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Class - Verduran Plainsman

Aug 14th, 2017
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  1. Class Category - Verduran Plainsman (Cleric/Druid)
  2. Hit Dice: 1 BP [d6] [500 XP]
  3. Fighting: 1 BP [500 XP]
  4. Attack Throws: +2 per 4 Levels
  5. Weapon Selection: Narrow
  6. Armor Selection: Narrow [+2 CusP]
  7. Fighting
  8. Styles: Two-Handed Melee & Two Weapons
  9. Damage Bonus: None
  10. Cleaves: 1 per 2 Levels
  11.  
  12. Weapon Choices: Axes/Maces/Spears; Daggers/Bows/Staffs
  13.  
  14. Thievery: 0 BP
  15. Divine: 2 BP [+500 XP]
  16. Arcane: 0 BP
  17. Prime Requisites: STR & DEX
  18. Saving Throw Progression: Divine
  19. 1 Hit Point per Level after 9th
  20.  
  21. XP Requirements for each level:
  22. 2nd - 1750 XP
  23. 3rd - 3500 XP
  24. 4th - 7000 XP
  25. 5th - 14000 XP
  26. 6th - 28000 XP
  27. 7th - 56000 XP
  28. 8th - 112000 XP
  29. 9th - 212000 XP
  30. 10th - 312000 XP
  31. etc.
  32.  
  33. Total CusP: 3
  34. CusP:
  35. -Friend Of Bird And Beast
  36. -Endurance
  37. -Accuracy
  38.  
  39. Verduran Racial Skills:
  40. -Joltjump: Outside encounters, Verdura can transform into the a jolt of electricity at will and move twice their base speed; can move behind/through obstacles and opponents.
  41.  
  42.  
  43. Verduran Spell List
  44. 1st:
  45. Jaju's Call [Cure Light Wounds] -
  46. Range: touch
  47. Divine 1
  48. Duration: instantaneous
  49. With this spell the caster heals 1d6+1 points of damage by laying
  50. his hand upon the injured creature. This spell may also be used
  51. to cure paralysis, but does not then cure any points of damage.
  52. The spell will never increase a creature’s hit points beyond the
  53. normal amount.
  54.  
  55. Sky Arrow [Thunderstroke] -
  56. Casting Time: 1 standard action
  57. Range: Medium (100 ft. + 10 ft./level)
  58. Target: One creature or object
  59. Duration: Instantaneous
  60. Saving Throw: Reflex half
  61. Spell Resistance: Yes
  62.  
  63. You call down a bolt of electricity, which unerringly strikes the target and deals 1d6 points of electricity damage per caster level (maximum 5d6).
  64. A small rumble of thunder accompanies the bolt, which is as loud as a battle (Listen DC -10 to hear it).
  65.  
  66. Chimera Bite [Shocking Grasp] -
  67. Casting Time: 1 standard action
  68. Range: Touch
  69. Target: Creature or object touched
  70. Duration: Instantaneous
  71. Saving Throw: None
  72. Spell Resistance: Yes
  73.  
  74. Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).
  75. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
  76.  
  77.  
  78. Wild Sense (Detect Evil) -
  79. Range: 60'
  80. Divine 1, Arcane 2
  81. Duration: 6 turns
  82. This spell allows the caster to detect evil; specifically, the caster
  83. can detect creatures with evil intentions, magic items with
  84. evil enchantments, undead, sinkholes of evil, and summoned
  85. creatures of Chaotic alignment. Note that normal characters,
  86. even if Chaotic, are not detected by this spell unless they have
  87. actively evil intentions against the caster. Poisons, physical traps,
  88. and natural animals are neither good nor evil, so they are not
  89. detected by this spell. The caster sees the evil creatures or objects
  90. with a definite red glow around them, but the glow cannot be
  91. seen by anyone else.
  92. Reversed, this spell becomes detect good, which works just as
  93. described above with respect to detecting good enchantments,
  94. summoned creatures of Lawful alignment, and good intentions.
  95.  
  96. Storm's Shield (Protection from Evil) -
  97. Range: 0'
  98. Duration: 12 turns
  99. This spell functions exactly as protection from evil, but with a
  100. duration of 12 turns. The barrier will move with the caster, who
  101. does not need to concentrate to maintain its protection.
  102. Reversed, this spell becomes protection from good, sustained,
  103. and functions exactly as the reversed form of protection from
  104. evil, except with a duration of 12 turns without the need for
  105. concentration.
  106.  
  107. Harvest Rains (Purify Food and Water) - Range: 10'
  108. Divine 1
  109. Duration: Instantaneous
  110. This spell makes spoiled, rotten, poisonous, or otherwise
  111. contaminated food and water pure and suitable for eating and
  112. drinking. This spell will purify one ration of food, 6 skins of
  113. water, or enough normal food to feed a dozen people. This spell
  114. does not prevent subsequent natural decay or spoilage. Unholy
  115. water and similar food and drink of significance is spoiled by
  116. purify food and water, but the spell has no effect on creatures
  117. of any type, nor upon magic potions.
