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spells.qmd
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---
title: "Spells"
---
The number of spells of each level which a Cleric or Magic-User may cast per day is shown on the appropriate table in the [Classes](class.qmd#character-classes) section. Each day, usually in the morning, spellcasters prepare spells to replace those they have used. Clerics do this through prayer, while Magic-Users must study their spellbooks. Spells prepared but not used persist from day to day; only those actually cast must be replaced. A spellcaster may always choose to dismiss a prepared spell (without casting it) in order to prepare a different spell of that level.
Spellcasters must have at least one hand free, and be able to speak, in order to cast spells; thus, binding and gagging a spellcaster is an effective means of preventing him or her from casting spells. In combat, casting a spell usually takes the same time as making an attack. If a spellcaster is attacked (even if not hit) or must make a saving throw (whether successful or not) on the Initiative number on which he or she is casting a spell, the spell is spoiled and lost. As a specific exception, two spell casters releasing their spells at each other on the same Initiative number will both succeed in their casting; one caster may disrupt another with a spell only if he or she has a better Initiative, and chooses to delay casting the spell until *right before* the other caster.
Some spells are reversible; such spells are shown with an asterisk after the name.
# Cleric Spells
Clerics receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces.
Because they gain their spells through prayer, a Cleric may prepare any spell of any level he or she is able to cast. However, in some cases the Cleric's deity may limit the availability of certain spells; for instance, a deity devoted to healing may refuse to grant reversed healing spells.
::: {.callout-tip icon=false collapse=true}
## Level 1, Clerical
::: {.callout-note icon=false collapse=true}
## Cure Light Wounds*
Cleric 1
Range: touch
Duration: instantaneous
With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature.
The reverse form of this spell, **cause light wounds**, causes 1d6+1 damage to the creature affected by it. A successful attack roll is required in this case, and the spell is wasted if the attack roll fails.
Undead are affected by this spell and its reverse in opposite fashion; they are injured by **cure light wounds** and healed by **cause light wounds**.
:::
::: {.callout-note icon=false collapse=true}
## Detect Evil*
Range: 60'
Cleric 1, Magic-User 2
Duration: 1 round/level
This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, and possibly extraplanar creatures of evil nature. Normal characters, even "bad" characters, cannot be detected by this spell, as only overwhelming evil is detectable. The caster sees the "evil" creatures or objects with a definite glow around them, but the glow cannot be seen by anyone else.
The exact definition of evil is left for the GM to decide. Note that items such as ordinary traps or poisons are not "evil," and thus not detectable by this spell.
Reversed, this spell becomes **detect good**, which works just as described above with respect to detecting "good" enchantments, angelic creatures, and so on.
:::
::: {.callout-note icon=false collapse=true}
## Detect Magic
Range: 60'
Cleric 1, Magic-User 1
Duration: 2 turns
The caster of this spell is able to detect enchanted or enspelled objects or creatures within the given range by sight, seeing them surrounded by a pale glowing light. Only the caster sees the glow. Invisible creatures or objects are not detected by this spell, but the emanations of the invisibility magic will be seen as an amorphous glowing fog, possibly allowing the caster (only) to attack the invisible creature at an attack penalty of only -2.
:::
::: {.callout-note icon=false collapse=true}
## Light*
Range: 120'
Cleric 1, Magic-User 1
Duration: 6 turns + 1/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 Darkvision 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 vs. Death Ray 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).
:::
::: {.callout-note icon=false collapse=true}
## Protection from Evil*
Cleric 1, Magic-User 1
Range: touch
Duration: 1 turn/level
This spell protects the caster or a creature touched by
the caster (the "subject") from evil; specifically, the spell
wards against summoned creatures, creatures with
significantly evil intentions, and extraplanar creatures of
evil nature. A magical barrier with a radius of just 1
foot is created around the subject. The barrier moves
with the subject, and provides three specific forms of
magical protection against attacks or other effects
attempted by the affected creatures against the subject.
First, the subject receives a bonus of +2 to their Armor
Class, and a similar bonus of +2 on all saving throws.
