Carcass Crawler Cleric Spells
Spells of Austerus
- Order
- 2nd level cleric spell
- Duration: 1 round per level
- Range: 20′ around the caster
- All creatures within a 20′ radius area are temporarily calmed.
- Effect: Affected creatures’ emotions are suppressed for the spell’s duration. Hostile creatures are rendered non-hostile (though not necessarily friendly).
- Save: Unwilling targets may save versus spells to resist being calmed.
- Magically-induced emotions: (e.g. fear, confusion). Are also affected.
- When the spell ends: Affected creatures return to their previous emotional state.
- Halo of Protection
- 3rd level cleric spell
- Duration: 1 turn
- Range: 120′
- A halo of shimmering white light surrounds a 30′ diameter area within range. The light flares to burn creatures that trespass its bounds.
- Damage: Enemies inside the halo take 1 damage per round.
- Chaotic creatures: Take 2 damage per round.
- Chaotic supernatural creatures: Take 1d3+1 damage per round.
- Searing Radiance
- 4th level cleric spell
- Duration: Instant
- Range: 20′
- A momentary flash of blazing golden light emanates from the caster’s hand. Chaotic creatures within range that the light touches are burned by its holy radiance.
- Chaotic creatures: Suffer 1d6 damage (save versus spells to negate).
- Chaotic supernatural creatures: (For example undead and fiends.) Suffer 2d6 damage (save versus spells for half).
- Redemption
- 5th level cleric spell
- Duration: Instant
- Range: Touch
- Golden light beams from a touched creature’s eyes as the caster purges their soul of evil, permanently changing their alignment to Lawful.
- Saving throw: An unwilling subject may save versus spells to resist the change.
- Chaotic creatures: Save at +4. If the save succeeds, the caster takes 1d4 damage per HD of the target.
- Dispelling: This spell can only be undone by powerful magic (e.g. a wish, a helm of alignment changing) or at the referee’s option by performing a special quest.
- Restrictions: Only intelligent living creatures are affected.
Spells of the Black Alderman
- Skull Speech
- 1st level cleric spell
- Duration: 1 turn per level
- Range: 60′
- The caster can cause a single skull within range to speak in a rasping whisper.
- Words: The caster can cause the skull to utter any words desired. It is not possible to cast spells via the skull.
- Undead monsters: An undead monster’s skull can be caused to speak. Intelligent undead may save versus paralysis to resist.
- Skull Sentry
- 2nd level cleric spell
- Duration: 8 hours
- Range: Touch
- Enchants a skull to act as a sentry. For the spell’s duration, if a creature of a designated type comes within 30′ of the skull, it chatters its teeth (audible up to 120′ away).
- Danse Macabre
- 4th level cleric spell
- Duration: Concentration
- Range: 60′
- The caster plays a magical song on an instrument of bone that causes bones within range to spring to life and dance.
- Non-living bones: Are animated by the spell, dancing, bouncing, or rattling along to the tune.
- Corporeal undead creatures: Must save versus spells or also be compelled. While dancing, attack rolls and saving throws are penalised by –4.
- Control Skull
- 5th level cleric spell
- Duration: Concentration (up to 6 rounds)
- Range: 120′
- By concentrating, the caster is able to manipulate skulls, both living and dead, by the power of thought.
- Control: The caster gains full control of a skull, able to make it speak, look in any direction, or hold it in place, but cannot control any other parts of the body.
- Save: If a creature is targeted, it may save versus spells to resist the spell.
- Movement: The skull can be moved up to 20′ per round, in any direction the caster wishes, including vertically (lifted into the air). Creatures can be dragged by the skull in this way.
Spells of Klath-Karnath
- Tempt Fate
- 1st level cleric spell
- Duration: 1 round
- Range: The caster or a creature touched Cast upon a subject about to perform a dangerous deed. They gain a +4 bonus to a single saving throw incurred as a result.
- Bless the Foolhardy
- 2nd level cleric spell
- Duration: 6 turns
- Range: 60′
- Allies within a 20′ × 20′ area who are not yet in melee gain a +1 bonus to attacks and damage rolls in melee against foes of higher HD. This increases to +2 against foes of 2 or more higher HD, and +3 against foes of 5 or more higher HD.
- Defy Death
- 3rd level cleric spell
- Duration: 1 round
- Range: 30′
- Against all odds, the caster or another creature can miraculously survive damage that should be fatal.
- Bonus hit points: The subject gains 1d4 bonus hit points per level of the caster. Any damage suffered: Is subtracted first from the bonus hit points. When the duration ends: If any of the bonus hit points remain, they disappear.
- Enrage
- 4th level cleric spell
- Duration: Concentration
- Range: 40′
- Enemies within range must save versus spells or fly into a blood rage.
- Blood rage: Causes a +1 bonus to attack rolls, +2 bonus to damage rolls, and a –3 AC penalty.
- Affected creatures: Immediately attack the closet creature, whether it is friend or foe. If the creature is killed, the affected creature attacks the next nearest.
Spells of Moumb
- Deep Vision
- 1st level cleric spell
- Duration: 6 turns + 1 per level
- Range: The caster or a creature touched The subject gains the ability to see in pitch darkness as if in torchlight (30′ radius range).
- Restrictions: This spell only functions underground.
- Secret Room
- 3rd level cleric spell
- Duration: 1 hour per level
- Range: Touch
- The caster touches a wall, causing a secret door to appear that leads into a magically created room.
- Dimensions: 10′ × 10′ × 10′ and empty, made of the same material as the wall.
- Finding: Other creatures on the outside can find the secret door as normal. When the spell’s duration ends: The room collapses into itself and disappears, and the door returns to a solid wall. Anything still inside reappears back outside.
- Restrictions: This spell only functions underground. If there is a room already on the other side of the wall on which the spell is cast, the spell fails.
- Find Exit
- 4th level cleric spell
- Duration: 1 turn per level
- Range: Unlimited
- The caster can sense the shortest, most direct route to the nearest point of egress. One of two types can be located. This spell only functions underground.
- Exit: Any passage that leads back out onto the surface.
- Level transit: Stairs, sliding passages, pits, or other transitions between dungeon levels.
- Traps: Magical and mechanical traps along the route are also sensed by the caster when within 30′.
- Pass-Wall
- 5th level cleric spell
- Duration: 3 turns
- Range: 30′
- A 5′ diameter hole is temporarily opened in solid rock or stone, forming a passageway up to 10′ deep.