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- TREASURE TREK SPELLS
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- Divine Spells: SL1
- - Cure Light Wounds [Inflict Light Wounds]
- - Detect Intent
- - Detect Magic
- - Light [Darkness]
- - Protection From Other
- - Purify Food & Drink [Spoil Food & Drink]
- - Remove Fear [Cause Fear]
- - Resist Elements
- Arcane Spells: SL1
- - Charm Person
- - Detect Magic
- - Floating Disc
- - Hold Portal
- - Light [Darkness]
- - Magic Missile
- - Read Magic & Languages
- - Shield
- - Sleep
- - Ventriloquism
- -DIVINE SPELLS-
- SL1 - Cure Light Wounds [Inflict Light Wounds]
- Duration: Instant
- Range: Caster or creature touched
- The caster touches a creature and heals it for up to 1d6+1 HP.
- The spell can also be used to:
- - Cure paralysis in the creature.
- - Stabilize a dying creature.
- REVERSE: Inflict Light Wounds
- Inflicts 1d6+1 damage to a touched creature. In combat,
- this requires a melee attack roll. This damage cannot
- be mitigated by non-magical armor.
- SL1 - Detect Intent
- Duration: 1 hour
- Range: 120 ft.
- Objects with specific purposes or people display their aura to
- the caster. If the intent is evil, they are wreathed in shadow.
- If their intent is good, they are wreathed in gold, instead. Those
- of neutral alignment do not glow at all.
- The Referee decides what "good" or "evil" mean.
- SL1 - Detect Magic
- Duration: 20 minutes
- Range: 60 ft.
- Enchanted objects, areas and creatures start to glow in the caster's
- eyes. Both permanent and temporary enchantments are revealed.
- SL1 - Light [Darkness]
- Duration: Instant or 2 hours
- Range: 120 ft.
- This spell can be used in three ways:
- - [Conjuring Light] A low light wreathes an object of caster's choice,
- casting 15 ft. of light, enough for reading by.
- - [Blinding a Creature] A flash of bright light is cast into the
- eyes of a target. Players must make a Clout check to successfully blind
- the creature, or make a Clout save if this is cast upon them. If
- blinded, the Base Odds of a creature's attacks start at 80% to avoid.
- - [Cancel Darkness] Cast aside magically produced Darkness.
- REVERSE: Darkness
- Creates a 15' radius area of magical darkness, preventing all sight
- except infravision. Like 'Light', it may alternatively be used to
- blind creatures or to dispel magical light.
- SL1 - Protection From Other
- Duration: 2 hours
- Range: The Caster
- This spell wards the caster from attacks by creatures of another
- alignment, as follows:
- - Bonus: The caster gains a 5% bonus to the Base Odds when
- making saves or avoiding attacks from such creatures.
- - Enchanted, constructed or summoned creatures cannot attack
- the caster in melee unless the caster themself engages first.
- SL1 - Purify Food & Drink [Spoil Food & Drink]
- Duration: Permanent
- Range: 10 ft.
- This spell makes spoiled, rotten, poisonous or otherwise
- inedible food and drink pure and sustainable for eating or
- drinking, at the cost of them being completely tasteless.
- One of the following may be affected:
- - Drink: 6 quarts
- - Rations: One day of rations
- - Unpreserved Food: A quantity sufficient for twelve
- human-sized beings.
- REVERSE: Spoil Food & Drink
- Causes food to become completely inedible at same amounts.
- Eating it will give the creature food poisoning for 1d4 days.
- SL1 - Remove Fear [Cause Fear]
- Duration: 20 minutes
- Range: Caster or a creature touched
- The creature touched is calmed and purged of fear. Dispelling a target
- of magical fear is also possible, but if the target is a player, they
- must make a Clout Save to make it possible. The save has +5% to Base
- Odds for every level of caster.
- REVERSE: Cause Fear
- Will cause a target within 120 ft. to flee for duration. Player
- must make a successful Clout attack to cause this effect, or if
- they are the target, must make a Clout Save to avoid it.
