Cleric Spell Glossary

Avert Undead (TOW)

This spell acts as the mage spell Aversion but is only effective against undead.

Cause of Death

When cast on a dead creature, this spell causes the target to state to the caster (out-of-game) the cause of the target's death.

Charm (TOW)

This spell lets the caster charm any one sentient creature whose Will is weaker than the caster's. The target will honor and adore the caster and be friendly and helpful, assisting the caster in any reasonable request. This spell ends if the caster orders the charmed target into danger or to do something that strongly conflicts with the target's moral values.

The spell ends after five minutes, and the target will leave the spell with a positive opinion of the caster. If this spell is successful, the target will be unaware that it was cast.

Command Undead (TOW)

This spell acts as the mage spell Command but only works on undead.

Cure Poison

This spell cures the target of all poisons and mild diseases.

Curse

This spell allows the caster to call a curse down upon one individual, giving that person a disadvantage or other affliction. (If the curse gives the target a disadvantage, it will take full effect even if the target has the "opposite" skill or disadvantage; for example, someone with Exceptional Strength who is cursed with Weakness loses all the benefits of Exceptional Strength and gains all the penalties of Weakness.)

This spell is cast as a Curse type spell. The standard afflictions cause either Peacefulness or Weakness (per the disadvantages of those names), and last until dispelled.

(You may alter your own spellbook to include up to three afflictions of your choice from the approved Curse list.)

Delusion (TOW)

This spell lets the caster plant a belief in the target's mind which the target believes implicitly (e.g., "I can fly"). This spell effect wears off in one hour. If this spell is successful, the target will be unaware that it was cast.

(Remember not to cast spells that would violate the Player Conduct code or that would force other players to do so.)

Detect Enchantment

When cast, this spell causes the target to inform the caster (with a yes or no) whether the target's mind is being influenced by any spells (i.e., Suggestion, Charm, Delusion, Interrogate, Truth). The exact name of the enchantment is not revealed with this spell, rather only whether the target is under a spell. (If the target is only under non-mind-influencing spells, e.g., Barkskin, the answer is no!)

Determine Enchantment

The spell allows the caster to determine what, if any, enchantments are on a particular person or creature. This will give the name(s) of the spells affecting the target, but not details. For example, it will reveal that the target is under a Suggestion, but will not reveal what that suggestion is.

Dispel Magic (TOW)

This spell removes the lasting effects of all non-TOW spells affecting the target (including beneficial spells such as Stoneskin, Strengthen Will, and Wraith Form). It will remove the lasting effects of all TOW spells (such as Mana Block) that were cast with a Will less than or equal to the caster's Will. It will not cancel out Safe Retreat spells, Mana Vortex, or any other "immune to magic" spells or effects. This spell has no effect on most magic items.

Divine Wrath

This spell calls down the fierce wrath of the caster's deity upon the target. This creates a curse whose effects are best described as "a fate worse than death." This curse may not be removed by any means except death and resurrection, unless otherwise stated in the curse.

Certain large or powerful beings can withstand this spell, but the enormous effort will cost them six hits of natural protection.

This spell is cast as a Curse type spell. The standard affliction kills the target painfully and prevents Restore Life from working.

(You may alter your own spellbook to include up to three afflictions of your choice from the approved Divine Wrath list.)

Emotion (TOW)

This implants in the target one emotion, which may be felt toward a caster-specified object or group. This will not cause the target to act against their nature, although it will produce a visible reaction of some sort. This spell effect wears off in five minutes. If this spell is successful, the target will be unaware that it was cast.

(Remember not to cast spells that would violate the Player Conduct code or that would force other players to do so.)

Fear (TOW)

This spell causes the target to flee the caster's presence at the fastest possible rate. Once safely away from the caster, the target may act normally, but may not return near the caster, and will flee again if the caster approaches. This effect lasts for five minutes.

Heal Limb

This spell will heal one wounded limb on the target. It will not help other wounded limbs, a wounded torso, poison, spell effects, or lost limbs.

Heal Torso

This spell will heal the target's wounded torso. It will not help wounded limbs, poison, spell effects, or lost limbs.

Heal Wounds

This spell will heal all wounds on the target. It will not help poison, spell effects, or lost limbs.

