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- Class Category - Zulon Druid (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 & Weapon & Shield
- 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 & WIS
- 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
- -Difficult To Spot
- -Tracker
- Zulon Racial Skills:
- -Dirtdelve: Outside encounters, Zulon can meld into the earth at will and move twice their base speed; can move behind/through obstacles and opponents.
- Zulon Spell List
- 1st:
- Gaia's Notice [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.
- Gravel Scorn [Hail of Stone] -
- Casting Time: 1 round
- Range: Medium (100 ft. + 10 ft./level)
- Area: Cylinder (5-ft. radius, 40 ft. high)
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- You hold the jade chip before you and blow on it as you end the spell. The chip flares with a green flame and vanishes as rocks begin to fall on your pursuers.
- You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.
- 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.
- Forest's Buckler (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.
- Restorative Bounty (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.
- Leafy Bower (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:
- Gaia's Touch (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.
- Dirtdelve - Current form becomes melded into the earth and is able to burrow about freely, Target self, Duration 3 turns, movement speed is doubled, source divine, can cancel at will
- Aesling's Fervor [Earthen Grasp] -
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Animated earthen arm
- Duration: 2 rounds/level
- Saving Throw: None
- Spell Resistance: Yes
- You raise your arm above your hand, your fingers flexed like talons. Nearby, an arm made of earth but as large as a person erupts from the ground, its hand grasping at the air.
- You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes. You can cause the arm to rise only out of earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone).
- Treat the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on).
- The arm doesn't move from the square it appears in, but can make one grapple attempt per round against any creature in its square or any adjacent square. Doing so does not provoke attacks of opportunity. If the arm can target multiple creatures, you choose one. If you are unable to choose a target, the arm attacks a random creature within reach (possibly including your allies). Each round when it successfully pins a target, the hand deals lethal damage equal to 1d6 points + its Str modifier.
- The earthen arm has AC 15 and 3 hit points per caster level. If reduced to 0 or fewer hit points, it crumbles to dust.
- Lionhearted (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
- Obscuring Cloud -
- Range: 0'
- Divine 2
- Duration: 1 turn per level
- When this spell is cast, a misty vapor wafts upward from the
- ground around the spellcaster, forming a billowing cloud 1'
- high and 10' in diameter per level of the caster. The obscuring
- cloud is harmless, but blocks line of sight for most creatures.
- The caster, and any creatures able to see invisible, can see dimly
- through the obscuring cloud but all others within the cloud are
- effectively blind.
- Swift Sword -
- Range: self
- Divine 2
- Duration: 3 turns
- This spell accelerates the attacks of the caster, allowing her to
- make twice the normal attacks per round for the duration of
- the spell. Movement and spellcasting are not accelerated, nor is
- the use of magic items such as wands, which may still be used
- just once per round. Multiple speed effects don’t combine; only
- apply the most powerful or longest lasting effect.
- 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.
- Stone Bone [Fist of Stone] -
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 6 turns
- The complicated gestures of the spell end with a punch of your fist, which now has the texture and look of stone.
- You transform one of your hands into a mighty fist of living stone, gaining a +2 enhancement bonus to Strength for the purpose of attack rolls, grapple checks or breaking and crushing items.
- In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks in that round).
- Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.
- 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.
- Boulder Slinger [Giant's Wrath] -
- Casting Time: 1 swift action
- Range: Personal
- Target: One pebble/3 levels
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- With your best giant's shout you rattle some pebbles in your closed hand, completing the spell that will allow them to become boulders.
- You infuse a handful of stone pebbles with powerful transmutation magic. For the duration of the spell, you can hurl one pebble as an attack action that provokes attacks of opportunity. The instant the pebble leaves contact with your hand, its size and the force of your throw increase dramatically, as the pebble transforms into a boulder. The boulder has a range increment of 120 feet, and you must succeed on a ranged attack to strike a target with the boulder. If you hit the target, the boulder deals 2d6 points of bludgeoning damage + your Str modifier and is knocked prone. You gain an insight bonus equal to your caster level on attack rolls and damage rolls (maximum +10) with these boulders.
- If you drop a pebble or give it to another creature, the pebbles' magic dissipates harmlessly.
- 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.
- Earth’s Teeth -
- Range: 120'
- Duration: instantaneous
- When this spell is cast, several pillars of jagged rock erupt from
- the earth, impaling up to one creature per level of the caster for
- 5d6 points of damage each. All of the target creatures must be
- within a 30' diameter area of effect, and the spellcaster must
- make a successful attack throw against each target, using the
- target values for a fighter of his level. The caster may choose
- which creatures in the area of effect are targeted. The pillars
- immediately crumble to dust after damage is dealt.
- EXAMPLE: A party of adventurers is set upon by a band of
- 8 ogres. A fierce melee ensues, into which Quintus, a 6th level
- mage, casts earth’s teeth. Quintus can target 6 creatures, so he
- selects 6 of the ogres. Quintus must make a successful attack
- throw against each ogre (AC4) using the target value for a 6th
- level fighter (7+). Quintus will need an 11+ to impale each of
- the 6 ogres, and will deal 5d6 points of damage to each ogre he
- successfully impales.
- Gross Incandescence (Continual Light) - Range: 360'
- Divine 3
- Duration: special
- This spell creates a spherical region of light, as bright as full
- daylight up to a 30' radius, and with lesser intensity to a radius
- of 60'. Continual light can be cast on an object, into the air, or at
- a creature, just as with the light spell, up to a maximum range of
- 360' from the caster.
- As with light, this spell can be used to blind a creature if cast on
- its visual organs. Creatures targeted by this spell are allowed a
- save versus Death; if the save is made, the spell is cast into the air
- just behind the target creature. A penalty of -4 is applied to the
- blinded creature’s attack throws if the saving throw fails.
