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- Class Category - Natare Monk (Monk/Cleric/Druid)
- Hit Dice: 1 BP [d6] [500 XP]
- Fighting: 1 BP [500 XP]
- Attack Throws: +2 per 4 Levels
- Weapon Selection: Restricted [+1 CusP]
- Armor Selection: Restricted [+3 CusP]
- Fighting
- Styles: Unarmed Fighting; Two-Handed Weapons
- Damage Bonus: None
- Cleaves: 1 per 2 Levels
- Weapon Choices: Cestus; Staff
- Thievery: 0 BP
- Divine: 2 BP [+500 XP]
- Arcane: 0 BP
- Prime Requisites: STR & DEX
- Saving Throw Progression: Divine
- 1 Hit Point per Level after 9th
- XP Requirements for each level:
- 2nd - 1750 XP
- 3rd - 3500 XP
- 4th - 7000 XP
- 5th - 14000 XP
- 6th - 28000 XP
- 7th - 56000 XP
- 8th - 112000 XP
- 9th - 212000 XP
- 10th - 312000 XP
- etc.
- Total CusP: 4
- CusP:
- -Unarmed Fighting
- -Weapon Focus (Unarmed)
- -Combat Trickery* [*No penalty, +1, can only choose one maneuver]
- -Punch and Kick Routine* [*Punch/Punch/Kick]
- Natare Racial Skills:
- -Wavewalk: Outside encounters, Natare can turn into a liquid form at will and move twice their base speed; can move behind/through obstacles and opponents.
- -Water Breathing
- Natare Spell List
- 1st:
- Noe's Hum [Cure Light Wounds] -
- Range: touch
- Divine 1
- Duration: instantaneous
- With this spell the caster heals 1d6+1 points of damage by laying
- his hand upon the injured creature. This spell may also be used
- to cure paralysis, but does not then cure any points of damage.
- The spell will never increase a creature’s hit points beyond the
- normal amount.
- Ocean Wail [Jet of Steam] -
- Casting Time: 1 standard action
- Range: 30 ft.
- Area: 30-ft. line
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- Your hand is suddenly covered in warm condensation as a jet of burning steam bursts from your finger.
- You release a powerful jet of superheated steam that deals 1d4 points of fire damage per caster level (maximum 5d4) to each creature within its area.
- Water Mark (Detect Evil) -
- Range: 60'
- Divine 1, Arcane 2
- Duration: 6 turns
- This spell allows the caster to detect evil; specifically, the caster
- can detect creatures with evil intentions, magic items with
- evil enchantments, undead, sinkholes of evil, and summoned
- creatures of Chaotic alignment. Note that normal characters,
- even if Chaotic, are not detected by this spell unless they have
- actively evil intentions against the caster. Poisons, physical traps,
- and natural animals are neither good nor evil, so they are not
- detected by this spell. The caster sees the evil creatures or objects
- with a definite red glow around them, but the glow cannot be
- seen by anyone else.
- Reversed, this spell becomes detect good, which works just as
- described above with respect to detecting good enchantments,
- summoned creatures of Lawful alignment, and good intentions.
- Nixi's Covering (Protection from Evil) -
- Range: 0'
- Duration: 12 turns
- This spell functions exactly as protection from evil, but with a
- duration of 12 turns. The barrier will move with the caster, who
- does not need to concentrate to maintain its protection.
- Reversed, this spell becomes protection from good, sustained,
- and functions exactly as the reversed form of protection from
- evil, except with a duration of 12 turns without the need for
- concentration.
- Cleanse the Catch (Purify Food and Water) - Range: 10'
- Divine 1
- Duration: Instantaneous
- This spell makes spoiled, rotten, poisonous, or otherwise
- contaminated food and water pure and suitable for eating and
- drinking. This spell will purify one ration of food, 6 skins of
- water, or enough normal food to feed a dozen people. This spell
- does not prevent subsequent natural decay or spoilage. Unholy
- water and similar food and drink of significance is spoiled by
- purify food and water, but the spell has no effect on creatures
- of any type, nor upon magic potions.