  118.  
  119. Wind Chime (Salving Rest) -
  120. Range: touch
  121. Divine 1 (Priestess, Witch)
  122. Duration: special
  123. This spell allows its subject to enjoy soothing, peaceful sleep,
  124. free of pain and sorrow, whenever he slumbers. As a result of
  125. this salving rest, the subject of the spell will heals an extra 1d4
  126. hit points during each day of complete rest. The spell ends when
  127. the subject stops completely resting or if he takes any damage.
  128.  
  129. Redirection (Sanctuary) -
  130. Range: touch
  131. Divine 1
  132. Duration: 2 rounds plus 1 round per level
  133. Any opponent attempting to strike or otherwise directly attack
  134. the warded creature must attempt a saving throw versus Spells.
  135. If the save succeeds, the opponent can attack normally and
  136. is unaffected by that casting of the spell. If the save fails, the
  137. opponent will not attack the warded creature and will attack
  138. another creature instead. However, area effects (e.g. fireball)
  139. may still affect the warded creature. The wardedcreature may
  140. not make offensive actions while this spell is in effect, but he
  141. may cast non-offensive spells to help companions.
  142.  
  143. Locate Animal or Plant -
  144. Range: 120'
  145. Divine 1 (Shaman, Witch)
  146. Duration: 6 turns
  147. This spell reveals the direction to the closest specimen of a
  148. particular type of animal or plant within range. The spellcaster
  149. must name the specific type of animal or plant he wishes to
  150. locate. If no specimens of the desired type of animal or plant are
  151. within range, the caster will learn that instead.
  152. If a specimen comes into range later in the duration of the spell,
  153. either because the caster moved or the specimen did, the caster
  154. will learn the direction at that time. The spell will locate normal
  155. or giant-sized animals, but not intelligent creatures, fantastic
  156. creatures such as owlbears or wyverns, or plant-like monsters.
  157. The animal or plant gets no saving throw. This spell is most
  158. often used to find special rare plants; a character using this spell
  159. receives a +4 bonus on Naturalism proficiency throws to locate
  160. poisonous plants.
  161.  
  162. Remove Fear -
  163. Range: touch (120')
  164. Divine 1
  165. Duration: instantaneous
  166. (2 turns)
  167. This spell will calm the creature touched and remove all fear. If
  168. the subject is currently running away due to magical fear, it is
  169. allowed a new saving throw to resist that fear, at a bonus of +1
  170. per level of the caster.
  171. The reverse of this spell, cause fear, causes one target creature
  172. within 120' to become frightened; if the target fails to save versus
  173. Death, it flees for 2 turns. Creatures with 6 or more Hit Dice are
  174. immune to this effect.
  175.  
  176. Pocket Sunshine (Light) -
  177. Range: 120'
  178. Divine 1, Arcane 1
  179. Duration: 6 turns plus
  180. 1 turn per level
  181. This spell creates a light equal to torchlight which illuminates
  182. a 30' radius area (and provides dim light for an additional 20')
  183. around the target location or object. The effect is immobile if
  184. cast into an area, but it can be cast on a movable object. Light
  185. taken into an area of magical darkness does not function.
  186. Reversed, light becomes darkness, creating an area of darkness
  187. just as described above. This darkness blocks out infravision and
  188. negates mundane light sources.
  189. A light spell may be cast to counter and dispel the darkness
  190. spell of an equal or lower level caster (and vice versa). Doing
  191. so causes both spells to instantly cease, restoring the existing
  192. ambient light level.
  193. Either version of this spell may be used to blind an opponent
  194. by means of casting it on the target’s ocular organs. The target
  195. is allowed a saving throw versus Spells to avoid the effect, and if
  196. the save is made, the spell does not take effect at all. A light or
  197. darkness spell cast to blind does not have the given area of effect
  198. (that is, no light or darkness is shed around the victim).
  199.  
  200. 2nd:
  201. Jaju's Shout (Cure Moderate Wounds) -
  202. Range: touch
  203. Duration: instantaneous
  204. This spell works exactly like cure light wounds,save that it heals
  205. 2d6 points of damage. The reverse, cause moderate wounds,
  206. also works exactly like cause light wounds, except that it inflicts
  207. 2d6 points of damage.
  208.  
  209. Joltjump - Current form becomes a line of electricity and is able to move about freely, Target self, Duration 3 turns, movement speed is doubled, source divine, can cancel at will
  210.  
  211. Sword of Eru [Lightning Blade] -
  212. Casting Time: 1 standard action
  213. Effect: Swordlike blade; see text
  214. Target: Willing creature touched; see text
  215. Duration: 1 minute or until discharged
  216. Saving Throw: None
  217. Spell Resistance: Yes
  218.  
