Saturday, July 16, 2016

Rewriting the B/X Cleric [Part 2]

A cleric is the chosen champion of a god or goddess, trained in fighting and able to cast protective and restorative spells. Clerics are the adventurous crusaders of the temple hierarchy, righting wrongs and performing heroic quests on behalf of the faith. While not as capable in combat as a fighter, clerics are able to turn the tide of battle with their powerful magic to heal and protect their allies and smite their foes.

Wisdom is the prime requisite for clerics. A wisdom score of 13 of greater will give the cleric a bonus on earned experience.




RESTRICTIONS: Clerics use six-sided dice (d6) to determine their hit points. All clerics must be Lawful in alignment. A cleric who is no longer Lawful loses the ability to cast spells. Clerics have the use of all armor and shield, but may not use missile weapons (no arrows!) and are restricted to the use of Holy Swords and cannot normally wield other types of magical weaponry.

SPECIAL ABILITIES: Clerics have the special ability to turn undead (such as skeletons, zombies, and ghouls). When an undead monster is encountered, the cleric may attempt to “Turn” the monster instead of fighting. A cleric may not attempt to turn the same creature more than once during the same 10-minute adventuring turn. If a cleric Turns an undead monster, the monster may not approach the cleric and will flee from the area if it can. Turning undead otherwise functions as described in the B/X rulebooks.

When a cleric reaches 2nd level and has had a chance to prove himself, he receives the ability to cast spells. A list of clerical spells and their explanations is given below.



FIRST LEVEL CLERIC SPELLS

Cure Light Wounds
Range: Touch
Duration: Instant

This spell heals 1d6 + 1 damage done to any living creature touched by the cleric. It may also be used to cure paralysis, but what doing so it does not cure any points of damage. Alternatively, it may be used to deal 1d6 + 1 damage to undead creatures unless the creatures make a saving throw vs. Spells.

Detect Evil
Range: 60’
Duration: 6 turns

This spell detects the presence of evil intentions or objects, places, and things enchanted with evil magic, causing them to glow. The exact definition of “evil” is left to each referee, and player should all be in agreement as to what constitutes evil in the game world.

Detect Magic
Range: 60’
Duration: 2 turns

This spell determines the presence of magic, causing any person, place, of thing enchanted with magic to glow.

Light
Range: 60’
Duration: 12 turns

This spell casts light in a circle, 30’ in diameter. It is bright enough to read by, but not as blinding as full daylight. If cast on a creature’s eyes, the creature may make a saving throw. On a failed saving throw, the victim is blinded for 12 turns. Blinded creatures receive a -4 penalty on all “to hit” rolls. This spell will cancel a Darkness spell if cast against it and vice versa.

Protection from Evil
Range: Self
Duration: 12 turns

This spell circles the cleric with a magical barrier that wards out evil. The spell serves as some protection from “evil” attacks by adding +2 to the cleric’s saving throws and subtracted -2 from the “to hit” rolls of evil opponents.

Purify Food and Water
Range: 10’
Duration: Instant

This spell will restore spoiled or poisoned food and water and render it free of poison and disease. It will purify enough normal food and water to feed a dozen people. Creatures created by the magical enchantment of water, such as water elementals or water weirds, must make a saving throw vs. spells or take 3d6 + 3 points of damage when affected by this spell.


SECOND LEVEL CLERIC SPELLS

Bless
Range: 60’
Duration: 6 turns

This spell may only be cast on friendly creatures not yet in melee. All creatures in 15’ radius area within range receive a +1 bonus to morale and on to hit and damage rolls. Alterative, this spell may be cast over a vial of purified water to create Holy Water.

Find Traps
Range: 30’
Duration: 2 turns

This spell makes a trapped area glow when approached within 30’. It reveals presence both mechanical and magical traps, but not the type of trap, how the trap is triggered, or how it can be disarmed.

Guidance
Range: Self
Duration: Instant

The spell grants the cleric the answer to one yes or no question. The answer may come in the form of a ‘yes,’ ‘no,’ or ‘maybe.’ The spell has limited foresight and cannot foresee potential consequences more than 1 hour in the future.

Hold Person 
Range: 60’
Duration: 1 turn

This spell will affect any human or human-like creature. It will not affect undead or creatures larger than an ogre. The victim must make a save vs. Spells or be paralyzed. If cast on a single person, that person must save vs. Spells with a -2 penalty to the die roll. If cast on a group, it will affect 1d4 persons, but with no penalty to the saving throw, and will always effect creatures with fewer hit dice first.

Know Alignment 
Range: 10’
Duration: 1 round

This spell reveals the alignment (lawful, neutral, or chaotic) of one creature, place (such as a temple), or enchanted item (a magic sword).

Resist Fire
Range: 30’
Duration: 2 turns

This spells prevents one creature from being harmed by heat or normal fire for the duration of the spell. The creature also receives a +2 to saving throws vs. magical fire, including a dragon’s breath, fireballs, etc. Damage from magical fire is reduced by one point per die.


THIRD LEVEL CLERIC SPELLS

Call Steed
Range: 30 feet
Duration: Instant

This spell calls a strong, loyal, and semi-intelligence steed to your location. The cleric’s steed will arrive in 1 turn after the spell is cast and normally steed takes the form of a heavy warhorse with maximum hit points, but may also attract a light warhorse, hippogriff, pegasus, or griffon, at the DM’s discretion as warranted by the situation, such as if cast while on the Elemental Plane of Air. The cleric’s steed serves as a mount both in and out of combat. The steed remains until killed or dismissed. If the cleric’s steed is killed, another steed cannot be called for 1 year and a day.

