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- Class Category - Verduran Plainsman (Cleric/Druid)
- Hit Dice: 1 BP [d6] [500 XP]
- Fighting: 1 BP [500 XP]
- Attack Throws: +2 per 4 Levels
- Weapon Selection: Narrow
- Armor Selection: Narrow [+2 CusP]
- Fighting
- Styles: Two-Handed Melee & Two Weapons
- Damage Bonus: None
- Cleaves: 1 per 2 Levels
- Weapon Choices: Axes/Maces/Spears; Daggers/Bows/Staffs
- 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: 3
- CusP:
- -Friend Of Bird And Beast
- -Endurance
- -Accuracy
- Verduran Racial Skills:
- -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.
- Verduran Spell List
- 1st:
- Jaju's Call [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.
- Sky Arrow [Thunderstroke] -
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One creature or object
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- You call down a bolt of electricity, which unerringly strikes the target and deals 1d6 points of electricity damage per caster level (maximum 5d6).
- A small rumble of thunder accompanies the bolt, which is as loud as a battle (Listen DC -10 to hear it).
- Chimera Bite [Shocking Grasp] -
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature or object touched
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).
- 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).
- Wild Sense (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.
- Storm's Shield (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.
- Harvest Rains (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.
- Wind Chime (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.
- Pocket Sunshine (Light) -
- Range: 120'
- Divine 1, Arcane 1
- Duration: 6 turns plus
- 1 turn per level
- This spell creates a light equal to torchlight which illuminates
- a 30' radius area (and provides dim light for an additional 20')
- around the target location or object. The effect is immobile if
- cast into an area, but it can be cast on a movable object. Light
- taken into an area of magical darkness does not function.
- Reversed, light becomes darkness, creating an area of darkness
- just as described above. This darkness blocks out infravision and
- negates mundane light sources.
- A light spell may be cast to counter and dispel the darkness
- spell of an equal or lower level caster (and vice versa). Doing
- so causes both spells to instantly cease, restoring the existing
- ambient light level.
- Either version of this spell may be used to blind an opponent
- by means of casting it on the target’s ocular organs. The target
- is allowed a saving throw versus Spells to avoid the effect, and if
- the save is made, the spell does not take effect at all. A light or
- darkness spell cast to blind does not have the given area of effect
- (that is, no light or darkness is shed around the victim).
- 2nd:
- Jaju's Shout (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.
- 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
- Sword of Eru [Lightning Blade] -
- Casting Time: 1 standard action
- Effect: Swordlike blade; see text
- Target: Willing creature touched; see text
- Duration: 1 minute or until discharged
- Saving Throw: None
- Spell Resistance: Yes
- When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the willing creature you touch.
- 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.
- 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.
- During the spell's duration, the blade can deal up to 1d6 points of electricity damage per caster level (maximum 10d6).
- 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.
- On a successful attack, the blade deals the specified damage to the target.
- If the attack misses, the damage is lost.
- The wielder's Strength modifier does not apply to any damage done with a lightning blade.
- The spell does not function underwater.
- Griffinhearted (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.
- Whisperer (Charm Animal) -
- Range: 60'
- Divine 2
- Duration: special
- This spell allows the caster to charm an animal (including
- normal and giant animals but excluding humans, demi-
- humans, humanoids, and fantastic creatures) in much the same
- fashion as charm person. Unintelligent animals receive no
- saving throw when the spell is cast, but intelligent animals such
- as great apes or whales are allowed a save versus Spells to resist.
- Once in effect, the charm lasts until removed by a dispel magic
- Electric Fog [Lightning 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: 1 round/level
- Saving Throw: Reflex half
- Spell Resistance: No
- You conjure a smoky cloud that fills the area with small electrical discharges.
- The smoke obscures all sight as a fog cloud does.
- 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.
- As with a fog cloud spell, wind disperses the smoke, and the spell can't be cast underwater.
- 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.
- Warp Wood -
- Range: 240'
- Divine 2
- Duration: permanent
- By means of this spell, the caster can warp and bend wooden
- weapons, wands, and staffs. The spell will affect one arrow or
- bolt for each level of the caster. A spear, javelin, or wand counts
- as 2 arrows, while a club, bow, or staff counts as four. The spell
- has no effect on wooden items other than weapons, wands,
- and staffs. If a magical wooden item is targeted by this spell,
- the wielder may make a saving throw versus Spells to avoid the
- effect. The saving throw is +1 for each charge or point of magical
- bonus the item possesses.
- 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.
- Storm's Recompense [Electric Vengence] -
- Casting Time: 1 immediate action
- Range: 5 ft.
- Target: One creature
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- As the creature strikes you, an arc of lightning springs from your body and blasts the creature in return.