- Cradle of Waters (Salving Rest) -
- Range: touch
- Divine 1 (Priestess, Witch)
- Duration: special
- This spell allows its subject to enjoy soothing, peaceful sleep,
- free of pain and sorrow, whenever he slumbers. As a result of
- this salving rest, the subject of the spell will heals an extra 1d4
- hit points during each day of complete rest. The spell ends when
- the subject stops completely resting or if he takes any damage.
- Redirection (Sanctuary) -
- Range: touch
- Divine 1
- Duration: 2 rounds plus 1 round per level
- Any opponent attempting to strike or otherwise directly attack
- the warded creature must attempt a saving throw versus Spells.
- If the save succeeds, the opponent can attack normally and
- is unaffected by that casting of the spell. If the save fails, the
- opponent will not attack the warded creature and will attack
- another creature instead. However, area effects (e.g. fireball)
- may still affect the warded creature. The wardedcreature may
- not make offensive actions while this spell is in effect, but he
- may cast non-offensive spells to help companions.
- Locate Animal or Plant -
- Range: 120'
- Divine 1 (Shaman, Witch)
- Duration: 6 turns
- This spell reveals the direction to the closest specimen of a
- particular type of animal or plant within range. The spellcaster
- must name the specific type of animal or plant he wishes to
- locate. If no specimens of the desired type of animal or plant are
- within range, the caster will learn that instead.
- If a specimen comes into range later in the duration of the spell,
- either because the caster moved or the specimen did, the caster
- will learn the direction at that time. The spell will locate normal
- or giant-sized animals, but not intelligent creatures, fantastic
- creatures such as owlbears or wyverns, or plant-like monsters.
- The animal or plant gets no saving throw. This spell is most
- often used to find special rare plants; a character using this spell
- receives a +4 bonus on Naturalism proficiency throws to locate
- poisonous plants.
- Remove Fear -
- Range: touch (120')
- Divine 1
- Duration: instantaneous
- (2 turns)
- This spell will calm the creature touched and remove all fear. If
- the subject is currently running away due to magical fear, it is
- allowed a new saving throw to resist that fear, at a bonus of +1
- per level of the caster.
- The reverse of this spell, cause fear, causes one target creature
- within 120' to become frightened; if the target fails to save versus
- Death, it flees for 2 turns. Creatures with 6 or more Hit Dice are
- immune to this effect.
- Heaven's Tears [Cloudburst] -
- Casting Time: 1 round
- Range: Long (400 ft. +
- 40 ft./level)
- Area: 100-ft.-radius
- emanation
- Duration: 10 minutes/level
- (D)
- Saving Throw: None
- Spell Resistance: No
- Clouds whirl into existence and,
- with a peal of thunder, let loose a
- drenching downpour.
- You cause clouds to gather and
- a heavy rain to fall. The rain reduces
- visibility ranges by half, resulting in a
- –4 penalty on Spot and Search checks.
- It automatically extinguishes unpro-
- tected flames and has a 50% chance
- of extinguishing protected fl ames.
- Ranged weapon attacks and Listen
- checks take a –4 penalty.
- 2nd:
- Noe's Song (Cure Moderate Wounds) -
- Range: touch
- Duration: instantaneous
- This spell works exactly like cure light wounds,save that it heals
- 2d6 points of damage. The reverse, cause moderate wounds,
- also works exactly like cause light wounds, except that it inflicts
- 2d6 points of damage.
- Wavewalk - Current form transforms into a rush of water and is able to slide about freely, Target self, Duration 3 turns, movement speed is doubled, source divine, can cancel at will
- Tidal Defense [Bo of Water] -
- Casting Time: 1 action
- Range: Touch
- Effect: Bolike beam
- Duration: 1 minute/level (D)
- Saving Throw: None
- Spell Resistance: Yes
- A 6-foot-long staff formed of water, which you can use with proficiency, springs forth from your hands.
- You wield this staff as if it were a quarterstaff.
- Attacks with the bo of water are regular melee attacks.
- The bo deals 1d8 points of damage +1 point per two caster levels (maximum +10).
- The bo is considered a +1 weapon for purposes of overcoming damage reduction.
