Some Spell Conversions -- Cleric

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serleran
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Some Spell Conversions -- Cleric

Post by serleran »

Level 0
Claws of Thard Harr
R: Touch
Components: V, S, M
Area of Effect: 1 dwarf
Duration: 3 rounds + 1 round / level
Save / SR: No / No

Hands transform into claws which can burrow through hard stone or earth (1 foot / round) or can be used in combat dealing 1d4 + 2 damage; can use both hands at normal off-hand penalties. When affected, target is unable to wield a weapon or shield.

Detect Weapons
R: Self
Components: V, S, M
Area of Effect: 10 x 90 feet
Duration: 1 turn
Save / SR: No / No

Spell blocked by stone (1 foot thickness), metal (1 inch thickness) or wood (3 feet thick) and extends to 90 feet cone (10 feet wide, 90 feet wide, 60 degree arc) and reveals presence of weapons (regardless of condition including improvised) that have been used to do harm or are being wielded with intent to do harm. Caster can concentrate on specific weapon and assess its abilities but not its specific powers (this is strictly comparative). In areas full of weapons (armory, dwarf fortress, etc), spell is effectively useless.

Dispel Fatigue
R: 90 feet
Components: V, S, M
Area of Effect: 1 creature
Duration: Instantaneous
Save / SR: No / No

Removes fatigue (and the penalties incurred) caused by overexertion, lack of sleep, or physical conditions that result in tiredness; it has no impact on, or ability to affect, magically induced effects such as the sleep spell. Casting this spell effectively doubles the amount of time one can perform a strenuous activity and is primarily used on the caster to function as a tireless sentinel.

Magical Tether
R: 10 feet / level
Components: V, S
Area of Effect: 1 object
Duration: 3 rounds +1 / round
Save / SR: No / No

Cast upon a living creature or inanimate object, the spell creates an unbreakable, intangible, rope which is visible only to the caster. It can extend to the maximum range available and cannot be removed from the caster’s grasp unless willed away by the caster. If used on a creature, the caster can attempt to drag that being closer (or, if too large and heavy, be dragged to it) by making a Strength save; objects which may be in the way are ignored as if they do not exist. Usually, this spell is used to make a weapon, especially axes or hammers, retrievable when thrown.

Orison
R: 30 feet
Components: V, S
Area of Effect: Varies
Duration: Varies
Save / SR: No / No

Composite spell with numerous effects based on the needs of the caster producing minor benefits. If cast for, or upon, any living creature other than the caster, the recipient must be an adherent of the same faith as the caster except in the case of depilatory or negative effects. These are not prepared beforehand, requested at the time of casting; overuse of the spell can, at the discretion of the Castle Keeper, result in a reversal of effects as the deity being petitioned becomes annoyed with repetitive requests. Possible effects are listed:

Alleviate – single target is relieved of natural pain or discomfort, such as that caused by nausea, disease, old age, or physical conditions such as arthritis. If used against a magically induced effect, the orison provides a second save to resist the original cause. This has duration of 1 hour per level of the caster.

Calm – individual has fear reactions reduced but not mitigated, granting a +2 bonus on a single save against such attacks; the save need not happen within the duration of the orison but cannot exceed 24 hours.

Clarity – for the duration, the touched recipient has clear speech, unable to stutter or be misunderstood because of accent or physical limitation; it has no effect on magical attacks that negatively impair speech such as the reverse of the tongues spell but it does provide a +2 bonus against it. The orison has duration of 1 minute per level.

Guidance – the caster or a friendly creature gains a +1 bonus to a single Wisdom or Intelligence check made within the next 3 rounds.

Healing – by touch, the caster restores 1 hit point.

Magic Sense – this affects the caster only. If there is a magic effect (recent spell or permanent magic item) within 30 feet, the caster becomes aware of its presence but not its strength, type, or even origin – only that something magical is nearby. The same restrictions for blocking detect magic apply to the orison as well. The ability has duration of 2 rounds per level.

Memory – recall is enhanced, allowing the recipient to more perfectly remember the specifics at a later time, bestowing a +2 bonus on any check or ability requirement to bring the memory to fore; the duration is permanent but only one item of information can be stored in this way and it must be possible to study it completely within 1 minute per level of the caster.

Resistance – the caster designates a type of effect such as “magic” or “poison” and then bestows a +1 bonus on saves against such attack sources; this lasts for 1 round / 3 levels.

Aspiration – this effect replaces bad luck with the possibility of better luck… the Castle Keeper rolls a d20 in secret, set aside until the caster decides to invoke; upon request, the caster may use the secret result without guarantee of a better roll. It may be used for any d20 roll such as a save, ability check, or an attack roll.

Benediction – a minor bless which grants a single ally a +1 bonus on attack rolls for 3 rounds The recipient cannot be engaged in combat when the orison is cast.

Consecrate – a nonmagical item, typically a symbol of the caster’s faith, is imbued with holy power, transformed into a holy symbol usable for spells or turning undead attempts; it can also be used to create 8 ounces of holy water. Effects of this orison are permanent.

Haze – defensive, the caster, or a friend, is surrounded in a slight fog which bestows a +1 armor class for 2 rounds; the mist can be affected by wind and is completely removed by any magical wind manipulation spell, including other 0-level spells.

