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Spells
Spells
Spell casting works in different ways with Clerics and Wizards. However, both
share the limit to the DEFENSIVE spells they can cast. Each PC may only have
one DEFENSIVE spell on them at any given time. The spell description, or cast
type, in a clerics case will let you know what type of spells count as defensive
spells.
To cast: To cast a Wizard or Priest must use the Verbal comands to activate
the spell. Wizards also require a Material or Focus item while Clerics must be
in possession of their Holy Weapon at all times. The Holy Weapon must be
blessed and approved of by their order, not just any weapon will do, also it
must be of the same kind that their Diety perfers to use.
Rituals - Rituals are powerful spells performed for a particular reason. These
spells have no levels. A ritual may be performed by an individual of any level
and class, however, most rituals need the sacrifice of DPP to perform
correctly or to give the wanted result. If the DPP is not supplied but
everything else is done right, the ritual will definately do something...
Some rituals, most often evil, will allow you to replace the DPP requirement
with things like sacrifices. A ritual may also require a certain number of
people to perform it or have roles that it requires people to fill.
Cleric
Cast Types:
Aura - An aura is a special ability that radiates from you. These type of spells
do not effect you in any way and only hurt/help targets that are described.
You may only have 1 aura up at a time. An aura last all day.
Buff - A buff is a spell the benefits you and all of your allys. You may only
have one buff up at a time. A Buff counts as a DEFENSIVE spell. A Buff last all
day.
Offensive - An offensive spell reacts to enemys or danger. You may only have
one Offensive spell up at a time. An offensive spell last all day.
Combat - Combat spells are cast while in combat and last only till the end of
combat. You may only have one combat spell up at a time and you can
cancel one power to cast another.
Personal - Personal spells only effect yourself. You may only have one
personal power up at a time. This spells last all day.
Preperation - Preperation spells are a special type of spell that are more
general in abilities. They can effect and target a large range of allys and/or
friends. You may only have one preperation spell up at a time, and they last
all day.
*note- all cleric spells, except combat spells, take 10 minutes to cast/
Preperation spells take 1 hour to cast. Rituals are an exception and will vary
depending on the specific ritual.
Spells:
4. Fear Ward- Cast: Buff Cost: 1 Description: If you or any ally withini LoS
are under a fear effect you may reroll your save.
9. Calming Aura - Cast: Aura Cost: 1 Description: Anyone who is under the
effect of rage, frenzy or other such abilities must roll a WILL save or fall from
that state into a calm one. Also allys gain a +5 bonus to Diplomacy.
10. Aura of Strength - Cast:Aura Cost: 1 Description: All allies in LoS feet
gains a +4 to damage and to strength related tests.
11. Augury - Cast: Aura Cost: 1 Description: This spell gives warning if
something bad is going to happen. All allies get a +1 to all saves.
12. Aid - Cast: Preperation Cost: 1 Description: You may use your healing
touch ( but not healing skill) to help stabilize any ally within LoS. Does not
work on yourself.
13. Binding - Cast: Combat Cost: 1 Description: Any enemy who attacks
you (up to 1 per round) must roll a WILL save or become paralyzed. This can
effect a target multiple times.
18. Shatter - Cast: Combat Cost: 1 Description: Anyone who trys to attack
you with a ranged or melee weapon must roll a FORT save or their
weapon/projectile is shattered. This does not work on magical weapons.
19. Pain and suffering - Cast: Offensive Cost: 1 Description: Anyone who
speaks out against or insults your God suffers crippling pain. They get a FORT
save or they take 1d4 DMG /lvl and are reduced to half movement speed
until the Cleric can no longer be seen or heard.
20. Aura of Freedom - Cast: Aura Cost: 1 Description: Any ally within LoS
that comes under a paralyzation effect may reroll his save.
1. Invisibility purge - Cast: Preperation Cost: 3 Description: Anyone that is
invisible and comes within 20 feet of you automatically becomes visible.
2. Prayer - Cast: Buff Cost: 3 Description: Any ally within LoS gains a +5
to hit
6. Aura of Protection - Cast: Aura Cost: 3 Description: All allys within LoS
are granted a +5 Deflection Bonus.
7. Song of Divinity - Cast: Aura Cost: 3 Description: All allys within LoS
become immune to Silence effects.
10. Obscure - Cast: Buff Cost: 3 Description: You become immune to any
form of scrying.
12. Planar Ally - Cast: Offensive Cost: 3 Description: A powerful divine ally
stays hidden in the area. If anyone opposes your God he strikes them with
Divine fury. The being can attack 1 enemy a round and has a + 12 to hit,
does 2d6+5 damage that counts as a magical weapon. He counts as invisible,
so the target counts as flat footed and he can critical. He also counts to
flanking if anyone else is in combat with the target.
13. Spell immunity - Cast: Personal Cost: 3 Description: You become
immune to the first level of spells that is cast at you and you save against.
This does not work against other Divine spells.
14. Cleansing Aura - Cast: Aura Cost: 3 Description: Your allys become
immune to poison while they stay within LoS
15. Living Aura - Cast: Aura Cost: 3 Description: Your allys become
immune to death effects.
