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Post by mao on Sept 5, 2022 10:51:17 GMT -5
Perm B spells are memorized and then function continuously until you empty the slot and memorize a new spell. These spells get "stuck" in the slots if memorized for long periods of time( 1 month or more) requiring clerical help to extract from brain. (NOTE again these spells are for 7th L and under play and I do not allow multi classing)
L1 Pusilance you are +1 to hit in melee (there is a second L version you may memorize that also adds +1)
L1 Hog skin +1 Natural armor untyped)
L2 Rhino Skin you get 2 damage reduction that does not stack w/ any other damage resistance
L3 Mazarinan's Spell of Over All Excellence +1 to all your physical stats, +1 to Fort saving throws and +1 movement( these bonuses are untyped and stackable w/ any other buffs) May only be memorized once a day
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Post by mao on Sept 5, 2022 16:15:24 GMT -5
Mage healing magic
Gem Healing L2 Conjuration Good descriptor Heals d6 +L HP(max D6 +7) material component 100 GP gem that is consumed by casting(double this if a 500 gp gem is used)
Flying Bandages L1 Conjugation Holy descriptor creates healing bandages that fly and wrap at a range of 20' Heals as Cure Light. Target loses 2d3 DX and suffers -1/-1 ro melee attacks for 1 hour, if bandages are removed before the hour is up, healing is lost Caster must be pious worshiper of good or neutral deity
Hitram Dringles Highly Restricted Yet Mostly Useful Healing Spell This may be memorized as a cantrip, L1 , L 2 or L3 spell, granting 1,4 , 6 or 10 rolls respectively) Roll indicated number or D6 , each one that comes up 6, a single point is cured
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Post by mao on Sept 6, 2022 18:23:06 GMT -5
Clerics for Cryts 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
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Post by mao on Sept 6, 2022 18:24:33 GMT -5
Allow Spontaneous casting of cure spells by clerics! This means a cleric can substitute a cure spell for an appropriate spell. You can always set a limit on number of times per day they can do this. Makes clerics more than cure machines! I used to laugh at the spell lists of NPC clerics in old school products and magazines. 7th L clerics w/ only 2 CLW, laughable!
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Post by mao on Sept 6, 2022 18:25:55 GMT -5
I HATE Sleep and Color Spray, far, far too powerful BUT if your going to ignore Rant 11 ,they HAVE to stay, if your only going to get one spell it might as well be a doozy!
The more modern "Magic Weapon" is VERY suitable to OSR play(makes weop +1/+1 magic for a moderate amount of time) should be available to MUs and Clerics both
adding DOOM to clerics list will not kill you either(save for -2 to hit and saves, short duration)
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Post by mao on Sept 22, 2022 5:33:41 GMT -5
Perm B spells are memorized and then function continuously until you empty the slot and memorize a new spell. These spells get "stuck" in the slots if memorized for long periods of time( 1 month or more) requiring clerical help to extract from brain. (NOTE again these spells are for 7th L and under play and I do not allow multi classing)
L1 Pusilance you are +1 to hit in melee (there is a second L version you may memorize that also adds +1)
L1 Hog skin +1 Natural armor untyped)
L2 Rhino Skin you get 2 damage reduction that does not stack w/ any other damage resistance
L3 Mazarinan's Spell of Over All Excellence +1 to all your physical stats, +1 to Fort saving throws and +1 movement( these bonuses are untyped and stackable w/ any other buffs) May only be memorized once a day
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