Second, the barrier blocks all attempts to **charm** or
otherwise control the subject, or to possess the subject
(such as with **magic jar**). Such attempts simply fail
during the duration of this spell. Note however that a
creature who receives this protection after being
possessed is not cured of the possession.
Third, any and all summoned creatures and extraplanar
creatures of evil nature are unable to physically touch
the subject. Attacks by such creatures using their
natural weapons simply fail. This effect is canceled if
the subject performs any form of physical attack (even
with a ranged weapon) on any affected creature, but
the other features of the spell continue in force.
Reversed, this spell becomes **protection from good**. It
functions in all ways as described above, save that
"good" creatures are kept away, rather than "evil" ones.
:::
::: {.callout-note icon=false collapse=true}
## Purify Food and Water
Cleric 1
Range: 10'
Duration: instantaneous
With this spell the caster makes contaminated food or
water pure and safe to eat or drink. Poison is
neutralized and spoilage is reversed by this spell. The
spell does not protect against future decay, however,
nor does it affect magic potions (including,
unfortunately, **Potions of Poison**). Unholy water, if it
exists in your campaign, is ruined by the casting of this
spell. The spell affects about 2 pounds of food and/or
drink per caster level; note that a quart of water or
similar drink weighs just over 2 pounds.
:::
::: {.callout-note icon=false collapse=true}
## Remove Fear*
Range: touch (120')
Cleric 1
Duration: instantaneous (2 turns)
This spell will calm the creature touched. If the target creature is currently subject to any sort of magical fear, it is allowed a new save vs. Spells 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 vs. Spells, it flees for 2 turns. Creatures with 6 or more hit dice are immune to this effect.
:::
::: {.callout-note icon=false collapse=true}
## Resist Cold
Range: touch
Cleric 1
Duration: 1 round/level
This spell makes the caster, or any living creature the
caster touches, completely immune to normal cold.
The spell also gives protection against magical or
otherwise superior cold such as the breath of an Ice
Dragon or the **ice storm** spell. Specifically, the spell
gives the protected creature a bonus of +3 on all saving
throws against such effects, and reduces any damage
suffered by half (so that for example a successful save
vs. the Ice Dragon's breath would reduce damage to
just one-fourth normal, and even if the saving throw
fails the protected creature only takes half damage).
:::
:::
::: {.callout-tip icon=false collapse=true}
## Level 2, Clerical
::: {.callout-note icon=false collapse=true}
## Bless*
Range: 50' radius
Cleric 2
Duration: 1 minute/level
This spell gives the caster and their allies within a 50'
radius a bonus of +1 on all attack rolls, morale checks
(for monsters or NPCs allied with the caster), and
saving throws vs. any kind of magical **fear**. Casters of
the 7th or higher level grant a bonus of +2 to attacks
and saves vs. **fear**, but the morale bonus remains +1.
The reverse of **bless** is called **bane**. The caster's
enemies within a 50' radius become fearful and
uncertain, causing them to suffer a penalty of -1 on
attack rolls, morale checks, and saving throws vs. any
kind of magical **fear**. Casters of the 7th or higher level
apply a penalty of -2 to attacks and saves vs. **fear**, but
the morale penalty remains -1.
:::
::: {.callout-note icon=false collapse=true}
## Charm Animal
Range: 60'
Cleric 2
Duration: level+1d4 rounds
```{ojs}
// function rolld4() {
// var randomNumber = Math.floor(Math.random() * 4) + 1;
// return randomNumber;
// }
import {rolld4} from "./custom.js"
viewof click = Inputs.button("Roll 1d4", {value: 0, reduce: () => rolld4()})
```
1d4 = ${click}
This spell allows the caster to charm one or more animals, in much the same fashion as **charm person**, at a rate of 1 hit die per caster level. The caster may decide which individual animals out of a mixed group are to be affected first; excess hit dice of effect are ignored. No saving throw is allowed, either for normal or giant-sized animals, but creatures of more fantastic nature (as determined by the GM) are allowed a save vs. Spells to resist. When the duration expires, the animals will resume normal activity immediately.
This spell does not grant the caster any special means of communication with the affected animals; if combined with **speak with animals**, this spell becomes significantly more useful.