  219. When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the willing creature you touch.
  220. A lightning blade is the size of a normal longsword but virtually weightless, and it is treated as a martial weapon for the purpose of determining whether the wielder is proficient with it.
  221. The wielder can use the blade to deal electricity damage with a melee touch attack, or to fire a 30-foot line of lightning as a ranged touch attack.
  222. During the spell's duration, the blade can deal up to 1d6 points of electricity damage per caster level (maximum 10d6).
  223. For each attack roll, the blade's wielder decides how many dice of damage the blade will deal on a successful hit, up to the maximum damage potential remaining in the spell.
  224. On a successful attack, the blade deals the specified damage to the target.
  225. If the attack misses, the damage is lost.
  226. The wielder's Strength modifier does not apply to any damage done with a lightning blade.
  227. The spell does not function underwater.
  228.  
  229. Griffinhearted (Bless) -
  230. Range: 0'
  231. Divine 2
  232. Duration: 6 turns
  233. When cast before battle, bless gives the caster and his allies
  234. (within a 50' radius of the caster) a bonus of +1 to attack throws,
  235. damage rolls, morale rolls (for monsters or NPCs allied with the
  236. caster), and saving throws against magical fear. It may not be
  237. cast on creatures who are already engaged in melee.
  238. Divine spellcasters of 7th level or higher may also use bless to
  239. create holy water. One casting of bless will transform 1 pint of
  240. ordinary water into holy water. Casting bless in this manner
  241. demands a sacrifice to the caster’s deity worth at least 10gp.
  242. Once created, holy water will retain its potency indefinitely so
  243. long as it is kept in the vial it was blessed in. See the Equipment
  244. Descriptions in Chapter 3 for information on holy water.
  245. The reverse of bless is called bane. It fills the caster’s enemies
  246. (within a 50' radius) with fear and doubt, causing each affected
  247. character or monster to suffer a -1 penalty on attack throws,
  248. damage rolls, morale rolls, and saving throws against magical
  249. fear. Bane may also be used by chaotic divine casters of 7th level
  250. or higher, in conjunction with a sacrifice of at least 10gp, to create
  251. a vial of unholy water. Unholy water has beneficial effects when
  252. used in the animation of the dead. See Animate Dead, above.
  253.  
  254. Whisperer (Charm Animal) -
  255. Range: 60'
  256. Divine 2
  257. Duration: special
  258. This spell allows the caster to charm an animal (including
  259. normal and giant animals but excluding humans, demi-
  260. humans, humanoids, and fantastic creatures) in much the same
  261. fashion as charm person. Unintelligent animals receive no
  262. saving throw when the spell is cast, but intelligent animals such
  263. as great apes or whales are allowed a save versus Spells to resist.
  264. Once in effect, the charm lasts until removed by a dispel magic
  265.  
  266. Electric Fog [Lightning Fog] -
  267. Casting Time: 1 standard action
  268. Range: Medium (100 ft. + 10 ft./level)
  269. Effect: Fog spreads in a 20-ft. radius, 20 ft. high
  270. Duration: 1 round/level
  271. Saving Throw: Reflex half
  272. Spell Resistance: No
  273.  
  274. You conjure a smoky cloud that fills the area with small electrical discharges.
  275. The smoke obscures all sight as a fog cloud does.
  276. In addition, the discharges deal 1d4 points of electricity damage plus 1 point per caster level (maximum +15) to everything within the cloud on your turn each round.
  277. As with a fog cloud spell, wind disperses the smoke, and the spell can't be cast underwater.
  278.  
  279.  
  280. Swift Sword -
  281. Range: self
  282. Divine 2
  283. Duration: 3 turns
  284. This spell accelerates the attacks of the caster, allowing her to
  285. make twice the normal attacks per round for the duration of
  286. the spell. Movement and spellcasting are not accelerated, nor is
  287. the use of magic items such as wands, which may still be used
  288. just once per round. Multiple speed effects don’t combine; only
  289. apply the most powerful or longest lasting effect.
  290.  
  291. Warp Wood -
  292. Range: 240'
  293. Divine 2
  294. Duration: permanent
  295. By means of this spell, the caster can warp and bend wooden
  296. weapons, wands, and staffs. The spell will affect one arrow or
  297. bolt for each level of the caster. A spear, javelin, or wand counts
  298. as 2 arrows, while a club, bow, or staff counts as four. The spell
  299. has no effect on wooden items other than weapons, wands,
  300. and staffs. If a magical wooden item is targeted by this spell,
  301. the wielder may make a saving throw versus Spells to avoid the
  302. effect. The saving throw is +1 for each charge or point of magical
  303. bonus the item possesses.
  304.  
  305. Delay Poison -
  306. Range: touch
  307. Divine 2
  308. Duration: 1 turn per level
  309. The subject becomes temporarily immune to poison. Any
  310. poison in its system or any poison to which it is exposed during
  311. the spell’s duration does not affect the subject until the spell’s
  312. duration has expired. Unless cured, saving throws and damage
  313. as appropriate are rolled once the spell ends. Delay poison
  314. does not cure any damage that poison may have already done.