Malediction – this is the reverse of a benediction; use of this orison is usually prohibited to casters of good alignment.

Preserve – once-living material such as plant, hide, or bone can be prevented from deteriorating by natural exposure, keeping it fresh and vibrant through the 1 year duration of the orison.

Temperature – allows the caster to increase or decrease the ambient temperature around themselves and allies, reducing penalties for exposure (mitigated by -1); there is no effect on magical or supernatural temperature. Furthermore, if desired, the caster can cause a flammable object to smolder (but not ignite) or to freeze if liquid. The orison persists for 1 hour per level.

Canticle – by drawing a symbol upon the ground, the caster prevents offensive actions against their person similar to the sanctuary spell; this effect remains only while the caster remains in the confines of the drawn canticle and is broken if the caster performs any offensive action in return, including imposing a penalty on enemies through curses or the like. At maximum, the orison has duration of 3 rounds, +1 per level.

Clean – removes dirt, grime, stains, odors and other unsightly mars to fabric or hard material such as stone or steel. The same surface affected twice in the same day by this orison, causes color and other marks to also be removed unless magical in nature. There is no effect on magical writing, symbols, or other applications.

Disinfect – does not restore lost hit points but does prevent a wound from being infected, reducing the chance of becoming diseased or, at the discretion of the Castle Keeper, afflicted with lycanthropy or mummy rot. In this case, a +2 bonus to resist should be given.

Handfire – the caster’s hand becomes surrounded in a flaming nimbus which can easily ignite flammable items such as oil or powders; it can be used as a touch attack to deliver 1 point of damage. This effect persists for 1 round per level.

Incense – a scent of the caster’s choosing permeates the area of effect, filling a 30 foot sphere. A token of the smell, such as a rose petal or a bit of charcoal, is needed for the spell to work properly. The duration is 1 turn though those with very keen olfactory abilities can detect it for up to an hour.

Tweak – the caster is able to cause another to feel as if some portion of their body has been touched, tugged, or pinched. The effect is not strong enough to inflict damage or disrupt spellcasting but it could, adjudicated by the Castle Keeper, cause the target to become distracted enough to look for the source of the invisible manipulation. Only specific areas of the body can be affected: cheek, nose, ear, beard or moustache, whiskers, tail, or hair. It is an instantaneous duration.

Lighten – a heavy object is made to be lighter, allowing the caster or a select friend, to lift or move the object with less effort; encumbrance value is reduce by half for the 3 round duration of the orison.

Level 1
Alert Vigil
R: Touch
Components: V, S
Area of Effect: 1 creature
Duration: 8 hours
Save / SR: No / No

This spell causes the subject to be immune to the effects of fatigue or exhaustion and prevents natural sleep without suffering ill effects; if the recipient is targeted by a magical sleep effect, a save is allowed even if one is not normally allowed. It also increases concentration and keeps one “on edge” providing a +2 bonus on surprise checks; however, because of this constant alert status, any benefit for resting is not bestowed. There is no negative effect at the duration of the spell though repetitive castings may have detrimental side effects such as a growing feeling of paranoia.

Analyze Opponent
R: 30 feet / level
Components: S, M
Area of Effect: 1 creature
Duration: Instantaneous
Save / SR: Charisma (negates) / Yes

Spell functions similarly to the assassin ability of case target except it is rapid and provides additional information as the caster advances in level. At first level, and then another for every additional 2 levels, one strength or weakness about a singular target is learned. These strengths and weaknesses can be unique to the individual or to the species and are left to the discretion of the Castle Keeper. Knowing a weakness does not impart the ability to exploit it.

Aranen’s Divinial Armor
R: Touch
Components: V, S, M
Area of Effect: 1 creature / 2 levels
Duration: 2 rounds, +2 rounds / level
Save / SR: No / No

Can only be cast on a “warrior-class” (as decided by the Castle Keeper) member of the same faith as the caster, but bestows temporary hit points and a boost in Armor Class based upon the level of the caster. Those to be affected cannot be wearing armor and temporarily become “holy warriors,” able to inflict damage to extraplanar evil or undead opponents even if not wielding weapons that would normally allow such – if a recipient is a paladin by class, they gain one use of the smite evil class ability even if not available due to level or previous use.

Caster’s Level / Added Hit Points / Armor Class Bonus

Code: Select all

1-2			+5			+1
3-4			+6			+1
5-6			+7			+1
7-8			+8			+2
9-10			+9			+2
11+			+10			+2
Battlefate
R: 60 feet
Components: V, S, M
Area of Effect: 1 creature
Duration: 2 rounds / level
Save / SR: No / No

Cast upon target which gains a random benefit each round of the spell duration, with the possibility of nothing being granted. For all results except the extra attack, the bonus provided is +1, +1 per additional 3 levels of the caster; if the subject of the spell does not take an action which applies to the bonus received, the bonus for that round is nullified. The possible effects are provided:

1d8 roll / Effect
1 / Nothing – there is no effect
2 / Defense; apply modifier to AC
3 / Luck; apply modifier to 1 save / check
4 / Accuracy; apply modifier to 1 attack roll
5 / Damage; apply modifier to damage
6 / Initiative; apply modifier to initiative
7 / Heal; restores hit points equal to modifier (no effect if uninjured)
8 / Opening; gain extra attack

Blood Bond
R: Touch
Components: V, S, M
Area of Effect: 2 creatures
Duration: 5 rounds / level
Save / SR: Constitution (negates) / Yes

This spell links the health and endurance of two individuals who then share damage and other injury effects, each taking half the total. If the subjects are willing, they may choose to not resist blood bond. When either recipient is subjected to a damage effect that allows a save, only one save is made – its results are applied to both so that if the save is made, damage is reduced before being halved but if it is failed, the other does not get their own save; individual resistances or immunities are applicable only to that individual. There is no negative effect if one subject dies during the spell duration; there is also no transferal of healing effects between recipients of a blood bond.

