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Sunday, February 24, 2013

D&D MINE- Spell Descriptions


Spell Casting:

Spell Casters (Magic Users and Clerics) use this chart to determine how many spells they KNOW and how may spells they may CAST

Character Level                           Spells Known/ Spells Cast
         1st                                (2)  1st level/(3) 1st
         2nd                               (3)  1st level/ (4) 1st
         3rd                               (3) 1st & (1)  2nd / (4)  1st  & (3) 2nd
         4th                                (4)  1st & (2)  2nd/ (6)  1st &  (4)  2nd
         5th     (4) 1st &  (2)  2nd & (1) 3rd/ (6) 1st & (5) 2nd & (3)  3rd
         6th     (5) 1st &  (3) 2nd & (2) 3rd/  (6) 1st & (6) 2nd & (4) 3rd
                          
Magic Users may add their INT bonus to number of Spells Cast.
Clerics may add their WIS bonus to number of Spells Cast.

A magic user may memorize any spell he does not KNOW from his spell book (at one turn per level) and cast that spell in place of 2 spell slots.
A cleric may meditate for any spell he does not KNOW from his spell list (at 1 turn per level) and cast that spell in place of 2 slots

So if a 1st level magic user KNOWS magic missile and Sleep, he can cast them in any combination a total of 3 times plus his INT modifier.  If he finds he needs the spell Light, he may memorize the spell out of his spell book for 1 turn and then cast the spell at a cost of two spell slots if he still had them available to him.

Spell Recovery:
Magic Users may recover lost spell capability once per day after 8 Hr rest. They must then study from their spell books at this time. A magic user must study from his spell book at least 1 hour per day per level of the magic user as a means of learning new spells at higher levels. All spell casters have a spellbook they gain from their master which contains an assortment of 1-3 level spells. Spells of higher level are gained through finding, trading with other magic users, magic schools, etc.

Clerics may recover lost spell capability once per day after 8 Hr rest. Clerics must meditate/perform ceremony for at least one hour per day per level of the cleric to attune himself with the forces of his Alignment  (and/or deity).

Spell Disruption:
If a caster is injured, grappled, thrown, etc. during the same time as casting a spell, he must make a Mind save or have the spell disrupted.

Magic User Spells
0 Level
         Cantrip
1st Level
1.   Shocking Grasp                                    11. Floating Disk
2.   Sleep                                             12. Enlarge/Shrink
3.   Light                                                      13. Hold/Open Portal
4.   Burning Hands                            14. Blur
5.   Magic Missile                               15. Charm Person
6.   Color Spray                                  16. Feather Fall
7.   Obscuring Mist                            17. Rope Trick
8.   Summon Animal                          18. Faerie Fire
9.   Magic Mirror                               19. Enchantment I
10. Shield                                          20. Familiar

2nd Level
1.   Cause Fear                                   11. Darkness
2.   Armor                                           12. Summon Monster
3.   ESP                                                13. Enchantment II
4.   Wizard Knock/ Lock                   14. Invisibility  
5.   Levitate                                        15. Shatter/Mend
6.   Choking Mist                                16. Gust of Wind
7.   Mirror Images                             17. Spider Climb
8.   Phantasmal Force                       18. Magic Mouth
9.   Web                                              19. Flaming Sphere
10. Strength/Weaken                      20. Staff

3rd Level Spell                           
1.   Clairience                                     11. Wizard Eye
2.   Fly                                                 12. Blink
3.   Dispel Magic                                13. Gaseous Form
4.   Haste/ Slow                                 14. Enchantment III
5.   Hold Person                                 15. Deep Slumber
6.   Lightning Bolt                              16. Summon Outsider
7.   Continual Light                            17. Charm Monster
8.   Invisibility 10’                              18.  Stinking Cloud            
9.   Fireball                                         19. Tongues/Babble
10. Darkvision/Blinding                 20. Robe

Armor (Duration: 1 hour/level) creates a magical armor that gives caster +4 AC. Will not work with regular armor and shields. The armor has no weight.