  315. However, if the spell is cast on a subject who has recently died
  316. from poison, within 1 turn per caster level, life is restored until
  317. the spell duration ends. A revived character will have 1 hp for
  318. the duration of the spell, but if the spell ends prior to the poison
  319. being cured, the subject dies again.
  320.  
  321.  
  322. Storm's Recompense [Electric Vengence] -
  323. Casting Time: 1 immediate action
  324. Range: 5 ft.
  325. Target: One creature
  326. Duration: Instantaneous
  327. Saving Throw: None
  328. Spell Resistance: Yes
  329.  
  330. As the creature strikes you, an arc of lightning springs from your body and blasts the creature in return.
  331. You can cast this spell only when another creature has just dealt hit point damage to you with a melee attack.
  332. When you cast electric vengeance, a blast of lightning arcs from your body into the subject's; the arc deals 2d8 points of electricity damage +1 point per caster level (maximum +10).
  333.  
  334. Speak with Animals -
  335. Range: special
  336. Divine 2
  337. Duration: 6 turns
  338. The caster can comprehend and communicate with any one
  339. normal or giant animal that is in sight of the caster and able to
  340. hear him. It will not affect intelligent animal races or fantastic
  341. creatures. The caster may change which animal he is speaking
  342. with at will, once per round. The spell doesn’t alter the animal’s
  343. reaction or attitude towards the caster; a standard reaction
  344. roll should be made to determine this. Furthermore, more
  345. intelligent animals are likely to be terse and evasive, while less
  346. intelligent ones make inane comments. However, if an animal is
  347. friendly toward the caster, it may be willing to grant some favor
  348. or service.
  349.  
  350. 3rd:
  351. Skinchange -
  352. Range: self
  353. Duration: 1 turn per level
  354. This spell allows the caster to assume the form of a normal or
  355. giant animal. (See the Animals type in the Monsters chapter of
  356. Adventurer Conqueror King System for details). The caster gains
  357. the physical capabilities, physical attacks, special abilities, and
  358. statistics of the animal form he assumes, while retaining his own
  359. mental abilities.
  360. The caster can change to a new animal form each round. For
  361. example, he might initially transform into a rabbit to spy on
  362. enemies, change into a lion for a fight, then transform into
  363. an eagle to fly away when the fight goes badly. The caster can
  364. continue to skinchange freely until he reverts to his original
  365. form or until 1 turn per level has elapsed. If slain, the caster
  366. reverts to his original form.
  367.  
  368. Strike of Ov [Scintillating Sphere] -
  369. Casting Time: 1 standard action
  370. Range: Long (400 ft. + 40 ft./level)
  371. Area: 20-ft.-radius burst
  372. Duration: Instantaneous
  373. Saving Throw: Reflex half
  374. Spell Resistance: Yes
  375.  
  376. You pinch the marble between your fingers and intone the spell. It flies from your fingers, trailing a smell of ozone, and grows into a ball of multicolored sparks that detonate in a burst of spherical lightning.
  377.  
  378. A scintillating sphere is a massive electrical discharge that deals 1d6 points of electricity damage per caster level (maximum 10d6) to every creature and unattended object within the area.
  379.  
  380. Eyes of the Eagle -
  381. Range: touch
  382. Divine 3 (Shaman)
  383. Duration: 12 turns
  384. This spell allows the affected creature to see 100 times further
  385. than normal. The creature’s improved vision reduces its penalty
  386. for missile attacks at medium range to -1 and at long range to
  387. -2. The eyes of the eagle spell is used to create the magic item
  388. of the same name.
  389.  
  390. Striking -
  391. Range: 30'
  392. Divine 3
  393. Duration: 3 turns
  394. This spell bestows upon one weapon within range the ability
  395. to deal 1d6 points of additional damage. This extra damage is
  396. applied on each successful attack for the duration of the spell.
  397. It provides no bonus to attack throws, but if cast on a normal
  398. weapon, the spell allows monsters only hit by magical weapons
  399. to be affected; only the 1d6 points of magical damage applies to
  400. such a monster, however.
  401.  
  402. Detect Curse -
  403. Range: 30'
  404. Divine 3
  405. Duration: 3 turns
  406. This spell causes cursed items and areas within 30' to glow with
  407. a pale blue light. It does not reveal the nature of the curse or how
  408. it is triggered, only that an item or area is cursed. However, if the
  409. caster concentrates on a particular item or area for 1 turn, he has
  410. a 5% chance per level to determine the exact nature of the curse.
  411. The reverse of this spell, undetectable curse, completely masks
  412. any and all curses on a single item or area for a period of 24
  413. hours. A detect magic will reveal that the item or area has a spell
  414. affecting them, however.
  415.  
