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 +2R: 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.