Monday, 13 September 2010

Sacred Magic: Level 5 & 6 Spell List

The upper two levels of sacred magic, before we get on to the Great Mysteries.

Some of these spells are controversial ... O Death (and her little sister Level Drain), where is thy sting? James Raggi left raise and restoration effects out of his Lamentations rules entirely, to make the scary stuff scarier. The level drain argument has been hashed over many times - in a world running rife with wights, wraiths, vampires, spectres and so on, is it really fair to let drained levels stick? I figure it is easier to include the appropriate spell and let DMs exclude it, than the other way around.

Divine Intervention, if it was just Word of Recall, would properly be Silver magic. I've added more creative ways for the Divine to get you out of trouble, closing the lions' mouths, building a cage of fire around you ... of course, the god/DM is the one who chooses.

LEVEL 5
#
Name
Color
  Range
   Duration
   Save
1
Restoration
Gold
0’
None
None
Returns one drained level
2
Drain Life
Black
30’
None
Body (Con)
Drains one level from target
3
Life Protection
White
0’
1 day
None
Protects from black magic and level drain
4
Raise Dead
Gold
0’
None
None
Returns to life a body dead for up to 1 day/2 caster levels, with 1 hp; takes 1 hour to cast; may only cast once/caster level
5
Slay Living
Black
5’
None
Body
(Con)
Kills a living being
6
Consecrate/Desecrate
White/Black
0’
Perm.
None
Renders a 30’ square area permanently holy with bless effect for holy beings and reverse bless for unholy; Desecrate is vice versa

LEVEL 6

1
Heal
Gold
90’
None
None
Restores all hit points to living being, removing all diseases and poisons
2
Harm
Black
30’
None
Body (Con)
Removes all hit points except one from living being
3
Holy Word/Unholy Word
White/Black
90’
Special
None
Kills (2HD or less), blinds for 3 turns (6HD or less) or stuns for 3 rounds (7HD+) all hearers in range not of caster’s religion/alignment
4
Symbol
White/Black
30’
1 round
Will (Wis)
Causes incapacitating pain, sleep or charm for 2d10 turns to all who see the symbol within 90’ and do not save
5
Regeneration
Gold
0’
None
None
Regrow missing limbs/organs for living person, or restore full dead body from bones or parts
6
Divine Intervention
White
30’
None/  1 day
None
For caster and up to 5 others, either teleports to known sacred location in 30 miles, or creates other peaceful solution to danger for 1 day

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