  416. Heaven's Eyes (Cure Blindness) -
  417. Range: touch
  418. Divine 3
  419. Duration: instantaneous
  420. With this spell the caster can cure a creature suffering blindness
  421. (whether caused by injury or by magic, including light or
  422. continual light). Blindness caused by a curse cannot be cured
  423. by this spell.
  424.  
  425. Blight Bane (Cure Disease) -
  426. Range: touch
  427. Divine 3
  428. Duration: instantaneous
  429. This spell cures all magical diseases that the subject is suffering from such as lycanthropy and mummy rot.
  430. Cure disease will also kill green slime and other parasites
  431. afflicting the target creature. Certain special diseases may not be
  432. countered by this spell or may be countered only by a caster of
  433. a certain level or higher. This spell does not prevent reinfection
  434. after a new exposure to the same disease.
  435.  
  436. The reverse of this spell, cause disease, infects the target with
  437. a horrific wasting plague unless a save versus Spells is made.
  438. While afflicted, the target suffers -2 on attack throws, cannot be
  439. magically healed, and will naturally heal at half the normal rate.
  440. The disease will be fatal in 2d12 days unless a cure disease spell
  441.  
  442.  
  443. Growth of Animals -
  444. Range: 120'
  445. Divine 3
  446. Duration: 12 turns
  447. This spell causes an animal to grow to twice its normal size and
  448. eight times its normal weight. The subject creature will deal
  449. double normal damage with all physical attacks, and its existing
  450. natural Armor Class will increase by 2. The animal’s carrying
  451. capacity is also doubled. Unfriendly animals may save versus
  452. Spells to resist this spell; normally, domesticated animals will
  453. not attempt to resist it, though they may become confused or
  454. panicked afterward (at the Judge’s discretion).
  455. All equipment worn or carried by an animal is similarly
  456. enlarged by the spell, though this change has no effect on the
  457. magical properties of any such equipment. Any enlarged item
  458. that leaves the enlarged creature’s possession instantly returns
  459. to its normal size.
  460. The spell gives no means of command or influence over the
  461. enlarged animals.
  462.  
  463. Spark Whip [Mystic Lash] -
  464. Casting Time: 1 standard action
  465. Range: 15 ft.
  466. Effect: Electric whip
  467. Duration: 1 round/level
  468. Saving Throw: Fortitude partial
  469. Spell Resistance: Yes
  470.  
  471. You create a long whip of ghostly red energy that emanates from your hand and never harms you.
  472. You can wield this weapon as if it were an actual whip and you were proficient with it.
  473. You must succeed on a ranged touch attack with the mystic lash to strike a target.
  474. Any creature struck by it takes 1d6 points of electricity damage per three caster levels (maximum 4d6) and must succeed on a Fortitude save or be stunned for 1 round.
  475. You gain a bonus on damage rolls equal to your Charisma modifier, but your Strength modifier does not apply, since the lash is immaterial.
  476. If you release the lash from your hand after it hits a target, it continues to attack that target automatically, leaving your hand free.
  477. If the lash's target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.
  478. If you do not grasp it on the round it returns, it dissipates; otherwise, you can use the lash on another creature and begin the cycle again.
  479. As with a normal whip, you can use the mystic lash to make trip or disarm attacks, but only if you are actually wielding it.
  480. It cannot make such attacks on its own.
  481.  
  482. Sky Spear [Call Lightning] -
  483. Casting Time: 1 round
  484. Range: Medium (100 ft. + 10 ft./level)
  485. Effect: One or more 30-ft.-long vertical lines of lightning
  486. Duration: 1 min./level
  487. Saving Throw: Reflex half
  488. Spell Resistance: Yes
  489.  
  490. Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage.
  491. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time).
  492. Any creature in the target square or in the path of the bolt is affected.
  493. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed.
  494. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt.
  495. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
  496. If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size; see the Monster Manual)—
  497. each bolt deals 3d10 points of electricity damage instead of 3d6.
  498. This spell functions indoors or underground but not underwater.
  499.  
  500. 4th:
  501. Jaju's Roar (Cure Critical Wounds) -
  502. Range: touch
  503. Divine 5(Priestess)
  504. Duration: instantaneous
  505. This spell works exactly like cure light wounds,save that it heals
  506. 4d6 points of damage, plus 1 point per caster level.
  507. The reverse, cause critical wounds, also works exactly like cause
  508. light wounds, except that it inflicts 4d6 + caster level in damage.
  509.  
  510. Roaving Thunder [Orb of Lightning] -
  511. Casting Time: 1 standard action
  512. Range: Close (25 ft. + 5 ft./2 levels)
  513. Effect: One orb of acid
  514. Duration: Instantaneous
  515. Saving Throw: Fortitude partial; see text
  516. Spell Resistance: No
  517.  
  518. An orb of electricity about 3 inches across shoots from your palm at its target, dealing 1d6 points of electricity damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.
  519.  
  520. In addition, a creature wearing metal armor struck by an orb of electricity must make a Fortitude save or be entangled for 1 round instead of being sickened.
