Showing posts with label sacred. Show all posts
Showing posts with label sacred. Show all posts

Sunday, 24 March 2013

Holy World

You know what this is? Number eighteen in the series of thirty-six of these pocket genre worlds. Halfway there! Hallelujah!





Monday, 13 September 2010

Sacred Magic: Level 5 & 6 Spell List

The upper two levels of sacred magic, before we get on to the Great Mysteries.

Some of these spells are controversial ... O Death (and her little sister Level Drain), where is thy sting? James Raggi left raise and restoration effects out of his Lamentations rules entirely, to make the scary stuff scarier. The level drain argument has been hashed over many times - in a world running rife with wights, wraiths, vampires, spectres and so on, is it really fair to let drained levels stick? I figure it is easier to include the appropriate spell and let DMs exclude it, than the other way around.

Divine Intervention, if it was just Word of Recall, would properly be Silver magic. I've added more creative ways for the Divine to get you out of trouble, closing the lions' mouths, building a cage of fire around you ... of course, the god/DM is the one who chooses.

LEVEL 5
#
Name
Color
  Range
   Duration
   Save
1
Restoration
Gold
0’
None
None
Returns one drained level
2
Drain Life
Black
30’
None
Body (Con)
Drains one level from target
3
Life Protection
White
0’
1 day
None
Protects from black magic and level drain
4
Raise Dead
Gold
0’
None
None
Returns to life a body dead for up to 1 day/2 caster levels, with 1 hp; takes 1 hour to cast; may only cast once/caster level
5
Slay Living
Black
5’
None
Body
(Con)
Kills a living being
6
Consecrate/Desecrate
White/Black
0’
Perm.
None
Renders a 30’ square area permanently holy with bless effect for holy beings and reverse bless for unholy; Desecrate is vice versa

LEVEL 6

1
Heal
Gold
90’
None
None
Restores all hit points to living being, removing all diseases and poisons
2
Harm
Black
30’
None
Body (Con)
Removes all hit points except one from living being
3
Holy Word/Unholy Word
White/Black
90’
Special
None
Kills (2HD or less), blinds for 3 turns (6HD or less) or stuns for 3 rounds (7HD+) all hearers in range not of caster’s religion/alignment
4
Symbol
White/Black
30’
1 round
Will (Wis)
Causes incapacitating pain, sleep or charm for 2d10 turns to all who see the symbol within 90’ and do not save
5
Regeneration
Gold
0’
None
None
Regrow missing limbs/organs for living person, or restore full dead body from bones or parts
6
Divine Intervention
White
30’
None/  1 day
None
For caster and up to 5 others, either teleports to known sacred location in 30 miles, or creates other peaceful solution to danger for 1 day

Tuesday, 7 September 2010

Sacred Magic: Level 4 Spell List

With little commentary ... the fourth level.


1
Mass Cure
Gold
0’
None
None
Heals 2d8+2 damage to each living being in 10’ radius
2
Mass Protection
White
0’
3 hrs
None
Gives 2d8+2 extra hit points to each living being in 10’ radius (unholy sources do half damage against them)
3
Mass Wounding
Black
30’
0
Body (Con)
Does 2d8+2 damage to each living being in 10’ radius from target
4
Cure Poison
Gold
0’
None
None
Removes the effects of poison from a living target
5
Protection from Poison
White
0’
1 day
None
Makes a living target immune to poison
6
Poison
Black
5’
None
Body (Con)
Poisons a single living being
7
Banish Unholy/[Holy]
White/[Black]
30’
1 day
Will (Wis)
Sends unholy [holy] being to its own plane, or to its lair for a day if it is of this plane. Save is at +/-1 for each HD/level of difference.
8
Holy[Unholy] Weapon
White/[Black]
0’
1 day
None
Gives weapon +1 per 4 caster levels to hit and damage, bonuses doubled against unholy [holy] creatures
9
Cure Critical Wounds
Gold
0’
None
None
Heals for 6d8+6 points of damage
10
Cause Critical Wounds
Black
30’
None
Body (Con)
Wounds for 6d8+6 points of damage

Thursday, 19 August 2010

Sacred Magic: Level 2 Spell List

And now, back to magic. A few notes.

Prayer is a less wimpy buff even as a level 2.
Sympathetic Healing is inspired by Meditations on the Tarot (for that matter, so is Constraint/ Break Constraint) and is an attempt at a powerful but more strategic healing spell for level 2.

1
Evoke Auras
Black/White
30’
3 min
None
Causes visible light or darkness to outline holy or unholy beings, places and objects within sight range
2
Constraint
Black
90’
1 min
Mind (Wis)
Stops one being from moving or speaking
3
Drain Light Wounds
Black
30’
None
Body (Con)
Living being takes 1d6+1 hp damage, heal the same amount of caster’s hp damage.
4
Prayer
[Black]/White
30’
3 min
None
Allows target's controller to reroll one die for an attack, save or action within the spell’s duration
5
Restore Object
Gold
0
None
None
Physically mends a broken or corroded object
6
Slow Ailment
Gold
0
1 day
None
Delays the effects of poison or disease
7
Sympathetic Healing
Gold
0
None
None
Heals 3d6+3 hp, caster takes the middle die rolled as hp damage; or transfers poison or disease to caster, new saving throw
8
Break Constraint
White
90’
None
None
Loosens physical or magical restrictions on movement or speech; if magic, 5% to fail per level of difference vs. higher level caster