reduces its effects by 50% (%).First level spellsbless (Conjuration/Summoning) ReversibleLevel: IRange: 6"Duration: 6 melee roundsArea of Effect: 5" X 5"Explanation/Description: Upon uttering the bless spell, the caster raises themorale of friendly creatures by +l. Furthermore, it raises their "to hit"dice rolls by +l. A blessing, however, will affect only those not alreadyengaged in melee <strong>com</strong>bat. This spell can be reversed by the cleric to acurse upon enemies which lowers morale and "to hit" by -1. The casterdetermines at what range (up to 6") he or she will cast the spell, and itthen affects all creatures in an area 5" square centered on the point thespell was cast upon. In addition to the verbal and somatic gesture<strong>com</strong>ponents, the bless requires holy water, while the curse requires thesprinkling of specially polluted water.Command (Enchantment/charrn)Components: V, S, MCasting Time: 1 roundSaving Throw: NoneLevel: IComponents: VRange: I" . .. . Casting Time: I segmentDuration: I roundSaving Throw: SpecialArea of Effect: One creatureExplanation/Description: This spell enables the cleric to isSue a <strong>com</strong>mandof a single word. The <strong>com</strong>mand must be uttered in a language which thespell recipient is able to understand. The individual will obey to the best ofhis/her/its ability only so long as the <strong>com</strong>mand is absolutely clear andunequivocal, i.e. "Suicide!" could be a noun, so the creature would ignorethe <strong>com</strong>mand. A <strong>com</strong>mand to "Die!" would cause the recipient to fall in afaint or cataleptic state for 1 round, but thereafter the creature would bealive and well. Typical <strong>com</strong>mand words are: back, halt, flee, run, stop, fall,fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a<strong>com</strong>mand. Creatures with intelligence of 13 or more, and creatures with 6or more hit dice (or experience levels) are entitled to a saving throwversus magic. (Creatures with 13 or higher intelligence and 6 hitdice/levels do not get 2 saving throws!)create Water (Alteration) ReversibleLevel: IRange: I"Duration: PermanentArea of Effect: Up to 27 cubic feetComponents: V, S, MCasting Time: I roundSaving Throw: NoneCLERIC SPELLSNotes Regarding Cleric Spells:All material <strong>com</strong>ponents required for the various spells are used by<strong>com</strong>pletion of the spell in question with the notable exceptions of standardreligious items, i.e. religious symbols and prayer beads or similar devices.The reversal of some spells might well place the cleric in a questionableposition with respect to alignment. The use of spells which promote wealmust be shunned by evil clerics in many cases. Likewise, spells which arebaneful may be used only at peril by clerics of good alignment. Incautioususe of spells will change the clerk's alignment, if such usage continuesunchecked, and it is up to the player to guard his or her character'salignment with care. In any event, the cleric must decide whichapplication of a reversible spell will be used prior to learning it, i.e. it isnot possible to have one spell both ways. In like manner, the mere requestfor a spell (or its opposite) through prayer will not guarantee that the spellwill be given to the cleric. As the spell level be<strong>com</strong>es higher, confidencewill decrease that that deity will concur.Your Dungeon Master might alter the material <strong>com</strong>ponents of spells,require only religious abjuncts as material, or just do away with them.Consult your referee in this regard and ask his ruling and reasoning.43Explanation/Description: When the cleric casts a create water spell, fourgallons of water are generated for every level of experience of the caster,i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelvegallons, a 4th level sixteen gallons, etc. The water is clean and drinkable(it is just like rain water). Reversing the spell, destroy water, obliterateswithout trace (such as vapor, mist, fog or steam) a like quantity of water.Created water will last until normally used or evaporated, spilled, etc.Water can be created or destroyed in an area as small as will actuallycontain the liquid or in an area as large as 27 cubic feet (one cubic yard).The spell requires at least a drop of water to create, or a pinch of dust todestroy, water. Note that water cannot be created within a living thing.Cure light Wounds (Necromantic) ReversibleLevel: IRange: TouchDuration: PermanentArea of Effect: Character touchedComponents: V, SCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: Upon laying his or her hand upon a creature, thecleric causes from 1 to 8 hit points of wound or other injury damage to thecreature's body to be healed. This healing will not affect creatures withoutcorporeal bodies, nor will it cure wounds of creatures not living or thosewhich can be harmed only by iron, silver, andfor magical weapons. Itsreverse, cause light wounds, operates in the same manner; and if a personis avoiding this touch, a melee <strong>com</strong>bat "to hit" die is rolled to determine ifthe cleric's hand strikes the opponent and causes such a wound. Note thatcured wounds are permanent only insofar as the creature does not sustainfurther damage, and that caused wounds will heal - or can be cured -just as any normal injury will. Caused light wounds are 1 to 8 hit points ofdamage.

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