Friday, November 4, 2011

Spells for the DCCRPG setting

{edited on 11/30/11: reworked to be closer to the final product release format.  I simplified my spells because I didn't want to write a misfire table for each....  I also re-wrote a couple of spells so they, um... make sense...  ;)  }

Listing of known Wizard Spells and their reversed companions plus additional results amended to the DCCRPG standard spell list.

These are added to the tables of the existing beta spell table entries.

Animal Summoning:

9-11: spell succeeds, but the animal summoned is weak and sickly and the wizards appearance takes on similar characteristics of the summoned creature.  Additionally the wizard smells strongly of dung for the next 1d3 turns. Animal is ½ HD & Move, stats & saves are -1 below normal. Spell lost for the day.

Cantrip:

9-11: same as for result of 12-13, only ½ range and the wizard is afflicted with: 1. painful boils, 2. sneezes, 3. cramps, 4. gas, 5. indigestion, 6. hiccups for 1 turn causing -1 on all actions. Spell lost for the day.

Charm Person:

9-11: same as for result of 12-13, except that target is only dazed for 1 round.  After they recover they become devoted to the idea of killing the wizard and require  a willpower save DC=12 to break off combat with the wizard or perform any other task.  This compulsion lasts for 1d4+1 rounds. Spell lost for the day.

Chill Touch:

9-11:  The wizard now smells strongly of corpses for the next 1d3 turns causing everyone to make fort save or -1 to all actions from gagging, retching etc. for the duration of the effect.  The spell will do 1d3 damage to the next target and no damage to undead. Spell lost for the day.

Choking Cloud:

9-11: As result of 12-13 except that the cloud lasts for 1 round and there is a 50% chance the cloud won’t follow the target if it moves after casting.  The wizard is afflicted with horrifyingly loud flatulence for 1d3 turns.  During this effect, every time a move silently check is made within15ft of the wizard: there is a 40% chance that the wizard farts so loud it ruins any chance of surprise. Spell lost for the day.

Color Spray:

9-11: As result for 12-13 but the effect only lasts 1 round.  For the next 1d3 turns the wizard looks like they are a “color negative” (all colors reversed from normal) and glows faintly.  This means the wizard is not capable of hiding in shadows for the duration of the effect. Spell lost for the day.

Comprehend Languages:

9-11: As the result for 12-13 except the spell only lasts for 5 min. and there is a 10% chance per minute (20% for 2 min. … 50% for 5th min.) that there is some sort of embarrassing mistranslation. The wizard has a -1 on all spell casting and communication checks due to a sore/tired tongue for 1d3 turns. Spell lost for the day.

Enlarge:

9-11: As result of 12-13 but the targets armor and equipment doesn’t enlarge with their owner… this causes a -1 on all actions for the recipient of the spell.  If target is has medium armor then fort save DC=10 or 1 point of damage.  If target is has heavy armor then fort save DC=10 or 2 points of damage.  No further effects to wizard… the targets anger will cover that nicely… Spell lost for the day.

Find Familiar:

9-11 N/A-  no wizard would accept defective familiar into service… too dangerous.

Invoke Patron:

9-11:  As results for roll of 12-13, but the “price” for service is doubled due to the wizards desperation. The wizard will be at -2 on their next attempt to cast this spell.  Spell lost for the day.

Magic Missile:

9-11: As result for 12-13, but the wizard must make a ranged attack roll to hit the target and the wizard is -1 on ranged attacks for the next 1d3 turns. Spell lost for the day.

Magic Shield:

9-11: the shield only provides +1 AC for 1d3 rounds, and there is a 20% chance that any attacks blocked by shield are re-directed at another available target within reach.

Mending:

9-11: wizard can only mend ½ as much material as result of 12-13, and the repairs are ugly, obvious, and permanent.  The item must be re-made, or damaged again provoking another chance for mending. Spell lost for the day.

Patron Bonding (self):

9-11: You make contact but have managed to cause a minor offence in the process.  The wizard is now the most junior of the Patrons servants and will be granted the right to cast the Invoke Patron spell 1x / month.  The wizard will always be negotiating from a disadvantaged position until they can bring 1d10 supplicants to the patrons will (bonding on others); then the wizard will be promoted to the result of 12-13. Spell lost for the day.

Patron Bonding (other):

9-11:  As a result of 12-13, but the supplicant may only ask for aide once per year.  The wizard has a -1 to their next attempt at casting the Invoke Patron spell. Spell lost for the day.

Read Magic:

9-11: As a result of 12-13, but there is a 50% chance that the wizard has unknowingly made a translation error that will cause the spell to mutate the firs time it is cast.  The results are totally random, and might even be a benefit… or things could go horribly wrong.  Either way the spell is permanently altered to this new form and only usable by the wizard.  Any attempts by others to learn the spell provoke a willpower save DC= 15 or go insane trying to figure it out; if they do succeed then their results are just as random & as permanent. Spell lost for the day.

Rope Use:

9-11: the rope summoned is only 50ft long, lasts for 5 minutes and is difficult to hold on to such that it provokes a -1 on any checks requiring the rope. Spell lost for the day.

Runic Alphabet:

9-11:  wizard re-rolls until they get a result between 12 & 32+, however, the rune is flawed such that there is a 50% chance the rune won’t function correctly.  Alarm might go off for no reason, forgetfulness rune might cause the wizard to lose all their remaining spells for the day, or the cursing rune functions as normal, but the wizard isn’t immune to its effects… the DM is encouraged to be inventive… Spell lost for the day.


Sleep:

9-11: the target is only going to sleep for 1d3 turns, and no conditions may be set.  There is a 30% chance that the wizard will not sleep well enough to regain their spells the next time they sleep. Spell lost for the day.

Spider Climb:

9-11: For the duration of the spell, the wizard’s hands and feet transform into the tips of spider legs.  The spell functions as normal for the duration and the wizard isn’t capable of fine manipulations, grasping, and cannot walk upright.  Wizard my only make bludgeoning attacks for the duration of the spell. Spell lost for the day.

Ventriloquism:

9-11: spell functions as if wizard rolled 12-13, but there is a minor glitch causing the voice to be distorted but understandable, opposite sex, stutters, etc. For the next 1d3 turns the wizards voice takes on this same characteristic and causes -1 spell casting. Spell lost for the day.

