Saturday, October 24, 2020

8 Cleric Spells

[1]
Red Door to the Afterlife - 3rd level
This magic spell can only be cast in a tomb or underground chamber. The Cleric must be the Cleric of a God of Death, celestial eternity, the afterlife, a mortician, or other religion that helps ferry souls to the next life after this one.

The spell is cast on a wall where a red stained door appears. It is drawn on the wall made of paint and chalk; it is not real. Any pickax or water can wash away or destroy the ink, ending the spell. The magic of this spell is that anyone, when alone in this room, may open the red doors and enter the next life. Nobody knows what happens to those who do this, nor has anyone remaining in our world been able to see what is on the other side of the door.

Essentially, this spell allows a character or being to end their life painlessly, and leave our realm. If the character is a Cleric or an exalted hero of the highest order with unfinished business, there is a character level in 10 chance they can return as a spirit to give a single act or message of guidance to their fellows.

[2] Thunderbolt - 2nd level
This spell can be cast by a Cleric of Thunder or Sky-God. The Cleric summons up energies from heaven into their hand, and creates a lightning bolt. They can then throw it at any target they see, and the bolt deals 3d8 + caster level in damage. If the target saves, half damage.

This spell is very powerful, especially for how early a Cleric may cast it. However, conjuring the power of the Gods is taxing on their frame. Whenever they use this spell, the veins in the hand they used to cast it turn bright red and irritated, causing permanent stiffness and pain in that joint which gets worse each time it is cast. The Cleric loses -1d2 Dexterity permanently for each casting of this spell.

[3] Shadowless - 1st level
This spell can be cast by any Cleric, except a Cleric of a God of Shadows or Darkness. The Cleric no longer casts a shadow for that day, gaining +1 to stealth rolls, and is indicative of a certain inner light. This also applies to the Cleric metaphorically- they get +2 to saves against fear, shadow magic, inner-demons, and saves vs death.

This spell can also be reversed, or cast by a Cleric of opposite alignment. The spell instead makes the Cleric's shadow darker and longer, as though illuminated by a deeper light. Anyone within this shadow saves at -2 to the Cleric's spells.

[4] Earth-Sink - 3rd level
Can be cast by a Cleric of a God of the Earth, Stone, or Underworld. The Cleric looks at one target, who sinks into the ground. If the target is mounted, it affects their mount as well. This effect cannot be resisted nor can any amount of strength or giant-strength pull themselves out of the hole. After 2d6 turns, they will automatically be freed. If the Cleric serves an evil or bloodthirsty god, then the being targeted by this spell will keep sinking instead and be crushed to death in 2d6 turns. This magic can only be escaped by praying to a counter god or by being able to cast a flight or levitation spell.

[5] Blinding Dust - 1st level
This spell can be cast by any Cleric. The Cleric throws dust in the eyes of their enemy, and their God blinds the enemies for 1d6+1 rounds.

[6] Elemental Greatness - 4th level
This spell can be cast by a Cleric of corresponding elemental affinity; so a Cleric of a Fire God could cast this spell with a fire focus. Clerics that serve Monotheistic entities can cast this spell in any form they wish, but must spend twice as long preparing and researching this spell due to the cosmic vastness of their deity's portfolio.

This spell allows the Cleric to become a greater elemental “force” opposite another force. For example, if a great typhoon wind-dragon was whipping up a massive storm, then the Cleric could become an even greater storm and knock the smaller one away. If a fearsome demon spit fire so hot it melted iron, then the Cleric could spit fire so hot its melts stone and gemstones too. If used against a creature closely tied with an element, the Cleric can convert them to their religion by surpassing them.

[7] Spolia Opima - 4th level
This spell can be cast by nature priests or druids, as well as those Clerics who follow Gods of War. This spell requires the caster to decorate a tree with the armor, weapons, clothing, spellbooks, battle standards and so forth of a defeated powerful enemy. In this case, a powerful enemy is something with an HD equal or greater then the Cleric, or something with a significant power advantage over the player characters in some fashion. The Cleric can only cast this spell once per level; meaning once it is cast, they must level up to cast it again.

This spell has two major effects. The first is that it provides a rush of joy and euphoria for the caster and his entourage. All present during the battles or missions that won the armor and gear of the defeated opponent feel a great sense of elation. They are empowered by the gear and can roll on any stat; if they roll over the stat, they get +1 to that stat. If they roll under the stat, they get +1 maximum hit points.

The second effect of this spell involves the tree used to cast it. The magic of the spell and the approval of the God means that the tree is blessed too. Any tree spirits, dryads, or elves that are connected to that tree are granted +1 HD and are satisfied; if the tree spirit is angry or aggressive it is made dormant for a period of 2d6+2 years. This spell can be used to quiet raging spirits, but obviously it will make the spirit more powerful in the long run.

As a final effect, the armor and gear put into the branches of the tree becomes cursed and unusable. It is obviously cursed; becoming scarred and rusted and twisted within the branches. If someone forces it out of the tree and tries to wear it, they will find it bound to their body and unable to be removed without divine assistance or strong magic to lift the curse. Each morning they wake up, they will find branches and fresh leaves shooting from their flesh; they wake up each morning taking 1d4 hit points of damage from the tree's growth inside of them.

[8] Fed Stones - 1st level
This spell can be cast by Clerics worshiping the Gods of the Hearth, Healing, Childbirth, or Life in general. The Cleric feeds a statue, carving, golem, or gargoyle food from a bowl and spoon, much like one would feed a baby. If the entity is active or aggressive, the Cleric must roll a reaction check to keep it calm long enough to feed it.

Upon being fed, the entity is healed by 1d6 hit points; as most Cleric spells can't heal nonliving things, this method is one to restore a crumbling, ancient sculpture. Active inanimate objects will be very grateful at being fed, and if the Cleric's level is equal to their HD or higher, they will gladly go to the Cleric's church and sit in a graveyard or on a monastery tower to be at peace. They may also come to life to defend the church if it is under attack.

2 comments:

  1. Spolia Opima is very interesting, is it based on a real-world tradition? I like the idea of powerful spells that create cursed items as an wasteful byproduct, I'm sure there are lots of places where something like this could apply!

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    1. Yes, the name and concept is directly taken from the Roman tradition of taking the equipment of a defeated enemy and fixing it to an oak tree. All found on wikipedia.

      https://en.wikipedia.org/wiki/Spolia_opima

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