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Posted: 07-13-2008 08:38 pm
Command

lvl-1

range-1*

duration-1 round

area of effect- 1 creature

component- V

casting time- 1 segment

saving throw- special

Explanation/Description- This spell enables the cleric to issue a command of a single word. The command must be uttered in a language which the spell recipient is able to understand. The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, ie. Suicide coud be a noun, so the creature would ignore the command. A command to Die would cause the recipient to fall in a faint or cataliptic state for one round, but thereafter the creature would be alive and well. Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw versus magic.

Cure Light Wounds- reversable

lvl-1

range-touch

duration-permanent

area of effect- creature touched

component- V, S

casting time- 5 segments

saving throw- none

Explanation/Description- Upon laying hands upon a creature, the cleric causes from 1 to 8 hit points of wounds or other injury damage to the creatures body to be healed. This healing will not affect creatures without corporial bodies, nor will it cure wounds of creatures not living or those which can only be harmed by iron, silver and/or magical weapons. Its reverse, cause light wounds, operates in the same manner; and if a person is avoiding this touch a melee combat to hit die is rolled to determine if the clerics hand strikes the opponent and such a wound. Note that cured wounds are permanent only insofar as the creature does not sustain further damage, and that caused by wounds will heal- or can be cured- just as any normal injury will.

Sanctuary

lvl-1

range- touch

duration-2 rounds + 1 round /level

area of effect- one creature

components- V, S, M

casting time- 4 segments

saving throw- none

Explanation/Description- When the cleric casts a sa nctuary spell, any opponent must make a saving throw versus magic in order to strike or otherwise attack him or her. If the saving throw is not made, the creature will attach another and totally ignore the cleric protected by the spell. If the saving throw is made, the cleric is subject to normal attack process including dicing for weapons to hit, saving throws, damage. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). During the period of protection afforded by this spell, the cleric cannot take offensive action, but he or she may use non attack spells or otherwise act in any way which does not violate the prohibition against offensive action. This allows the cleric to heal wounds, for example, or to bless, perform augury, chant, cast a light in the area (not upon an opponent) , and so on. The components of the spell include the clerics holy symbol and a small silver mirror.

Posted: 04-24-2008 10:59 pm
Monsters of Myth and Legend III
Monsters of Myth and Legend III
Posted: 05-25-2007 12:58 am
Dionysos
Posted: 05-20-2007 01:04 pm
winged tiger
Posted: 05-20-2007 12:06 pm