Ward Portal:

9-11:  Portal is stuck, but may still be forced by normal means with a DC 20 STR check. The Wizard is -1 on all saves verses traps for the next 1d3 turns. Spell lost for the day.

***
Cleric spells:

Bless (self):

9-11: the cleric manages to gain some recognition from a representative of their Deity which grants the cleric the same benefits as a roll of 12-13, but for only 1d8+CL rounds.

Bless (other):

9-11: the supplicant receives +1 on saves for the duration of the spell.

Darkness:

9-11: As a result of 12-13, but half duration and range.

Detect Evil:

9-11: Evil targets gain a +2 on willpower saves to resist detection.

Detect Magic:

9-11:  There is a 30% chance of a false positive & a 50% chance of mis-identifying a trait.  Wizard is unaware of their error.

Holy Sanctuary:

9-11: As a result of 12-13, but attackers only suffer a -1 on attacks verses the cleric.

Paralysis:

9-11: As a result of 12-13, but the target is only stuck for 1d3 rounds.

Protection from Evil:

9-11: Cleric gains +1 to a save of their choice for the duration of the spell.

Resist Cold:

9-11: As a result for 12-13, but only 3 points.

Second Sight:

9-11: the Cleric is only able to manage fuzzy half-glimpses of the future.  They only receive +2 on a single roll of their choice in the next round.

Word of Command:

9-11:As a result of 12-13, but the target receives a +2 on their willpower save.

***
Name: Animal Banishing
Level: 1
Range: 20ft
Duration: varies
Casting Time: 1 round
Save: none
Manifestation: The targeted animal(s) disappear in a whirlwind of brightly colored smoke accompanied by a volume of thunder proportional to the size and number of animals banished
General:  You use your mastery of dimensional magic to temporarily banish 1 or more mundane animals to an extra-dimensional space where they do not age and are free from harm.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.  Additionally, the animal takes 1d4 damage

2-8: spell lost for the day

9-11: You banish one mundane animal of 1HD or less.  The animal will remain banished for 1d3 turns, and be removed of the need for food, water, & sleep.  In this banished state the animal is incapable of following commands and is secure against all damage. Spell lost for the day

12-13: You banish one mundane animal of 1HD or less.  The animal will remain banished for 1 hour, and be removed of the need for food, water, & sleep.  In this banished state the animal is incapable of following commands and is secure against all damage.

14-17: As normal, but you may banish up to 2HD of animals

18-23: The spell has all previous effects, but now lasts for 2 hours.

24-27: The spell has all previous effects, but now up to 4 + caster level HD of animals may be banished.

28- 29: The spell has all previous effects, but now duration is 4 hours

30-31: The spell has all previous effects, but now up to 8 +caster level HD of animals may be banished.

32+ The spell has all previous effects, but now the caster may banish 12 + caster level HD of animals and the duration is 24 hours.



Name: Break familiar bond
Level: 1
Range: 30ft
Duration: varies
Casting Time: 1 round
Save: Willpower Save vs spell check
Manifestation: Roll 1d4: (1) the targeted familiar simply vanishes with a popping sound, reappearing at the end of the spell; (2) green lightning bolts arc from the familiar for the duration of the spell; (3) familiar appears to be translucent; (4) familiar melts into a bubbling pool for the duration of the spell.
General: This spell causes a temporary interruption of the bond between caster and familiar.  While interrupted the wizard suffers the same penalties as if the familiar had died except that the wizard only takes subdual damage.  This damage is cumulative over multiple castings and may be healed normally, but the bonus HP and powers granted by the familiar are absent during the spell duration.  The suddenly missing HP can cause a wizard to drop below 0HP at which time the normal rules for character death apply.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.  Additionally, targeted bond is enhanced to give targeted familiar and wizard +1 to attacks and damage vs the caster of the Break familiar bond spell.

2-8: spell lost for the day

9-11: Bond is sundered for 1 round and the wizards own familiar is disgruntled & churlish for 1d4 rounds. Spell lost for the day

12-13: bond is sundered for 1d4 rounds

14-17: bond is sundered for 1d4+2 rounds

18-19: bond is sundered for 1d4 turns

20-23: bond is sundered for 1d4+4 turns

24-27: bond is sundered for 1d4+4 hours

28- 29: bond is sundered for 1d4 days and when the familiar finally returns it has -20% of HP, which heals as normal.

30-31: bond is sundered for 1d4+4 days and when the familiar finally returns it has -30% of HP & lost 1d2 powers.  HP heals normally and the powers return with 1 nights rest for each power lost.

32+ Bond is sundered for 1d4 weeks and when the familiar finally returns it has -30% of HP & lost 1d2 powers permanently.



Name: Cloud of fresh air
Level: 1
Range: varies
Duration: varies
Casting Time: 1 action
Save: none
Manifestation: Roll 1d8: (1) white cloud; (2) rainbow mist; (3) explosion of swirling rose petals; (4) bubbly geyser that erupts from the ground at the targets feet; (5) blue-red cloud; (6) green mist; (7) bilious, whirling fog; (8) orange cloud.  General: You summon forth a refreshing blast of pure sweet air that has various effects upon those targeted.  This spell doesn’t function under water or obscure the vision of its recipients in any of its forms.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.

2-8: Spell lost for the day

9-11:  as a result for 12-13, but for only 1 round.  Spell lost for the day.

12-13: target is engulfed in a personal zone of clean, sweet air for 1d4 rounds.  The target gains a +1 on saves verses damages from choking clouds, bad air, poison gasses, etc.

14-17:  As above but caster effects 1d3+1 targets, or 1 target for 3d4 rounds.

18-23:  Caster summons forth a single cloud of sweet, clean air with a radius of 20ft that lasts for 1d6 rounds.  The zone of good air pushes outwards from the center, so it keeps noxious vapors away from those within the cloud until the spell duration expires.  Those within the cloud gain +1 AC from attacks outside the cloud.  Those within the cloud may re-roll saves verses damages from choking clouds, bad air, poison gasses, etc. suffered immediately prior to their entering of Cloud of fresh air spell with a +2 bonus.  By concentrating, the caster may move the spell effect up to 50ft per round.

24-27:  With this result, the cloud now lasts for 2d6 rounds.  Additionally, those within the cloud may re-roll saves verses damages from choking clouds, bad air, poison gasses, etc. suffered immediately prior to their entering the Cloud of fresh air spell with a +3 bonus.