Calm
R: 10 feet
Components: V, S, M
Area of Effect: 1 HD / level
Duration: Instantaneous
Save / SR: Special / Yes

Spell soothes the target’s mind, removing the effects of insanity, fear, confusion, hallucinations, and other forms of mental distress. However, the recipient is always considered unwilling and must make Wisdom save or calm has not effect; if the recipient is under the effect of a magical mind-altering effect, the save is modified by the difference in caster levels.

Fist of Faith
R: 30 feet
Components: V, S, M
Area of Effect: 1 creature
Duration: Instantaneous
Save / SR: No / No

Summons a number of invisible fist-like forces which unerringly strike their target, provided the victim is within range during the spell casting. The number of fists created is 1, +1 / 3 levels. Each fist deals 1d4 damage, or 1d6 if the victim is undead. Once struck, the same victim is immune to this spell for 24 hours.

Lighten Load
R: 90 feet
Components: V, S, M
Area of Effect: 10 cubic feet
Duration: 2 hour / level
Save / SR: No / No

Nonmagical objects (or characters unable to move on their own) are made less burdensome, reducing the encumbrance of each within the area of effect by half, before other reductions. An item affected by the spell functions normally as its strength, size, texture and other tangible properties are not changed – only its weight. It is impossible to extend this spell further than its duration though it is thought required for the making of certain magical items.

Treebore
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Re: Some Spell Conversions -- Cleric

Post by Treebore »

A lot of cool spells there, thanks!

I do like Orisons being done like that. The claws for the Dwarf is a tricky one, I think due to its damage range it should be level 1, but being dwarf only I can see why it can be put as a 0 level.

BattleFate is an awesome spell for certain religions. So great flavor with that one.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

serleran
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Re: Some Spell Conversions -- Cleric

Post by serleran »

I'm toying with reducing the claws spell effect to increasing unarmed damage by +1. That would make it more palatable as a 0-level spell.

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Re: Some Spell Conversions -- Cleric

Post by Treebore »

serleran wrote:I'm toying with reducing the claws spell effect to increasing unarmed damage by +1. That would make it more palatable as a 0-level spell.
That would be more in line, but you also have this limited to only one race, dwarf, so a +2 could still be in line. So you could even rewrite it to be +1 for most, but a +2 for dwarves. Or any race with the "stone cutting" racial affinity. Or whatever it is called for Dwarves in C&C.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Zudrak
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Re: Some Spell Conversions -- Cleric

Post by Zudrak »

Area of Effect: 1 dwarf
This is a gold mine line, serl. I want a whole spellbook written where the area of effect is 1 dwarf. Maybe it's just me, but that line made me laugh out loud.
Psalm 73:26

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"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax

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KaiserKris
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Re: Some Spell Conversions -- Cleric

Post by KaiserKris »

Going to agree with the others, this is great. And I really like having orison as a compound spell. That, and seeing the new class stuff in the CKG is giving me some stuff to think about, that's for sure.

serleran
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Re: Some Spell Conversions -- Cleric

Post by serleran »

Here are the final 1st level spells I am working on conversion for, all for my wife's new character concept...

Moment
R: 60 feet
Components: V, S, M
Area of Effect: 1 creature
Duration: 2 rounds / level
Save / SR: No / No

Caster predicts moment where an action is most likely to succeed, bestowing a bonus to that action. The recipient may decide to wait for advice from the caster – in this case, they take a -2 initiative penalty but do receive a +3 bonus on the action which can be an attack roll or an ability (not save) check; it is not required to delay initiative each round but if one does not, the benefits of this spell, for that round, are not enjoyed. The caster must maintain concentration on the spell or it is ended immediately; suffering damage automatically breaks concentration though movement does not.

Portent
R: Touch
Components: V, S, M
Area of Effect: 1 creature
Duration: Special
Save / SR: No / No

For 24 hours after the casting of this spell, the recipient is aware of a change in “luck,” for good or ill, though they are not aware of the specific time or how greatly the shift will be. This “luck” affects one combat roll, either an attack, damage, or save determined by random roll of 1d12. The result of this roll is the number of previous attempts, either for or against, the character affected – for example, if a 3 is rolled on the d12, on the fourth combat check, the effects of portent come into play. Attempting to force the results to occur, such as willfully resisting harmless spells, reverses them and doubles the modifier – it could also, at the discretion of the Castle Keeper, cause some sort of critical failure. The precise modifier is determined with a roll of 1d6:

1d6 / Descriptor / Modifier

Code: Select all

1		Poor			-3
			2		Poor			-2
			3		Fair			-1
			4		Fair			+1
			5		Good			+2
			6		Good			+3

Sacred Guardian
R: Touch
Components: V, S, M
Area of Effect: 1 creature
Duration: 1 day / level
Save / SR: No / No

Caster and recipient are bonded, the caster becoming instantly aware of danger or physical threats to the spell recipient, though nothing specific such as the type of danger, its source, strength, or origin. This occurs regardless of distance between the caster and subject, even across planar boundaries. If the caster is at least 3rd level, then a mental image of the recipient is also received though nothing else, including location of the spell target, is revealed.