Cantrip (Duration: 1 round/level or special) any non aggressive spell like ability the caster can perform such as dancing lights, lighting unlit torches or lanterns, summon a magical hand to lift light objects, make light noises, make subtle illusions, etc.

Cause Fear (Range: 30’, Duration: 1 round/level, Save P) this spell will cause 1 creature with >5HD to flee in fear from the caster. If unable to flee, they will cower unable to attack but able to defend itself.

Clairiance (Range: 60’, Duration: 1 turn/level) this spell allows the caster to hear through the eyes and hear through the ears of any creature within the range of the spell. This spell is blocked by more than 2’ of stone.

Blink ( Range: 60’r, Duration: 1 round/level) this spell allows caster to blink about to any open space he can see within 60’radius as a half movement action. Opponents attacking the caster while he is Blinking, miss him on a 3 in 6 chance.

Blur (Duration: 2 turns) caster becomes blurry and therefore opponents are at -2 to hit and caster may be difficult to detect in some situations)

Burning Hands –(Save: P half) create a fan of flame 10’ wide by 5’ deep, that causes 1d6/level damage plus catches flammable objects on fire)

Charm Person (Range:120’, Duration: special, Save: M) Cast upon a living humanoid creature of up to 4HD, the spell renders the person under the casters control and will consider the caster a close friend. The caster must speak the persons language in order to give it orders. It will do anything asked of it, although any order against its nature (alignment and habits) may be resisted and an order to kill itself will be refused. Caster may control 1 Charmed Person at a time per level.  Charmed creatures get a Save to resist the initial Charm, and then additional saves based upon its INT (13-18: once per day, 9-12: once per week, 3-8: once per month).

Charm Monster ( Range: 12’, Duration: Special, Save: M) this spell works like Charm Person accept that it affects both animals and living creatures.

Color Spray (Range: 15’cone, Save M) this spell creates a clashing cone of colors and/or lights that will have the following effects on opponents: >2 HD -knocked unconscious for 2D4 rounds, 3-4 HD- blinded for 1D6 rounds and stunned 1D4 rounds, <5 HD- stunned for 1 round. Sightless creatures, oozes, undead and some other monsters are unaffected.

Continual Light (Range 240’) this spell functions like Light  and is permanent until dispelled or countered with a Darkness spell. Items with Continual Light must always remain within range of caster or they revert to Light.

Choking Mist (Range: 240’, Duration: 1 turn) as per Obscuring Mist accept that those within the mist are choked for 1-4 damage per round until unconscious.

Darkness (Range: 120’, Duration: 1 turn/level, Save P) This spell creates an area of darkness 15’ radius. It can be cast upon an area or on an touched object. Those within who rely on sight are blinded . Only a Light spell of greater level than the Darkness spell can overpower/dispel it. Attacking creatures  in Darkness requires a perception check (WIS) and a -4 penalty to hit. 

Darkvision/Blinding (Range: 60’, Duration: 1 turn/level, Save P) this spell allows the caster to see in darkness up to 60’ and  furthermore allows caster to see in magical darkness up to 30’. The opposite of this spell, Blindness, will render a person or creature blind for duration of the spell if they fail their save). Attacking creatures while Blind requires a perception check (WIS) and a -4 penalty to hit.   

Deep Slumber (Range: 30’, Duration 6 turns, Save M) this spell functions like Sleep  accept that it affects 5D4 hit dice of creatures up to 8 HD.

Dispel Magic (Range 120’) this spell will remove spell effects anywhere within a 20’x 20’ area. It will not affect magical items but will remove any spell  in effect of equal or lower level than the caster.

Enchantment (Duration: 1 turn/level) makes a weapon touched magical but does not confer any bonuses but is effective against creatures only hit by magical weapons.  Can also be cast upon an item to give off magical emanations.

Enchantment II (Duration: 1 turn/level) makes a weapon touched magical and gives it  +1/+1. Can also be cast upon an item to give off magical emanation.