28- 29: With this result, the cloud now lasts for lasts for 3d6 rounds.  Additionally ,those within the cloud gain +2 AC from attacks outside the cloud.  By concentrating, the caster may move the spell effect up to 100ft per round.

30-31:  Caster summons forth 2 clouds of sweet, clean air with radii of 40ft, each lasts for 3d8 rounds.  These zones of good air push outwards from their centers, so they keep noxious vapors away from those within until the spell duration expires.  Those within the cloud gain +2 AC from attacks outside the cloud.  Those within the cloud may re-roll saves verses damages from choking clouds, bad air, poison gasses, etc. suffered immediately prior to their entering the Cloud of fresh air spell with a +3 bonus.  By concentrating, the caster may move the clouds up to 100ft per round.  The caster may only move 1 cloud per action.

32+    Caster summons forth a number of clouds equal to their caster level.  These clouds of sweet, clean air with radii of 40ft that last for 3d6 turns.  These zones of good air push outwards from their centers, so they keep noxious vapors away from those within until the spell duration expires.  Those within the cloud gain +3 AC from attacks outside the cloud.  Those within the cloud may re-roll saves verses damages from choking clouds, bad air, poison gasses, etc. suffered immediately prior to their entering the Cloud of fresh air spell with a +4 bonus.  By concentrating, the caster may move the spell effect up to 150ft per round.  The caster may move a number of clouds equal to their INT bonus per action.



Name: Fynderlang’s Forceful Flinger
Level: 1
Range: personal & line of sight, distance varies
Duration: 1 round/ caster level
Casting Time: 1
Save: none
Manifestation: the wizards thumb and pinky finger on one hand elongate to double their usual size and the they as well as the hand and wrist become noticeably stronger.  At the same time, there appears to be an other-worldly band of force connecting the finger and thumb.
General:   One of the wizards hands now functions as a powerful and magically enhanced slingshot.  While this spell is active, the wizard may cast other spells, but with only one hand, their casting times are doubled.  The wizard may not use the flinger if they are doing anything else, it is a two handed process.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.  Additionally, hand broken (no save) in manner listed for 9-11 entry.

2-8: spell fails and lost for the day

9-11: the spell functions as a result of 12-13: once… then the wizard makes a fortitude save Vs DC=12 or the wizard breaks 1d2 of the elongated digits in the process and cannot use the hand until all the bones are healed.  Furthermore, the wizard is at -3 on all skill and casting checks from the pain and lack of mobility.

12-13: the wizard may take any item that is similar to a sling bullet and place it upon the bands of force, and by drawing it back they may launch the pellet to twice the normal range of a sling.  The damage is 2d4 piercing.  The wizard makes a normal ranged attack, but they may substitute their INT bonus for Agility Bonus if the results are better.

14-17: the wizard may take any item that is similar to a sling bullet and place it upon the bands of force, and by drawing it back they may launch the pellet to thrice the normal range of a sling.  The damage is 2d4 piercing + 1/caster level.  The wizard makes a normal ranged attack, but they may substitute their INT bonus for Agility Bonus if the results are better.

18-23: the wizard may take any item that is similar to a sling bullet and place it upon the bands of force, and by drawing it back they may launch the pellet to thrice the normal range of a sling.  The damage is 3d4 piercing + 1/caster level.  The wizard makes a normal ranged attack, but they may substitute their INT bonus for Agility Bonus if the results are better.  Each bullet is charged with 1d4 random elemental energy, roll 1d5: 1=Force, 2=Fire, 3=Cold, 4=Electricity, 5=Sonic.

24-27: the wizard may take any item that is similar to a sling bullet and place it upon the bands of force, and by drawing it back they may launch the pellet to thrice the normal range of a sling.  The damage is 3d6 piercing + 1/caster level.  The wizard makes a normal ranged attack, but they may substitute their INT bonus for Agility Bonus if the results are better.  Each bullet is charged with 1d4 elemental energy chosen by the caster; 1=Force, 2=Fire, 3=Cold, 4=Electricity, 5=Sonic.

28- 29: the wizard may take any item that is similar to a sling bullet and place it upon the bands of force, and by drawing it back they may launch the pellet to 4x the normal range of a sling.  The damage is 3d6 piercing + 2/caster level.  The wizard makes a normal ranged attack, but they may substitute their INT bonus for Agility Bonus if the results are better.  Each bullet is charged with 1d6 elemental energy chosen by the caster; 1=Force, 2=Fire, 3=Cold, 4=Electricity, 5=Sonic.  Additionally, the target must make a fortitude save Vs DC= 15 or paralyzed for 1d10 rounds

30-31: the wizard may take any item that is similar to a sling bullet and place it upon the bands of force, and by drawing it back they may launch the pellet to 4x the normal range of a sling.  The damage is 3d8 piercing + 3/caster level.  The wizard makes a normal ranged attack, but they may substitute their INT bonus for Agility Bonus if the results are better as well as add ½ their level.  Once the bullet is fired, it breaks into 1d4 similar projectiles.  Each bullet is charged with the same 1d8 elemental energy chosen by the caster at firing; 1=Force, 2=Fire, 3=Cold, 4=Electricity, 5=Sonic.  Additionally, the target must make a fortitude save Vs DC= 16 or paralyzed for 1d10 turns

32+   the wizard may take any item that is similar to a sling bullet and place it upon the bands of force, and by drawing it back they may launch the pellet to 4x the normal range of a sling.  The damage is 3d8 piercing + 3/caster level.  The wizard makes a normal ranged attack, but they may substitute their INT bonus for Agility Bonus if the results are better as well as add their level.  Once the bullet is fired, it breaks into 1d6 similar projectiles.  Each bullet is charged with the same 1d8 elemental energy chosen by the caster at firing; 1=Force, 2=Fire, 3=Cold, 4=Electricity, 5=Sonic.  Additionally, the target must make a fortitude save Vs DC= 17 or turned to stone.