:::
::: {.callout-note icon=false collapse=true}
## Find Traps
Range: 30'
Cleric 2
Duration: 3 turns
This spell permits the caster to detect a variety of traps, both mechanical and magical. When the caster moves within 30' of a trap, he or she will see it glow with a faint greenish-blue aura. The caster is not, however, able to detect certain natural hazards such as quicksand, a sinkhole, or unsafe walls of natural rock. The spell also does not bestow the caster with the knowledge needed to disarm the trap, nor any details about its type or nature.
:::
::: {.callout-note icon=false collapse=true}
## Hold Person
Range: 180'
Cleric 2, Magic-User 3
Duration: 2d8 turns
```{ojs}
// function rolld4() {
// var randomNumber = Math.floor(Math.random() * 4) + 1;
// return randomNumber;
// }
import {generalDice} from "./custom.js"
viewof holdPerson = Inputs.button("Roll 2d8", {value: 0, reduce: () => generalDice(2,8,0)})
```
2d8 = ${holdPerson}
This spell will render any living (not undead) humanoid
creature (as defined in **charm person**) paralyzed.
Creatures larger than ogres will not be affected by this
spell. Targets of the spell are conscious and able to
breathe, but cannot move, act, or speak in any way. A
successful save vs. Spells is allowed to resist the effect.
The spell may be cast at a single person, who makes
their save at -2, or at a group, in which case 1d4 of the
creatures in the group may be affected.
A paralyzed swimmer can’t swim and may drown. A
character who has somehow gained wings and is then
paralyzed while airborne will not be able to move its
wings to fly and will thus fall.
:::
::: {.callout-note icon=false collapse=true}
## Resist Fire
Range: touch
Cleric 2
Duration: 1 round/level
This spell makes the caster, or any living creature the
caster touches, completely immune to normal heat or
fire. The spell also gives protection against magical or
otherwise superior heat or fire such as the breath of a
Mountain Dragon or the **fireball** spell. Specifically, the
spell gives the protected creature a bonus of +3 on all
saving throws against such effects, and reduces any
damage suffered by half (so that for example a
successful save vs. the **fireball** spell would reduce
damage to just one-fourth normal, and even if the
saving throw fails the protected creature only takes half
damage).
:::
::: {.callout-note icon=false collapse=true}
## Silence 15' Radius
Cleric 2
Range: 360'
Duration: 2 rounds/level
This spell creates a spherical area with a 15 foot radius
where no sound will pass. No one within the affected
area can make nor hear any sound. Neither does
sound issue from the affected area; those outside
cannot hear those inside. This effect blocks verbal
communication, of course, as well as spell casting.
This effect can be cast in a fixed area, upon an item
(making it portable), or upon a creature. An unwilling
target receives a save vs. Spells to negate the spell. If
an item in another creature’s possession is targeted, that
creature also receives a save vs. Spells to negate.
This spell can be used to protect against any kind of
attack or magic where the victims must be able to hear
the attacker, for such attacks cannot pass into or out of
the affected area
:::
::: {.callout-note icon=false collapse=true}
## Speak with Animals
Cleric 2
Range: special
Duration: 1 turn/4 levels
This spell allows the caster to speak to and understand
any single animal (normal or giant sized, but not
magical or monstrous) that is in sight of the caster and
able to hear them. The caster may change which
animal they are 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. The GM should ensure that
the animal's manner of speaking reflects its intelligence
and nature
:::
::: {.callout-note icon=false collapse=true}
## Spiritual Hammer
Range: 30'
Cleric 2
Duration: 1 round/level
This spell causes a warhammer made of magical force to appear, attacking any foe chosen by the Cleric within range once per round. The weapon moves about as if wielded by a person of about the caster's stature, but no such person is present. It deals 1d6 hit points of damage per strike, +1 point per three caster levels (maximum of +5). It uses the caster’s normal attack bonus, striking as a magical weapon, and thus can inflict damage upon creatures that are only hit by magic weapons. If the Cleric loses sight of the weapon, causes it to move out of the spell range, or ceases to direct it, the hammer disappears. The weapon is immune to any normal attack, but can be destroyed by **disintegrate**, **dispel magic**, or a **rod of cancellation**.