- Sharkbodied (Bless) -
- Range: 0'
- Divine 2
- Duration: 6 turns
- When cast before battle, bless gives the caster and his allies
- (within a 50' radius of the caster) a bonus of +1 to attack throws,
- damage rolls, morale rolls (for monsters or NPCs allied with the
- caster), and saving throws against magical fear. It may not be
- cast on creatures who are already engaged in melee.
- Divine spellcasters of 7th level or higher may also use bless to
- create holy water. One casting of bless will transform 1 pint of
- ordinary water into holy water. Casting bless in this manner
- demands a sacrifice to the caster’s deity worth at least 10gp.
- Once created, holy water will retain its potency indefinitely so
- long as it is kept in the vial it was blessed in. See the Equipment
- Descriptions in Chapter 3 for information on holy water.
- The reverse of bless is called bane. It fills the caster’s enemies
- (within a 50' radius) with fear and doubt, causing each affected
- character or monster to suffer a -1 penalty on attack throws,
- damage rolls, morale rolls, and saving throws against magical
- fear. Bane may also be used by chaotic divine casters of 7th level
- or higher, in conjunction with a sacrifice of at least 10gp, to create
- a vial of unholy water. Unholy water has beneficial effects when
- used in the animation of the dead. See Animate Dead, above.
- Seaweed Wrap [Kelpstrand] -
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Targets: One creature/3 levels, no
- two of which are more than 30 ft.
- apart
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- You add your caster level
- and your Wisdom bonus to the result
- of your grapple check rather than your
- Strength bonus and size bonus. If you
- succeed, the target becomes entangled
- in the thick strands of kelp and is
- grappled. Each round, the target can
- attempt to escape the kelpstrand by
- making a successful grapple or Escape
- Artist check against the kelpstrand’s
- grapple check. You are not considered
- grappling yourself while using this
- spell. Once you shoot your strands of
- kelp, you need not take any action to
- maintain the effect.
- A creature targeted with multiple
- kelpstrands has to make separate
- grapple or Escape Artist checks against
- each kelpstrand currently grappling it
- to escape. If you cast this spell while
- you are within 300 feet of the ocean
- shore, you gain a +4 bonus on any
- grapple checks made to determine the
- outcome of a kelpstrand grapple.
- Obscuring Cloud -
- Range: 0'
- Divine 2
- Duration: 1 turn per level
- When this spell is cast, a misty vapor wafts upward from the
- ground around the spellcaster, forming a billowing cloud 1'
- high and 10' in diameter per level of the caster. The obscuring
- cloud is harmless, but blocks line of sight for most creatures.
- The caster, and any creatures able to see invisible, can see dimly
- through the obscuring cloud but all others within the cloud are
- effectively blind.
- Swift Sword -
- Range: self
- Divine 2
- Duration: 3 turns
- This spell accelerates the attacks of the caster, allowing her to
- make twice the normal attacks per round for the duration of
- the spell. Movement and spellcasting are not accelerated, nor is
- the use of magic items such as wands, which may still be used
- just once per round. Multiple speed effects don’t combine; only
- apply the most powerful or longest lasting effect.
- Mariner's Foot [Water Walk] -
- Casting Time: 1 standard action
- Range: Touch
- Target: One touched creature/level
- Duration: 1 turn/level (D)
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The transmuted creatures can tread on any liquid as if it were firm ground.
- Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface.
- (Creatures crossing molten lava still take damage from the heat because they are near it).
- The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
- If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
- Delay Poison -
- Range: touch
- Divine 2
- Duration: 1 turn per level
- The subject becomes temporarily immune to poison. Any
- poison in its system or any poison to which it is exposed during
- the spell’s duration does not affect the subject until the spell’s
- duration has expired. Unless cured, saving throws and damage
- as appropriate are rolled once the spell ends. Delay poison
- does not cure any damage that poison may have already done.
- However, if the spell is cast on a subject who has recently died
- from poison, within 1 turn per caster level, life is restored until
- the spell duration ends. A revived character will have 1 hp for
- the duration of the spell, but if the spell ends prior to the poison
- being cured, the subject dies again.
