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CLERIC SPELLS (2ND LEVEL) CLERIC SPELLS (2ND LEVEL) ISecond Level Spells:Augury (Divination)Level: 2Range: 0Duration: SpecialComponents: V, S, MCasting Time: 2 roundsSaving Throw: NoneExplanation/Description: The cleric casting an augury spell seeks to divinewhether an action in the immediate future (within 3 turns) will be for thebenefit of, or harmful to, the party. The base chance for correctly diviningthe augury is 70%. plus 1 % for each level of the cleric casting the spell, i.e.71% at 1st level, 72% at 2nd, etc. Your referee will determine anyadjustments due for the particular conditions of each augury. For example,assume that a party is considering the destruction of a weird seal whichcloses a portal. Augury is used to find if weal or woe will be the ultimateresult to the party. The material <strong>com</strong>ponent for augury is a set of geminlaidsticks, dragon bones, or similar tokens, or the wet leaves of aninfusion which remain in the container after the infused brew isconsumed. If the last method is used, a crushed pearl of at least 100 g.p.volue must be added to the concoction before it is consumed.Chant (Conjuration/Summoning)Level: 2Range: 0Duration: Time of chantingArea of Effect: 3" radiusComponents: V, SCasting Time: I turnSaving Throw: NoneExplanation/Description: By means of the chant, the cleric brings intobeing a special favor upon himself or herself and his or her party, andcauses harm to his or her enemies. Once the chant spell is <strong>com</strong>pleted, a11attacks, damage and saving throws made by those in the area of effectwho are friendly to the cleric are at + 1, while those of the cleric's enemiesare at -1. This bonus/penalty continues as long as the cleric continues tochant the mystic syllables and is stationary. An interruption, however, suchas an attack which succeeds and causes damage, grappling the chanter, ora magical silence, will break the spell.Detect Charm (Divination) ReversibleLevel: 2Range: 3"Duration: 1 turnArea of Effect: One creatureComponents: V, SCasting Time: I roundSaving Throw: NoneExplanation/Description: When used by a cleric, this spell will detectwhether or not a person or monster is under the influence of a charm spell.Up to 10 creatures can be thus checked before the spell wanes. The reverseof the spell protects from such detection, but only a single creature can beso shielded.Find Traps (Divination)Level: 2Range: 3"Duration: 3 turnsArea of Effect: 1 " pathComponents: V, SCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: When a cleric casts a find traps spell, all trapsconcealednormally or magically - of magical or mechanical naturebe<strong>com</strong>e visible to him or her. Note that this spell is directional, and thecaster must face the desired direction in order to determine if a trap is laidin that particular direction.Hold Person (Enchantment/Charm)Level: 2Range: 6"Duration: 4 rounds + 1round/levelArea of Effect: One to threecreaturesComponents: V, S, MCasting Time: 5 segmentsSaving Throw: Neg.Explanation/Description: This spell holds immobile, and freezes in places,from 1-3 humans or humanoid creatures (see below) for 5 or more meleerounds. The level of the cleric casting the hold person spell dictates thelength of time the effect will last. The basic duration is 5 melee rounds at1st level, 6 rounds at 2nd level, 7 rounds at 3rd level, etc. If the spell is castat three persons, each gets a saving throw at the normal score; if only twopersons are being enspelled, each makes their saving throw at -1 on theirdie; if the spell is cast at but one person, the saving throw die is at -2.Persons making their saving throws are totally unaffected by the spell.Creatures affected by a hold person spell are: brownies, dryads, dwarves,elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs. hobgoblins,humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes.The spell caster needs a small, straight piece of iron as the material<strong>com</strong>ponent of this spell.Know Alignment (Divination) ReversibleLevel: 2Range: I"Duration: 1 turnArea of Effect: Onecreature/foundComponents: V, SCasting Time: I roundSaving Throw: NoneExplanation/Description: A know alignment spell enables the cleric toexactly read the aura of a person - human, semi-human, or non-human.This will reveal the exact alignment of the person. Up to 10 persons can beexamined with this spell. The reverse totally obscures alignment, evenfrom this spell, of a single person for 1 turn, two persons for 5 rounds, etc.Certain magical devices will negate the ability to know alignment.Resist Fire (Alteration)Level: 2Range: TouchDuration: I turn/levelArea of Effect: Creature touchedComponents: V, S, MCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: When this spell is placed upon a creature by acleric, the creature's body is toughened to withstand heat, and boilingtemperature is <strong>com</strong>fortable. The recipient of the resist fire spell can evenstand in the midst of very hot or magical fires such as those produced byred-hot charcoal, a large amount of burning oil, flaming swords, firestorms, fire balls, meteor swarms, or red dragon's breath - but these willaffect the creature, to some extent. The recipient of the spell gains a bonusof +3 on saving throws against such attack forms, and all damagesustained is reduced by 50%; therefore, if the saving throw is not made,the creature sustains one-half damage, and if the saving throw is madeonly one-quarter damage is sustained. Resistance to fire lasts for 1 turn foreach level of experience of the cleric placing the spell. The caster needs adrop of mercury as the material <strong>com</strong>ponent of this spell.Silence, 15' Radius (Alteration)Level: 2Range: 12"Duration: 2 rounds/levelArea of Effect: 30'diameter sphereComponents: V, SCasting Time: 5 segmentsSaving Throw: NoneExplanation/Description: Upon casting this spell, <strong>com</strong>plete silence prevailsin the area of its effect. All sound is stopped, so all conversation isimpossible, spells cannot be cast, and no noise whatsoever issues forth.The spell can be cast into the air or upon an object. The spell of silencelasts for 2 rounds for each level of experience of the cleric, i.e. 2 rounds at1st level, 4 at 2nd, 6 at 3rd, 8 at 4th and so forth. The spell can be cast upona creature, and the effect will then radiate from the creature and move asit moves. If the creature is unwilling, it saves against the spell, and if thesaving throw is made, the spell effect locates about one foot behind thetarget creature.Slow Poison (Necromantic)Level: 2Range: TouchDuration: I hour/levelArea of Effect: Creature touchedComponents: V, S, MCasting Time: I segmentSaving Throw: NoneExplanation/Description: When this spell is placed upon a poisonedindividual it greatly slows the effects of any venom, even causing asupposedly dead individual to have life restored if it is cast upon the victimwithin a number of turns less than or equal to the level of experience ofthe cleric ofter the poisoning was suffered, i.e. a victim poisoned up to 10turns previously could be temporarily saved by a 10th or higher level cleric45

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