Silverbeard
R: Touch
Components: V, S, M
Area of Effect: 1 dwarf
Duration: 1 turn, +1 round / level
Save / SR: No / No

Touched dwarf gains silver streaks through their beard which acts as a shield of sorts, giving the recipient a +1 armor class adjustment; it also makes the dwarf more striking, enhancing Charisma-based abilities by +2. If the targeted dwarf does not have a beard, the spell automatically fails. Continual use of the spell eventually transforms the color of the beard to “salt-and-pepper,” nonmagical silver being prominent.

Weapon Shift
R: Touch
Components: V, S, M
Area of Effect: 1 weapon
Duration: 2 rounds, +1 round / level
Save / SR: No / No

The spell allows the caster to morph a weapon from one type into another, provided the caster is able, without penalty, to use the new form as regards class restrictions and weapon proficiency. Further, the size of the weapon, and its base construction materials, cannot be modified – for example, a steel short sword could be turned into a mace but a wooden club could not be made into an iron dagger. Lastly, the spell has no ability to function on magical weapons, even those under the effects of a magic spell (including bless). A weapon modified in this fashion remains in the new form for as long as the caster holds it; it cannot be transferred to another. No enhancement to the weapon is bestowed, nor is it considered magical for purposes of what creatures can be harmed.

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Omote
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Re: Some Spell Conversions -- Cleric

Post by Omote »

Very interesting. Very cool! Some great low-level spells in there for sure. Thank you for sharing.

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LordSeurek
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Re: Some Spell Conversions -- Cleric

Post by LordSeurek »

Some interesting clerical spells Serl! I'll give some of them a go next time I run a game.

Are you continuing this process for 2nd lvl + spells?

L.S.

serleran
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Re: Some Spell Conversions -- Cleric

Post by serleran »

LordSeurek wrote:Are you continuing this process for 2nd lvl + spells?
Yes.

Level 2
Alert Allies
R: Touch
Components: V, S, M
Area of Effect: 1 creature / level
Duration: Special
Save / SR: No / No

Those touched during casting are mentally linked to the caster but not to each other; this allows the caster to mentally transmit a specific word, alert, and have all those affected receive it. The spell only functions on living creatures with at least animal intelligence. Comprehension of the missive is not guaranteed, and it is possible to use the phrase as a code for something else though this is not a specific function of the spell itself; furthermore, the message can be used to awaken a creature but it has no effect under other states of mental duress. At most, the spell duration is 8 hours though it ends immediately if the alert is sent. A recipient that moves more than 90 feet, per level of the caster, away is unable to “hear” the alert.

Animate Weapon
R: Touch
Components: V, S, M
Area of Effect: 1 weapon
Duration: 3 rounds, +1 round / level
Save / SR: No / No

Application of the spell causes the selected weapon to become capable of acting on its own, able to move up to 10 feet from the caster, attacking as directed. It uses the same bonuses (or penalties in the case of non-proficiency) as the caster but can only attack once per round regardless of abilities the caster may possess (such as through fighter multiclassing.) For attacks directed specifically at the animated weapon, consider it armor class 20, having 4, +1 per level, hit points. The caster, for the duration of the spell, is unable to make melee or ranged attacks of their own but is free to cast spells, move, or perform other activities. If the caster is under 5th level, the spell allows only a warhammer (or battle axe) to be affected.

Battle Song
R: 180 feet
Components: V, S
Area of Effect: 60 cubic feet
Duration: 7 rounds
Save / SR: No / No

Beneficial spell that bestows several bonuses -- +1 to attack, damage, and saves; +2 bonus on all ability checks. This spell requires the caster continually sing during the duration, preventing it from being possible to use this spell in silence or with stealth. It can function in conjunction with chant, battlefate, and prayer but not with other spells such as bless, aid or any other enhancement spell. Area of effect is immobile; if an ally enters it after the initial casting, they do not receive the benefits of the spell; unlike other spells of a similar nature, battle song can be, and most often is, cast while engaged with enemies.

Beast Scent
R: Touch
Components: V, S
Area of Effect: 1 creature
Duration: 1 hour / level
Save / SR: No / No

Recipient becomes immune to nonmagical fears and the adverse effects of pain, nausea, and other forms of disorientation – this does not remove debilitating effects but suppresses them. Furthermore, for the duration, the spell grants heightened smell equivalent to the scent ability which allows one to track as a first level ranger; if the spell target is a ranger by class, a +3 tracking bonus is gained.