Name: Hide Magic
Level: 1
Range: person(s) and/or item(s) touched by caster
Duration: permanent until dismissed or dispelled
Casting Time: 1 round
Save: see text
Manifestation: none
General:  In the ever-escalating (and often homicidal) arms race of the wizards towards ultimate power; it was inevitable that one of them would figure out how to hide the fact that they are a wizard or using powerful magic items.  This spell is practically standard issue for a wizards tower if they don’t wish their studies to be interrupted.  It was also inevitable that someone would steal it, thus making it available to others.  The wizard may cast two forms of the spell: 1) the spell affects one living creature whose HD are < = casters level multiplied by their INT bonus.  These creatures are then hidden from scyring and other forms of magical detection, such as using detect magic to discern their aura or alignment, etc.  2) the caster may “hide” a number of magic items = his INT bonus multiplied by his caster level.  Whenever a cleric or wizard uses “Detect Magic” on masked items or creatures,  scrying, etc. on said items or creatures, the caster must use the shield rating as the DC for their casting check.  If they make the check by more than 5, then the shield is destroyed.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day. 

2-8: Spell fails and spell lost for the day.

9-11: Spell creates a very weak shield against detection and then the spell is lost for the day.

12+  A shield against detect magic spell is created for the designated creature(s) or item(s).  The shields rating is = the casting check and should be noted in the description for each item or creature. 



Name: Nullify Cantrips
Level: 1
Range: varies
Duration: varies
Casting Time: 1
Save: Will save vs. Check
Manifestation: same
General: As wizards learn their craft, they practice many minor incantations that produce simple visual, audio, or practical effects.  Which brought the inevitable need to protect oneself from the pranks and petty jealousies of ones peers and apprentices despite the danger of frivolous casting.  The need to cancel out this minor though pernicious magic was too practical a need for wizards to ignore.  This spell may be counter-spelled when it is cast, but once it’s in place Dispel Magic is required to get rid of the null-cantrip zone prior to the spells duration.  If a wizard is using a cantrip spell effect within the radius of a null-cantrip zone their casting check only succeeds if they roll higher than the zones rating.  The zones rating is equal to the casting check of the wizard that set up the null-cantrip zone.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day. 

2-8: spell fails and is lost for the day.

9-11: You can cancel the cantrips of up to this power for yourself and others within a radius of 10ft upon a fixed point.  Spell duration is 1 round per caster level. The spell is lost for the day.

12-13: You can cancel the cantrips of up to this power for yourself and others within a radius of 20ft upon a fixed point.  Spell duration is 1 round per caster level.

14-17: You can cancel the cantrips of up to this power for yourself and others within a radius of 20ft upon a fixed point; or upon a mobile point with a radius of 10ft.   Spell duration is 2 rounds per caster level.

18-19: You can cancel the cantrips of up to this power for yourself and others within a radius of 30ft upon a fixed point; or upon a mobile point with a radius of 15ft.  Spell duration is 1turn per caster level.

20-23: You can cancel the cantrips of up to this power for yourself and others within a radius of 40ft upon a fixed point; or upon a mobile point with a radius of 20ft.  Spell duration is 2 turns per caster level.

24-27: You can cancel the cantrips of up to this power for other wizards, not your own within a radius of 40ft upon a fixed point; or upon a mobile point with a radius of 20ft.   Spell duration is 1 hour per caster level.

28- 29: You can cancel the cantrips of up to this power for other wizards, not your own within a radius of 50ft upon a fixed point; or upon a mobile point with a radius of 25ft.  Spell duration is 2 hours per caster level.

30-31: You can cancel the cantrips of up to this power for other wizards, not your own within a radius of 100ft upon a fixed point; or upon a mobile point with a radius of 50ft.  Spell duration is 1 day per caster level.

32+ You can cancel the cantrips of up to this power for other wizards, not your own within a radius of 200ft upon a fixed point; or upon a mobile point with a radius of 100ft.  Spell duration is 1 week per caster level.



Name: Obfuscate Magical Writings
Level: 1
Range: touch
Duration: varies
Casting Time: 1 turn
Save: none
Manifestation: Roll 1d4: (1) the letters or pictures divide up by type and form wandering herds; (2) each letter or symbol of the writings are scrolling through all possible symbols, all at the same time; (3) the text translates itself into animated pictures, or, the pictures turn into inaccurate phonetic spellings of the ideas they represent; (4) the surfaces or pages are covered in swirling splashes of violent, clashing colors.
General: this spell functions nearly the same as the spell Obfuscate Language; except that once the spell is successfully cast, it runs for the duration unless Dispel Magic is cast upon the writings.  Even if successfully dispelled, the wizard will still most likely have to use Read Magic to fully understand the magical writings.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.  If spell was cast on written text, then 1d100% has been erased.

2-8: Failure, spell lost for the day

9-11: The caster may obscure 1 page of magical text of 150 words or, up to 36 square inches of magical wall carvings/paintings.  This enchantment lasts for 1 day. Spell lost for the day.

12-13: The caster may obscure 1 page of magical text of 250 words or, up to 1 square foot of magical wall carvings/paintings.  This enchantment lasts for 1d4 days.

14-17: The caster may obscure magical text equal to 5 standard pages of 250 words or, up to 5 square feet of magical wall carvings/paintings.  This enchantment lasts for 1d4+4 days.

18-19: The caster may obscure magical text equal to 10 standard pages of 250 words or, up to 10 square feet of magical wall carvings/paintings.  This enchantment lasts for 1d4 weeks.

20-23: The caster may obscure magical text equal to 15 standard pages of 250 words or, up to 15 square feet of magical wall carvings/paintings.  This enchantment lasts for 1d4+4 weeks.

24-27: The caster may obscure magical text equal to 20 standard pages of 250 words or, up to 20 square feet of magical wall carvings/paintings.  This enchantment lasts for 1d4 months.

28- 29: The caster may obscure magical text equal to 25 standard pages of 250 words or, up to 25 square feet of magical wall carvings/paintings.  This enchantment lasts for 1d4+4 years.

30-31: The caster may obscure magical text equal to 50 standard pages of 250 words or, up to 50 square feet of magical wall carvings/paintings.  This enchantment lasts for 1d5+5 decades.

32+ The caster may obscure magical text equal to 100 standard pages of 250 words or, up to 100 square feet of magical wall carvings/paintings. This enchantment lasts for 1d5+5 centuries.