Enchantment III (Duration: 1 turn/level) as per Enchantment II, but the spell imbues the weapon with one energy type ( fire, cold, electricity) which will do an additional 1d6 damage and may be more effective against some creatures.

Enlarge/Shrink (Range:60’, Duration: 1 turn/level, Save: P) this spell causes one small or medium humanoid creature to enlarge or shrink to the next size category. The subject of the Enlarge gains  +2 to melee damage and Str rolls but suffers a -2 to Dex modifiers and initiate rolls. The subject of a Shrink gains -2 to melee damage and Str rolls but gain a +2 to Dex rolls.

ESP (Range: 60’r, Duration: 1 min/level, Save M) allows caster to hear surface thoughts of anyone he concentrates upon for 1 round. Certain creatures minds may be too alien or dangerous for the caster to listen to. 

Faerie Fire (Duration: 1 turn, Range: 60’) this spell causes all enemies within its range to shed a soft glow. This glow negates the effects of blur, invisibility or any other form of concealment.

Familiar -this spell calls to the caster a special familiar which will serve him within its capability and nature. The familiar is bound to the caster and only one can exist at a time. The caster can communicate with the familiar. If the familiar is killed, the casters Con and Int are reduced to 3 and must rest fully to recover before he may re summon the same or different familiar. Options for familiar are: small fox, small snake, toad, rat, mouse, cat, lizard, owl or other small bird, weasel, or a “demonic” imp. Familiars are considered Outsiders.

Feather Fall (Duration: 1 round/special) once cast, the spell remains in effect until the caster moves over a pit opening, cliff, etc  in which he floats to the ground safely.

Fireball ( Range: 240’, Save P ½)  caster lobs a ball of fire which strikes target area and explodes for 1d6 damage/level to all within 20’ radius. Flammable items will catch on fire as well.

Flaming Sphere (Range: 120’, Duration: 1 round/level, Save P) caster calls into being a 5’ ball of fire which he can roll along ground  at 6MV into enemy spaces causing 2d6 damage per strike, Save for half damage. Flammable object catch fire.

Fly (Duration: 1 turn/level) this spell allows the caster to fly at 12MV and can stop in mid air if desired. Caster cannot carry more than his STR ENC max.

Floating Disk- (Duration: 1 hour/level) this spell creates an invisible magical platform about the size of a large shield that can carry up to 500 lbs of  weight. The disk floats within 5 ft of the caster at waist height for the duration of the spell.

Gaseous Form ( Duration: 2 rounds/level) the caster becomes a misty gaseous form and may move through tiny spaces. Caster can move in this form at 3MV and is impervious to weapons and most spells. A strong gust of wind will blow the  Gaseous form about uncontrollably and may do damage or double damage depending on the force of the wind.

Gust of wind (Duration: 1 round/level, Save P) the caster calls fourth from his outstretched hand a powerful gust of wind in a 30’ wide 60 long cone. This wind will extinguish flames, knock down small objects/creatures and push back medium objects objects and creature/creatures  that fail their Save.

Hold Person (Range: 120’, Duration: 1 round/level, Save P) the subject (who must be humanoid) of this spell becomes paralyzed and freezes in place. Can see and hear normally but cannot speak. The spell may affect a group of 1-6 persons up to 4 HD, but each Saves at +3.

Hold Portal/Open (Duration: 2-12 rounds, Range: 30’) this spell causes a normal gate, door or lock to shut and lock for its duration or  to unlock/open. Magically held portals/locks are unaffected by this spell.

Haste/Slow (Range: 30’, Duration: 1 round/level, Save P) this spell allows all allies within 30’ of casting, to speed up. This doubles their MV and they double their melee/ranged attacks. The opposite casting of this spell, Slow, will slow down enemies who fail their save halving their MV and only get to attack every other round.

Invisibility (Range: touch, Duration: 1 turn/level) a man sized recipient of this spell will be rendered unseen to normal eyes. Their worn items also go invisible, but light still shines from its source. Any threatening action taken by the invisible target end the spell ( attack, cast spell, etc.). Attacking invisible creatures requires a perception check (WIS) and a -4 penalty to hit. 

