Enroth Rules: Spirit Spells: Difference between revisions
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'''Saving Throw:''' Yes | '''Saving Throw:''' Yes | ||
This spell causes all undead within the caster’s field of vision to flee for the duration of the spell. The undead can resist this spell if they make a saving throw | This spell causes all undead within the caster’s field of vision to flee for the duration of the spell. The undead can resist this spell if they make a successful saving throw. Upon reaching Expertise in Spirit Magic, the Casting Time is reduced to 7. Upon reaching Mastery, the Casting Time is further reduced to 5. | ||
==Raise Dead== | ==Raise Dead== |
Revision as of 15:56, 2 October 2005
Spirit Arrow
Spell Points: 1
Range: 50 yds + 5 yds/Spirit Magic skill lvl of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Saving Throw: None
This spell causes an arrow of pure spirit energy to materialize and fly towards one creature within the range of this spell. This arrow has the same chance to strike a target as if the caster was a fighter of the same skill level. If successful in striking, the arrow causes 1-6 hp of dmg. Only creatures immune to magic are immune to the effect. Upon reaching Expertise in Spirit Magic, the Casting Time is reduced to 2. Mastery reduces the cost of the spell to free (0 SP).
Bless
Spell Points: 2
Range: 10 feet
Components: V, S, M
Duration: 4 rounds + 5 rounds/Spirit Magic skill lvl of caster
Casting Time: 3
Area of Effect: One target or entire party
Saving Throw: None
This spell places a small blessing upon one selected target. Affected targets receive a +1 bonus ‘to hit’/3 Spirit Magic skill levels of the caster either in melee or missile combat for the length of the spell. This spell is cumulative with other spells, but a target cannot benefit from several castings of this spell. Upon reaching Expertise in Spirit Magic, the caster can affect the entire party. Upon reaching Mastery, the duration is increased to 4 rounds + 15 rounds/skill lvl of the caster. The material component for this spell is the caster’s Holy Symbol.
Healing Touch
Spell Points: 3
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
This heals a single character, restoring a small number of hit points. The number of hit points healed is 1d6 +2 hp of damage. Upon reaching Expertise in Spirit Magic, the number of hit points healed increases to 2d4 +3 hp. Mastery further increases the number of hit points healed to 2d4 + 5 hp.
Lucky Day
Spell Points: 4
Range: 5 feet
Components: V, S, M
Duration: 1 hour/Spirit Magic skill level of caster
Casting Time: 5
Area of Effect: One target or entire party
Saving Throw: None
This spell temporarily raises the targets luck by bestowing a bonus to all saving throws. This spell is cumulative with all other bonus giving spells. The bonus given is +1 for every four Spirit Magic skill levels of the caster. Upon reaching Expertise in Spirit Magic, the bonus is +1 for every three skill levels. Upon reaching Mastery, the spell affects the entire party. The material component for this spell is the caster’s Holy Symbol.
Remove Curse
Spell Points: 10
Range: 5 feet
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: One target
Saving Throw: None
This spell removes the cursed condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 rounds times the Spirit Magic skill level of the caster. When the caster reaches Expertise in Spirit Magic, the condition can be removed if cast within 1 hour times the skill level of the caster. When the caster reaches Mastery, the condition can be removed if cast within 1 day times the skill level of the caster.
Guardian Angel
Spell Points: 8
Range: 0
Components: V, S, M
Duration: 1 hour/Spirit Magic skill level of caster
Casting Time: 1 turn
Area of Effect: One party member
Saving Throw: None
This spell sets up a compact with the caster’s deity to resurrect one of your party members including the caster. Should that person die during the duration of the spell, he or she will be returned to life with 1 hit point and deposited at the last temple that person visited. The price for this recovery is half the coins the entire party has with them at the time of that member’s death. Upon reaching Expertise in Spirit Magic, the member is brought back at half hit points. Mastery allows the member to be brought back at full hit points. The material component for this spell is the caster’s Holy Symbol and a 100 gp donation to the temple where the resurrection will occur.
Heroism
Spell Points: 10
Range: 5 feet
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One target or entire party
Saving Throw: None
This spell increase the amount of damage done by the affected target(s). The bonus received is +1 damage/3 Spirit Magic skill levels of the caster on all melee and missile strikes. This does not affect damage from spells. The duration of the spell is 4 rounds + 5 rounds/Spirit Magic skill level of the caster. Upon reaching Expertise in Spirit Magic, the duration of the spell becomes 4 rounds + 15 rounds/skill level of the caster. Upon reaching Mastery, the spell affects the entire party. The material component for this spell is the caster’s Holy Symbol.
Turn Undead
Spell Points: 15
Range: 0
Components: V, S
Duration: 3 rounds + 3 rounds/Spirit Magic skill level of caster
Casting Time: 9
Area of Effect: Sight of caster
Saving Throw: Yes
This spell causes all undead within the caster’s field of vision to flee for the duration of the spell. The undead can resist this spell if they make a successful saving throw. Upon reaching Expertise in Spirit Magic, the Casting Time is reduced to 7. Upon reaching Mastery, the Casting Time is further reduced to 5.
Raise Dead
Spell Points: 20
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 target
Saving Throw: None
This spell restores life to the target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The spell does not remove any conditions on the target prior to death, and the target is brought back to life unconscious with 0 hp. Casting this spell leaves the caster in the weakened condition for 24 hours. The target can be raised if dead for less than 3 rounds times the Spirit Magic skill level of the caster. Upon reaching Expertise in Spirit Magic, the target can be raised if dead for less than 1 hour times the skill level of the caster. Upon reaching Mastery, the target can be raised if dead for less than 1 day times the skill level of the caster. The material component for this spell is the caster’s Holy Symbol.
Spell Points: 25
Range: 10 feet
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Entire Party
Saving Throw: None
This spell takes the current hit point totals of the entire party +1 hp per Spirit Magic skill level of the caster and splits them evenly among each member. For example, if there are 5 party members and the total number of remaining hit points (plus added hp) they have is 100, then each party member gets 20 hp. This spell works well when warriors are near full and wizards are low. If any party member at maximum does not have the given hit points, then the remaining is again split among the remaining party members. Upon reaching Expertise in Spirit Magic, the bonus is +2 hp/skill level of the caster. Upon reaching Mastery, the bonus is further increased to +3 hp/skill level.
Resurrection
Spell Points: 20
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One target
Saving Throw: None
This spell removes the eradicated condition and restores life to the target if cast in time, otherwise only Temple Stone or Divine Intervention can remove the condition. The spell does not remove any other conditions on the target prior to death, and the target regains life with 1 hp. Casting this spell leaves the caster in the weakened condition for 24 hours. The target can be resurrected if dead for less than 3 rounds times the Spirit Magic skill level of the caster. Upon reaching Expertise in Spirit Magic, the target can be resurrected if dead for less than 1 hour times the skill level of the caster. Upon reaching Mastery, the target can be resurrected if dead for less than 1 day times the skill level of the caster. The material component for this spell is the caster’s Holy Symbol.