Name: Obscure Languages
Level: 1
Range: person(s) or object(s) touched by caster at the time of casting
Duration: varies
Casting Time: 1 turn
Save: Willpower vs spellcheck
Manifestation: same
General: In the case of a person various power levels of the spell are able to render the target(s) incapable of understanding or communicating with others to varying degrees; the wizard may instead choose to render written text untranslatable for the duration of the spell.  This spell applies to non-magical languages and texts only.  Anyone attempting to communicate with affected people or read bewitched texts must make a will power save with DC= the wizards initial spell check.  Failure means the text is untranslatable.   Texts and people enchanted in this fashion may still be understood or read normally by the wizard who cast the obscuring spell.  Another wizard may attempt to cancel the effects of this spell upon people or objects by casting “comprehend languages” at a level =  > the original effect they are attempting to override.  Failure means that wizard is incapable of communicating with the target or reading the text until the spell effects wear off.  Special: if the caster chooses, they can spell burn to make the effects permanent on the target(s).  The casting wizard divides the check result by 4 to calculate the number of points to be burned.  So… a result of 12= 3 points of spell burn and a result of 32= 8 points of spell burn to make permanent.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.  Renders caster incapable of coherent speech for the duration of the spell, and erases 1d100% of the text.

2-8: Failure, spell lost for the day

9-11: If the target fails its Willpower Save then it is prevented from understanding one normal written language of the casters choice for 1d6 rounds.  Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 1 partial page of 150 words or, up to 36 square inches of wall carvings/paintings.  This version of the enchantment lasts for 1 week.  Spell lost for the day.

12-13: If the target fails its Willpower Save then it is prevented from understanding one normal written language of the casters choice for 1 turn.  Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 1 standard page of 250 words or, up to 1 square foot of wall carvings/paintings.  This version of the enchantment lasts for 1d4 weeks.

14-17: If the target fails its Willpower Save then it is prevented from understanding one normal language of the casters choice in both written and spoken form for 1 turn.  Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 5 standard pages of 250 words or, up to 5 square feet of wall carvings/paintings.  This version of the enchantment lasts for 1d4+4 weeks.

18-19: If the target fails its Willpower Save then it is prevented from understanding normal languages in both written and spoken form for 1 turn. Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 10 standard pages of 250 words or, up to 10 square feet of wall carvings/paintings.  This version of the enchantment lasts for 1d4 months.

20-23: The caster may target 1 humanoid for each point of INT bonus.  If the targets fail their Willpower Saves then they are prevented from understanding normal languages in both written and spoken form for 1 hour. Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 15 standard pages of 250 words or, up to 15 square feet of wall carvings/paintings.  This version of the enchantment lasts for 1d7+6 months.

24-27: The caster may target 1 humanoid for each point of INT bonus.  If the targets fail their Willpower Saves then they are prevented from understanding normal languages in both written and spoken form for 1 hour. Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 20 standard pages of 250 words or, up to 20 square feet of wall carvings/paintings.  This version of the enchantment lasts for 1d4 years.

28- 29: The caster may target 1 humanoid for each point of INT bonus.  If the targets fail their Willpower Saves then they are prevented from understanding normal languages in both written and spoken form for 1 week; or 1 target for a month. Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 25 standard pages of 250 words or, up to 25 square feet of wall carvings/paintings.  This version of the enchantment lasts for 1d4+4 years.

30-31: The caster may target 1 humanoid for each point of INT bonus.  If the targets fail their Willpower Saves then they are prevented from understanding normal languages in both written and spoken form for 1 month; or 1 target for 1d7 months. Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 50 standard pages of 250 words or, up to 50 square feet of wall carvings/paintings.  This version of the enchantment lasts for 1d5+4 years.

32+ The caster may target 5 humanoids for each point of INT bonus.  If the targets fail their Willpower Saves then they are prevented from understanding normal languages in both written and spoken form for 1 month; or 1 target for 1d6+7 months. Alternately, a wizard may choose to obscure written texts.  In that case they can obscure 100 standard pages of 250 words or, up to 100 square feet of wall carvings/paintings.  This version of the enchantment lasts for 1d4+4 decades.



Name: obscuring mist

Level: 1
Range: 50ft
Duration:
Casting Time: 1 rnd
Save: none
Manifestation: cloud color is: [roll 1d7] 1. red, 2. pink, 3. orange, 4. yellow, 5. green,
6. blue, 7. violet

General: This spell creates a thick, billowing fog that eminates from the point designated by
the wizard.  It quickly fills the area and at low levels it prevents all forms of normal sight
from penetrating the mist.  The casting wisard can see through it at higher levels of success.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day. 

2-8: spell fails and is lost for the day

9-11: cloud has a radius of 5ft and all within its effects are -1 on attacks or any skills that require sight.  Spell lasts for 1 round. Spell lost for the day.

12-13: cloud has a radius of 10ft and all within its effects are -2 on attacks or any skills that require sight.  Spell lasts for 1d3+caster INT bonus in rounds.

14-17:  cloud has a radius of 10ft and all within its effects are -2 on attacks or any skills that require sight, or sound.  Spell lasts for 1d6 + Caster INT bonus rounds

18-23:  cloud has a radius of 15ft and all within its effects are -2 on attacks or any skills that require sight, smell, or sound.  At the end of the spell those who are within the cloud, or when someone finds their way out of the spells area of effect, they roll a fortitude save or suffer -1 for additional round.  Spell lasts for 1d6 + Caster INT bonus rounds.

24-27:  cloud has a radius of 15ft and all within its effects are -3 on attacks or any skills that require  sight, smell, or sound.  Additionally the mist applies to tremor sense at half strength.  At the end of the spell those who are within the cloud, or when someone finds their way out of the spells area of effect, they roll a fortitude save or suffer -1 for additional 2 rounds.  Spell lasts for 1d8 + Caster INT bonus rounds.

28- 29:  cloud has a radius of 20ft and all within its effects are -3 on attacks or any skills that require sight, smell, or sound.  Additionally the mist applies fully to tremor sense, and at half strength Vs blind sence.  At the end of the spell those who are within the cloud, or when someone finds their way out of the spells area of effect, they roll a fortitude save or suffer -2 for 1 additional turn.  Spell lasts for 1d8 + Caster INT bonus turns.
30-31:  cloud has a radius of 30ft and all within its effects are -4 on attacks or any skills that require sight, smell, or sound.  Additionally the mist applies fully to tremor sense, blind sence, and at half strength Vs spells or items like true sight.  At the end of the spell those who are within the cloud, or when someone finds their way out of the spells area of
effect, they roll a fortitude save or suffer -2 for additional 1d3 turns.  Spell lasts for 1d10 + Caster INT bonus turns.