Holy Banishment (TOW)

This spell is a battle of wills between the caster and the target. It is only effective against undead and unholy beings. If the caster wins the Test of Will, the target is banished from the material plane and is forcibly sent to where it belongs. Purely physical targets, such as reanimated corpses, are normally destroyed outright.

Holy Bolt

This spell acts as the mage spell Lightning Bolt but is only effective against undead and unholy beings.

(Material component: a large beanbag or other approved item)

Holy Weapon

This spell causes the specified weapon to become a holy weapon. A holy weapon acts like a blue-sock magic weapon, but only against undead and unholy beings. Arrows (or other projectiles) fired from a holy bow (or other launcher) will do damage as if they were holy weapons, but will not themselves be enchanted (i.e., they will not be considered holy weapons if picked up and re-used by another launcher).

If it is not possible to color code the weapon gold, its user must state "holy weapon" before striking with it for the spell to have any effect. This spell effect wears off in five minutes.

(Optional material component: gold color coding)

Honesty (TOW)

When cast on one subject, this spell lets the caster ask one question that the subject must answer as if under the Honesty disadvantage: the target may never tell a direct lie, but may omit parts of the truth.

Iron Will

This spell makes the target immune to the next Test of Will spell that would otherwise affect them. This effect fades after 48 hours.

Knit Limb

This spell acts as Heal Limb, but it takes 20 minutes before the limb is usable. In all other respects (stopping bleeding in the limb, restoring consciousness, and being undispellable) this spell acts just like Heal Limb.

Knit Torso

This spell acts as Heal Torso, but it takes 20 minutes before the target is completely recovered. During this period, the target is fatigued and may not fight, cast spells, walk unassisted, or perform any strenuous activity. In all other respects (stopping bleeding in the torso, restoring consciousness, and being undispellable) this spell acts just like Heal Torso.

Magic Bandage

This spell causes a specified piece of cloth to become a magic bandage. A magic bandage, while placed on a wounded limb, will in effect "heal" that limb, stopping its bleeding and allowing it to be used normally. However, the limb is not actually healed, and removing the bandage will cause any bleeding, unconsciousness, and/or loss of function to resume. This spell effect wears off in 48 hours or when directly dispelled.

If a bandaged limb is wounded again, the magic bandage must be removed and reapplied to have any effect. Although a magic bandage may be used on different wounded limbs, it will only affect the one limb it is presently wrapped around.

(Material component: a strip of white cloth)

Magic Wall

This spell creates a vertical plane of magical force up to nine feet wide and as high as the closest overhead obstacle. The wall does not move, but remains fixed. If cast in a space smaller than its maximum dimensions, the wall will fill a vertical area up to those dimensions. It will touch floor, ceiling, and walls along its edges without gaps, but will not extend into the floor, ceiling, or walls. If cast in an open space, the wall is too high to shoot arrows or throw spell components or other objects over its top.

The wall is visible as a shimmer, but can otherwise be seen and heard through as empty space. The wall can not be scaled or otherwise climbed, and will not support weight (e.g., you can't lean a ladder on it; the ladder would slide down or fall away). The wall is impervious to spells and attacks in either direction; nothing may pass through the wall except clean air. Sight-range spells are stopped by the wall if the caster can only see the target through the wall.

The wall requires the proximity of the caster to persist; the caster must remain within one step of the wall (that is, able to touch it by moving only one foot), or the wall will vanish. The caster may speak, cast other spells, and otherwise act normally while maintaining the wall. The spell lasts for one hour or until the caster wishes it to end. A caster can only maintain one magic wall at a time.

To indicate the magic wall, the caster must place a nine-foot length of yellow or gold rope on the ground.

(Material component: nine feet of yellow or gold rope)

Mana Block (TOW)

This spell blocks a spell caster's ability to cast spells (even pre-cast ones) for five minutes. It affects all forms of spell casting, including Mage, Cleric, and Mystic Magic, and Innate Powers. It has no effect on magic items or the target's ability to use them.

Mana Gift

This spell transfers spell points, of a number equal or less than the caster's level, from the caster to the target, who must be a willing spell caster of the same type (mage, cleric or mystic) as the caster. This spell will not allow the target to have more than their maximum number of spell points; any extra spell points given are wasted.