Continual Light
Range: 60’
Duration: 24 hours

This spell creates a 60’ sphere of light centered on an object. The light is equal in intensity to full daylight and lasts for 24 hours. If cast on an opponent’s eyes, the creature must save vs. Spells or be blinded until the spell’s duration expires or the spell is dispelled.

Cure Disease
Range: 30’
Duration: Instant

This spell will cure the recipient of any disease, such as lycanthropy and mummy rot. Cure disease will also kill green slime without allowing a saving throw.

Locate Object
Range: 240’ (indoors) or 10 miles (outdoors)
Duration: Instant

For this spell to be able to locate a specific object, the spell caster must know exactly what the objects looks like (size, color, shape, etc.). A general type of object (such as a flight of stairs) can also be detected by this spell. The spell cannot, however, locate a creature. The spell will point towards the nearest desired object if within range, indicated the direction, but not the distance.

Remove Curse
Range: Touch
Duration: Instant

This spell will remove the effects of a curse put on a character or free a character from a cursed magic item. A single remove curse spell will only remove one curse.

Striking
Range: Touch
Duration: 1 turn

This spell make one normal weapon do an additional 2d6 points of damage per attack. The weapon will cause the extra damage for as long as the spell lasts. It does not add to the chance to hitting, but does allow the non-magical weaponry to damage creatures that can only be hit by magic weapons.


FOURTH LEVEL CLERIC SPELLS

Create Water
Range: 10’
Duration: Instant

With this spell, the cleric summons forth an enchanted spring form the ground that will provide enough water for 12 men and their mounts for one day (about 50 gallons). For every cleric levels above 8th, twelve addition men and mounts can be supplied.

Cure Serious Wounds
Range: Touch
Duration: Instant

This spell will cure one living creature of 2d6 + 2 points of damage. Alternatively, it may be used to deal 2d6 + 2 damage to undead creatures unless the creatures make a saving throw vs. Spells.

Locate Creature
Range: 240’ (indoors) or 10 miles (outdoors)
Duration: Instant

For this spell to be able to locate a specific creatures, the spell caster must know exactly what the creature looks like (type, gender, coloration, etc.). A general type of creature (such as a hill giant) can also be detected by this spell. The spell will point towards the nearest desired creature if within range, indicated the direction, but not the distance.

Neutralize Poison
Range: Touch
Duration: Instant or 6 turns

This spell will cancel the effects of poison and revive a poisoned character if cast within ten rounds. it can also be cast on a poison, poisonous item, or poisonous creature to make it (temporarily) harmless. It acts only on poison present at the time it is cast.

Protection from Evil 10’ Radius
Range: Self
Duration: 12 turns

This spell circles the caster with a magical barrier that will protect all friendly creatures within 10’ of the cleric. This barrier will move with the cleric. The spell serves as some protection from “evil” attacks by adding +2 to the cleric’s saving throws and subtracted -2 from the “to hit” rolls of evil opponents. The spell will also keep out melee attacks from summoned monsters, but not missile or magical attacks from these creatures. Summoned creature may engage in melee only if any of the protected creature attempts to attack the creature in hand-to-hand combat.

Speak with Dead
Range: 10’
Duration: 1 turn

This spell gives the cleric the power to communicate with the spirits of creatures who have died within range of the spell. The cleric may ask up to 3 questions of the spirits, though they may not necessarily be willing to give up their knowledge easily.


FIFTH LEVEL CLERIC SPELLS

Commune
Range: Self
Duration: 3 turns

This spell allows the cleric to ask questions of the greater powers that be. The cleric may ask three questions that can be answered after casting this spell. The powers will do their best to provide reliable, truthful answers to the cleric’s questions. This spell can be cast no more than once per month.


Create Food
Range: 10’
Duration: Instant

With this spell, the cleric may create enough food to feed 12 men and their mounts for one day. For every level the cleric is above 8th, he or she is able to create food for an additional 12 men and their mounts.

Death Ward
Range: Touch
Duration: 2 turns

This spell grants a measure of protection from death to a touched creature. Until the spell ends, the next time the recipient would drop to 0 or fewer hit points or would be killed instantly by death magic, he or she is instead reduced to 1 hit points and the spell ends.

Dispel Evil
Range: 30’
Duration: 1 turn

This spell will banish or destroy any summoned or undead monster that comes in range if the creature fails its saving throw vs. Spells. If the saving throw is successful, the creature will immediately flee from the affected area. The caster must remain stationary and concentrate to maintain this effect. Alternatively the spell can be cast against a creature or objects. This spell will also free a creature within range from any curses and cursed items or removes all “evil” magic from an object.

Quest
Range: 30’
Duration: Special

This spell forces the character it is cast on to perform some special task or quest as commanded by the cleric at the time the spell is cast. A successful save vs. Spell will result in the spell having no effect. A typical task might include slaying a certain monster, rescuing a maiden, obtaining a magic item for the caster, or going on a pilgrimage. Such tasks may not be suicidal. Once the task is complete the spell ends. If the character refuses to go on the quest, he or she will be cursed in a manner determined by the cleric at the time of casting until the quest is resumed.

Raise Dead
Range: 30’
Duration: Instant

By means of this spell, the cleric can rise any human, dwarf, halfling, elf (or any other type of creature at the discretion of the DM) from the dead. An 8th level cleric can raise a body up to eight days old. For each level the cleric is above 8th, four days are added to this time. A raised character has 1 hit points and cannot fight, cast spells, use abilities, carry heavy loads, move more than half speed, or regain hit points. These effects will be healed after two full weeks of complete bedrest. Alternatively, this spell will slay one undead creature it is cast against unless it makes a saving throw vs. Spells.