:::
:::
::: {.callout-tip icon=false collapse=true}
# Level 3, Clerical
::: {.callout-note icon=false collapse=true}
## Continual Light*
Range: 360'
Cleric 3, Magic-User 2
Duration: 1 year/level
This spell creates a spherical region of light, as bright as full daylight up to a 30' radius, with light of 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. The spell remains in effect for one year per level of 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 vs. Death Ray; 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 rolls 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 in the same way as continual light.
:::
::: {.callout-note icon=false collapse=true}
## Cure Blindness
Range: touch
Cleric 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.
Reversed, this spell becomes **cause blindness**, which
causes a living creature touched to become blind. A
successful melee attack roll is required to touch the
victim, and no Saving Throw is allowed. Blinded
creatures suffer the penalties described in [Deafness and Blindness](combat.qmd#deafness-and-blindness).
:::
::: {.callout-note icon=false collapse=true}
## Cure Disease*
Range: touch
Cleric 3
Duration: instantaneous
Cure disease cures all diseases and kills all parasites
afflicting the target creature. A magical or otherwise
special disease (as defined by the GM) may be
unaffected by this spell, or may require a caster of a
certain minimum level to cure it. Also note, just
because a disease or parasite is removed does not
mean that the victim cannot be infected anew should
that affliction be encountered again.
The reverse form of this spell, **cause disease**, causes a
living creature touched by the caster to suffer from a
debilitating and potentially deadly disease for the next
1d10 days. A successful melee attack roll is required to
touch the victim, and no Saving Throw is allowed. The
target suffers a -2 penalty to attack rolls, Armor Class
and Saving Throws. While the victim is sick they
cannot benefit from natural healing of damage or
Constitution point losses, nor prepare spells or move at
running speed. At the end of each day in which an
infected character performed any form of exertion (for
example by fighting, traveling, working, or doing
magical research), the character must roll a saving
throw vs. Spells or suffer 1d6 points of damage. Once
the spell duration has elapsed the affected character, if
still alive, is free of the illness and can start healing
damage and recovering lost Constitution points, and
can again prepare spells.
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## Growth of Animals
Cleric 3
Range: 60'+10'/level
Duration: 1 turn/level
This spell causes an animal to grow to double its normal size and eight times its normal weight. The affected creature will do double normal damage with all physical attacks, and its existing natural Armor Class increases by 2. The animal's carrying capacity is also doubled. Unfriendly animals may save vs. Spells to resist this spell; normally, domesticated animals will not attempt to resist it, though they may become confused or panicky afterward (at the GM's discretion).
This spell does not give the caster control of the animal. Gear worn or carried by the animal are also enlarged but not altered in any other way. If removed from the creature such items resume normal size instantly. Any magical properties of enlarged items are not changed.
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## Locate Object
Range: 360'
Cleric 3, Magic-User 2
Duration: 1 round/level
This spell grants the caster knowledge of the location of
an object. The caster must know the object well or be
able to clearly imagine it. (Viewing an accurate drawing
or painting will suffice for the latter option.) A general
item can be located; if more than one such item is in
range, the spell will lead the caster to the nearest one.
Unique or unusual items can only be located if the
caster has first-hand knowledge (not merely through
divination such as **clairvoyance** or a **crystal ball**). The
spell cannot be used to locate creatures of any sort. A
layer of lead or gold no thicker than foil surrounding the
item will prevent it from being located.
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## Remove Curse*
Range: 30'
Cleric 3, Magic-User 4
Duration: instantaneous
This spell removes any and all ordinary curses afflicting
a creature. It does not generally remove the curse from
a magic item such as a sword or suit of armor, but a
character afflicted by a cursed item of this type will be
freed of it long enough to discard the item (a turn, at
least).
Some special curses are more difficult to remove, and
may require a caster of a certain minimum level. A
very few curses created by godlike beings cannot be
removed by this spell at all.
The reverse of this spell, bestow curse, allows the
caster to place a curse on the subject. A save vs. Spells
is allowed to resist. The caster must choose one of the
following three effects:
* -4 decrease to an ability score (minimum 1).