Mana Vortex

This spell prevents all casting of spells that are of 9th level or lower (whether cast by spell casters, magic items, etc.) in the area of the spell freeze for five minutes. This area surrounds all creatures within the spell freeze who can clearly hear the caster, and is generally considered to extend past them for up to 50 feet. This spell does not dispel or suspend lasting spell effects (i.e., magic swords still do extra damage), and may not itself be dispelled.

This spell affects an area, not individuals. Those who enter the area of the spell freeze may not cast spells; those who leave may resume casting spells, as long as their spells do not affect anything within the area of the spell freeze. Magic Absorption and Spell Immunity will not protect you from the effects of Mana Vortex; you will still be unable to cast while inside the spell area.

Persons inside Safe spells may only continue to cast spells as long as they and their spell effects remain inside the zone of safety.

Martyrdom

This spell transfers a single caster-specified harmful effect from a willing target to a willing martyr. The caster must touch the target and then the martyr (either of whom may be the caster) while casting the spell. This will work on any one wound, lost limb, poison, disease, harmful spell effect, or even recent death (provided that both the spirit and the healed (or knitting) body are present), but not on a Divine Wrath.

The martyr must not be suffering from an identical or worse effect. The transfer bypasses all natural and magical defenses and immunities, and all time limits stay exactly as they were for the target at the time of the transfer. If recent death is transferred, the martyr's spirit is immediately taken from the mortal plane (as with Spirit Speed).

Mass Curse

This spell acts as Curse but affects one target per level of the caster, provided the targets are all near one another. All targets of this spell suffer the same curse affliction.

Mass Fear (TOW)

This spell acts as Fear but affects one target per level of the caster, provided the targets are all near one another.

Mass Heal Wounds

This spell acts as Heal Wounds but affects one target per level of the caster, provided the targets are all near one another. The caster must specify the targets during the casting.

Mass Safe Circle

This spell acts as Safe Circle but creates a nine-foot diameter circle and protects the caster plus one additional target per level of the caster.

(Material component: 27 feet of yellow or gold rope)

Mass Safe Journey

This spell acts as Safe Journey but protects the caster plus one additional target per level of the caster.

(Material component: gold cloth)

Mass Safe Retreat

This spell acts as Safe Retreat but protects the caster plus one additional target per level of the caster.

(Material component: gold cloth)

Mute

This spell renders the target unable to speak for five minutes. The target may not talk or whisper, although mouthing words is allowed. This does not affect the target's ability to cast spells.

Piercing Grasp

During the spell freeze, the caster attempts to touch the target. If the caster touches a limb, that limb is severed. If the caster touches the torso, the torso is wounded. Severed limbs can only be healed by Regenerate (Heal and Knit spells are too weak). This spell ignores armor and magical protection, and counts as five hits towards the natural protection of certain large or powerful beings.

Nightmare

This spell acts as Fear but is not Test of Will.

Poisoned Grasp

During the spell freeze, the caster attempts to touch the target. If the caster succeeds, the target is poisoned.

Regenerate

This spell will restore one lost limb completely.

Restore Health

This will completely heal a willing target of all wounds, lost limbs, poisons, diseases, spell effects, unconsciousness, fatigue, etc. In other words, it will heal almost anything but death or a Divine Wrath. In some cases, there may not be enough of the body left to be healed (skeletons, for example).

Restore Life

This spell will bring someone back from the dead, provided they have been dead for less than 30 minutes and the body and spirit are both present when the spell is cast. It will not work on simply a spirit, no matter how recently it died. It will not restore lost limbs or heal wounds, poison, curses, etc. The caster may heal the corpse before casting Restore Life so that the target does not immediately die again.

The dead person must be willing to return to life and may choose to decline the spell; this will consume the spell points anyway. Persons revived from the dead will not recall their time as a spirit.

Resurrect

This spell will bring back one person from the dead. They will be completely healed of all wounds, lost limbs, poisons, diseases, spell effects, Divine Wraths, etc. (The target will, however, suffer from Resurrection Trauma if its spirit has passed to the afterlife by Spirit Speed or if more than 30 minutes have passed since death.)