- You can cast this spell only when another creature has just dealt hit point damage to you with a melee attack.
- 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).
- 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.
- Strike of Ov [Scintillating Sphere] -
- Casting Time: 1 standard action
- Range: Long (400 ft. + 40 ft./level)
- Area: 20-ft.-radius burst
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- 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.
- 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.
- 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.
- Spark Whip [Mystic Lash] -
- Casting Time: 1 standard action
- Range: 15 ft.
- Effect: Electric whip
- Duration: 1 round/level
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- You create a long whip of ghostly red energy that emanates from your hand and never harms you.
- You can wield this weapon as if it were an actual whip and you were proficient with it.
- You must succeed on a ranged touch attack with the mystic lash to strike a target.
- 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.
- You gain a bonus on damage rolls equal to your Charisma modifier, but your Strength modifier does not apply, since the lash is immaterial.
- If you release the lash from your hand after it hits a target, it continues to attack that target automatically, leaving your hand free.
- If the lash's target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.
- 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.
- 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.
- It cannot make such attacks on its own.
- Sky Spear [Call Lightning] -
- Casting Time: 1 round
- Range: Medium (100 ft. + 10 ft./level)
- Effect: One or more 30-ft.-long vertical lines of lightning
- Duration: 1 min./level
- Saving Throw: Reflex half
- Spell Resistance: Yes
- 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.
- 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).
- Any creature in the target square or in the path of the bolt is affected.
- You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed.
- However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt.
- You may call a total number of bolts equal to your caster level (maximum 10 bolts).
- 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)—
- each bolt deals 3d10 points of electricity damage instead of 3d6.
- This spell functions indoors or underground but not underwater.
- 4th:
- Jaju's Roar (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.
- Roaving Thunder [Orb of Lightning] -
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: One orb of acid
- Duration: Instantaneous
- Saving Throw: Fortitude partial; see text
- Spell Resistance: No
- 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.
- 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.
- Galeheart [Heart of Stone] -
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D) or until expended
- You feel your flesh strengthen with the power of stone.
- This spell converts part of your body into elemental earth, which toughens you considerably.
- You gain a +4 bonus on checks to resist a bull rush, overrun, or trip attack.
- You also gain temporary hit points equal to twice your caster level (up to 30 hp).
- 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.
- Stormcloak [Eye of the Hurricane]-
- Casting Time: 1 standard action
- Range: 40-ft. radius emanation centered on your, with 10-ft.-radius quiet area centered on you
- Duration: 1 round/level
- Saving Throw: Fortitude negates; see text
- Spell Resistance: Yes
- 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.
- With this spell, you create a swirling miniature storm that provides a measure of protection, but leaves you and those near you unaffected.
- 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.
- 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.
- 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.
- 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.
- Huge creatures must succeed on a Fortitude save or be checked. Flying creatures are instead blown back 1d6×5 feet.
- Gargantuan and Colossal creatures can move through the spell's area without adverse consequences.
- 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.
- 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).
- 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:
- Jaju's Bellow (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.
- Sky Arbalest [Call Lightning Storm] -
- Range: Long (400 ft. + 40 ft./level)
- 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.
- 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.
- Gaia's Fury [Move Earth] -
- Range: 240'
- Arcane 6 Duration: 6 turns
- With this spell, the caster can move large volumes of soil, even
- to the point of altering the surface features of areas within range.
- Earth in the area can be moved at 60' per turn, according to
- the spellcaster’s desires. The spell’s range will extend downwards
- through the earth until it reaches the limit (240') or solid rock.
- Move earth cannot affect stone, only soil.
- Wisdom Of The Skies [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.
- Jaju's Fury [Flaywind Burst] -
- Casting Time: 1 round
- Range: 60 ft.
- Area: Cone-shaped burst
- Duration: Instantaneous
- Saving Throw: See text
- Spell Resistance: No
- This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh.
- 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.
- A successful Reflex save halves this damage.
- A creature within the area of flaywind burst must make a Fortitude save or experience the effects of the wind's force.
- A Small or smaller creature is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet.
- If flying, a Small or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage.
- Medium creatures are knocked prone, or if flying are blown back 1d6×10 feet.
- Large or Huge creatures are unable to move forward against the force of the blast, or if flying are blown back 1d6×5 feet.
- Gargantuan or larger creatures can move normally within a flaywind burst.
- Flaywind burst can't move a creature beyond its range.
- 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.
- Zephyr Blow [Cyclonic Blast] -
- Casting Time: 1 standard action
- Range: 120 ft.
- Area: 120-ft. line
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- 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.
- 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.
- 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.
- 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.
- Starting Equipment:
- 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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