Invisibility 10’ ( Range: 10’ r, Duration: 1 turn/level) this spell functions like Invisibility save it affects all within 10 radius of the caster. Invisible subjects of the spell must stay within a 10’radius of the caster or become visible.

Levitate (Duration: 1 turn/level) this spell allows the caster to float slowly (MV4) upward or downward as directed. The aster may not be encumbered beyond his STR. This spell may also be cast upon one object of not more than 50lbs/level).

Light (Duration: 6 turns +1 turn/ level, Range: 120’ )
creates a circle of light 30’ in diameter that may be cast on an touched object or in an area). Light brought into a Magical Darkness will extinguish if not of a greater caster level.

Lightning Bolt (Range 60’, Save P1/2)  a bolt of lighting 5’ wide by 60’ long flies from the casters hand and strikes any in its path who fail their save. The bolt does 1d6 damage per caster level if the Save fails, half if Save was successful. If the bolt hits a wall before reaching hits range, it will rebound and back toward caster.

Magic Mouth (Range:30’, Duration: permanent until discharged) cast upon a surface or inanimate object, this spell will cause a magic mouth to appear and deliver a short message as set by the caster when certain condition is met ( touch door, open chest, grab item).

Magic Mirror (Duration: 1 turn/level) this spell creates a 3’ magical mirror that will float in front of the caster. The caster may position the mirror to look around corners, behind him or use it in other creative ways. The mirror may be used to reflect gaze attacks (as per normal attack).

Magic Missile (Range 150’, Duration 1 turn): with this spell  a magic user causes a magic dart ( or whatever the spell caster desires it to look like) to fly out of his hands and strike unerringly at a visible target. The missile causes 1d4+1 damage. For every 3 levels, the magic user gains an additional  missiles per use. This spell lasts 1 turn so the magic user may cast magic missile each round until the spells duration. Casting other spells disrupts this spells duration

Magic Mirror (Duration: 1 turn/level) this spell creates a 3’ magical mirror that will float in front of the caster. The caster may position the mirror to look around corners, behind him or use it in other creative ways. The mirror may be used to reflect gaze attacks (as per normal attack).


Mirror Images (Duration: 1 turn /level) creates multiple images of the caster that confuse opponents. Each attack has only a 1 in 4 chance of hitting the caster.

Obscuring Mist- ( Range: 240, Duration: 1 turn) summon a mist in a 10’/ level radius that obscures vision giving -4 to hit.

Phantasmal Force (Range; 240’, Save: M) the caster creates an illusion within a 20’x20’ area. The illusion can be a setting, terrain, creature or creatures, or an object. If the illusion is not well known to the caster, the observer gets a Save. If the caster does not have the illusion attack, it disappears when touched. If it attacks, it has an AC of 10 and disappears when touched. If the illusion makes an attack, and the observer fails his Save, and will take the damage equal to the effect of the illusion ( DMs choice). The spell never inflicts real damage, as those that are “killed” by the illusion will pass out ( or act paralyzed if turned to stone, etc). The caster must concentrate on the spell the entire time and can make no other actions.

Robe –the caster is able to summon into being a magical robe of his design. This robe will confur to the magic user the same armor class as plate male (16). Furthermore, the robes contain multiple pockets that may hold up to 10 ENC of small items and one large pocket which may hold his spell book. The Robe is tied to the caster and should it be destroyed, the casters Con and Int are reduced to 3 and must rest fully to recover before he may re summon a his robe.

Rope Trick (Duration: 1turn/level) make a piece of rope extend up to 100’, tie itself upon objects, self knot to create hand holds, etc. Cutting or damaging rope ends spell)

Shatter/Mend (Range 30’, Save: P) this spell allows the caster to shatter (or fall apart) any item up to 1 lb/level. If used against an enemy (weapon, holy symbol, etc), the item receives the enemies Save. The opposite of this spell mends broken/destroyed items back to whole again. . Magical items are unaffected by this spell.

