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CLERIC SPELLS (3RD LEVEL)speak With The Dead (Necromantic)Level: 3Range: 1Duration: SpecialArea of Effect: One creatureComponents: V, S, MCasting Time: 1 turnSaving Throw: NoneCLERIC SPELLS (4TH LEVEL)considering the facts regarding actual area being divined. If the result isnot correct, inaccurate information will be obtoined. The material<strong>com</strong>ponents of the divination are a sacrificial creature, incense, and theholy symbol of the cleric. If an unusually potent divination is attempted,sacrifice of particularly valuable gems or jewelry and/or magic items maybe required.Explanation/Description: Upon casting-a speak with the dead spell, thecleric is able to ask several questions of a dead creature in a set period oftime and receive answers according to the knowledge of that creature. Ofcourse, the cleric must be able to converse in the language which the deadcreature once used. The length of time the creature has been dead is afoctor, since only higher level clerics can converse with the long-dead.Likewise, the number of questions which can be answered and the lengthof time in which the questions con be asked are dependent upon the levelof experience of the cleric. The cleric needs a holy symbol and burningincense in order to cast this spell upon the body, remains, or portionthereof.Level ofExperienceup to 7th7th - 8th9th - 12th13th- 15th16th - 20th21st and upFourth level Spells:Maximum Length ofTime Dead1 week1 month1 year10 years100 years1 ,ooO yearsCure Serious Wounds (Necromantic) ReversibleLevel: 4Range: TouchDuration: PermanentArea of Effect: Creature touchedTimeQuestioned1 round3 rounds1 turn2 turns3 turns6 turnsComponents: V,SCasting Time: 7segmentsSaving Throw: NoneNumber ofQuestions234567Explanation/Description: This spell is a more potent version of the curelight wounds spell (q.v.). Upon laying his or her hand upon a creature, thecleric causes from 3 to 17 (2d8+1) hit points of wound or other injurydamage to the creature's body to be healed. This healing will affect onlythose creatures listed in the cure light wounds spell explanation. Causeserious wounds, the reverse of the spell, operates similarly to the causelight wounds spell, the victim having to be touched first, and if the touch issuccessful, it will inflict 3 to 17 hit points.Detect lie (Divination) ReversibleLevel: 3Range: 3"Durotion: 1 round/levelarea of Effect: One personComponents: V, S, MCasting Time: 7segmentsSaving Throw: NoneExplanation/Description: When the cleric employs this spell, the recipientis immediately able to determine if truth is being spoken. The spell lastsone round for each level of experience of the cleric casting the detect lie.Gold dust is necessary for this spell. Its reverse, undetectable lie, makesbald-face untruths seem reasonable, or simply counters the detect lie spellpowers. The reverse spell requires brass dust as its material <strong>com</strong>ponent.Divination (Divination)Level: 4Range: 0Duration: SpecialArea of Effect: SpecialComponents: V, S, MCasting Time: 1 turnSaving Throw: NoneExplanation/Description: Similar to an augury spell, a divination spell isused to determine information regarding an area. The area can be a smallwoods, large building, or section of a dungeon level. In any case, itslocation must be known. The spell gives information regarding the relativestrength of creatures in the area; whether a rich, moderate or poortreasure is there; and the relative chances for incurring the wrath of evil orgood supernatural, super powerful beings if the area is invaded andattacked. The base chance for correct divination is 60%, plus 1 % for eachlevel of experience of the cleric casting the spell, i.e. 65% at 5th level, 66%at 6th, etc. The Dungeon Master will make adjustments to this base chanceExorcise (Abjuration)level: 4Ronge: IDuration: PermanentArea of Effect: One creature orobiectComponents: V, S, MCasting Time: I- 100+ turnsSaving Throw: NoneExplanation/Description: The spell of exorcism will negote possession of acreature or an object by any outside or supernatural force. This includescontrol of a creature by some force in an obiect, possession by magic iar(q.v.) spell, demonic possession, curse, and even charm, for the exorcisespell is similar to a dispel magic spell. Furthermore, it will affect a magicalitem if such is the object of the exorcism. Thus a soul obiect of ony sortwhich <strong>com</strong>es under successful exorcism will make the life force of thecreature concerned wholly inhabit its nearest material body, wholly ond<strong>com</strong>pletely. (Cf. ADVANCED DUNGEONS 8 DRAGONS, MONSTERMANUAL, Demon.) The exorcise spell, once begun, cannot be interrupted,or else it is spoiled and useless. The base chance for success is a random1% to 100%. Each turn of exorcism the dice are rolled, and if the basechance number, or less, is rolled, the spell is successful. Bose chance ofsuccess is modified by -1% for each level of difference between thecleric's level of experience and the level of the possessor or possessingmogic. where the smaller number is the cleric's level. In the obverse, a+1% cumulative is added. The referee can determine base chanceaccording to the existing circumstances if he or she so desires. Moteriol<strong>com</strong>ponents for this spell ore the holy object ofthe cleric and holy water(or unholy, in the case-of evil clerics, with respect to object and water). Areligious artifact or relic can increase the chance of success by from 1% to50%, according to the power of the artifact or relic.lower Water (Alteration) ReversibleLevel: 4Range: 12"Duration: 1 turn/levelArea of Effect: 1 " X I "square/level areaComponents: V, S, MCasting Time: 1 turnSaving Throw: NoneExplanation/Description: The cleric casting a lower water spell causeswater or similar fluid in the area of effect to sink away. Lowering is 5% oforiginal effect for every level of experience of the cleric, i.e. 40% ot 8thlevel, 45% at 9th, 50% at loth, etc. The effect of the spell lasts for 1 turn foreach level of experience of the cleric casting it. Likewise, the area ofeffect increases by level of experience, an 8th level cleric affecting anarea of 8" X 8", a 9th level an area of 9" X 9", and so forth. Material<strong>com</strong>ponents of this spell are the cleric's religious symbol and a pinch ofdust. The reverse of the spell causes the water or similar fluid to return toits normal highest level, plus one foot for every level of experience of thecleric casting it.Neutralize Poison (Alteration) Reversiblelevel: 4Range: TouchDuration: PermanentArea of Effect: Creature touched or1 cubic foot of substance/2 levelsComponents: V, SCasting Time: 7 segmentsSaving throw NoneExplanation/Description: By means of a neutralize poison spell, the clericdetoxifies any sort of venom in the creature or substance touched. Notethat an opponent, such as a poisonous reptile or snake (or even anenvenomed weapon of an opponent) unwilling to be so touched requiresthe cleric to score a hit in melee <strong>com</strong>bat. Effects of the spell are permanentonly with respect to poison existing in the touched creature at the time ofthe touch, i.e. creatures (or objects) which generate new poison will notbe permanently detoxified. The reversed spell, poison, likewise requiresan attack (a "to hit" touch which succeeds), and the victim is allowed asaving throw versus poison. If the latter is unsuccessful, the victim is killedby the poison.

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