Difference between revisions of "Divine Spells (Arden-Vul)"

From The Hidden Room
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===Command===
===Command===
* (Enchantment)
* Range: 10 ft
* Range: 10 ft
* Duration: 1 round
* Duration: 1 round
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===Create Water===
===Create Water===
* (Transmutation, Reversible)
* Range: 10 ft
* Duration: Instantaneous (permanent)
* Area of Effect: Up to 30 cubic ft
* Components: V,S,M
* Casting Time: 1 round
* This spell creates potable water, four gallons per level of the caster. The water may be created in a receptacle or in thin air (whence it will, of course, fall). Water cannot be created inside a creature, nor can it be created in any place the caster cannot see.
* The reverse of the spell destroys water (including fog, steam, mist, etc.) in the same quantities as create water.


===Cure Light Wounds===
===Cure Light Wounds===
* (Necromancy, Reversible)
* Range: Touch
* Duration: Instantaneous (permanent)
* Area of Effect: Creature touched
* Components: V,S
* Casting Time: 5 segments
* Saving Throw: None (Neg.)
* Cure light wounds allows the cleric to lay hands upon a wounded creature, restoring 1d8 hit points to the spell’s beneficiary.  This spell does not heal disease, reattach limbs, or bring back the dead, nor can it add hit points beyond a character’s normal number. Non-corporeal creatures are not affected by this spell, nor are undead, nor are creatures that are harmed only by iron, silver, or magical weapons.
* The reverse of the spell operates in the same manner (although requiring a to hit roll), but inflicts 1d8 hit points rather than healing. If the cleric fails to hit while casting cause light wounds, the spell is lost.


===Detect Evil===
===Detect Evil===


===Light===
===Light===

Revision as of 18:54, 11 March 2024

Arden-Vul > Rules > Magic > Divine Spells

1st Level

Bless

(Conjuration, Reversible)

  • Range: 60 ft
  • Duration: 6 rounds
  • Area of Effect: 50 × 50 ft
  • Components: V,S,M
  • Casting Time: 1 round
  • This minor benison raises rolls for morale, attack, and saves vs fear of any creatures allied with the casting cleric by +1 or +5% as appropriate. Any creatures already engaged in melee combat will not gain the spell’s benefits. The spell’s area of effect is a circular area centered at the target point, which cannot be more than 60 ft from the cleric.
  • The spell is reversible, allowing the cleric to curse his or her enemies with—5% morale and –1 to hit.
  • Bless can also be cast upon a single object, with effects dependent on the situation (an undead might be laid to rest if it's corpse is blessed, a blessed weapon might harm certain creatures, etc).
  • Holy water is required to cast the spell (unholy water for the reverse).

Command

  • (Enchantment)
  • Range: 10 ft
  • Duration: 1 round
  • Area of Effect: 1 living creature
  • Components: V
  • Casting Time: 1 segment
  • Saving Throw: See below
  • By speaking a single word of command with the force of divine power behind it, the cleric may force a creature to obey an order. The creature must be able to hear the cleric and understand the language in which he or she utters the command. The command may be only one word, must be a verb, and must be completely unambiguous. “Halt,” “Flee,” and “Sleep” are typical commands, but many others are possible. The effects may not extend beyond a single round, and the command “Die” has the same effect as the command to “Sleep”. Creatures with intelligence of 13+ and/or hit dice of 6+ gain a saving throw against the spell’s influence.

Create Water

  • (Transmutation, Reversible)
  • Range: 10 ft
  • Duration: Instantaneous (permanent)
  • Area of Effect: Up to 30 cubic ft
  • Components: V,S,M
  • Casting Time: 1 round
  • This spell creates potable water, four gallons per level of the caster. The water may be created in a receptacle or in thin air (whence it will, of course, fall). Water cannot be created inside a creature, nor can it be created in any place the caster cannot see.
  • The reverse of the spell destroys water (including fog, steam, mist, etc.) in the same quantities as create water.

Cure Light Wounds

  • (Necromancy, Reversible)
  • Range: Touch
  • Duration: Instantaneous (permanent)
  • Area of Effect: Creature touched
  • Components: V,S
  • Casting Time: 5 segments
  • Saving Throw: None (Neg.)
  • Cure light wounds allows the cleric to lay hands upon a wounded creature, restoring 1d8 hit points to the spell’s beneficiary. This spell does not heal disease, reattach limbs, or bring back the dead, nor can it add hit points beyond a character’s normal number. Non-corporeal creatures are not affected by this spell, nor are undead, nor are creatures that are harmed only by iron, silver, or magical weapons.
  • The reverse of the spell operates in the same manner (although requiring a to hit roll), but inflicts 1d8 hit points rather than healing. If the cleric fails to hit while casting cause light wounds, the spell is lost.

Detect Evil

Light