Showing posts with label cleric spells. Show all posts
Showing posts with label cleric spells. Show all posts

Thursday, September 22, 2016

My "cleric" for Crypts and Things



Secret Priest of Hope

The god Hope is the sole remaining truly good god of C&T He is an ascended artifact/holy sword and appears as a gold glowing great sword. He has survived because his ultimate power was true, unending and absolute invincibility and immortality.This is the result of his being a real manifestation of the concept of hope, a spark of good that can never be extinguished. He has lost the vast majority of his power and only a tiny few of his servants survived with him(a very few avatars of holy great swords)


The Others are at this time  are only suspicious that Hope exists, it's just a question of time. It is your ULTIMATE goal that knowledge of Hope be kept from general knowledge.


He uses his meager power to give life to a very few covert clerics, holding on to the possibility of good triumphing ultimately, prob a doomed philosophy. Although LG , he has become a stark realist in his methods.(He has acquired Neutral tenancies).With the weakness of hope in the world, he is far far more limited in his abilities but not his goals.
Priests of Hope have the following abilities and restictions

In all ways they are sorcerers except as follows.

Their patron is automatically Hope and they may have no other.

They do not have spellbooks but do have all the limitations of number of spells known
They may learn spells from spellbooks in any way a sorcerer could

They have use of both great sword and long sword but as the great sword is a dead give away of who they are Hope suggests that they have their companions carry these and only use them in the direst of emergency
Like wise they may wear chain but it does nothing to further their disguise and is strongly advised against.

All of their white spells are actually grey.
They MUST know exactly ONE black spell and only one.There are no restrictions as to what it may be and it MUST be changed(IE Known) once a month. They may not use this spell if they are carrying a great sword or wearing chain mail. Public use of this spell is strongly advised.

The priests are FORBIDDEN from associating with one another, there thus may only be one in a party. Any gathering of priests can only be undertaken at the direct order of Hope.
At NO time may they preach the faith except under direct orders of Hope.

They suffer a -1 on Luck tests vrs magic and successful saves result in the loss of 2 luck points

The following new spells are automatically known to priests

Superior Magic Weapon(all spell levels)
summons spell L +1 magic great sword, this spell is never memorized and can be substituted for an appropriate level spell 3/ a week.

Dreamsend
L2 white(registers as grey)
This spell can freely be cast in your sleep it allows the sending of a 25 word message to Hope or to any one who you have cast Receive Dreamsend on. Receive Dreamsend is a varient of this spell and the spell must be memorized separately


Saturday, May 14, 2016

New Spell: Saved Fortune

L1 Divination
Casting time one Min.
subject rolls 1 die twice, taking best roll(normally a d20) That roll can be used in the next six hours substituting it for any roll of same dice type, if you are using it to make a save for example , you must choose to use saved number BEFORE you roll that save
This is both arcane and clerical

Monday, May 9, 2016

New Spell type: Superior Spells

Superior spells are existing ones that you add a minor bonus to. Most often I have done this with clerical spells. For example I have given out Superior Bless in 2 versions, one that gives +1 to damage too and another that gives plus one to all saves. Superior Clerical spells that you have memorized can never be used as spontaneously cast cures. A Mage example is Superior Magic Weapon, it stacks w/ any other enhancement(first L version only). Give these out as "treasure" only, never let PCs learn them from other NPCs for money(unless that's HOW you want to give it out). Superior spells always have a casting time of one full round and cannot be further modified.