16. Silver Shield - Cast: Buff Cost: 3 Description: You and your allys gain a
10/magic Damage reduction, does not stack with other DR.
2. Spell Resistance - Cast: Buff Cost: 5 Description: You and your allys
gain spell resistance 10+Cleric Level. This does not stack with other spell
resistance.
5. Stone Meld - Cast: Personal Cost: 5 Description: You may meld into any
worked or natural stone and move through it at your base speed.
8. Pain Suppression Cast: Aura Cost: 5 Description: Any ally who suffers
from the Near Death effect may ignore it.
12. Dispeling Aura Cast: Preperation Cost: 5 Description: Any spell that
comes within 10 feet of you has a 50% chance of failing, also persistant
magical effects that are within 20 feet of you can be dispeled with an check
DC 11+Spell Level, you roll 1d20 + your level.
Wizard Spells
0th Level Spells - (A wizard may pick 1 of these spells plus 1 per
point of INT bonus they have. These spells can be cast at will)
Ghost Sound - Casting Time: 1 action Description: This spell allows you to
make illusionary sounds. You can imitate up to 5 people walking, talking or
fighting. You can also imitate a song or other such minor things. The sound
can be as quite or as loud as you wish. Components: None
Mending - Casting Time: 1 minute Description: You may mend items that
have suffered some damage. You can not repair items that are completly
destroyed. Components: None
Wizard Bolt - Casting Time: 1 action Description: This spell allows you to
shoot a 1d4 damage bolt of magic at an enemy. It is a ranged touch attack
with no save. Components: Wand
Arcane
Slow Fall - Casting time: Conditional Description: This spell slows you
whenever you jump or fall. It automatically activates form a distance of 10
feet or greater. Also the charm must be worn on the outside of your body so
it can react to the wind shifting its position. Components: Requires a
leather strap connected to a glass bead(3SP) and a Brown Hawks Feather.
Copy - Casting time: 1 minute Description: This spell allows you to copy
up to 300 normal size pages onto any other surface. Components: A Goose
feather and a jar of ink.
Increase Weight - Casting Time: 1 action Description: This spell lets you
increase the weight of an object, no bigger than a 1 handed object (Anything
that can be held easily in 1 hand) to 100 LBs. If the creature has a strength
less than 16 the item is droped automatically. If it has a strength 16 or higher
they may hold on to the item, in the case of a weapon they gain a -5 to hit
and are reduced to 1 attack if they have multiple. Components: Ginseng, a
1lb piece of iron shaped like a anvil (1 SP)
Arcane lock Casting time: 1 action Description: An arcane lock spell cast
upon a door, chest or other lockable objects, magically locks it. You can not
open this lock with a Device check and can only be passed by breaking the
object or dispeling it. The lock lasts forever or until the Wizard dispels it. The
Wizard and anyone he designates upon casting are not effected by the spell.
Components: Silver dust( worth 25 SP)
Bulls Strength Casting time: 1 action Description: This imbunes the target
with the strength of a Bull. They gain a +4 to hit and damage and acount as
large size for the purposes of grapple and bull rush. This spell last until the
end of combat. Components: A bull's horn. the horn is consumed when cast.
Blur Casting time: 1 action Description: The target of this spell gets a
WILL save, if it fails the target's vision becomes blury. The target gets a -10
to perception checks and misses any attack with a roll to hit 20% of the time.
Also, in the case of spellcasters their spells will vary 2x1d10 feet from the
place the think they are casting it. Components: Nightshade mushroom
powder in a small belt pouch. The belt pouch is consumed when cast.
3rd level
Demonic
1st level
Darkness - Casting time: 1 action Description: This spell puts out all non-
magical fires, within LoS, no greater than the size of a torch. Components:
1 unit of ground Carroway seed per fire or a single unit of Rowan.
Dark Bolt Casting Time: 1 action Description: The caster makes a ranged
touch attack against a target, launching a bolt of cold darkness from his left
hand. The bolt deals 1d8 points of damage a level (maximum of 5d8). Half
the damage is cold and the other is demonic energy. When struck the foe
must also succeed at a FORT save or be stunned on his following turn.
Component: Wand and blood moss.
Grief Casting time: 1 action Description: The target of this spell recieves a
WILL save. If he fails he is stricken with overwhelming grief and self pity. The
target drops whatever is in his hand and falls to the ground in a state of
crying and self loathing. The target will not make attempts to defend itself,
and counts as helpless. The Caster can effect up to 1 target every 3 levels ( 1
at first 2 at 3rd etc.. ) that are within LoS. The spell last as long as the wizard
concentrates. Components: Black pearl stuffed into the eyes of a skull of a
small - medium sized creature. Components are consumed upon casting.
Demonic Vision Casting time: 1 action Description: The target can see
through any form of darkness, magical or not, with normal vision. Also the
target can see the lifeforces of living creatures, even if they are invisible. This
spell last all day. Components: The eye of a demon or devil. The
component is not consumed upon casting.