- SL1 - Resist Elements
- Duration: 1 hour
- Range: 30 ft.
- All creatures within range are protected from taking damage from
- natural sources of hot or cold conditions. In addition:
- - Every save meant to avoid taking damage from hot or cold breath
- attacks gains +10% to its Base Odds.
- - Heat or cold-based damage is reduced by 1 point per damage die
- rolled, with a minimum of 1 damage.
- ARCANE SPELLS:
- SL1 - Charm Person
- Duration: 1+Clout Bonus days.
- Range: 120 ft.
- Make a Clout-based attack toward a creature of your choice.
- On a success, they're charmed and treat the caster as a friendly
- acquaintance. They'll be open to taking harmless commands, but
- won't contradict their alignment or beliefs, and they won't
- hurt themselves or others.
- Humanoids with 4HD or more are not able to be affected by this spell.
- SL1 - Detect Magic
- Duration: 20 minutes
- Range: 60 ft.
- Enchanted objects, areas and creatures start to glow in the caster's
- eyes. Both permanent and temporary enchantments are revealed.
- SL1 - Floating Disc
- Duration: 1 hour
- Range: 6 ft.
- The caster conjures a slightly concave disc of magic force that
- follows them closely and carries loads. The disc is 3 ft. in
- diameter and 1 inch deep at its center.
- - It can hold 500 pounds of items. If this is exceeded, the disc
- floats gently to the ground until the excess is removed.
- - It floats at waist height and remains level as it follows
- the caster, floating horizontally within range.
- - The disc winks out of existence when the spell ends, dropping
- everything it was carrying.
- SL1 - Hold Portal
- Duration: 2d6 x 10 minutes
- Range: 10 ft.
- This spell magically holds doors, windows or other kinds of portals
- shut. They can only be opened with the 'Knock' spell or by great
- exertion from a creature with at least 3 Hit Dice.
- SL1 - Light [Darkness]
- Duration: Instant or 2 hours
- Range: 120 ft.
- This spell can be used in three ways:
- - [Conjuring Light] A low light wreathes an object of caster's choice,
- casting 15 ft. of light, enough for reading by.
- - [Blinding a Creature] A flash of bright light is cast into the
- eyes of a target. Players must make a Clout check to successfully blind
- the creature, or make a Clout save if this is cast upon them. If
- blinded, the Base Odds of a creature's attacks start at 80% to avoid.
- - [Cancel Darkness] Cast aside magically produced Darkness.
- REVERSE: Darkness
- Creates a 15' radius area of magical darkness, preventing all sight
- except infravision. Like 'Light', it may alternatively be used to
- blind creatures or to dispel magical light.
- SL1 - Read Magic & Languages
- Duration: 10 minutes
- Range: Caster
- The caster can understand the meaning of any code, language or magic
- inscription or set of runes. When a magical inscription is read while
- this spell is used, such as in a spellbook, it is always able to be
- read by the caster afterward. Used to activate scrolls for use later.
- SL1 - Shield
- Duration: 20 minutes
- Range: Caster
- Creates an invisible force field that protects caster from harm.
- Caster has +20% to Base Odds when avoiding attacks.
- SL1 - Sleep
- Duration: 4d4 x 10 minutes
- Range: 240 ft.
- Causes magical slumber to come upon creatures, excluding constructs
- or the undead. The spell may target either:
- - A single creature with 4+1 Hit Dice.
- - A total of 2d8 Hit Dice of creatures of 4 Hit Dice or less.
- When targeting creatures of 4 HD or less with this spell,
- the weakest are affected first and rolled Hit Dice not
- sufficient to affect a creature are wasted.
- Creatures put to sleep in this way are able to be killed instantly
- with weapons and can be awakened by slapping or wounding them.
- SL1 - Ventriloquism
- Duration: 20 minutes
- Range: 60 ft.
- The caster may make their voice appear to come from any location
- or source within range.
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