- Frost Hand [Ice Gauntlet] -
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 turn/level (D)
- All warmth leaves your hand as at first a sheen of white frost covers it, then larger crystals of clear ice form around it. In seconds a large bristling ball of rock-hard ice spikes surrounds your fist, a cold mist enshrouding your forearm.
- You can attack with your fist in all respects as if you were wearing a +3 spiked gauntlet. The +3 spiked gauntlet deals normal damage for your size and 1d4 points of cold damage.
- Speak with Animals -
- Range: special
- Divine 2
- Duration: 6 turns
- The caster can comprehend and communicate with any one
- normal or giant animal that is in sight of the caster and able to
- hear him. It will not affect intelligent animal races or fantastic
- creatures. The caster may change which animal he is speaking
- with at will, once per round. The spell doesn’t alter the animal’s
- reaction or attitude towards the caster; a standard reaction
- roll should be made to determine this. Furthermore, more
- intelligent animals are likely to be terse and evasive, while less
- intelligent ones make inane comments. However, if an animal is
- friendly toward the caster, it may be willing to grant some favor
- or service.
- 3rd:
- Skinchange -
- Range: self
- Duration: 1 turn per level
- This spell allows the caster to assume the form of a normal or
- giant animal. (See the Animals type in the Monsters chapter of
- Adventurer Conqueror King System for details). The caster gains
- the physical capabilities, physical attacks, special abilities, and
- statistics of the animal form he assumes, while retaining his own
- mental abilities.
- The caster can change to a new animal form each round. For
- example, he might initially transform into a rabbit to spy on
- enemies, change into a lion for a fight, then transform into
- an eagle to fly away when the fight goes badly. The caster can
- continue to skinchange freely until he reverts to his original
- form or until 1 turn per level has elapsed. If slain, the caster
- reverts to his original form.
- Abyssal Whisper [Frost Breath] -
- Casting Time: 1 standard action
- Range: 30 feet
- Effect: Cone-shaped burst
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.
- You breathe a cone of intense cold at your foes. The spell deals 1d6 points of cold damage per caster levels (maximum 3d6). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.
- Eyes of the Eagle -
- Range: touch
- Divine 3 (Shaman)
- Duration: 12 turns
- This spell allows the affected creature to see 100 times further
- than normal. The creature’s improved vision reduces its penalty
- for missile attacks at medium range to -1 and at long range to
- -2. The eyes of the eagle spell is used to create the magic item
- of the same name.
- Striking -
- Range: 30'
- Divine 3
- Duration: 3 turns
- This spell bestows upon one weapon within range the ability
- to deal 1d6 points of additional damage. This extra damage is
- applied on each successful attack for the duration of the spell.
- It provides no bonus to attack throws, but if cast on a normal
- weapon, the spell allows monsters only hit by magical weapons
- to be affected; only the 1d6 points of magical damage applies to
- such a monster, however.
- Detect Curse -
- Range: 30'
- Divine 3
- Duration: 3 turns
- This spell causes cursed items and areas within 30' to glow with
- a pale blue light. It does not reveal the nature of the curse or how
- it is triggered, only that an item or area is cursed. However, if the
- caster concentrates on a particular item or area for 1 turn, he has
- a 5% chance per level to determine the exact nature of the curse.
- The reverse of this spell, undetectable curse, completely masks
- any and all curses on a single item or area for a period of 24
- hours. A detect magic will reveal that the item or area has a spell
- affecting them, however.
- Heaven's Eyes (Cure Blindness) -
- Range: touch
- Divine 3
- Duration: instantaneous
- With this spell the caster can cure a creature suffering blindness
- (whether caused by injury or by magic, including light or
- continual light). Blindness caused by a curse cannot be cured
- by this spell.
- Blight Bane (Cure Disease) -
- Range: touch
- Divine 3
- Duration: instantaneous
- This spell cures all magical diseases that the subject is suffering from such as lycanthropy and mummy rot.
- Cure disease will also kill green slime and other parasites
- afflicting the target creature. Certain special diseases may not be
- countered by this spell or may be countered only by a caster of
- a certain level or higher. This spell does not prevent reinfection
- after a new exposure to the same disease.