* -4 penalty on attack rolls and saves.
* Each round of combat, the target has a 50% chance to act normally; otherwise, it takes no action.
The caster may also invent his or her own curse, but it should be no more powerful than those described above. The curse thus bestowed cannot be dispelled, but it can be removed with a **remove curse** spell.
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## Speak with Dead
Range: 10'
Cleric 3
Duration: 3 rounds/level
With this spell the caster causes the corpse of an
intelligent creature to become animated and to answer
the caster's questions. It does not matter how long the
corpse has been dead, but it must be essentially intact
with at least a comple
te mouth in order to answer
questions.
The corpse will answer at most one question per two
caster levels, but if the duration expires any remaining
questions are lost. The corpse only knows what it knew
when it was alive; this includes the languages it knew in
life. Thus, the caster must share a language with the
deceased in order to get any questions answered at all.
The answers given are drawn from knowledge
"imprinted" on the corpse during life; the caster does
not in any case actually communicate with the spirit of
the deceased creature. The corpse cannot retain any
information given to it, and does not even remember
any previous instances of communication via this spell.
The answers given may not be useful for various
reasons. If the corpse knew the caster when it was
alive, or if the caster is a member of a group the
deceased disliked, it may choose to lie or mislead the
caster. If the caster asks the corpse questions of a
personal nature, or questions that indicate the caster
may be working against whatever interests the corpse
had in life, it will almost certainly seek to mislead the
caster.
If the corpse has been roused by this spell within the
last seven days, the spell will fail. Undead creatures
(including the remains of defeated undead creatures)
cannot be affected by this spell.
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## Striking
Range: touch
Cleric 3
Duration: 1 round/level
This spell bestows upon one weapon 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 attack bonus, 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.
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# Level 4, Clerical
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## Animate Dead
Range: 30'
Cleric 4, Magic-User 5
Duration: special
The casting of this spell causes the mortal remains of one or more deceased creatures to arise as animated
skeletons or zombies. Such undead monsters persist until slain, and obey the verbal commands of the caster.
A single casting of this spell may animate a number of hit dice of undead equal to twice the caster's level of ability, and no more. Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of members of player character races, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life.
The sort of monsters created depend on the condition of the remains. A reasonably intact corpse may only
arise as a zombie, while similarly intact skeletal remains may only be animated as a skeleton. The caster
chooses which remains are animated when casting the spell, in any case where there are more bodies than the
caster can animate.
No character may normally control more hit dice of undead than 4 times their level, regardless of how
many times this spell is cast.
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## Create Water
Range: 10'
Cleric 4
Duration: permanent
This spell creates one gallon of water per caster level. 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 8 pounds per gallon, and one cubic foot of water is roughly 8 gallons.
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## Cure Serious Wounds*
Cleric 4
Range: touch
Duration: instantaneous
This spell works exactly like **cure light wounds,** save that it heals 2d6 points of damage, plus 1 point per caster level. The reverse, **cause serious wounds**, also works exactly like **cause light wounds**, except that it inflicts 2d6 + 2 points per caster level.
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## Dispel Magic
Range: 120'
Cleric 4, Magic-User 3
Duration: instantaneous
The caster can use dispel magic to end ongoing spells that have been cast on a creature or object, or to end ongoing spells (or at least their effects) within a cubic area 20' on a side. The caster must choose whether to dispel magic on a creature or object, or to affect an area.
If dispel magic is targeted at a creature, all spell effects (including ongoing potion effects) may be canceled. If cast upon an area, all such effects within the area may be canceled. Any spell or effect having a caster level equal to or less than the **dispel magic** caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. For example, a 10^th^ level caster dispelling magic created by a 14^th^ level caster has a 20% chance of failure.
Some spells cannot be ended by dispel magic; this specifically includes any curse, including those created by **bestow curse** (the reverse of **remove curse**) as well as by cursed items.
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## Neutralize Poison*
Range: touch
Cleric 4
Duration: instantaneous
This spell detoxifies any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison; if cast upon a creature slain by poison in the last 10 rounds, the creature is revived with 1 hit point. If cast upon a poisonous object (weapon, trap, etc.) the poison is rendered permanently ineffective.
