Monday, August 4, 2014

B/X Spell List Overhaul: Cleric spells, level 5

In B/X, cleric spells top out at 5th level, so this brings us to the end of the line for the cleric lists.  These are the heavy artillery of the cleric class, and thankfully, there's not a lot to tweak or weed out.  As always, italics indicate a spell that has been changed from the original in some way, and bold italics denote a new spell of my own creation.

  1. Commune
  2. Create Food
  3. Dispel Evil
  4. Heavenly Choir*
  5. Insect Plague
  6. Part Water
  7. Quest
  8. United Will

4. Heavenly Choir*

Range: 0
Duration: 1 round

This spell calls forth a wordless choir of angelic voices and a ray of pure white light from above, washing outward from the cleric in all directions to a radius of 30'.  All allies within the area are immediately healed of 1d6+1 points of damage, while undead and evil creatures suffer a like amount of damage.  Additionally, there is a 5% chance per level of the cleric for any affliction suffered by allies within the area of effect to be cured.  This includes sleep, fear, paralysis, poison, disease, curses, blindness, petrification, polymorph, and charm effects, but not energy drains nor Quest and Geas spells.  This chance is checked once per affliction per creature.  Thus, an ally suffering from paralysis and disease checks once for each.  A second ally suffering from paralysis would have to check again, separate from the first creature's check.

The reversed spell, Infernal Choir, produces a demonic chanting and a wave of darkness.  The spell causes 1d6+1 points of damage to all hostile good or neutral creatures in range, while healing undead and evil creatures of a like amount.  The caster may choose to inflict disease (as a mummy), fear (as the reverse of the Remove Fear spell), paralysis (as Hold Person), or a curse (as reverse of Remove Curse) on all enemies within 30', with a saving throw vs. spells being allowed for each target to resist the effect.

6. Part Water

Taken from the 6th level magic-user spell lists.  I have no idea why this was placed there, when parting the sea is quite clearly the province of the cleric, not the magic-user.

8. United Will

Range: 30'
Duration: 1 turn

By means of the Chain of Will spell, the cleric and one other character per three levels of experience become linked.  Whenever any of the characters linked is forced to make a saving throw or other roll to resist a harmful spell or effect, each one rolls, and if only one succeeds, the initial target resists the effect.  However, if all fail, then all are affected.  For example, a 9th level cleric casts this spell to link himself with three other party members.  An enemy magic-user casts Charm Person on the fighter, who fails his saving throw.  However, the other three members of the party also receive a saving throw, and if any one of them succeeds, the charm is resisted.  If all fail, then all are charmed.


Raise Dead:  To be brutally honest, I just don't like spells that make death cheap, and I don't want them in my campaign.  Of course, your mileage may vary.

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