- The reverse of this spell, cause disease, infects the target with
- a horrific wasting plague unless a save versus Spells is made.
- While afflicted, the target suffers -2 on attack throws, cannot be
- magically healed, and will naturally heal at half the normal rate.
- The disease will be fatal in 2d12 days unless a cure disease spell
- Growth of Animals -
- Range: 120'
- Divine 3
- Duration: 12 turns
- This spell causes an animal to grow to twice its normal size and
- eight times its normal weight. The subject creature will deal
- double normal damage with all physical attacks, and its existing
- natural Armor Class will increase by 2. The animal’s carrying
- capacity is also doubled. Unfriendly animals may save versus
- Spells to resist this spell; normally, domesticated animals will
- not attempt to resist it, though they may become confused or
- panicked afterward (at the Judge’s discretion).
- All equipment worn or carried by an animal is similarly
- enlarged by the spell, though this change has no effect on the
- magical properties of any such equipment. Any enlarged item
- that leaves the enlarged creature’s possession instantly returns
- to its normal size.
- The spell gives no means of command or influence over the
- enlarged animals.
- Chill of the Deep [Freezing Fog] -
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Effect: Fog spreads in a 20-ft. radius, 20 ft. high
- Duration: 6 rounds/level
- Saving Throw: Reflex partial; see text
- Spell Resistance: No
- A cool mist rises from the area you indicate. The thick mist blocks your ability to see within it, but the ground at its edge has turned white with frost.
- A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.
- Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a -2 penalty on melee attack rolls and damage rolls and a -4 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling damage by 1d6.
- Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a succesful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can't take a 5-foot step.
- Gross Incandescence (Blackwater Tentacle) - Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: One tentacle
- Duration: 1 round/level (D)
- Saving Throw: Fortitude partial
- Spell Resistance: No
- You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it.
- The tentacle appears at a particular point within range and can't move from that location.
- It attacks the opponent you designate once each round, starting with the round the spell is cast.
- It has a reach of 20 feet (though it can't make attacks of opportunity).
- Its attack bonus is equal to your caster level plus the ability modifier you would normally use to set the save DC (Wisdom for cleric or druid, Intelligence for wizard, Charisma for sorcerer).
- The tentacle deals 2d8 + caster level (max.
- +20) points of damage with a successful hit.
- Any Large or smaller creature hit by a blackwater tentacle must succeed on a Fortitude save or gain a negative level.
- Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the spell.
- The tentacle never provides nor benefits from a flanking bonus.
- Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action).
- The tentacle has 5 hit points per caster level and an AC of 10 + your caster level.
- It automatically fails all saves.
- If reduced to 0 hp, the tentacle is destroyed.
- 4th:
- Noe's Hymn (Cure Critical Wounds) -
- Range: touch
- Divine 5(Priestess)
- Duration: instantaneous
- This spell works exactly like cure light wounds,save that it heals
- 4d6 points of damage, plus 1 point per caster level.
- The reverse, cause critical wounds, also works exactly like cause
- light wounds, except that it inflicts 4d6 + caster level in damage.
- Torrent [Rushing Waters] -
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 15-ft.-radius spread
- Duration: Instantaneous
- Saving Throw: None; see text
- Spell Resistance: No
- You invoke the powers of nature, and a great fountain rises up before you, sending waves in all directions.
- Cold water gushes in a great wave outward from the point you choose, violently spreading to the limits of the area. This wave makes a bull rush attempt against each creature in the affected area without provoking attacks of opportunity. The wave has a +15 bonus on the opposed Strength check. If the wave wins the opposed Strength check, the defender is moved 15 feet directly away from the spell's point of origin, plus an additional 5 feet for every 5 points by which the wave's check result exceeds that of the defender. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall prone.
- The wave also drenches anything in its area and extinguishes any normal fire as large as a bonfire.
- Waveheart [Heart of Water] -
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D) or until expended
- The crashing of waves echoes in your ears.
- This spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces.
- You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on
- Swim checks; see MM 311).Finally, you gain a +4 enhancement bonus on Paralysis checks.