Shield (Duration: 2 turns) This spell creates a magical shield that will guard the caster. It increases the casters AC to 14 and 17 vs missile weapons.  Shield blocks Magic Missile spell attacks.

Shocking Grasp (Duration: 1 turn or until discharged). This spell electrifies the casters hand (or weapon in hand). On a successful hit, the spell delivers a electrical shock for 1d6 damage per level and if the opponent is wearing metal armor the caster gets +3 to hit).

Sleep (Range 240’ Duration 6 turns, Save M) : cause 2d8 creatures worth up to 4 HD to fall asleep. Creatures must not be threatened or will get a saving throw. Sleep is ineffective against undead, slimes, elementals and some other creatures.

Spider Climb (Duration: 1 turn/level) the recipient of this spell can walk upon walls and ceilings like a spider. The subject must use hands and feet to climb in this manner. Subject cannot carry more than his max STR ENC allowance.

Staff – this spell allows the caster to call into being a special magical staff of his own design. This staff will be +1 to hit and damage, and allow the caster to store 1 spell which the caster has to cast into it. The head of the staff may also be commanded to glow/aflame to shed light 30’r up to 10 hours/day. The caster is the only one who may benefit from its abilities and the caster always knows where to find his staff should it be lost or stolen. If the Staff is destroyed, the casters Con and Int are reduced to 3 and must rest fully to recover before he may re summon the Staff.

Strength/Weaken (Duration: 1 turn/level, Save P) creature touched is imbued with 18 STR and gets +3/+3 OR  weaken creature touched for 3 STR and gets -3/-3 if save fails.

Summon Animal (Duration: 1 round/level, Range 60’) caster summons normal animals whos HD are equal to or less than casters HD. Caster has no control over what appears (see DM summon animal list) but may request mode of movement ( fly, craw, swim, etc). Animals will act upon casters simple commands (fight, track, go there, etc) but will not act outside their nature. Animals disappear if killed or spell ends. This spell takes 1 full round  to cast.

Summon Monster (Range: 120’, Duration: 1 round/level) summon monster(s) equal to spell casters level in HD. Caster has no control over what appears (see DM summon monster list) but may request mode of movement ( fly, craw, swim, etc). The monster will serve the caster to the best of its ability and nature until killed, retired or the spell ends. This spell takes 1 full round to cast.

Summon Outsider ( Range: 120’, Duration: 1 turn/level) this spell functions like Summon Monster though it will only summon  Outsiders but the exact type of Outsider  type (demon, avatar, spirit, elemental, etc) may be requested. This spell takes 1 turn to perform and requires the caster to draw a magical circle and symbols upon the surface to summon the Outsider.

Tongues/Babble  (Range: touch, Duration: 1 turn/level, Save M) this spell allows the caster to speak or understand any language of any creature he engages with. This spell also allows the caster to speak with and understand normal animals. The opposite of this spell, Babble, when cast upon an enemy will render their speech meaningless if they fail a save (making spell casting impossible). 

Wizard Eye ( Range: 240’ , Duration: 1 turn/level) this spell creates an invisible eye that the caster can see through. It has darkvision 60’ and a MV of 12. The caster can move the eye around rooms and  it can pass through normal doors. The caster must concentrate the entire time or the spell ends.

Web (Range 30’, Duration: 1 turn/level, Save P) creates a mass of sticky webs in a 10’x10’ area that will hold fast any creature up to medium size if they fail their Save. It takes a round to try and break free from the webs which require a STR check at -5. The flames may be burned away in 2 rounds, but such flaming webs will do 1d6 damage to anyone caught up within them.