32+   cloud has a radius of 40ft and all within its effects are -5 on attacks or any skills that require sight, smell, or sound.  Additionally the mist applies fully to tremor sense, blind sence, and Vs spells or items like true sight.  At the end of the spell those who are within the cloud, or when someone finds their way out of the spells area of effect, they roll a fortitude save or suffer -3 for 1 additional hour.  Spell lasts for 1d16 + Caster INT bonus hours.


Name:  Pilfer Voice
Level: 1
Range: one creature capable of speech within 30ft
Duration: varies
Casting Time: 1 round
Save: Willpower vs spell check
Manifestation: Roll 1d8: (1) black smoke streams from the targets mouth; (2) target appears to have bubbles floating out of its mouth for the duration of spell; (3) target appears to lose their mouth; (4) attempts to speak sound like inarticulate gurgling; (5) attempts to speak sound like cricket chirps; (6) attempts to speak sound like frog croaks; (7) swarming flies stream from the targets mouth; (8) rainbow sparks steam from the targets mouth.  All of these effects are illusions and pose no real harm beyond their disturbing imagery. 
General:  The caster is able to magically steal the voice of the target for various limits of time, including permanent theft of the targets voice.  This grants the caster no insights or understanding of the target, so listeners who know the true owner of the voice may not be fooled by the ruse even if the imitation is perfect.  A wizard may collect any number of voices; but the more they collect, the harder it will be to gain new ones. Any time the wizard rolls a “1” on their attempt to steal another persons voice they forget one voice from their repertoire.  The lost voice is determined at random and the choices include the casters own voice; it is possible for a caster to only be able to speak with someone else’s voice or to have no voice at all.  The wizard may freely use any of their collected voices & may even barter them to patrons.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.  Caster is mute for 1d30 +caster level in minutes.

2-8: spell fails and is lost for the day.

9-11:  As a result of 12-13, but the target gains +2 to their save roll. Spell lost for the day.

12-13: If the target fails their Willpower Save, then they suffer the effects of the manifestation and the caster gains temporary use of the targets voice for 1d5+caster level rounds; but they may not collect the new voice.

14-17: If the target fails their Willpower Save, then they suffer the effects of the manifestation and the caster gains temporary use of the targets voice for 2d5+caster level rounds.  At the end of the spells’ duration the target rolls 1d24 + personality bonus + luck bonus; with a -1 per 5 rounds the voice was absent.    The caster rolls 1d14+caster level + personality bonus with a -1 penalty for every 5 voices in their permanent repertoire.  If the caster wins, then they keep the voice and the target affects the spell manifestation permanently.

18-19: If the target fails their Willpower Save, then they suffer the effects of the manifestation and the caster gains temporary use of the targets voice for 3d5+caster level rounds.  At the end of the spells’ duration the target rolls 1d20 + personality bonus + luck bonus; with a -1 per 5 rounds the voice was absent.  The caster rolls 1d16+caster level + personality bonus with a -1 penalty for every 5 voices in their permanent repertoire.  If the caster wins, then they keep the voice and the target affects the spell manifestation permanently.

20-23: If the target fails their Willpower Save, then they suffer the effects of the manifestation and the caster gains temporary use of the targets voice for 4d5+caster level rounds.  At the end of the spells’ duration the target rolls 1d16 + personality bonus + luck bonus; with a -1 per 5 rounds the voice was absent.  The caster rolls 1d20+caster level + personality bonus with a -1 penalty for every 5 voice in their permanent repertoire.  If the caster wins, then they keep the voice and the target affects the spell manifestation permanently.

24-29: The wizard may chose a number of targets = their INT bonus, but the targets all have to be in line of sight & within 50ft of the caster at the time of casting.  If the targets fail their Willpower Saves, then they suffer the effects of the manifestations (rolled separately) and the caster gains temporary use of the targets voices for 3d10+caster level rounds.  At the end of the spells’ duration the target rolls 1d20 + personality bonus + luck bonus; with a -1 per 5 rounds the voice was absent.  The caster rolls 1d24+caster level + personality bonus with a -1 penalty for every 5 voice in their permanent repertoire.  If the caster wins, then they keep the voices and the targets affect the spell manifestations permanently. 

30-31: As results for 24-29; but, the caster may target outsiders, demons, and angels after spellburning 1 point of Stamina for each entity targeted.
32+  As a result of 30-31; with the addition that the caster doesn’t need line of sight, the spell has no range and crosses dimensions.  The caster must have some small token belonging to the target, or some hair or blood, etc. and spellburn 2 points of stats per target.



Name:  Reduce
Level: 1
Range: Touch
Duration: 1 turn/ caster level
Casting Time: 1 round
Save: none; or a Willpower vs. Check if target is unwilling
Manifestation: Roll 1d4: (1) target simply shrinks to new size (2) Target vanishes and then reappears smaller (3) target turns to hard stone that then crumbles away to reveal the new size (4) target appears to explode into a galaxy of stars then reappears in the new size
General: functionally the same, but everything is getting smaller.
1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.

2-8: spell fails and is lost for the day

9-11:  As results for a roll of 12-13, but the target equipment isn’t reduced. This causes a -1 on all actions, and -5ft to move rate.  Spell lost for the day.

12-13: The target reduces in size & mass by 10%.  The target is visibly smaller, but not so much as to cause changes in movement, attacks, etc.  It is sufficient to allow the target better odds of escaping bonds, traps, or other such benefits as the Judge may allow.

14-17: The target reduces in size & mass by 25%, conferring a -1 STR and a +1 to Agility

18-19: The target reduces in size & mass by 50%, conferring a -2 STR and a +2 to Agility

20-23: The target reduces in size & mass by 75%, conferring a -3 STR and a +3 to Agility

24-27: The target reduces in size & mass by 100%, conferring a -6 STR and a +6 to Agility; the subjects’ height is measured in inches rather than feet.  i.e. if the target was 7 feet tall & weighed 200lbs, then they are now 7 inches tall and weigh only 2 lbs.

28- 29: The wizard may spread around 200% worth of size reduction in 25% increments to a number of targets equal to caster level, within a range of 20ft.

30-31: The wizard may spread around 200% worth of size reduction in 25% increments to a number of targets equal to caster level, within a range of 20ft.  spell duration is doubled.