Body Blades
R: Touch
Components: V, S, M
Area of Effect: 1 creature
Duration: 4 rounds
Save / SR: No / No

Dagger-like blades grow forth from the subject’s flesh protecting as if wearing armor. These protrusions do not interfere with use of any abilities including spellcasting and are not metallic so they are not subject to spells such as heat metal. If the recipient engages in unarmed combat, the blades can be used as weapons, inflicting normal damage +3; they also bestow an armor class bonus of +3 though other armor cannot be worn. Should the character become netted, tied, or otherwise restrained, the blades allow a +6 bonus on any check to escape. It is not possible to specifically enchant the body blades in any fashion.

Chant
R: --
Components: V, S
Area of Effect: 30 foot radius
Duration: Special
Save / SR: No / No

Caster repeats liturgy inspiring allies and bringing ill fortune to enemies within the area of effect; these bonuses and penalties remain as long as the caster does not move, suffer damage, or become inaudible. The effects are a +1 bonus to attack, damage, and saves – enemies receive a -1 penalty to the same. If another caster of the same faith casts prayer, the effects of that spell add to this one and actually increases the modifier that chant bestows to +2. Note, unlike other spells of a similar nature, this spell functions normally even if allies are currently engaged in battle; it also does not preclude the caster from making offensive actions such as melee or ranged attacks (even additional spellcasting, providing it does not have a Verbal component, is permissible.)

Cure Moderate Wounds
R: Touch
Components: V, S
Area of Effect: 1 creature
Duration: Instantaneous
Save / SR: No / No

Restores 1d10+1 hit points to a living being not of an extraplanar origin.

Death’s Door
R: Touch
Components: V, S, M
Area of Effect: 1 creature
Duration: 1 hour / level
Save / SR: No / No

This spell prevents further loss of hit points from accumulation effects such as wounding weapons and delays the negative consequences of poisons, diseases, level loss, and others which would result in death of the recipient for the duration of the spell. If the recipient is currently in dying status due to suffering massive damage or being in negative hit points, these conditions are suspended; in this case, the character is considered to have 1 hit point. Effectively, death’s door allows time to locate curative magic to mitigate or nullify harmful effects – it does not actually remove them on its own.

Detect Ambush
R: 150 feet, + 30 feet / level
Components: V, S, M
Area of Effect: Caster
Duration: 1 turn / level
Save / SR: No / No

Caster becomes aware of hostile creatures within the spell range. It has no effect or ability to detect other types of danger such as traps or terrain conditions (sinkhole, quicksand, etc). The spell has a reverse which allows the caster be rendered undetectable by similar magic on a successful save against the detection spell.

Draw upon Holy Might
R: Touch
Components: V, S, M
Area of Effect: 1 creature
Duration: 1 round / level
Save / SR: No / No

Increases one physical attribute (Strength, Dexterity, or Constitution) by +1 per 3 caster levels; if the caster is the recipient, Charisma can be enhanced as well. The maximum improvement is +6 or to a value of 25, whichever is lower, regardless of counter restrictions such as race. For the spell duration, the target glows faintly, as if by a faerie fire spell but does not get any of the effects of that spell. At duration end, the subject is exhausted, unable to do anything but rest for 4d6 turns; a Constitution save reduces this by half.

Haela’s Battle Blessing
R: Touch
Components: V, S, M
Area of Effect: 1 creature
Duration: 1 round / level
Save / SR: Charisma negates / Yes

This spell has no effect if the recipient is battling an opponent of equal or lower Hit Dice or level. It can be cast against an enemy or upon an ally; in either case, a significant advantage is bestowed – allies hit more often and enemies miss, despite skill to the contrary. The specific modifier is listed below, noting that this spell ignores the normal rules for Castles and Crusades in one important way: normally, a natural 1 or 20 is neither a failure nor success, but Haela’s battle blessing changes this as provided.

Caster Level / Ally Bonus / Enemy Penalty

Code: Select all

1 – 6		Automatic hit on 20		Automatic miss on 1
			7 – 13		Automatic hit on 19+	Automatic miss on 1 - 2
			14 – 20		Automatic hit on 18+	Automatic miss on 1 - 3
			21 +		Automatic hit on 17+	Automatic miss on 1 - 4
If the Castle Keeper has developed a critical hit system this spell should not be allowed to improve the chance of scoring one; if the game currently uses automatic hit or miss, consider disallowing this spell altogether or modify its effects.

Hesitation
R: 90 feet
Components: V, S, M
Area of Effect: 20 foot radius
Duration: 1 round / level
Save / SR: Charisma negates / Yes

Creatures, including allies, within the area of effect hesitate before performing their intended actions, suffering a -4 penalty on initiative rolls. The spell can affect a maximum of 2d4 Hit Dice; regardless of the roll, only a single creature with 4 or more HD can be affected.

Iron Vigil
R: Self
Components: V, S
Area of Effect: Caster
Duration: 1 week, +1 day / level
Save / SR: No / No

The caster ignores hunger, thirst, and natural extremes of temperature during the spell duration; the spell provides no protection against magical damage of any kind or from natural phenomena such as lava, lightning, or the like – it does eliminate conditions such as hypothermia, however. Furthermore, should the caster desire, the need for sleep can be replaced with a meditative trance during which the caster gains ordinary benefits of resting, excluding spell preparation, and can still maintain visual contact with surroundings but suffers a -2 penalty on surprise checks. Upon expiration of the spell, the caster must eat and drink the equivalent of a full day’s ration or begin to enter a catatonic state – if there is no food available, a Constitution save is required per 8 hours, cumulatively gaining a +1 difficulty; should this save fail at any time, the caster enters a coma and will die within 1d3 days unless prevented by magical aid.

