Cleric Level 1: Difference between revisions

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=== Custom Content ===
=== Custom Content ===
== Angry Ache ==
'''School:'''Necromancy<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Medium (25 ft.)<br>
'''Target:'''1 Living Creature<br>
'''Duration:'''1 Min./Level<br>
'''Saving Throw:'''Fortitude negates<br>
'''Spell Resistance:'''Yes<br>
The caster strains the subject’s muscles in a very specific way. The subject feels a sharp pain whenever they make an attack. All the subject's attack rolls have a -2 circumstance penalty, an additional -1 every 2 levels to a maximum of -10.<br>
== Calm Animals ==
(Obtainable with the Animal domain)<br>
'''School:'''Enchantment (Compulsion) [Mind Effecting]<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Medium (25 ft. + 5 ft./2 levels)<br>
'''Target:'''One Animal<br>
'''Duration:'''1 Min./Level<br>
'''Saving Throw:'''Will negates<br>
'''Spell Resistance:'''Yes<br>
This spell soothes and quiets an animal, rendering it docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. The maximum number of Hit Dice of an animal you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
The affected creature remains where it is at and does not attack or flee. It is not helpless and will defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.<br>
== Conviction ==
'''School:'''Abjuration<br>
'''Components:'''V,S,M<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Touch<br>
'''Target:'''Creature Touched<br>
'''Duration:'''10 Mins./Level<br>
'''Meta Magic:'''Still,Silent,Quicken,Extend,Persist<br>
You hold the holy passage in your hand and touch your ally, intoning the spell. A sea blue nimbus of light blossoms about his head and shoulders, strengthening his resolve. The spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject +2 Morale bonus on saving throws, with an additional +1 bonus for every six caster levels you have (maximum +5 morale bonus at 18th level). This spell will not affect the caster.<br>
== Faith Healing ==
'''School:'''Conjuration (Healing)<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Touch<br>
'''Target:'''Living Creature Touched<br>
'''Duration:'''Instant<br>
'''Meta Magic:'''Still,Silent,Quicken<br>
You place your hands on your loyal acolyte and blue-silver radiance discharges from your hands. The horrendous wounds across his chest heal, leaving no scar.
When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by this spell, even if the target would normally be harmed by positive energy.<br>
== Longstrider ==
== Longstrider ==
(Obtainable with the Travel domain)<br>
(Obtainable with the Travel domain)<br>

Latest revision as of 20:43, 10 June 2008

Custom Content

Angry Ache

School:Necromancy
Components:V,S
Casting Time:1 Standard Action
Range:Medium (25 ft.)
Target:1 Living Creature
Duration:1 Min./Level
Saving Throw:Fortitude negates
Spell Resistance:Yes

The caster strains the subject’s muscles in a very specific way. The subject feels a sharp pain whenever they make an attack. All the subject's attack rolls have a -2 circumstance penalty, an additional -1 every 2 levels to a maximum of -10.

Calm Animals

(Obtainable with the Animal domain)
School:Enchantment (Compulsion) [Mind Effecting]
Components:V,S
Casting Time:1 Standard Action
Range:Medium (25 ft. + 5 ft./2 levels)
Target:One Animal
Duration:1 Min./Level
Saving Throw:Will negates
Spell Resistance:Yes

This spell soothes and quiets an animal, rendering it docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. The maximum number of Hit Dice of an animal you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.

The affected creature remains where it is at and does not attack or flee. It is not helpless and will defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Conviction

School:Abjuration
Components:V,S,M
Casting Time:1 Standard Action
Range:Touch
Target:Creature Touched
Duration:10 Mins./Level
Meta Magic:Still,Silent,Quicken,Extend,Persist

You hold the holy passage in your hand and touch your ally, intoning the spell. A sea blue nimbus of light blossoms about his head and shoulders, strengthening his resolve. The spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject +2 Morale bonus on saving throws, with an additional +1 bonus for every six caster levels you have (maximum +5 morale bonus at 18th level). This spell will not affect the caster.

Faith Healing

School:Conjuration (Healing)
Components:V,S
Casting Time:1 Standard Action
Range:Touch
Target:Living Creature Touched
Duration:Instant
Meta Magic:Still,Silent,Quicken

You place your hands on your loyal acolyte and blue-silver radiance discharges from your hands. The horrendous wounds across his chest heal, leaving no scar. When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by this spell, even if the target would normally be harmed by positive energy.

Longstrider

(Obtainable with the Travel domain)
School:Transmutation
Components:V,S,M
Casting Time:1 Standard Action
Range:Personal
Target:You
Duration:1 Hour/Level

This spell increases your base land speed by 30%.

Original Content