Difference between revisions of "Divine Spells (Arden-Vul)"
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* The light spell creates a globe of light 20 ft in radius, centred upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. | * The light spell creates a globe of light 20 ft in radius, centred upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time. | ||
* The reverse of the spell, darkness, creates an area of utter darkness just as the light spell creates light, with the only distinction being that the darkness spell has half the duration of a light spell. | * The reverse of the spell, darkness, creates an area of utter darkness just as the light spell creates light, with the only distinction being that the darkness spell has half the duration of a light spell. | ||
* If either spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A light spell cast upon a creature’s eyes will | * If either spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A light spell cast upon a creature’s eyes will blind it for the spell’s duration, causing it a penalty of -4 on all rolls to hit if sight is its primary sense. The light spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves). | ||
blind it for the spell’s duration, causing it a penalty of -4 on all rolls to hit if sight is its primary sense. The light spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves). |
Revision as of 19:20, 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
- (Divination, Reversible)
- Range: Caster
- Duration: 1 turn + 5 rounds/ level
- Area of Effect: Path 10 ft wide, 120 ft long
- Components: V,S,M
- Casting Time: 1 round
- Saving Throw: None
- This spell allows the cleric to discern emanations of evil (or good, in the case of the spell’s reverse) within the spell’s area of effect, a beam-like pathway. The spell detects evil, not danger, so it will be useless to discover such things as a mindless trap or a poisoned wineglass. Neither will it detect a cursed item unless the nature of the curse is such that the cursed item becomes inherently evil.
- Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.
- The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic).
- The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.
- The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him.
Light
- (Transmutation, Reversible)
- Range: 120 ft
- Duration: 6 turns + 1 turn/ caster level (half for darkness)
- Area of Effect: 20 ft radius globe
- Components: V,S
- Casting Time: 4 segments
- Saving Throw: See below
- The light spell creates a globe of light 20 ft in radius, centred upon whatever spot or object the caster indicates at the time of casting (including a location in thin air). The caster may extinguish the magical light at any time.
- The reverse of the spell, darkness, creates an area of utter darkness just as the light spell creates light, with the only distinction being that the darkness spell has half the duration of a light spell.
- If either spell is cast upon a living creature, the creature is entitled to a saving throw (success indicating that the spell affects the area just behind the creature). A light spell cast upon a creature’s eyes will blind it for the spell’s duration, causing it a penalty of -4 on all rolls to hit if sight is its primary sense. The light spell remains stationary if it was not originally cast upon a movable object or creature (in which case the target will bring the illumination with it as it moves).