  521.  
  522.  
  523. Galeheart [Heart of Stone] -
  524. Casting Time: 1 standard action
  525. Range: Personal
  526. Target: You
  527. Duration: 1 hour/level (D) or until expended
  528.  
  529. You feel your flesh strengthen with the power of stone.
  530. This spell converts part of your body into elemental earth, which toughens you considerably.
  531. You gain a +4 bonus on checks to resist a bull rush, overrun, or trip attack.
  532. You also gain temporary hit points equal to twice your caster level (up to 30 hp).
  533.  
  534. Hymn of Plantasia [Growth of Plants] -
  535. Range: 120'
  536. Arcane 4
  537. Duration: permanent
  538. This spell causes normal vegetation (grasses, briars, bushes,
  539. creepers, thistles, trees, vines, etc.) within range to become thick
  540. and overgrown. The dimensions of the growth are determined
  541. by the caster, but cannot exceed 3,000 square feet (a 30' x 100'
  542. area or equivalent). The plants entwine to form a thicket or
  543. jungle that is impassable to creatures of less than giant size.
  544. Such creatures may hack their way through the thicket at no
  545. more than 5' per round. Giant sized creatures are reduced to half
  546. normal movement rate. The area must have brush and/or trees
  547. in it for this spell to take effect.
  548. The reverse form, shrink plants, may be used to render
  549. overgrown areas passable. The area of effect is identical to the
  550. normal version.
  551. Growth of plants and its reverse are permanent until countered,
  552. either by the opposite form or by dispel magic. This spell has no
  553. effect on animated plant creatures of any sort.
  554.  
  555. Call Of The Wild (Summon Animals) -
  556. Range: 360'
  557. Divine 4
  558. Duration: 3 turns
  559. (Shaman, Sylvan Witch)
  560. This spell summons any or all normal animals within range
  561. to the aid of the spellcaster. Only normal animals are affected;
  562. the spell does not affect fantastic creatures, giant-sized animals,
  563. humanoids, or vermin such as insects or oozes. The spellcaster
  564. may choose to summon one or more known animals, specific
  565. types of animals, or every animal within range. Creatures
  566. totaling up to the spellcaster’s level in Hit Dice will respond to
  567. the summons. Treat normal small creatures (e.g. birds, hares,
  568. squirrels) as swarms (per the Monsters chapter in ACKS).
  569. Summoned animals will arrive at their fastest movement rate.
  570. For the duration of the spell, the animals will understand the
  571. spellcaster’s speech, and will befriend and help him as best they
  572. can. Summoned animals will generally flee if harmed, but if the
  573. spellcaster is under attack when a summoned animal arrives,
  574. the animal will immediately attack his opponent.
  575. Clever spellcasters have learned that hostile wild life encountered
  576. while adventuring can be calmed and befriended with this spell.
  577. The caster effectively “summons” creatures that are already
  578. present, which are then immediately befriended and placated
  579. by the spell.
  580.  
  581. Vigor -
  582. Range: touch
  583. Divine 4
  584. Duration: 1 turn per level
  585. The subject of this spell receives a bonus of +2 to saving throws,
  586. an additional 1d10 hit points, and a 1d3 bonus to Strength. The
  587. extra hit points cannot be restored by healing and are the first
  588. lost whenever the character takes damage. Strength may be
  589. increased to a maximum of 19. A character with Strength 19
  590. gains a +4 bonus to attack throws and damage rolls.
  591.  
  592. Stormcloak [Eye of the Hurricane]-
  593. Casting Time: 1 standard action
  594. Range: 40-ft. radius emanation centered on your, with 10-ft.-radius quiet area centered on you
  595. Duration: 1 round/level
  596. Saving Throw: Fortitude negates; see text
  597. Spell Resistance: Yes
  598.  
  599. Your voice traits off into whispers as you near the end of the spell's complex ritual. The whispers begin to build upon one another, echoing in the air around you, swirling and twisting until they become a steady cacophony. The wind gathers speed, creating a spherical vortex around you.
  600. With this spell, you create a swirling miniature storm that provides a measure of protection, but leaves you and those near you unaffected.
  601. The storm that surrounds you has hurricane-force winds spinning in a circle with you at the center. Normal ranged attacks through the hurricane's windy area are impossible, and even heavier projectiles such as siege weapons and giant boulders take a -8 penalty on the attack roll.
  602. Creatures who move inside the spell's area suffer effects depending on their size and whether they¿re airborne. Each creature must make a saving throw at the beginning of its turn or when in enters the affected area.
  603. Medium or smaller creatures mus succeed on a Fortitude save or be knocked 1d4×10 feet away from the eye of the hurricane's center and take 1d4 points of nonlethal damage per10 feet traveled in this manner. Creatures blown away are knocked prone as well. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage.