Marthammor’s Intuition
R: Self
Components: V, S, M
Area of Effect: 1 mile radius
Duration: Special
Save / SR: No / No

The caster becomes instantly aware of the nearest dwarf, or dwarfs, with a pending emergency situation within the area of effect; it does provide a general sense of distance and direction, but nothing else. Marthammor’s intuition does not reveal the nature of the situation, the demeanor (or alignment) of those involved, or even how severe the need – only that a dwarf has trouble. If the caster begins to travel toward the source, they are guided along the most direct, easiest, and safest path until arriving; there is no requirement to continue along a path or even to offer aid, but repeated refusals may result in loss of class abilities and worse. Castle Keepers are advised that this spell should be used to provide the start for an adventure and overuse should cause more problems than it resolves.

Might of the Sorcerer-Kings
R: Touch
Components: V
Area of Effect: 1 creature
Duration: 5 rounds, +1 round / level
Save / SR: No / No

The individual affected by this spell becomes filled with aggression, gaining a +2 bonus on attack and damage rolls; when affected, the subject can continue to function normally in negative hit points, dying immediately if -10 is reached. At the culmination of the spell, the recipient loses 1 hit point which can be regained normally. This spell cannot be used with chant, battle song, or spells which cannot also be used with them though it does work with bless, aid and similar spell effects.

Natural Attunement
R: Touch
Components: V, S, M
Area of Effect: 1 creature
Duration: 1 round / level
Save / SR: No / No

Recipient is able to better understand and even converse with their surroundings, this effectively functioning as a speak with plants spell in addition to providing a +2 bonus on surprise checks, a +1 bonus on initiative, and a +1 bonus on all saves.

Substitution
R: Self
Components: V, S, M
Area of Effect: Caster
Duration: Special
Save / SR: No / No

The caster prepares an icon fitting their beliefs and imbues it with a small portion of their self, making this figurine a minor magical item. The components require a minimum value of 25 gold pieces and must be affected by a bless spell cast by another member of the faith. Once this is done, the caster rolls 1d4 and records the result; this value is the amount of damage the figurine will suffer in place of the caster – the caster does not show any indications of being wounded though close examination of the created statue will. The figurine can be placed in a safe place and does not need to be kept in the caster’s possession – if it is destroyed, the caster loses any benefits it would bestow but is not harmed otherwise. The spell can be repeated on the same statue, consuming the same costs and requirements, as many times as necessary though it can only allow a maximum of 20 hit points (which cannot be restored through any means, except perhaps divine intervention) to be affected; once it has absorbed this, a new one must be created. More than one substitution spell is forbidden and it is considered an honor in the faith to have access to the spell – if, at any time, the Castle Keeper feels the caster has performed an action in opposition to canon, this spell immediately terminates and may even result in reversal.

Wieldskill
R: Touch
Components: V, S
Area of Effect: 1 creature
Duration: 1 round / level
Save / SR: No / No

One subject gains either proficiency with a single weapon or is endowed with knowledge to function at 1st level ability in a single skill; if skill is selected, it cannot be spellcasting or something which would require divinity to access. When affected by this spell, if weapon proficiency is desired, the recipient is essentially an expert with the noncombatant uses of the weapon, but no bonuses to hit or damage are gained – it simply allows the character the option to use a weapon they normally could not.

Level 3
Ability Alteration
R: Touch
Components: V
Area of Effect: 1 creature
Duration: 1 turn, +5 rounds / level
Save / SR: No / No

Recipient is able to decrease one physical attribute (Strength, Dexterity, or Constitution) in favor of increasing another. The rate of transfer is two-to-one. In this fashion, the attribute lowered cannot be reduced below 8 nor can the increased attribute be enhanced above 20. If either attribute is Prime, the ratio is inverted but all other restrictions apply.

Altruism
R: Touch
Components: V, S
Area of Effect: 1 creature
Duration: Instantaneous
Save / SR: No / No

The caster exchanges their life force for that of the recipient, reducing their own hit point total as healing energy. For each point of damage the caster accepts, the target of this spell gains one. Damage taken by the caster is not reducible but can be restored normally or magically. The recipient cannot be healed for more damage than they have taken.

Amulet
R: Touch
Components: V, S, M
Area of Effect: 1 amulet
Duration: 1 week / level
Save / SR: No / No

The spell creates a minor magical item which has been dedicated to protecting the wielder of it from attacks originating by a single, specific, enemy. If combat occurs with the chosen foe, the amulet bestows a +1 armor class and +1 to all saving throws; further, if the enemy comes within 10 feet of the wielder, they must make a save against fear or cower, as if cause fear had been cast. Material components must be something once belonging to the enemy – if they are exceptionally valuable (100 gold pieces or more) the bonuses of the spell are doubled. At the end of the spell, the created amulet disintegrates. It is possible to use this spell to create a “sacred bundle.” To do that, amulet must be cast 1d6+3 times, each one placed in a blessed pouch and then a specific ceremony enacted; when this is done, the sacred bundle does the following: +6 bonus on surprise checks, +3 on all saves, +4 armor class, damage suffered is reduced by one point per damage die inflicted – these benefits apply only against the foe selected when the first amulet was created.