Suicidal Casting time: 1 action Description: If the target fails a WILL save
he will target himself with all attacks and offensive spells. This is a
concentration effect and stops when the wizards stops concentrating.
Components: Black pearl and a bronze rod. The rod is not consumed upon
casting.
Necromancy
Animate Skeleton Casting Time: 1 Full round action Description: This spell
allows a Wizard to animate a single skeleton to do his bidding. It obeys
simple verbal commands. A Necromancer may have up to one skeleton every
3 levels (1 at first 2 at 3rd 3 at 6th etc.) up to a maximum of 5 at 12th level.
The Skeleton has 8 HP Defense 10 AVS = 0 DR 5/bludgeoning, it gets 2
attacks at +2 and deals 1d4+1 dmg with each attack.. The skeletons last for
1 day or until they are destroyed. The skeleton must be humanoid and
medium or small size. If it is small size it has 6 HP Defense 12 AVS = 0 and
DR 5/bludgeoning and has 2 attacks at 1 damage. Component: This spell
requires you to use a Salve made from mandrake to rub onto the bones of
the body you wish to animate. Or you can prepare a body before hand by
turning its bones to dust and mixing the dust with blood and crushed garlic.
You need to keep a small shard of bone from the body, whether you apply the
salve on the battle field or prepare the body before hand, to control the
skeleton.
Shadow Shield Casting Time: 1 action Description: This spell is a
DEFENSIVE spell. When cast your shadow is capable of protecting you from
harm. It can absorb up to 10/HP a level and lasts all day. If your shadow is
destroyed you become weak in sunlight gaining a -5 to hit and defense.
Component: You must eat a nightshade mushroom and a piece of raw
humanoid flesh.
Cause Fear Casting Time: 1 action Description: The target of this spell
sees a horrifying image that causes him to run in fear for 1 minute if he fails
a WILL save. Component: Black Pearl wrapped around a Carraway seed.
Chill Touch Casting Time: 1 action Description: The wizard's touch causes
the target's blood to chill and slow. The Target takes 1d6dmg /level up to 5d6
and gets a FORT save or he may only make a single action per round for the
rest of combat. Component: A blood moss salve applied with blood onto the
Wizard's hand.
Corpse Link Casting Time: 1 action Description: This spell allows the
caster to gain sensory link to a humanoid corpse, animal corpse, or Zombie
within 400 feet. The caster can see, hear, smell, taste, and feel what the
cadaver or undead feels. Component: A humanoid tounge with a silver pin
(5 CP) stuck in it. The components are Consumed after use.
Ghoul Touch Casting time: 1 action Description: This spell imbunes you
with necromantic energy allowing you to make a touch attack. The target
gets a FORT save and if he fails he becomes paralyzed for the rest of combat.
On top of that the paralyzed subject causes all living creatures (except you)
within 10ft to become sickened( -2 on all rolls) as long as they stay within the
area effect. Components: Graveyard dirt and garlic
Death Recall Casting time: 1 action Description: The target of this spell
must be a dead corpse no more than 2 weeks old. Upon completion of this
spell the caster can see the final 10 minutes of the subject's life as seen by
the subject himself. Components: A piece of a shattered mirror.
Living Link Casting time: 1 action Description: The wizard can see, hear ,
smell, taste and feel anything the target of this spell does. This can effect any
creature within LoS and if it is not willing it recieves a WILL save. This spell
cancels out the wizards only sensory input and lasts as long as the wizard
concentrates, even if the target goes out of LoS. Components: Piece of
bone covered in garlic.
Ebony Hand Casting time: 1 action Description: This spell allows the
wizard to store touch attack spells inside of his hand and use them at the
same time. They have to be melee touch attack spells and it can hold as
many spells as the wizard places in it. The hand last for 1 day. The wizard's
hand shimmers with an evil-looking black aura. Components: 5 rowan
berry seeds.
Elemental
Fire burst Casting Time: 1 action Description: When this spell is cast upon
a nonmagical fire within LoS ( such as campfire, lantern, or candle), it causes
the fire to flash and shoot firery bolts at any creature within 10 feet of the
fire. All targets get a REF save if they fail they take 1d6 +1/per level DMG.
Component: This spell requires a fire source and Bracken.
Fist of Stone Casting Time: 1 action Description: This spell transmutes the
caster's fist into flexiable stone. The caster may not cast any other spells
while this effect is active but may still use magic items. The fist deals 1d6
points of damage and counts the Wizard's strength as 20 whenever he uses
the fist to attack, crush an object, break a chain etc. Component: Quartz ( 2
CP) powder mixed with Carroway and Sage.
Warp Wood Casting time: 1 action Description: You cause wood to bend
and warp, permanently destroying its straightness, form, and strength. A
warped door springs open( or becomes stuck), a boat or ship springs a leak, a
bow or staff becomes useless. You may warp a single target no large than a
door per caster level. This does not work against living wood and items of a
magical nature recieve a save. The target must be within LoS. Components:
Water mixed with carraway seed(5 units) and a rowan berry in a crystal vial.
ArchWizard
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