  604. Large creatures must succeed on a Fortitude save or be knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
  605. Huge creatures must succeed on a Fortitude save or be checked. Flying creatures are instead blown back 1d6×5 feet.
  606. Gargantuan and Colossal creatures can move through the spell's area without adverse consequences.
  607. Even creatures that succeed on their saving throws must attempt them again whenever they start a turn inside the spell's area or whenever they move back into it.
  608. The spell's area is effectively a sphere. Although the area is centered on you, you're not within the wind. if you move, the eye of the hurricane moves as well to keep you in the center. If you cast eye of the hurricane so that creatures are inside the eye when the spell begins, they must make Fortitude saves when your movement brings the area of wind upon them. Thereafter, if you move the spell area into a square occupied by another creature, that creature makes a Fortitude save at the beginning of its next turn (assuming the windy area of the spell is still on it).
  609.  
  610. Create Water -
  611. Range: 10'
  612.  
  613. Divine 4
  614. Duration: permanent
  615. This spell summons forth an enchanted spring from the ground
  616. or wall that will provide enough water for 12 men and their
  617. mounts for one day (50 gallons). For every level the divine
  618. spellcaster is above 8th, 12 additional men and mounts can be
  619. supplied. Note that one or more vessels to contain the water
  620. must be available at the time of casting. The water created by
  621. this spell is just like clean rain water. Note: Water weighs about
  622. 1 stone (8lb, to be exact) per gallon, and one cubic foot of water
  623. is roughly 8 gallons.
  624.  
  625. Smite Undead -
  626. Range: 240' (touch)
  627. Divine 4
  628. Duration: special
  629. This spell instantly destroys a number of Hit Dice of undead
  630. equal to the caster’s level. All the undead must be within a 60'
  631. diameter sphere. Any excess levels of effectiveness are lost.
  632. Skeletons and zombies receive no saving throw against this
  633. spell; all other undead are allowed a saving throw versus Death
  634. to avoid the effect. Undead with 8 or more Hit Dice or levels are
  635. immune to the spell.
  636. The reverse of this spell, animate dead, functions exactly like
  637. the 5th level arcane spell of the same name.
  638.  
  639. 5th:
  640. Jaju's Bellow (Restore Life and Limb) -
  641. Range: touch (120')
  642. Divine 5
  643. Duration: instantaneous
  644. This spell restores life to a deceased creature (excluding creatures
  645. which are not truly alive, such as constructs, elementals, and
  646. undead). The caster can raise a creature that has been dead for
  647. no longer than two days at 7th level, and four days are added per
  648. level above 7. For example, a 9th level caster can bring a character
  649. back to life that has been dead for 10 days. However, this spell
  650. cannot bring back a creature that has died of old age, lost its
  651. head, or had its body cremated.
  652. Because it repairs even lethal damage and regrows flesh and
  653. bone, this spell can also heal a character of any permanent
  654. wounds, such as lost limbs, disfiguring scars, or shattered
  655. spines (see the Mortal Wounds table in Chapter 6 for details
  656. on permanent wounds).Despite this spell’s beneficial results,
  657. tampering with the body and soul is never without risk. Each
  658. time a character benefits from restore life and limb, he must
  659. roll on the Tampering with Mortality table in Chapter 6 and
  660. apply these results.
  661. If restore life and limb is ever cast on an undead monster, the
  662. monster must save versus Death or be instantly destroyed.
  663. The reverse of this spell, finger of death, creates a death ray that
  664. will kill any one creature unless a save versus Death is made.
  665. Lawful clerics may only use finger of death in life-or-death
  666. situations against Chaotic foes.
  667.  
  668. Cornucopia (Create Food) -
  669. Range: 10'
  670. Divine 5
  671. Duration: permanent
  672. The food that this spell creates is simple fare of the caster’s
  673. choice, highly nourishing, but rather bland. Up to 12 men and
  674. their mounts can be fed for one day with this spell. For every
  675. level of experience the divine spellcaster is above 8th, he is able to
  676. create food for 12 more men and their mounts. Food so created
  677. decays and becomes inedible within 24 hours, although it can
  678. be kept fresh for another 24 hours by casting purify food and
  679. water on it.
  680.  
  681. Sky Arbalest [Call Lightning Storm] -
  682. Range: Long (400 ft. + 40 ft./level)
  683.  
  684. This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
  685.  
  686. Remove Curse -
  687. Range: 30'
  688. Duration: instantaneous
  689. Remove curse instantaneously removes all curses on a creature.
  690. If cast on a cursed item, remove curse does not remove the
  691. curse from the item, but it enables the creature afflicted with any
  692. such cursed item to remove and get rid of it. Any curse cast by a
  693. character of equal or lower level than remove curse caster’s level
  694. is ended automatically. Those curses bestowed by higher level
  695. casters might not be removed; there is a 5% chance the remove
  696. curse will fail for each level the cursing character’s level exceeds
  697. the level of the caster removing the curse. Certain special curses
  698. may not be countered by this spell at all, or may be countered
  699. only by a caster of a certain level or higher.