Reversed, this spell becomes **poison**. The caster must make a successful attack roll; if the attack is a success, the target must save vs. Poison or die. The caster's touch remains poisonous for 1 round per level of ability, or until discharged (i.e. only one creature can be affected by the reversed spell).
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## Protection from Evil 10' radius*
Cleric 4, Magic-User 3
Range: touch
Duration: 1 turn/level
This spell functions exactly as **protection from evil**, but with a 10' radius rather than a 1' radius. All within the radius receive the protection; those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.
Reversed, this spell becomes **protection from good 10' radius**, and functions exactly as the reversed form of **protection from evil**, except that it covers a 10' radius around the target rather than the normal 1' radius.
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## Speak with Plants
Range: 20'
Cleric 4
Duration: 1 turn
This spell allows the caster to speak to and understand
any single plant (either normal plant or animate plant
creature). The GM should remember that normal
plants have a limited sense of their surroundings, and
most never move from the place where they sprouted.
The spell doesn’t alter the plant’s reaction or attitude
towards the caster; however, normal plants will
generally communicate freely with the caster, as they
have nothing else of importance to do. Plant creatures
will tend to be slightly more intelligent, and a reaction
roll should be used to determine how such creatures
respond to the caster's words.
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## Sticks to Snakes
Range: 120'
Cleric 4
Duration: 6 turns
This spell transforms normal wooden sticks into 1d4 hit dice worth of normal (not giant) snakes per every four caster levels. (See the **Monsters** section for details on types of [snakes](monstersAll.qmd#snake-giant-rattlesnake).) The snakes follow the commands of the caster. When slain, dispelled, or the spell expires, the snakes return to their original stick form. Magical "sticks" such as enchanted staves cannot be affected.
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# Level 5, Clerical
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## Commune
Range: self
Cleric 5
Duration: 1 round/level
This spell puts the caster in contact with his patron deity or an extraplanar servant thereof, who answers one yes-or-no question per caster level. The ritual to cast this spell takes 1 turn to complete. The being contacted may or may not be omniscient, and further, though the being is technically allied with the caster, it may still not answer questions clearly or completely. These details are left to the GM's discretion.
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## Create Food
Range: 10'
Cleric 5
Duration: permanent
This spell creates food sufficient to feed up to 3 men or
one horse per caster level for one day. This food
remains edible for just a day, but this can be extended
by a day by casting **purify food and water** on it (and
this can be done repeatedly, keeping the food good
indefinitely). Food created by this spell is nourishing
and satisfying, but is rather bland.
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## Dispel Evil
Range: touch
Cleric 5
Duration: 1 round/level
This powerful spell aids the caster in dealing with
creatures from the nether planes, hereafter called "evil
creatures."
First, the caster's Armor Class is improved by 4 points
when attacked by evil creatures; this effect lasts until the
spell ends, whether by expiration of the duration or
through the employment of one of the following effects.
With a successful attack roll the caster can drive an evil
creature back to the nether planes; the caster must of
course be engaged with the creature (i.e. in melee
range). The creature may make a save vs. Spells to
resist. Any successful attack roll by the caster for this
purpose ends the spells effects, whether or not the
creature saves.
Alternately, by touching the affected creature, item, or area, the caster can immediately dispel any one spell or similar magical effect cast by the evil creature. There is no roll for this effect, except if the target is an unwilling creature in which case an attack roll is needed to actually touch it. The only spells which cannot be ended this way are those which are immune to **dispel magic**. Successfully performing the touch ends the spell, regardless of whether or not any evil magic is actually ended.
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## Insect Plague
Range: 300'+30'/level
Cleric 5
Duration: 1 round/level
This spell summons one swarm of locusts per three caster levels, to a maximum of six swarms at 18^th^ level. See [Insect Swarm](monstersAll.qmd#insect-swarm) in the **Monsters** section for the effects of a swarm. As explained there, a normal swarm of insects occupies a contiguous area equal to three 10 foot cubes; all swarms summoned by this spell must be contiguous with each other such that they effectively form a single huge swarm, though the caster may stretch them out in a line, form them into a block, or indeed arrange them in some serpentine form if desired.