32+ The wizard may spread around 300% worth of size reduction in 25% increments to a number of targets equal to caster level, within a range of 40ft. Spell duration is tripled.



Name: Rend/ Tear/ Break Item
Level: 1
Range: 5ft
Duration: varies
Casting Time: 1 round
Save: Fortitude save vs spell check
Manifestation: Roll 1d4: (1) object glows violent pink then melts slightly; (2) object disappears then reappears in torn condition; (3) Swarm of clockwork bugs swarms the item leaving it torn and battered; (4) item explodes then reforms poorly
General: This spell is the reverse of the Mend spell and functions along the same mechanics.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.

2-8: spell lost for the day

9-11:  You cause a minor defect in one simple object of non-magical, non-living material that doesn’t exceed 216  cubic inches in volume; and which contains no moving parts or complex mechanisms.  The defect lasts for 12 hours and the wizard is -1 on all craft skill checks for the rest of the day.  Spell lost for the day.

12-13: You cause a minor defect in one simple object of non-magical, non-living material that doesn’t exceed 1 cubic foot in volume; and which contains no moving parts or complex mechanisms.  The defect lasts for 24 hours.

14-17: You cause a minor defect in one simple object of non-magical, non-living material that doesn’t exceed 1 cubic foot in volume; and which contains no moving parts or complex mechanisms.  The defect lasts for 1 week.

18-19: You cause a minor defect in one simple object of non-magical, non-living material that doesn’t exceed 1 cubic foot in volume; and which contains no moving parts or complex mechanisms.  The defect is permanent until repaired.  These repairs cost 10% of the items value.

20-23:  You cause a significant defect in one complex object of non-magical, non-living material that doesn’t exceed 1 cubic foot in volume.  The item may contain moving parts and complex mechanisms.  The defect is permanent until repaired.  These repairs cost 20% of the items value.

24-27:  You cause a significant defect at a distance of up to 100ft in one complex object of non-magical, non-living material that doesn’t exceed 1 cubic foot in volume.  The item may contain moving parts and complex mechanisms.  The defect is permanent until repaired.  These repairs cost 25% of the items value.

28- 29:  You cause a significant defect at a distance of up to 100ft in one complex object of non-magical, non-living material weighing up to 1 ton per caster level.  The targeted item may contain moving parts and complex mechanisms.  The casting time is altered to 1 round per ton of effected material.  The defect is permanent until repaired.  These repairs cost 50% of the items value.

30-31:  As entry for 28-29, but mundane items are broken beyond repair.  Additionally and by burning 1 stat point for each power of the item; the caster may attempt to rend, tear, or break magical items.  Magical items broken in this fashion may be repaired buy paying 70% of the items value… assuming the conditions of its creation can be replicated.  i.e. there is a wizard that knows how to fix it and is willing to take the risks, etc…

32+  As entry 30-31, but items broken in this fashion cannot be repaired & the wreckage has been rendered useless and may not be salvaged.



Name: Wizard Hovel
Level: 1
Range: stationary effect, has 15ft radius effect
Duration: varies
Casting Time: 1turn
Save: none
Manifestation: The area affected by the spell reorders itself into a shelter for the duration of the spell.  Trees, rocks, and soil, build themselves into a domed structure that is 30ft in diameter with a slightly recessed floor. There is at least a fire pit and a smoke hole, but in powerful manifestations the hovel can have multiple fireplaces and bunk beds with a stocked larder and hearth. 
General:  the spell can function in any type of terrain, the spell renders them suitable for construction, and trees will bend and alter their spacing for the duration to aid in the buildings construction/defense.  In an underground environment, the spell will construct a room equal in volume to the spells normal functioning [8480 cubic feet = 8, 10ft cubes, or a room that is approx. 20ft x 40ft x 10ft high] in the nearest convenient location.  The wizard will know where this is located and how to get there.

1: Spell fails. Roll 1d6, 1= roll on the corruption table and spell lost for 1d4 days, otherwise spell is lost for the day.

2-8: spell fails and is lost for the day

9-11: the spell functions as a result of 12-13, but the hovel is only 15ft in diameter and not everyone will fit.  There is no fire pit or smoke hole. Neither is there a door or any other amenities.

12-13:  The spell functions for 8 hours/ caster level.  The area affected by the spell reorders itself into a shelter for the duration of the spell.  Trees, rocks, and soil, build themselves into a domed structure that is 30ft in diameter with a slightly recessed floor. There is a fire pit and a smoke hole, as well as a door with stout bolt.  There are convenient places for everyone to hang cloaks, hammocks and such.  The spell offers no magical bonuses verses abnormal weather beyond that of shelter and a place to build a fire; assuming they have wood or other fuel.

14-17:  The spell functions for 8 hours/ caster level.  The area affected by the spell reorders itself into a shelter for the duration of the spell.  Trees, rocks, and soil, build themselves into a domed structure that is 30ft in diameter with a slightly recessed floor. There is a fire pit and a smoke hole, as well as a door with stout bolt.  There are convenient places for everyone to hang cloaks, hammocks and such.  The Hovel comes with enough wood to keep a fire going for the duration of the spell as well as enough water for cooking and washing, but no tub.

18-19:  The spell functions for 12 hours/ caster level.  The area affected by the spell reorders itself into a shelter for the duration of the spell.  Trees, rocks, and soil, build themselves into a domed structure that is 30ft in diameter with a slightly recessed floor. There is a fireplace w/ the hooks and such for cooking, as well as a door with stout bolt.  There are convenient places for everyone to hang cloaks, hammocks and such, but there are enough bunk beds with mattresses to accommodate everyone.  The walls of the structure have DR5.

20-23:  The spell functions for 16 hours/ caster level.  The area affected by the spell reorders itself into a shelter for the duration of the spell and is hidden from prying eyes.  Anyone not inside the shelter, or named when it was built, will suffer a -5 on any attempt to locate the hovel.  Trees, rocks, and soil, build themselves into a domed structure that is 30ft in diameter with a slightly recessed floor. There is a fireplace Hearth oven for cooking, as well as a door with stout bolt.  There are convenient places for everyone to hang cloaks, hammocks and such, but there are enough bunk beds with mattresses to accommodate everyone.  The fire is magic and needs no tending, and there are casks of wine and ale along with enough basic rations of dried meat and fruits that a grand feast can be had. The food replenishes itself for the duration of the spell, but never exceeds the equivalent of 3 meals/day per person.  The walls of the structure have DR10 and the interior of the hovel is a comfortable 70 degrees if the outside temperature is between 0F and 100F degrees.  The interior temperature declines or elevates on a 1:1 basis for temperatures over or under the limits.