- Hymn of Plantasia [Growth of Plants] -
- Range: 120'
- Arcane 4
- Duration: permanent
- This spell causes normal vegetation (grasses, briars, bushes,
- creepers, thistles, trees, vines, etc.) within range to become thick
- and overgrown. The dimensions of the growth are determined
- by the caster, but cannot exceed 3,000 square feet (a 30' x 100'
- area or equivalent). The plants entwine to form a thicket or
- jungle that is impassable to creatures of less than giant size.
- Such creatures may hack their way through the thicket at no
- more than 5' per round. Giant sized creatures are reduced to half
- normal movement rate. The area must have brush and/or trees
- in it for this spell to take effect.
- The reverse form, shrink plants, may be used to render
- overgrown areas passable. The area of effect is identical to the
- normal version.
- Growth of plants and its reverse are permanent until countered,
- either by the opposite form or by dispel magic. This spell has no
- effect on animated plant creatures of any sort.
- Call Of The Wild (Summon Animals) -
- Range: 360'
- Divine 4
- Duration: 3 turns
- (Shaman, Sylvan Witch)
- This spell summons any or all normal animals within range
- to the aid of the spellcaster. Only normal animals are affected;
- the spell does not affect fantastic creatures, giant-sized animals,
- humanoids, or vermin such as insects or oozes. The spellcaster
- may choose to summon one or more known animals, specific
- types of animals, or every animal within range. Creatures
- totaling up to the spellcaster’s level in Hit Dice will respond to
- the summons. Treat normal small creatures (e.g. birds, hares,
- squirrels) as swarms (per the Monsters chapter in ACKS).
- Summoned animals will arrive at their fastest movement rate.
- For the duration of the spell, the animals will understand the
- spellcaster’s speech, and will befriend and help him as best they
- can. Summoned animals will generally flee if harmed, but if the
- spellcaster is under attack when a summoned animal arrives,
- the animal will immediately attack his opponent.
- Clever spellcasters have learned that hostile wild life encountered
- while adventuring can be calmed and befriended with this spell.
- The caster effectively “summons” creatures that are already
- present, which are then immediately befriended and placated
- by the spell.
- Vigor -
- Range: touch
- Divine 4
- Duration: 1 turn per level
- The subject of this spell receives a bonus of +2 to saving throws,
- an additional 1d10 hit points, and a 1d3 bonus to Strength. The
- extra hit points cannot be restored by healing and are the first
- lost whenever the character takes damage. Strength may be
- increased to a maximum of 19. A character with Strength 19
- gains a +4 bonus to attack throws and damage rolls.
- Wall of Ice Range: 120'
- Arcane 4 Duration: 2 turns
- An immobile, translucent, wall of ice springs into existence for
- the duration of the spell. The wall can be as large as 1,200 square
- feet, and may be shaped in any manner and to any dimensions
- the caster desires, so that it can be a straight wall or curved into
- a protective circle. This wall of ice is impenetrable to monsters
- with fewer than 4 HD. Monsters with more than 4 HD suffer
- 1d6 hit points of damage when they break through the wall.
- The wall deals double damage to creatures that use fire or are
- accustomed to hot conditions. The wall may not be evoked so
- that it appears where objects or creatures already are, and it
- must rest on a solid surface.
- Create Water -
- Range: 10'
- Divine 4
- Duration: permanent
- This spell summons forth an enchanted spring from the ground
- or wall that will provide enough water for 12 men and their
- mounts for one day (50 gallons). For every level the divine
- spellcaster is above 8th, 12 additional men and mounts can be
- supplied. Note that one or more vessels to contain the water
- must be available at the time of casting. The water created by
- this spell is just like clean rain water. Note: Water weighs about
- 1 stone (8lb, to be exact) per gallon, and one cubic foot of water
- is roughly 8 gallons.
- Smite Undead -
- Range: 240' (touch)
- Divine 4
- Duration: special
- This spell instantly destroys a number of Hit Dice of undead
- equal to the caster’s level. All the undead must be within a 60'
- diameter sphere. Any excess levels of effectiveness are lost.
- Skeletons and zombies receive no saving throw against this
- spell; all other undead are allowed a saving throw versus Death
- to avoid the effect. Undead with 8 or more Hit Dice or levels are
- immune to the spell.