- The reversed spell, continual darkness, causes complete absence
- of light in the area of effect, overpowering normal light sources.
- Continual darkness may be used to blind just as continual light
- can. Any blindness ends when the spell ends.
- Continual light and continual darkness are not permanent
- effects, but are instead effects that are indefinitely sustained
- by the caster without need for concentration. A caster may
- indefinitely sustain one continual light or continual darkness
- spell per level of experience. A truly permanent light requires a
- permanency ritual.
- 4th:
- Gaia's Embrace (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.
- Brown Stone Spires [Rain of Spines] -
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Cylinder (5-ft. radius, 20 ft. high)
- Duration: Instantaneous
- Saving Throw: Reflex partial
- Spell Resistance: No
- With a shout, you call down a rain of spires upon your foes, piercing their flesh and pinning them to the floor.
- You cause a veritable storm of small, piercing metallic projectiles to rain from the air.
- This spell deals 6d6 points of damage to each creature in the area.
- In addition, each creature in the area is knocked prone and immobilized by spines pinning it to the floor.
- A successful Reflex save halves the damage and negates the secondary effect.
- A creature immobilized by spires is considered entangled and can't move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free and end the secondary effect.
- Stoneheart [Heart of Earth] -
- 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.
- Wall of Wood -
- Range: 60'
- Arcane 4
- Duration: permanent
- The caster brings a wooden wall into existence. The wall is
- normally 1" thick and can be as large as 1,200 square feet. The
- wall can be made thicker than 1" with a proportionate reduction
- in area, but cannot be made less than 1" thick. The wall is
- permanent unless otherwise destroyed or dispelled with dispel
- magic. The wall may not be evoked so that it appears where
- objects or creatures already are.
- The caster can create a wall of wood in almost any shape he
- desires. The wall created need not be vertical, but must rest upon
- a firm foundation. It can be used to bridge a chasm, for instance,
- or as a ramp, but the wall must be shaped properly, reducing the
- spell’s area by half. Likewise, the wall can be crudely shaped to
- form battlements and ramparts by reducing the area.
- 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:
- Gaia's Kiss (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.
- Wall of Stone -
- Range: 60'
- Arcane 5
- Duration: permanent
- The caster brings a stone wall into being that can be any form
- the caster desires, to a maximum of 1,000 cubic feet. This wall
- is permanent unless otherwise destroyed or dispelled with
- dispel magic. The wall may not be evoked so that it appears
- where objects or creatures already are, and it must rest on a solid
- surface.
- The caster can create a wall of stone in almost any shape he
- desires. The wall created need not be vertical, nor rest upon any
- firm foundation; however, it must merge with and be solidly
- supported by existing stone. It can be used to bridge a chasm,
- for instance, or as a ramp. For this use, if the span is more than
- 20', the wall must be arched and buttressed. This requirement
- reduces the spell’s area by half. The wall can be crudely shaped
- to allow crenellations, battlements, and so forth by likewise
- reducing the area.
- 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 blindness, muteness, feeble mindedness, 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 Mountains [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.
- Insect Plague -
- Range: 480'
- Divine 5
- Duration: 1 day
- This spell summons a vast cloud of swarming insects (usually
- locusts) consisting of 4 insect swarms (as described in the
- Monster chapter). Each swarm is 30' x 30' in size and possesses
- 4 Hit Dice. The swarms must be summoned so that each one is
- adjacent to at least one other swarm (that is, the swarms must fill
- one contiguous area). The caster may summon the swarms so
- that they share the area of other creatures. Each swarm attacks
- any creatures occupying its area, and the whole plague will
- obscure vision and automatically drive off creatures of less than
- 3 Hit Dice. The caster must concentrate for the duration of the
- spell to maintain control over the insect plague. The caster loses
- control of it if he is successfully attacked or if the insect plague
- leaves the range of the caster. While the caster has control over
- the insect plague, he can move its constituent swarms 20' per
- round. The swarms are stationary once the caster loses control
- of the insect plague.
- Transmute Rock to Mud -
- Range: 120'
- Arcane 5
- Duration: 3d6 days (permanent)
- This spell changes a volume of natural, uncut, unworked rock
- into an equal volume of mud. The volume transformed can be
- up to up to 3,000 square feet across and up to 10' deep. Magical
- stone is not affected by the spell.
- Transmute rock to mud is most commonly cast in preparation
- for a pitched battle to create fields of nearly impassable ground.
- Creatures entering the area of the mud become mired in the
- deep morass. Mired creatures are slowed to 1/10th their normal
- movement speed and suffer a -2 penalty to AC.
- If the spell is cast underground on a cave’s rock ceiling, the mud
- immediately falls to the floor and spreads out in a pool, forming
- a mire (as above). The falling mud deals 8d6 points of damage
- to creatures in the area, half damage if they make a saving throw
- versus Blast. At the Judge’s discretion, transforming a large
- volume of ceiling rock in a cave can precipitate a wider cave-in
- as the area’s structural integrity becomes compromised.
- Mud created by this spell remains such until the duration expires
- or the reverse of this spell (transmute mud to rock) restores
- the rock to its original substance. The volume transformed
- by the reversed version is identical, but the duration of the
- transmutation is permanent. When mud becomes rock, the
- shape of the area may be different, as the mud may have moved
- or shifted.
- Starting Equipment:
- Patchouli Scented Flaxseed Tunic/Top, Earth Toned Loose Hemp Trousers/Skirt, Finely Crafted Oak Wood Bangles, Axe with Crooked Wood Handle, Boss Sheild with Image Painted On It, Hemp Pouch, Waterskin, 1 Week's Iron Rations
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