Cleric Spells
1st Level
1.   Cure Light Wounds                     7. Resist Elements
2.   Detect Magic                                8. Bless/Bane
3.   Detect Evil/Good                         9. Command
4.   Read Magic                                  10. Sanctuary
5.   Protection From Evil         /Good       11.  Shield of Faith
6.   Remove /Cause Fear                           12. Resistance

2nd Level
1.   Silence 15’r                                  7. Restoration/Enervation
2.   Hold Person                                 8. Remove Condition
3.   Enthrall                                        9. Cure Moderate Wounds
4.   Aid                                                10. Reveal Danger
5.   Truthtell                                       11. Augury
6.   Weapon of Faith                         12. Consecrate/Desecrate

3rd Level
1.   Animate/Destroy Dead              7. Tongues, Greater
2.   Create Food& Water                           8. Glyph of Warding
3.   Remove Magical Condition        9. Protection from Good/
                                                           Evil  10’radius
4.   Cure Serious Wounds                10. Commune
5.   Resistance, Greater                     11. Alignment Protection,                                                                   Greater
6.   Locate/Obscure Object               12. Restoration, Greater


Alignment Protection, Greater (Range: 30r, Duration: 1 turn/level) this spell functions like the Clerics Alignment Protection ability accept it extends to all within 30’radius of caster. It protects against any creatures not of the casters alignment.

Aid (Duration: 1 turn) the recipient of this spell touched by the Cleric receives a +1 to hit and Fear effects and also gains 2 HD temporary Hit Points.
 
Animate/Destroy Dead ( Range 30’, Duration: permanent) this spell allows the caster to turn the bones or bodies of dead creatures into undead skeletons or zombies. The caster may raise and control undead up to his level in HD. They remain animated and under the casters control until destroyed. Destroy UnDead instantly destroys any skeletons/zombies within the casters range.

Augury (Duration: 1 turn/special) this spell allows the caster a glimpse into the possible future to determine if a particular action will bring weal or woe to the caster. Furthermore, it will give the caster a +3 against the next action (attack, save, etc) against the situation the Augury directed toward.



Bless/Bane (Range: 30’r, Duration: 1 turn, Save M) this spell grants all allies within range a +1 on attacks and Save vs Fear effects. It can also be used as a ritual ( taking 1 turn) to bring good fortune upon one person, place or item for 1 day/level. The opposite, Bane. Causes all enemies within range -1 on attacks  or can be used as a ritual ( taking 1 turn) to pass misfortune upon one person, place or item for 1 day/level.

Consecrate/ Desecrate (Range: 30’r, Duration: 2 hours/level /Special) this spell blesses the area with energy equal the casters Alignment  and giving the caster a +2 on all Ability checks, Wisdom Saves and Turn Undead checks made within the area. If the area Consecrated contains an alter, shrine or other permanent fixture dedicated to the Clerics faith, deity or Alignment, this modifier is doubled and duration is permanent until destroyed in some manner.  Desecrate, destroys a Consecrated area, giving -2/-4 respectfully to any Cleric making Ability checks, Wisdom Saves or Turn Undead checks with in the area.  Some powerful areas may not be affected by this spell.

Command (Range: 30’, Duration: 1 round, Save M) the caster may command those that understand him to respond to one single command ( sit, drop, faint, flee, halt, etc). If ordered to “die” the  subject of the spell will feign death.

Commune (Duration: 1 turn) this spell allows the Cleric to enter a trance for 1 turn and gain insight into a fairly distinct subject of inquiry. It can be about a person, place, thing or creature. The cleric will not gain all knowledge about the topic but might gain insight into its nature (how to kill a particular monster for example). The caster may also use this spell to gain some insight into the future or some future event. Such insight will always be somewhat vague and cryptic. Generally the caster can only divine into the future a few days or more at most.

Create Food and Water (Range 30’) this spell creates enough food/water for 3 people or 1 horse per each level of caster. The food/water provides enough nourishment for one day.  The food will appear in a form most acceptable to those eating it.

Cure Light Wounds (Range; touch) cure 2 HD of damage for same alignment, 1 HD for adjacent alignment, ½ HD for opposite alignment. Cause Light  Wounds causes 2 HD damage for opposite alignment, 1 HD for adjacent alignment, and ½ HD for same alignment

Cure Moderate Wounds (Range: touch) - cures 3 HD of damage for same alignment, 2 HD for adjacent alignment, and 1 HD for opposite. Cause Moderate Wounds causes 3 HD damage for opposite alignment, 2 HD damage for adjacent, and 1 HD of damage for same alignment.