More to come later...

serleran
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Posts: 13905
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Re: Some Spell Conversions -- Cleric

Post by serleran »

This one is fairly long, so I'll post it by itself...

Bestow Minor Curse
R: Touch
Components: V, S
Area of Effect: 1 creature
Duration: 1 month / level
Save / SR: Wisdom negates / No

Caster touches victim and utters a curse. The effect can bestow up to a -6 penalty to a single check, or -3 to a series of related abilities; it can also cause up to a 25% chance of outright failure, such as when casting a spell. Alternatively the caster can use one of the predetermined options:

Adherence / Slipperiness – victim becomes very sticky, unable to willfully disengage from any object touched without a successful Strength check. Alcohol doused over the item for 3 rounds will allow the subject to pull free. The opposite causes the victim to lose their grasp on objects unless a Dexterity check is made. This makes many actions, especially eating or using material components extremely difficult.

Animal Appearance – caster decides which features of the victim, such as face, hands, legs or base structures become like those a specified animal; this cannot cause direct death or harm. For example, transforming a victim’s lungs into gills would not result in suffocation.

Appendage Growth / Shrinkage – a single arm, leg, or other appendage grows / shrinks to such an extent as to be unusable.

Arthritis – Dexterity suffers a -2 penalty and spells with a somatic component are 25% likely to fail; this is very painful.

Baldness / Hair Growth – causes the victim to spontaneously lose or grow large amounts of hair or fur, potentially making them an outcast amongst their kind; it can also be used to cause up to 3 close associates of the victim suffer the same if desired.

Barkskin – the recipient gains a +4 armor class bonus but loses all positive adjustments for Dexterity; they are also at -2 to saves against fire, suffering an additional +2 damage per die inflicted making them highly susceptible to fire.

Belching / Hiccupping / Sneezing – character is 25% unlikely to be able to remain silent, even when trying, and also inflicts the same chance of ruining any spell with a verbal component.

Body Odor – profuse obscene odor follows the victim, effectively reducing Charisma by 2 points. It could be made pleasant or to cause a specific scent, such as blood, if the caster desires – this could cause the recipient to attract unwanted attention, especially from monsters.

Brooding – the target suffers from delusions of depressive mania, taking a -2 penalty to Charisma.

Casting Requirement – all spells cast which did not previously require a somatic component now do and those which had one now require an additional round to cast as the victim compulsively performs some activity such as rapping a piece of wood.

Change Skin Color – similar to the effects of baldness or hair growth, this alters the tone of the victim’s skin to any hue of the caster’s choice which could cause serious issues for the recipient in some situations (such as underground and being an elf.)

Chills – the target feels an internal coldness which also makes them more vulnerable to illness and disease, reducing Constitution by 2 points; saves against illness, disease, or poisons are also reduced by 3.

Continual Smiling – the victim is unable to stop smiling, regardless of condition or reason, even doing so when allies and loved ones pass or when suffering horrible damage. It also tends to make others uncomfortable or downright angry, causing a 25% chance that any encounter ends with hostile results.

Dancing – all movement is performed as part of an elaborate dance, even the most basic of motion such as walking. This causes a reduction in Dexterity of 2 points; saves against Dexterity are also further penalized by 2. Spells with a somatic component have a 25% chance of being ruined.

Double Vision – the cursed victim sees everything as if it were under the constant effects of blur.

Filthiness – regardless of attempts to clean, including magical means, the victim remains absolutely filthy, leaving a trail of mud and slime wherever they go; this causes many to want to avoid the victim and reduces Charisma by 2. It is very easy to track an individual under the effects of this curse.

Forgetfulness – memory and recollections are vague and full of holes, resulting in a -2 penalty to Intelligence and -3 to all Intelligence-based abilities. Spellcasting has a flat 25% chance of failing. Other effects are certainly possible such as not remembering paying for something, therefore repurchasing.

Generosity / Greed – the victim feels an uncontrollable desire to give away / retain objects of value. If generous, the subject willfully donates or leaves items of worth, including weapons, armor, and miscellaneous objects (not their clothing if no options are otherwise available) 25% of the time, deciding to not want it, even if offered. A greed effect causes the recipient to consider the objects that another holds or has as being supernaturally wonderful, even to the point of obsession, being something that, regardless of risk, must be obtained. This can transform a pious person into a thief, murderer, or worse.

Halitosis – anytime the target speaks, an effect very similar to stinking cloud is generated, able to affect creatures regardless of HD or level. This has an area of effect of 10 feet. Only a creature lacking a sense of smell will willfully approach the victim, making them unlikely to be susceptible to touch-delivered spells or effects, including unarmed attacks.

Insatiable Appetite / Thirst – whenever food / drink, as determined by the Castle Keeper, is available and it is not eaten, the victim suffers a -2 penalty on all actions, so focused on the desire to consume.