The summoned swarms persist for the duration above,
or until they are slain, whichever comes first. The
caster may summon them in areas where creatures are
already located. Once summoned, the swarms are
stationary until they disappear or are slain, and they
attack any creatures who are within their area.
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## Quest*
Range: 5'/level
Cleric 5
Duration: special
By means of this spell the caster compels a living
creature to perform some specific action or services, or
alternately to avoid performing some action. The target
creature must be able to hear and understand the
caster, or it cannot be affected. This spell will
automatically fail if used to compel a creature to engage
in some obviously self-destructive action.
A saving throw vs. Spells will allow an unwilling target
to resist a quest when it is first cast. However, the
target may choose to accept the quest, typically as part
of a bargain with the caster to perform some service.
Once subjected to this spell, the subject must obey the
instructions given by the caster indefinitely, though if
the quest is to perform some action the spell effectively
ends when that action has been completed.
For every 24 hours that an affected creature chooses
not to obey the quest (or is prevented from obeying it),
it suffers 3d6 points of damage. This damage is limited,
in that it will not kill the target; if the damage is enough
to do so, roll 1d4 for the number of hit points the
affected creature retains (similar to the spell **harm**, the
reverse of **heal**).
If the task assigned to the subject of this spell is open-
ended or otherwise unable to be completed, the subject
is still compelled to try to perform the task, but the spell
will end in no more than one day per caster level.
Very clever creatures may be able to subvert the
instructions given; the GM must decide on the results of
any such attempts.
A quest (and all effects thereof) can be ended by a
**remove curse** spell from a caster two or more levels
higher than the caster of the quest, or by a wish, or by
the reverse of this spell. **Dispel magic** does not affect a
quest spell.
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## Raise Dead*
Range: touch
Cleric 5
Duration: instantaneous
This spell restores life to a deceased humanoid (as
defined in **charm person**). The caster can only raise a
being that has not been dead for more days than the
caster has levels. The spirit of the target of this spell
must be willing to return. If the target's spirit is trapped
or contained in any way, the spell will fail. It will also
fail if the target died of old age, as the body simply has
no life left in it. Similarly, undead creatures are not
affected by this spell as they can no longer be returned
to life in any normal sense.
The body of the target must be adequately intact to
support life, but all wounds no matter how major are
healed. Body parts missing when the target is raised
are still missing afterward. Normal poison and normal
disease are cured in the process of raising the subject,
but magical diseases and curses are not undone.
Creatures brought back from the dead always suffer
some loss or penalty from the ordeal. Characters lose
one level of ability permanently (i.e. it does not accrue
a negative level, but rather loses an actual level, being
reduced to the minimum number of experience points
required for the previous level). First level characters
are reduced to Normal Man status; if the character was
already a Normal Man they lose a point of Constitution.
These losses are permanent, though of course the
character may gain levels in the normal fashion.
(Characters reduced to Normal Man status must gain
1,000 XP to return to 1st level).
Monstrous humanoids (orcs, goblins, and the like) lose
one hit die, or are reduced to ½ hit dice if the monster
has just one to start with. Such humanoids who
already have ½ hit dice are reduced to a single hit point.
These losses are generally permanent, though the GM
may allow such creatures in service to a player
character to recover by gaining 1,000 XP per hit die the
creature would be returning to (so a lizard man who has
been reduced to 1 hit die must earn 2,000 XP to return
to its original 2 hit dice); treat such a creature as being a
retainer for this purpose.
Upon being raised, the target has 1 hit point per level or
hit die (using its current reduced figure, of course), with
a minimum of 1 hit point. A character who died with
spells prepared has none prepared upon being raised.
The reverse of this spell, **slay living**, will kill instantly
the creature touched (which may be of any sort, not
just a humanoid) unless a save vs. Spells is made. If
the saving throw is successful, 2d6 points of damage is
dealt to the victim instead. An attack roll is required to
apply this spell in combat.
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## True Seeing
Range: touch
Cleric 5