- Augury
- Dilute Poison
- Hold Person
- Iron Will
- Resist Fire/Resist Cold
- Silence 15' Radius
- Vigilance
- Water Walk
1. Augury (adapted from Labyrinth Lord Advanced Edition Companion)
Range: 0
Duration: 3 turns
The Augury spell allows the cleric limited vision into the future with regard to some proposed action. The spell informs the caster whether the action is likely to be beneficial, harmful, or neutral to the caster's party. The results may be cryptic, but the general tenor should be clear. For example, if the party is considering opening a door in the dungeon, and the DM knows that the room beyond is the lair of a very wealthy red dragon that the party has little chance of defeating, the spell might give the result "Greed beyond skill meets a fiery death." The spell can only "see" 3 turns into the future, so only consequences within that time frame are taken into account.
2. Dilute Poison
Range: Touch
Duration: 4 rounds
This spell weakens deadly poisons, increasing a poisoned character's chances of survival. It must be cast either during the round the poisoning occurrs or the round immediately following. Damage from the poison is divided by 4 and spread over 4 rounds, including the initial round of poisoning. In the case of poisons that are normally lethal (save or die) the damage is considered to be equal to the character's entire hit point total. Each round thereafter, the poisoned character receives another saving throw vs. poison to avoid that round's damage. Failure results in loss of hit points and a cumulative -1 penalty to all actions. The lost hit points and penalties cannot be recovered by magical healing except a Neutralize Poison spell; they persist for a full day.
In the case of non-damaging poisons such as the venom of a giant centipede, the duration or other effects may be applied in quarters.
For example: A fighter with 20 hp is poisoned by a trap and fails his saving throw, but the party's cleric reaches him the next round and casts Dilute Poison. Damage per round is 1/4 of the fighter's total of 20, or 5 hp. The fighter takes 5 hp damage the initial round, and also incurs a -1 penalty to all actions. (The first saving throw was already failed, which made the Dilute Poison spell necessary in the first place.) He fails his saving throws the next two rounds, taking 10 more points of damage. Fortunately, he makes his last save, and survives, with 5 hp remaining and a -3 penalty on all actions for a day.
Note that if the character is not at maximum hp at the time of poisoning, even failing one saving throw can still be lethal. In the example above, if the fighter had only 14 of his 20 hp left at the time of poisoning, he would have died.
4. Iron Will
Range: Touch
Duration: 4 rounds
This spell weakens deadly poisons, increasing a poisoned character's chances of survival. It must be cast either during the round the poisoning occurrs or the round immediately following. Damage from the poison is divided by 4 and spread over 4 rounds, including the initial round of poisoning. In the case of poisons that are normally lethal (save or die) the damage is considered to be equal to the character's entire hit point total. Each round thereafter, the poisoned character receives another saving throw vs. poison to avoid that round's damage. Failure results in loss of hit points and a cumulative -1 penalty to all actions. The lost hit points and penalties cannot be recovered by magical healing except a Neutralize Poison spell; they persist for a full day.
In the case of non-damaging poisons such as the venom of a giant centipede, the duration or other effects may be applied in quarters.
For example: A fighter with 20 hp is poisoned by a trap and fails his saving throw, but the party's cleric reaches him the next round and casts Dilute Poison. Damage per round is 1/4 of the fighter's total of 20, or 5 hp. The fighter takes 5 hp damage the initial round, and also incurs a -1 penalty to all actions. (The first saving throw was already failed, which made the Dilute Poison spell necessary in the first place.) He fails his saving throws the next two rounds, taking 10 more points of damage. Fortunately, he makes his last save, and survives, with 5 hp remaining and a -3 penalty on all actions for a day.
Note that if the character is not at maximum hp at the time of poisoning, even failing one saving throw can still be lethal. In the example above, if the fighter had only 14 of his 20 hp left at the time of poisoning, he would have died.
4. Iron Will
Range: 0 (cleric only)
Duration: 2 turns + special
While the spell of Iron Will is in
effect, the cleric is able to resist all mind-controlling and
mind-reading effects, including charms, sleep, quest spells, geases,
confusion, and ESP. The effect of such spells is deferred for 1
round per level of the caster; if the mind-affecting spell's duration
has not expired at that time, it takes effect then, subject to any
saving throw normally allowed. The duration of this resistance is
subtracted from the total duration of the mind-affecting spell.
For example, a harpy uses its charming
song against a 4th level cleric under the effect of Iron
Will. The song has no effect at all on the cleric until 4 rounds
have passed; during those rounds the cleric may act normally. At the
end of those 4 rounds, the cleric must make the usual saving throw
vs. spells to resist the charm.
5. Resist Fire/Resist Cold
Range: Touch
Duration: 1 day
This spell may be memorized in either of two forms, Resist Fire or Resist Cold. For the duration of the spell, the target is completely immune to normal fire or cold, respectively. Additionally, the spell will absorb 3 points of damage from magical fire or cold for each level of the caster. For example, a Resist Fire spell cast by a 4th level cleric will absorb 12 points of damage from a Fire Ball or a red dragon's breath. The spell lasts until it has absorbed its maximum amount of damage or 1 day, whichever comes first.
7. Vigilance
Range: Touch
Duration: 2 turns per level
While under the effect of this spell,
the recipient's alertness is heightened, and the need for sleep is
suspended. The subject is immune to Sleep spells and any other spell
or effect that would otherwise force it into a state of unconsciousness or unawareness. If the subject is
alone or in relative quiet it cannot be surprised. In a party, the
chances of surprise are reduced by 1 in 6.
8. Water Walk
Range: 0 (cleric only)
Duration: 6 turns
This spell enables the cleric to walk on water as if it were solid earth. The movement of the water's surface affects the ease with which the cleric may walk upon it. Turbulent waters may require Dexterity checks or saving throws vs. paralysis to avoid falling, as the DM deems appropriate. Walking on heavy surf is as impossible as walking on the surface of an avalanche in progress. If the cleric falls or is knocked down, he or she will float as if swimming, but it is still quite possible to drown while the spell is in effect. There is no weight limit other than the cleric's maximum encumbrance.
Spells that got the old heave-ho:
Bless: The cheesy +1 bonuses to hit, damage, and morale just aren't worth expending a precious spell slot.
Find Traps: I don't see how this really fits into the purview of a religious crusader or spiritual mystic. I'm not overly concerned about niche protection for the thief class, but I'm also a believer in allowing any character to search for most kinds of traps, so this spell is expendable.
Know Alignment: If Lawful is always good and Chaotic is always bad, then this spell is the ultimate spoiler of NPC motives, mystery, and intrigue. If alignment doesn't always indicate motives, it's next to useless.
Snake Charm: Such a narrow niche spell doesn't really need to take up one of the eight slots on the primary spell lists.
Speak With Animal: Again, this doesn't fit my vision of the cleric. It would be more at home in a spell list for druids and/or elves.
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