Insomnia / Narcolepsy – this curse causes the victim to suffer from a sleep disorder, either being unable to fall asleep on their own or to sleep at inappropriate times. Insomnia causes the recipient to be tired at all times, resulting in a reduced ability to distinguish reality from dream, suffering a -3 penalty on saves against illusions; it also results in a -1 penalty in initiative and all other actions. Narcolepsy results in a 25% chance that, per round or dramatic action, the victim falls asleep for 1d3 rounds, becoming immobilized and incapacitated.

Itching – the caster can designate if this is a continual effect or one which is triggered by attempting a specific action. If it is continual, attack and Dexterity saves are reduced by 2. If the itch is triggered, before the action that triggers it can be performed, the recipient must spend at least 2 rounds scratching and then there is a 25% chance the action is abandoned.

Kleptomania – this causes the subject to feel an overwhelming urge to pilfer, steal, and loot often without even realizing that it has been done. Unless the recipient is a trained thief, this often results in capture and then legal punishment.

Lethargy – the victim does not wish to do anything, being unmotivated. All actions, including the desire to move, has a 25% chance of being prevented. This is typically checked once per hour, or in combat situations, each round.

Metal Allergy – curse inflicts a severe reaction anytime the target touches, or is touched by, metal of any kind resulting in a -2 penalty to any activity that requires use of the hands, such as attacks or opening locks. This also results in a 25% chance of failure for any spell having a somatic or material component; should a spell have both, each component is checked.

Myopia – victim’s eyesight is greatly reduced, causing them to find distance viewing difficult. This causes a -2 penalty on ranged attacks and causes misjudgment in distance; any ranged attack, including magic spells, should use a scatter diagram and could, at the discretion of the Castle Keeper, strike a target different than intended.

Narcissism – the victim believes they are superior, continually citing wonders and feats as if they are important. Results of this are similar to the inspire ability of the bard class, but affecting only the cursed individual. To everyone else, they are annoyed at best, and 25% unlikely to provide aid except in utter desperation, to outright hostile at worst.

Nausea – the caster designates a condition, situation, or action that triggers the curse. When triggered, the victim must make a Constitution save to perform the action, or remain in the situation; assuming this is made, all subsequent actions (for as long as the stimulus remains) suffers a -3 penalty.

Pathological Lying / Compulsive Truth – cursed individual is either unable to tell the truth, even when compelled by magic, or finds they can speak only truths as they recognize them.

Shaking / Stumbling – victim is unable to control body movements, shivering and convulsing at inappropriate times. This causes a 25% chance to be unable to willfully move or perform any action which requires conscious physical movement, including attacking or making a saving throw. As this curse is very powerful, the Castle Keeper may restrict it to affecting specific types of actions only.

Speech Impediment – subject gains a speaking disorder that is both embarrassing and difficult to deal with; any voice-required actions, such as use of bard or knight abilities, commanding a magic item to work, or casting a spell including from a scroll has a 25% chance of failing. Further, many who hear the victim speak will find it funny or may become offended at the Castle Keeper’s discretion.

Smoldering – the affected creature is wreathed in flame, this causing no damage to them but can ignite and damage other people and objects. The caster may select a condition that causes the flames to burst and actually deal 1d2 damage but such instances should be relatively rare. Highly flammable objects, such as paper or oil, will combust within 1 round of being held by the victim.

Spike Growth – curse causes numerous rocky protrusions to extend through skin increasing armor class by 1; however, the victim is unable to wield a weapon or use most types of armor.

Uncontrollable Laughter – this is like smiling, above, but also prevents the cursed creature from being able to use stealth 25%; magical silence will negate these effects.

Unintentional Insulting – any spell or effect intended to produce positive results upon allies reverts them into penalties instead, 25% of the time. This will also cause the victim to attract more monsters and have more hostile encounters; the curse assumes all forms of insult, so magical means of preventing speech are not enough to negate it.

Vomiting – the caster picks an object or a small creature, such as a snake or rodent, and then, 25% of the time when the victim speaks or needs to succeed in a dramatic moment, they instead regurgitate the item – this does not deal any damage but is very frightening to witness, having the same effects as cause fear on those who witness it.

Wart Growth – afflicted becomes extremely ugly and filled with pustules – these allow the victim to poison or disease another on touch, but not on command. It happens whenever the Castle Keeper decides it should, at the worst possible moment and to the worst possible being.

Weariness – character becomes very tired, suffering from chronic fatigue. Reduce all physical saves and checks by 2 points and also prevents use of any object with an encumbrance value of 3 or more. Even if the character affected is of a level that renders them immune to the sleep spell, the victim can still be affected on a failed Constitution save (this does replace the normal rules.)

Weight Gain / Loss – cursed individual undergoes dramatic change in body weight, either rapidly or slowly at the caster’s selection. If it is rapid, the effects take 1d4 weeks to occur; if slow, it takes up to a year (depends on the spell duration.) In either case, the effects are similar: -2 penalty to Constitution and Strength and a -3 penalty on related saves, especially against disease or poison. There may be additional effects as well, but should be very minor and possibly, at the discretion of the Castle Keeper, permanent even after (or if) the curse is removed.

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Aladar
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Re: Some Spell Conversions -- Cleric

Post by Aladar »

Thanks serleran, I am going to have steal some of these for future use.
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