- The reverse of this spell, animate dead, functions exactly like
- the 5th level arcane spell of the same name.
- 5th:
- Noe's Dirge (Restore Life and Limb) -
- Range: touch (120')
- Divine 5
- Duration: instantaneous
- This spell restores life to a deceased creature (excluding creatures
- which are not truly alive, such as constructs, elementals, and
- undead). The caster can raise a creature that has been dead for
- no longer than two days at 7th level, and four days are added per
- level above 7. For example, a 9th level caster can bring a character
- back to life that has been dead for 10 days. However, this spell
- cannot bring back a creature that has died of old age, lost its
- head, or had its body cremated.
- Because it repairs even lethal damage and regrows flesh and
- bone, this spell can also heal a character of any permanent
- wounds, such as lost limbs, disfiguring scars, or shattered
- spines (see the Mortal Wounds table in Chapter 6 for details
- on permanent wounds).Despite this spell’s beneficial results,
- tampering with the body and soul is never without risk. Each
- time a character benefits from restore life and limb, he must
- roll on the Tampering with Mortality table in Chapter 6 and
- apply these results.
- If restore life and limb is ever cast on an undead monster, the
- monster must save versus Death or be instantly destroyed.
- The reverse of this spell, finger of death, creates a death ray that
- will kill any one creature unless a save versus Death is made.
- Lawful clerics may only use finger of death in life-or-death
- situations against Chaotic foes.
- Cornucopia (Create Food) -
- Range: 10'
- Divine 5
- Duration: permanent
- The food that this spell creates is simple fare of the caster’s
- choice, highly nourishing, but rather bland. Up to 12 men and
- their mounts can be fed for one day with this spell. For every
- level of experience the divine spellcaster is above 8th, he is able to
- create food for 12 more men and their mounts. Food so created
- decays and becomes inedible within 24 hours, although it can
- be kept fresh for another 24 hours by casting purify food and
- water on it.
- Cold Shoulder [Freeze] -
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Effect: Ray
- Duration: 1 round/2 levels
- Saving Throw: Reflex partial; see text
- Spell Resistance: Yes
- Calling upon divine power, your hand turns cold and numbs as you complete the spell. A moment later, a thin blue ray swirled with white streaks from your outstretched hand, leave a light fog in the air where it passes.
- You must succeed on a ranged touch attack with the ray to strike a target. A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and this helpless). A creature encased in ice takes 2d6 points of cold damage each round until freed. A target encased in ice is aware and breathes normally but cannot speak or move other tan to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability. A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster's hand.
- The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can't swim but because ice floats, the encase swimmer will rise to the surface and bob about.
- A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.
- Remove Curse -
- Range: 30'
- Duration: instantaneous
- Remove curse instantaneously removes all curses on a creature.
- If cast on a cursed item, remove curse does not remove the
- curse from the item, but it enables the creature afflicted with any
- such cursed item to remove and get rid of it. Any curse cast by a
- character of equal or lower level than remove curse caster’s level
- is ended automatically. Those curses bestowed by higher level
- casters might not be removed; there is a 5% chance the remove
- curse will fail for each level the cursing character’s level exceeds
- the level of the caster removing the curse. Certain special curses
- may not be countered by this spell at all, or may be countered
- only by a caster of a certain level or higher.
- The reverse of this spell, bestow curse, allows the caster to place
- a curse on a target creature or object. A saving throw versus
- Spells is allowed to resist. The caster must choose one of the
- following four effects:
- » -4 decrease to an ability score (minimum 1).
- » Rolls on Side Effects for Tampering with Mortality Table. If result is beneficial, roll once more.
- » Afflicted with either blindess, muteness, feeblemindedness, or falls into a death like slumber.
- » Cannot be healed or revived by normal means, natural or magical. Permanent wounds caused by a cursed item cannot be restored while curse is ongoing.
- Claim of Yg [Drown] -
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- You create water in the lungs of the subject, causing it to begin drowning.
- The subject's hit points immediately drop to 0, and it falls unconscious.
- In the next round, it loses another hit point (bringing its hp to -1) and is dying.
- In the following round, it dies.