Cure Serious Wounds (Range: touch) - cures 4 HD damage for same alignment, 3 HD for adjacent alignment and 2 HD for opposite. Cause Serious Wounds causes 4 HD damage to opposite alignment, 3 HD to adjacent and 2 HD to same alignment.

Detect Evil/Good (Range: 60’, Duration: 1 turn) detect the presence of Pure Good (unicorn) or Pure Evil (demon) beings, creatures, areas or items. The spell may reveal the relative power of  Good/Evil.


Detect Magic (Range: 60’, Duration: 1 turn) caster may detect the presence of magic within 60’. He may focus his attention upon a person, place or thing. The spell may reveal the relative power of the magic.

Enthrall (Range: 60’, Duration: 1 hour or less, Save M) this spell is similar to the Clerics Convert ability accept that it can be cast upon a group of humanoids whom are otherwise hostile. For as long as the Cleric concentrates on the spell (giving a strong speech or sermon) the creatures are held spellbound if they fail their Save.  The Cleric doesn’t not necessarily have to speak the creatures language to Enthrall it and once Enthralled is subject to the Clerics Convert ability. Beings of Pure Evil/Good cannot be Enthralled.

Glyph of Warding ( Range 30’r, Duration: 1 hour/level, Save M) this spell functions like Sanctuary  accept that it affects all those within its range. The Glyph is drawn upon the ground or surface and will ward enemies from entering unless they are threatened, provoked or attacked. Creatures of HD greater than the caster get a Save or are unaffected this spell.

Hold Person – this spell functions like the Magic users Spell.

Locate/Obscure Object (Range: 100’+ double per caster level. Duration: special) this spell allows the caster to focus upon an object and thereby be guided to it as long as he concentrates. If the Object is well known, the caster only need to focus for one round before being guided to its location. If the object is not well know but the cleric has an understanding of what it is or looks like it will take a minute to find the object. If the object is not known to the caster, it will take a hour of focusing on the object before he can find it. Items hidden by magical means or on other planes of existence are not revealed. The opposite of this spell, Obscure Object, allows one item touched to become obscure and therefore unable to detect by normal means ( sight, touch, etc.) and some magical means. An obscured object will remain obscured for 1 hour/level.


Orisons- any non aggressive spell like ability the Cleric may perform such as purify food and drink, detect poison, stabilize a dying character with a touch, alight torches or lanterns, etc.

Protection from Good/Evil (Duration: 1 minute/level) this spell gives the caster a +2 AC and +2 on Saves against Pure Good/Evil creatures. The spell also prevents Pure Good/Evil Outsiders from touching the caster. Furthermore the caster is protected against possession from Spirits.

Protection from Good/Evil 10’r ( Duration 1 turn/level) this spell functions  like Protection from Good/Evil but the spell includes all allies within 10’ radius of the caster. As long as allies stay within 10’ radius of the caster, they benefit from the effects of this spell.

Read Magic (Duration: 1 turn) caster may read magic writing on scrolls or other surfaces and determine the magical spell or effect.

Remove/Cause Fear (Range: 60’, Duration: 1D6 turns) this spell grants a +4 Save vs fear effects upon its recipient. If cast upon someone under Fear affects, it will remove the effect of the Fear for the duration of the spell. The opposite spell, Cause Fear, will cause one creature to become frightened and flee from the caster in any possible manner for the duration of the spell.

Remove Condition (Range: touch) this spell removes one natural condition from the creature touched (poison, paralysis, disease, blindness, deafness, etc.). The caster must be of a level equal or higher than the effect that caused the condition (a poison or disease from a 5th level creature requires the caster be 5th level to remove).

Remove Magical Condition ( Range: touch)  this spell functions like Remove Condition accept that it affects spell and spell like conditions ( Enervation, Weaken, Slow, magical blindness, Curses, etc). The caster must be of a level equal or higher than the spell that caused the condition (a Weaken spell a 5th level caster requires the caster be 5th level to remove).

