Showing posts with label spell list. Show all posts
Showing posts with label spell list. Show all posts

Tuesday, 19 October 2010

Church World: Priest Spell Lists

Standard Priests and Militants of the Church

All White and Gold spells at each level

Additional spells available, from the magic lists:
Level 1: Blinding Light,  Temptation/Fortitude, Translate/Obfuscate, Detect Magic
Level 2: Augury, Find Dangers, Multiply Matter, Tonguetie/Tongueloose
Level 3: Dispel Magic, Hold Persons, Magic Circle, Create Material
Level 4: Anti-Magic, Divination, Confusion, Mastery of Weather
Level 5: Hold Monsters, Greater Summoning, Mastery of Earth, Mastery of Water
Level 6: Legend Lore, Planar Travel, Power Word, Earthquake


Special Orders of the Church

Order of St. Hieracon (Inquisitors): All White, Orange and Green spells
Order of St. Silvain (Hermits): All Brown, Gold and Orange spells
Order of St. Sequina (Mystics): All White, Silver and Orange spells

Druids of the Old Way

All Brown spells at each level; all Gold spells to level 4

Additional spells available, from the magic lists:
Level 1: Animate Small Object, Charm Person, Translate/Obfuscate, Detect Magic
Level 2: Augury, Find Dangers, Fear, Levitate/Root
Level 3: Dispel Magic, Speak with Object, Breathe/Choke, Damage Ward
Level 4: Anti-Magic, Change Form, Divination, Confusion
Level 5: Hold Monsters, Greater Summoning, Polymorph Other, Wall of Stone
Level 6: Legend Lore, Planar Travel, Power Word, Earthquake

Diabolic and Demonic Cults

Typically: All Black spells, and all spells of two schools from this list: Red, Yellow, Green, Purple, Orange, Silver

Thursday, 23 September 2010

Brown Magic : Levels 4-6

We grow near the end of our long chromatic journey. I thank you for your patience. Up here is where stuff gets ... Biblical.

So let it be written ... so let it be done!
Reincarnation - one of the most simultaneously fun and annoying spells out there. "Dude ... you're a badger." Sylvan Being Table (and guidelines for playing them!) coming with the complete spell descriptions, most likely in a pdf-tipware format.

Animal Growth is meant to combo with one of the low level animal control or summoning spells.

I could not resist the tribute to Metallica. But did resist the tribute to Vangelis.


LEVEL 4
1
Animal Growth
Brown
90’
1 day
None
Create giant from normal animals, or double hit dice of animals without giant kind, with final HD up to caster’s level
2
Mastery of Plants
Brown
90’
1 hour
None
Control up to 16 HD of plant creatures, animate a tree as treant, or animate up to 30’ square of foliage
3
Mastery of Weather
Brown
0’
1 day
None
Control weather within 1 mile (or 10 miles if weather is normal for season), change within 1 minute to storm, snow, or gale  winds
4
Reincarnation
Brown
0’
None
None
Reincarnate known dead person as a random sylvan being within 7 days of death

LEVEL 5
1
Mastery of Animals
Brown
90’
1 hour
None
Call (in 1d20 rounds) and/or control up to 16 HD of animals
2
Mastery of Earth
Brown
90’
None
None
Turns one kind – earth, mud/quicksand, stone – into another, up to 30’ square and 5’ deep; or moves a like amount of earth.
3
Mastery of Water
Brown
90’
3 hours
None
Creates a passage, wave, or pillar in water, up to 5 10’ cubes per caster level

LEVEL 6
1
Creeping Death
Brown
30’
1 day
Body (Con)
Creates 30’ wide, 90 HP front of crawling insects that marches at 9” rate up to 100’ long, doing 10 damage/round and lethal poison
2
Chariot of Eli
Brown
30’
1 day
None
Creates burning flying chariot with 24” move; 4d6 damage within 10’ radius, except for caster and up to 5 passengers
3
Earthquake
Brown
90’
None
Speed (Dex)
Makes chasms in floor (4d6 falling damage, save) and collapses walls and ceiling (8d6 damage, save for half) in up to 60’ radius

Tuesday, 21 September 2010

Brown Magic Supplement

Turns out Brown Magic really needs 4 spells/level at the high levels.

So here are the 4th spells for the first three levels.

All three of these, in my view, really add to the problem solving and creative use potential of this magic school.

Level 1
4
Heat Metal
Brown
30’
6 rounds
None
Metal weapon does 1d3 extra damage; metal armor burns wearer in 1 round for 1d3 damage/round; metal held objects dropped

Level 2
4
Command Wood
Brown
30’
Perm.
None
A non-magical section or piece of wood up to 3’ square is bent or reshaped

Level 3
4
Aid of the Waters
Brown
90’
3 hours
None
Water in 10’ radius rises or recedes up to 10’, supports walking, or becomes breathable

Thursday, 16 September 2010

Brown Magic: Levels 1-3

"A strange race of  people ... the Druids ..." Although some of these spells also show up in the clerical lists. The main theme is somewhat different from the other color schools - it is the realm of what is affected, rather than functionally what is done, that unites these spells. This sets up Brown magic to be the primal, original, shamanic form of nature magic, and represent the control over natural forces that's present in many conceptions of magic - from Merlin's ravens to Elisha's bears.

As with sacred magic, the Brown spells are only a core for any possible druid, nature cleric, or hedge witch character class. Certainly there are forms of healing, protective, charm, attack, etc. magic that fit very well into those classes.

Yes, Brown's better in the outdoors ... but I've tried to include more spells of general utility and jettison some of the more notorious clunkers (um ... Shillelagh anyone?)

LEVEL 1
               Name                                Color           Range      Duration       Save
1
Animal Friends
Brown
30’
1 hr
Will (Wis)
Calms 1d6 HD of animals, +1 HD/ level; keep 1 with HD <= level as pet
2
Aid of the Earth
Brown
90’
3 min
None
Plants and earth hide or halve move along 100’ x 10’ trail
3
Speak with Animal
Brown
30’
3 min
None
Hold conversation with normal animal

LEVEL 2
1
Aid of the Meek
Brown
90’
12 hrs
None
Up to 6 tiny animals appear in 1-3 rounds and act as familiars
2
Aid of the Trees
Brown
0
1 hr
None
Caster can merge with a tree, remaining aware, and talk with it
3
Call Animals
Brown
30’
1 hr
None
4 HD of friendly animals appear in 1d20 rounds and follow commands

LEVEL 3
1
Aid of the Sky
Brown
90’
Special
Speed (Dex)
Only open sky, 1 minute to summon clouds if needed, then 1 bolt / round for rounds = caster level strikes for 6d6 damage, save for half
2
Aid of the Stones
Brown
30’
30 min
None
Rock underfoot ensnares or damages (1d4/round of travelling) beings travelling on foot over it in 30’ square area
3
Insect Cloud
Brown
90’
30 min
Body (Con)
Stinging insects make all in 30’ square area take 2 hp damage/round, -2 to hit rolls and no casting, save or flee.

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