  700.  
  701. The reverse of this spell, bestow curse, allows the caster to place
  702. a curse on a target creature or object. A saving throw versus
  703. Spells is allowed to resist. The caster must choose one of the
  704. following four effects:
  705. » -4 decrease to an ability score (minimum 1).
  706. » Rolls on Side Effects for Tampering with Mortality Table. If result is beneficial, roll once more.
  707. » Afflicted with either blindess, muteness, feeblemindedness, or falls into a death like slumber.
  708. » 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.
  709.  
  710. Gaia's Fury [Move Earth] -
  711. Range: 240'
  712. Arcane 6 Duration: 6 turns
  713. With this spell, the caster can move large volumes of soil, even
  714. to the point of altering the surface features of areas within range.
  715. Earth in the area can be moved at 60' per turn, according to
  716. the spellcaster’s desires. The spell’s range will extend downwards
  717. through the earth until it reaches the limit (240') or solid rock.
  718. Move earth cannot affect stone, only soil.
  719.  
  720. Wisdom Of The Skies [Strength of Mind] -
  721. Range: touch
  722. Divine 5
  723. Duration: 12 turns
  724. This spell gives a bonus of +4 to saving throws versus Death,
  725. Staffs, Wands, Paralysis, Petrification, and Spells to the creature
  726. touched. The reverse spell, weakness of mind, decreases the
  727. touched creature’s saving throws by -4; no saving throw is
  728. allowed against weakness of mind.
  729.  
  730. Bellowing Of Beasts (Control Animals) -
  731. Range: 60'
  732. Divine 5 (Shaman)
  733. Duration: 1 turn per level
  734. This spell grants the caster the ability to control up to 3d6
  735. Hit Dice of normal or giant animals within 60', as if using a
  736. charm monster spell. Humans, demi-humans, humanoids,
  737. and fantastic creatures such as griffons or wyverns cannot be
  738. controlled by this spell. The caster may decide which individual
  739. creatures out of a mixed group are to be affected first; excess Hit
  740. Dice of effect are ignored. At least one creature will always be
  741. affected. Intelligent animals may resist the effect with a saving
  742. throw versus Spells, but unintelligent animals receive no saving
  743. throw. When the control ends, unintelligent animals will be
  744. afraid and leave the area if they can. Intelligent animals will be
  745. hostile. This spell is used to create potions of animal control.
  746.  
  747. Jaju's Fury [Flaywind Burst] -
  748. Casting Time: 1 round
  749. Range: 60 ft.
  750. Area: Cone-shaped burst
  751. Duration: Instantaneous
  752. Saving Throw: See text
  753. Spell Resistance: No
  754.  
  755. This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh.
  756. In addition to the possible effects of the wind, creatures within the area of a flaywind burst spell take 1d6 points of damage per caster level (maximum 10d6) from the scouring sands.
  757. A successful Reflex save halves this damage.
  758. A creature within the area of flaywind burst must make a Fortitude save or experience the effects of the wind's force.
  759. A Small or smaller creature is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet.
  760. If flying, a Small or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage.
  761. Medium creatures are knocked prone, or if flying are blown back 1d6×10 feet.
  762. Large or Huge creatures are unable to move forward against the force of the blast, or if flying are blown back 1d6×5 feet.
  763. Gargantuan or larger creatures can move normally within a flaywind burst.
  764. Flaywind burst can't move a creature beyond its range.
  765. In addition to the effects noted, flaywind burst can do anything else that a windstorm-force sandstorm would be expected to do, such as briefly obscure vision, heel over a boat, or blow gases and vapors to the limit of its area.
  766.  
  767. Zephyr Blow [Cyclonic Blast] -
  768. Casting Time: 1 standard action
  769. Range: 120 ft.
  770. Area: 120-ft. line
  771. Duration: Instantaneous
  772. Saving Throw: Reflex half
  773. Spell Resistance: Yes
  774.  
  775. Cupping a child's top, you forcefully thrust your hand forward, simultaneously speaking hte final words of the spell's proscribed formula. Immediately thereafter, a blast of whirling wind issues forth from your outstretched fingers, sweeping up within it all who stands in its way.
  776. You send a twisting torrent of wind, not unlike a tornado turned on its side, towards your enemies. A cyclonic blast deals 1d6 points of damage per caster level (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips.
  777. Creatures who fail their Reflex saving throw against a cyclonic blast are additionally in danger of being knocked back by the force of the wind. Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check result. Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush.
  778. If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyound the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
  779.  
  780. Starting Equipment:
  781. Basil Scented Buckskin Tunic with Yellow Accents, Earth Toned Fringed Buckskin Leggings/Skirt, Brightly Colored Feather Jewelry, Buffalo Horn Headpiece, Animal Carved Hatchets with Raven Black Heads, Orangewood Bow & Quiver w/ 20 Arrows, Hemp Pouch, Waterskin, 1 weeks Iron Rations
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