24-27: The spell functions for 20 hours/ caster level.  The area affected by the spell reorders itself into a shelter for the duration of the spell and is hidden from prying eyes.  Anyone not inside the shelter, or named when it was built, will suffer a -7 on any attempt to locate the hovel.  Trees, rocks, and soil, build themselves into a domed structure that is 40ft in diameter with a slightly recessed floor (or a 40ft x 50ft x 10ft high room). There is a fireplace Hearth oven for cooking, as well as a door with stout bolt and DC 12 lock.  There are convenient places for everyone to hang cloaks, hammocks and such, but there are enough bunk beds with mattresses to accommodate everyone.  The fire is magic and needs no tending, and there are casks of wine and ale along with enough basic rations of dried meat and fruits that a grand feast can be had. The food replenishes itself for the duration of the spell, but never exceeds the equivalent of 3 meals/day per person.  The walls of the structure have DR15 and the interior of the hovel is a comfortable 70 degrees if the outside temperature is between 0F and 100F degrees.  The interior temperature declines or elevates on a 1:2 basis for temperatures over or under the limits.

28- 29:  The spell functions for 1 day/ caster level.  The area affected by the spell reorders itself into a shelter for the duration of the spell and is hidden from prying eyes.  Anyone not inside the shelter, or named when it was built, will suffer a -9 on any attempt to locate the hovel even when using powerful scrying magic other than True Sight spell.  Trees, rocks, and soil, build themselves into a domed structure that is 40ft in diameter with a slightly recessed floor (or a 40ft x 50ft x 10ft high room).  The interior can be arranged to suit the needs of the moment and has Gnomish Plumbing in the kitchen and bathroom(s), but is still part of the Material Plain. There is a fireplace hearth oven for cooking, as well as a door with stout bolt and DC 15 lock.  There are convenient places for everyone to hang cloaks, hammocks and such, but there are enough bunk beds with mattresses to accommodate everyone.  The fire is magic and needs no tending, and there are casks of wine and ale along with enough basic rations of dried meat and fruits that a grand feast can be had. The food replenishes itself for the duration of the spell, but never exceeds the equivalent of 3 meals/day per person.  The walls of the structure are considered to be adamantium and the interior of the hovel is a comfortable 70 degrees if the outside temperature is between 0F and 100F degrees.  The interior temperature declines or elevates on a 1:5 basis for temperatures over or under the limits.

30-31: The spell creates a permanent Hovel.  The wizard may have many permanent structures, but only one of them may function according to the spell at a time.  The area affected by the spell reorders itself into a shelter for the duration of the spell and is hidden from prying eyes.  Anyone not inside the shelter, or named when it was built, will suffer a -11 on any attempt to locate the hovel even when using powerful scrying magic other than True Sight spell.  Trees, rocks, and soil, build themselves into a domed structure that is 50ft in diameter with a slightly recessed floor (or a 30ft x 100ft x 10ft high room that has 9 10ft x 10ft x 10ft high rooms attached to it). There is a fireplace Hearth oven for cooking, as well as a door with stout bolt and DC20 lock.  The interior space may be designed to the wizards tastes, but is still part of the material plain.  The fire is magic and needs no tending, and there are casks of wine and ale along with enough basic rations of dried meat and fruits that a grand feast can be had. The food replenishes itself every 24hrs, but never exceeds the equivalent of 3 meals/day per person.  There are ghostly servants to perform any menial tasks.  The walls of the structure are considered to be adamantium and the interior of the hovel is a comfortable 70 degrees if the outside temperature is between 0F and 100F degrees.  The interior temperature declines or elevates on a 1:10 basis for temperatures over or under the limits.

32+  AS above, but the room is now a permanent extra dimensional space.  As long as no one is in the hovel, the wizard can close the door and detach the doorknob. The next time shelter is needed someone draws a door, and then attaches the knob.  This creates a door that will then open into the room again, replenished and ready to go.  In areas where there is nowhere to draw the door, any large rock or tree, or even the ground will suffice.



Cleric Spells:

Name: Gift of Health
Level: 2
Range: varies
Duration: instant
Casting Time: 1 full round
Save: none
Manifestation: the cleric is enveloped in a sparkling blue nimbus of light that passes to those affected by the spell.  Once the healing is complete, the light fades.
General:   this spell is a much more powerful version of the Clerics Lay-on-hands ability.  This is spell can heal  and remove negative effects, as well as regenerate lost HP& Stat Burn.

1-11: spell lost
12-13: As lay on hands ability, but only half strength.
14-17: Successful casting: As lay on hands ability, and the spell removes all normal diseases, venoms &, toxins from the subject.
18-23: Successful casting: As lay on hands ability, and the spell removes all normal diseases, venoms &, toxins from the subject.  Additionally the spell restores 1d4 Stat Burn
24-27: Successful casting: As lay on hands ability, and the spell removes all normal diseases, venoms &, toxins from the subject.  Additionally the spell restores 1d4 Stat Burn or removes 1 corruption result, and the Cleric may designate anyone within a radius= 5ft/caster level as the recipient of the spell and no touch is required.
28- 29: Successful casting: As lay on hands ability, and the spell removes all diseases, venoms &, toxins from the subject.  Additionally the spell restores 1d6 Stat Burn or removes 2 corruption results, and the Cleric may designate anyone within a radius= 10ft/caster level as the recipient of the spell and no touch is required.
30-31: Successful casting: As lay on hands ability +2 dice, and the spell removes all diseases, venoms &, toxins from the subject.  Additionally the spell restores 2d4 Stat Burn and the spell will allow limbs to be re-grown or re-attached; or removes 3 corruption results, and the Cleric may designate anyone within a radius= 15ft/caster level as the recipient of the spell and no touch is required.
32+   the target of the spell is restored to perfect health.  Any stat or HP damage, as well as Luck are restored to their original values.  If the target is a wizard, then any corruptions they have are likewise removed… along with any pacts or benefits that were tied to them.  Limbs are restored, and curses are lifted are well.

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