Resistance ( Range: 30’r/Touch, Duration: 1 turn) this spell will give all allies within range a +1 save vs a particular effect ( poison, magical cold/heat, disease, etc) or one person to gain a +3 against named effect. If cast upon an ally already under effects of a condition, it will allow them a second Save to remove the condition.

Resistance, Greater ( Range: 30’r, Duration: 1 turn) this spell functions like Resistance, accept it gives allies a +3/+5 modifier against the stated effect. Furthermore it reduces damage by the effect by ¼ for all allies or ½ to one ally. Spells or effects that allow Save for half damage cause no damage instead.

Resist Elements ( Range: 30’, Duration: 1 hour/level) the caster and all allies within range are able to resist the effects of natural harsh elements (rain, cold, snow, heat, etc).

Restoration/Enervation ( Range: touch, Save P) this spell will restore 1d6 Ability Points and remove the effects of fatigue or exhaustion. The opposite spell, Enervation, will remove 1d6 Ability Points and cause the same amount of fatigue damage ( non lethal damage).

Restoration, Greater (Range, touch) this spell revives back to life any normal creature that has died within 10 mins/caster level. The creature will be revived but stabilized at negatives and unconscious.

Reveal Danger (Range: 60’, Duration: 1 turn/level) this spell will reveal the presence of anything of danger to the caster within the area. As the caster concentrates, he may gain knowledge into the type of danger ( ambush, monster, trap, etc) but not necessarily the specifics of the danger.

Sanctuary (Range: touch, Duration: 1 turn/level) this spell causes creatures to ignore the recipient of this spell unless the recipient does something to draw attention to itself ( attack,  obvious aggressive action, etc), in which case the spell will end.

Silence 15’r ( Range : 120’, Duration: 1 turn, Save: P) This spell creates 30’ diameter sphere of silence wherever it is cast. If cast upon a target creature, that creature gets a Save. If the save fails, the silence moves with them, if successful, the spell misses the target and stays stationary in the targets location. 

Shield of Faith ( Range: touch, Duration: 1 turn) this spell grants its recipient with an additional +4 AC  against creatues of opposite alignment, +3AC against creatures of adjacent alignment, and +2AC against creatures of same alignment. Spell will not work in conjunction with other protection spells ( Armor, Shield) but will work with magical armor or magical items of protection.

Spiritual Weapon (Range: 120’, Duration: 1 turn/level) the Cleric calls into being a spiritual weapon of the casters choice. The weapon will move and strike whomever the Cleric directs it to. It does damage equal to 1D

Tongues, Greater (Range: touch, Duration: 1 turn/level) this spell functions like the Magic Users spell Tongues but it allows the Cleric to understand Outsiders as well. The spell can also be used to touch the remains of one corpse and communicate with it).

Truthtell (Range 30’ Duration: 1 round/level, Save: M) when the Cleric casts this spell, any creature within the spells range that fails its Save will be unable speak any deliberate or intentional lie. If the creature makes its Save, the Cleric will know that it is lying. The spell is centered on the Cleric.

Weapon of Faith (Range: touch, Duration: 1 turn) this spell grants one weapon touched a +3 attack against creatures of opposite alignment, +2 against creatures of adjacent alignment, and a +1 against creatures of same alignment. Creatures of opposite alignment cannot pick up/hold a weapon with this spell cast upon it.



Spellbinding:

Cryptomancy- Clerics and Magic Users can scribe a scroll at a cost of 100 gp x spell level x 1 day. Reading a spell from a Scroll takes a full round (unless the casting time for the spell is more than an action, in which case it will take longer to cast the spell)

Alchemy- Magic users may create a potion at a cost of  200 gp per spell or spell like affect with a time of 1 week per level of spell. The amount assumes the caster has access to the proper material components and alchemical tools

Thaumaturgy- Magic Users may create a magical item with mundane properties (+1 to hit, damage, saves, ability checks, etc). Cost to create an item is 1000gp and one month per property the item possesses.