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Equipment & Spells | |
Cleric Spells | |
Level 1 | |
Bravery of Anhur | |
Range: Touch Duration: 2 turns Effect: Any one living creature When the cleric casts this spell and then touches any living creature, the spell will calm the creature and remove any fear. If the creature is running away due to magically created fear, the creature may make another Saving Throw vs. spells, adding a bonus to the roll equal to the cleric’s Level of Experience, up to a maximum bonus of +6. If the Saving Throw is successful, the creature may stop running. A roll of 1 will always fail. This Saving Throw, with bonus, may be made even if the fear was so powerful as to allow no Saving Throw at first! When reversed, this spell, Touch of Set, will make any one creature flee for two turns. The victim may make a Saving Throw vs. Spells to avoid the effect. This reversed spell has a range of 120’. | |
Cure Light Wounds | |
Range: Touch Duration: Permanent Effect: Any one living creature This spell will either heal damage or remove paralysis. If used to heal, it will cure 1d6+1 points of damage. It will not heal any damage if used to cure paralysis. The cleric may cast it on themself if desired. This spell will never increase a creature’s total hit points above the original amount. When reversed, this spell, Cause Light Wounds, causes 2-7 points of damage to any creature or character touched (no Saving Throw). The cleric must make a normal Hit roll. | |
Detect Evil | |
Range: 120’ Duration: 6 turns Effect: Everything within 120' When this spell is cast, the cleric will see evilly enchanted objects within 120’ glow. It will also cause creatures that want to harm the cleric to glow when they are within range. The actual thoughts of the creatures cannot be heard. Remember that “Chaotic” does not automatically mean Evil, although many Chaotic monsters have evil intentions. Traps and poison are neither good nor evil, merely dangerous. | |
Detect Magic | |
Range: 0 Duration: 2 turns Effect: Everything within 60' When this spell is cast, the cleric will see magical objects, creatures, and places within range glow. It will not last very long, and should be saved until the cleric wants to see if something found during an adventure is, in fact, magical. For example, a door may be held shut magically, or a treasure found might be enchanted; in either case, the magic item, creature, or effect will glow when it is within the effect. | |
Osiris' Purification | |
Range: 10' Duration: Permanent Effect: See Below This spell will make spoiled or poisoned food and water safe and usable. It will purify one ration of food (either Iron or Standard rations), or 6 waterskins of water, or enough normal food to feed a dozen people. If cast at mud, the spell will cause the dirt to settle, leaving a pool of pure, clear water. The spell will not affect any living creature. | |
Sekers' Glory | |
Range: 120' Duration: 12 turns Effect: Volume of 30‘ diameter This spell creates a large ball of light, as if a bright torch were lit. If the spell is cast on an object (such as the cleric’s weapon), the light will move with the object. If cast at a creature’s eyes, the creature must make a Saving Throw. If the Saving Throw is failed, the victim will be blinded by the light until the duration ends. A blinded creature may not attack. When reversed, this spell, Veil of Set, creates a circle of darkness 30‘ in diameter. It will block all sight except infravision. Veil of Set will cancel a Sekers' Glory spell if cast upon it, but may itself be cancelled by another Sekers' Glory spell. If cast at an opponent’s eyes, it will cause blindness until cancelled, or until the duration ends. The target is allowed a Saving Throw and if he succeeds, the spell misses. | |
Shield of Set | |
Range: 0 Duration: 12 turns Effect: The cleric only This spell creates an invisible magical barrier all around the cleric’s body (less than an inch away). All attacks against the cleric are penalized by - 1 to their Hit rolls, and the cleric gains a + 1 bonus to all Saving Throws, while the spell lasts. In addition, “enchanted” creatures cannot even touch the cleric! If a magic weapon is needed to hit a creature, that creature is called “enchanted.” However, a creature that can be hit by a silver weapon - a lycanthrope (were-creature), for example - is not an “enchanted” creature. Any creature which is magically summoned or controlled (such as a Charmed character) is also considered to be an “enchanted” creature. The barrier thus completely prevents all attacks from those creatures unless they use missile weapons. This spell will not affect a Magic Missile (magic-user’s) spell. If the cleric attacks anything during the spell’s duration, the effect changes slightly. “Enchanted” creatures are then able to touch the magic-user, but the Hit Roll and Saving Throw adjustments still apply until the spell duration ends. | |
Shield of Shu | |
Range: 0 Duration: 6 turns Effect: All creatures within 30’ When this spell is cast, all creatures within 30’ of the cleric can withstand freezing temperatures without harm. In addition, those affected gain a bonus of +2 to all Saving Throws against cold attacks. Furthermore, any damage from cold is reduced by - 1 per die of damage (but with a minimum of 1 point of damage per die). The effect will move with the cleric. |