A body or object is not necessary if the person is recently dead. (Long-dead persons may require a body or relic at the GM's discretion.) However, if the spell is cast without the body present, the resurrected character will appear in basic clothing without any money, weapons, items, or personal effects. (All of these are still physically with the old body.)

A creature may refuse to come back from the dead if it so wishes. When cast on NPCs, this spell may fail at the GM's discretion. Persons revived from the dead will not recall their time as a spirit.

Reveal

This spell reveals all of the details about any enchantments acting on the target creature. It reveals the name of the spells and any details about the spells. It also reveals the true form of the target, if hidden from view by magical spells or magical disguises.

Revive

This spell will wake the target up from sleep and normal unconsciousness (such as from brawling, subdual, or sapping). It will heal all subdual damage, and "reset" the number of Brawling hits the target can take. It will also lift the effects of all Stun spells.

It will not revive the target from fatigue or from unconsciousness due to wounds (the target would instantly become unconscious again).

Safe Circle

This spell creates a three-foot diameter circle around the caster and one additional target, both of whom must be inside the circle at the time of casting. The circle is impervious to spells and attacks going either in or out; nothing outside the circle may enter it. The circle does not move, but remains fixed. If the caster leaves the circle (or dies), it is dispelled. The spell lasts one hour or until the caster wishes it to end. To indicate the Safe Circle, the caster must place a nine-foot length of yellow or gold rope on the ground.

(Material component: nine feet of yellow or gold rope)

Safe Journey

This spell creates an aura of magical safety around the caster and one additional target. For as long as the safety lasts, they are impervious to harm by any magical or physical means. They may talk and move around during the spell, but may not attack or cast spells on targets outside the spell's protection.

The spell lasts one hour or until the caster wishes it to end.

(Material component: gold cloth)

Safe Retreat

This spell creates an aura of magical safety around the caster and one additional target. For as long as the safety lasts, they are impervious to harm by any magical or physical means. They may talk and move around during the spell, but may not attack or cast spells on targets outside the spell's protection.

During the course of the spell the targets may either stand still or retreat from danger. If the targets choose to remain where they are, they should avoid being an obstruction and move out of the way of combat. If the targets choose to retreat, they must proceed to a known safe location without approaching combat or danger including foes, traps, acid pools, etc. If the targets are surrounded by enemies (or other dangers), they must remain where they are since they cannot move through a dangerous zone to escape. (Note: you cannot approach danger, so running between a pair of monsters under Safe Retreat is not ok.)

The spell lasts five minutes or until the caster wishes it to end. Due to the brief and intense charge of the deity's power, the protection of this spell cannot be dispelled by an ordinary Dispel Magic spell.

(Material component: gold cloth)

Soothe

This causes the target, before a combat, to cease being belligerent and to calm down. During combat, however, this spell is useless.

Speak with Spirit

This spell, when cast on a spirit, lets it communicate with the living for five minutes. Spirits do remember the last few minutes of their lives (such as who killed them—unless they were surprise backstabbed, of course). A spirit under the influence of this spell can be affected by Honesty, Interrogate and Truth spells. The spirit can resist these spells with the base Will it had when alive.

Spirit Speed

This spell forces any spirit of the recently dead, plus normal wandering spirits, to depart the mortal plane. The spirit must immediately go out-of-game and depart for good. The spirit may not speak with its killers, etc. The target will suffer from Resurrection Trauma if later restored by spell or Miracle.

Stop Bleeding

All current wounds on the target stop critically bleeding. After one hour, unhealed wounds resume bleeding. If this spell is cast multiple times on the same target, the target's wounds will resume bleeding one hour after the most recent casting.

Strengthen Will

This spell increases the target's defensive Will by five for a duration of one hour. That is, the target's Will is increased by five when defending against TOW spells, but is unchanged when casting them.

Truth (TOW)

When cast on one subject, this spell lets the caster ask one question that the subject must answer completely and truthfully. No information may be deceptively left out.

Wounding Grasp

During the spell freeze, the caster attempts to touch the target. If the caster touches a limb, that limb is wounded. If the caster touches the torso, the torso is wounded.

This spell counts as one hit towards protection (e.g., it cancels out a Barkskin or removes one hit from armor).