- (For details on drowning, see the Drowning rule in the Dungeon Master's Guide).
- Coughing and other attempts by the subject to physically expel the water from its lungs are useless.
- However, another creature can stabilize the subject with a DC 15 Heal check before death.
- Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.
- Wisdom Of The Seas [Strength of Mind] -
- Range: touch
- Divine 5
- Duration: 12 turns
- This spell gives a bonus of +4 to saving throws versus Death,
- Staffs, Wands, Paralysis, Petrification, and Spells to the creature
- touched. The reverse spell, weakness of mind, decreases the
- touched creature’s saving throws by -4; no saving throw is
- allowed against weakness of mind.
- Bellowing Of Beasts (Control Animals) -
- Range: 60'
- Divine 5 (Shaman)
- Duration: 1 turn per level
- This spell grants the caster the ability to control up to 3d6
- Hit Dice of normal or giant animals within 60', as if using a
- charm monster spell. Humans, demi-humans, humanoids,
- and fantastic creatures such as griffons or wyverns cannot be
- controlled by this spell. The caster may decide which individual
- creatures out of a mixed group are to be affected first; excess Hit
- Dice of effect are ignored. At least one creature will always be
- affected. Intelligent animals may resist the effect with a saving
- throw versus Spells, but unintelligent animals receive no saving
- throw. When the control ends, unintelligent animals will be
- afraid and leave the area if they can. Intelligent animals will be
- hostile. This spell is used to create potions of animal control.
- Union of Shore and Sand [Mudslide] -
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10.
- ft./level)
- Effect: 40-ft.-radius spread
- Duration: Instantaneous
- Saving Throw: Reflex half; see text
- Spell Resistance: No
- You create a landslide of mud and water, which crushes, buries, and mires those caught in its path.
- The mud covers the area of the spell to a depth of about 10 feet (although it might fill low-lying areas or fail to cover high points in the area, at the DM's discretion).
- Creatures within the spell's effect must make a Reflex save.
- Those who fail take 8d6 points of damage and are buried
- Those who succeed take 3d6 points of damage and are not buried.
- Creatures of the fire subtype who are actually aflame (such as salamanders, azers, and fire elementals) instead take 8d8 or 3d8 points of damage, respectively.
- A creature who escapes burial ends up on top of the mudslide, mired in deep mud.
- After the initial slide, the mudslide persists indefinitely, producing an area of deep bog (average depth 10 feet) until the water in it evaporates.
- It requires 4 squares of movement to enter 1 square of deep bog, and running or charging are impossible in the area.
- Underwater, the mudslide remains indefinitely, producing an area of deep muck.
- It costs 2 squares of movement to enter a square containing deep muck, the DC of Acrobatics checks increases by 5, and the DC of Move Silently checks increases by 2.
- Aboveground, the mud normally dries out in 2 to 3 days.
- A transmute mud to rock spell hardens the slide into stone, trapping any creatures still within.
- Domain of Yg [Dark Tide] -
- Casting Time: 1 full round
- Range: Long (400 ft. + 40 ft./level)
- Area: One-half mile radius spread
- Duration: 1 hour/level (D)
- Saving Throw: Fortitude half
- Spell Resistance: Yes
- You infuse the target area with the enervating essence of the blackwater depths, creating a tide of blackwater that spreads out from the designated point of origin at a rate of 100 feet per round until it fills the entire area.
- The water is black and terribly chilling, and its touch causes a sense of fear in those affected by it.
- Those within the area must make a Fortitude save when they first enter the blackwater (or when it first surrounds
- them).
- Failure indicates that they take -1 Strength check
- Additionally, every creature in the area takes 1d6 points of damage for every hour they remain in the dark, murky waters (no save).
- Spells that protect against negative energy damage will prevent the Strength damage.
- Creatures who take damage from the dark tide are considered shaken as long as they remain in the area.
- Starting Equipment:
- Blue Tropical Cotton Kihei, Battle Modified Mumu, Fisherman Pants, Floral Bangles, Gnarled Driftwood Staff, Tama Island Leather Wrappings, Animal Skin Pouch, Waterskin, 1 weeks Iron Rations
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