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.
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.
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!
ReplyDeleteYes, 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.
Deletehttps://en.wikipedia.org/wiki/Spolia_opima