You know what this is? Number eighteen in the series of thirty-six of these pocket genre worlds. Halfway there! Hallelujah!
Showing posts with label sacred. Show all posts
Showing posts with label sacred. Show all posts
Sunday, 24 March 2013
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
LEVEL 6
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 ( |
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 | |||||
Tuesday, 7 September 2010
Sacred Magic: Level 4 Spell List
With little commentary ... the fourth level.
1 | Mass Cure | Gold | 0’ | None | None |
Heals 2d8+2 damage to each living being in 10’ radius | |||||
2 | Mass Protection | White | 0’ | 3 hrs | None |
Gives 2d8+2 extra hit points to each living being in 10’ radius (unholy sources do half damage against them) | |||||
3 | Mass Wounding | Black | 30’ | 0 | Body (Con) |
Does 2d8+2 damage to each living being in 10’ radius from target | |||||
4 | Cure Poison | Gold | 0’ | None | None |
Removes the effects of poison from a living target | |||||
5 | Protection from Poison | White | 0’ | 1 day | None |
Makes a living target immune to poison | |||||
6 | Poison | Black | 5’ | None | Body (Con) |
Poisons a single living being | |||||
7 | Banish Unholy/[Holy] | White/[Black] | 30’ | 1 day | Will ( |
Sends unholy [holy] being to its own plane, or to its lair for a day if it is of this plane. Save is at +/-1 for each HD/level of difference. | |||||
8 | Holy[Unholy] Weapon | White/[Black] | 0’ | 1 day | None |
Gives weapon +1 per 4 caster levels to hit and damage, bonuses doubled against unholy [holy] creatures | |||||
9 | Cure Critical Wounds | Gold | 0’ | None | None |
Heals for 6d8+6 points of damage | |||||
10 | Cause Critical Wounds | Black | 30’ | None | Body (Con) |
Wounds for 6d8+6 points of damage | |||||
Thursday, 19 August 2010
Sacred Magic: Level 2 Spell List
And now, back to magic. A few notes.
Prayer is a less wimpy buff even as a level 2.
Sympathetic Healing is inspired by Meditations on the Tarot (for that matter, so is Constraint/ Break Constraint) and is an attempt at a powerful but more strategic healing spell for level 2.
Prayer is a less wimpy buff even as a level 2.
Sympathetic Healing is inspired by Meditations on the Tarot (for that matter, so is Constraint/ Break Constraint) and is an attempt at a powerful but more strategic healing spell for level 2.
1 | Evoke Auras | Black/White | 30’ | 3 min | None |
Causes visible light or darkness to outline holy or unholy beings, places and objects within sight range | |||||
2 | Constraint | Black | 90’ | 1 min | Mind ( |
Stops one being from moving or speaking | |||||
3 | Drain Light Wounds | Black | 30’ | None | Body (Con) |
Living being takes 1d6+1 hp damage, heal the same amount of caster’s hp damage. | |||||
4 | Prayer | [Black]/White | 30’ | 3 min | None |
Allows target's controller to reroll one die for an attack, save or action within the spell’s duration | |||||
5 | Restore Object | Gold | 0 | None | None |
Physically mends a broken or corroded object | |||||
6 | Slow Ailment | Gold | 0 | 1 day | None |
Delays the effects of poison or disease | |||||
7 | Sympathetic Healing | Gold | 0 | None | None |
Heals 3d6+3 hp, caster takes the middle die rolled as hp damage; or transfers poison or disease to caster, new saving throw | |||||
8 | Break Constraint | White | 90’ | None | None |
Loosens physical or magical restrictions on movement or speech; if magic, 5% to fail per level of difference vs. higher level caster | |||||
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