Saturday, September 6, 2014

Several First Level Cleric Spells

So I have a thing for sale! It's an adventure stated up with Lamentations of the Flame Princess in mind. "Little Devils" is a one page dungeon about a hill full of asshole devil-kids. It comes with printable, individual stat blocks (which I found helpful when I ran this crazy thing.) It's on sale for fifty cents for a week or so. Also my other thing, "The Wretched Grasp", is now Pay What You Want.

To celebrate, here are a bunch of cleric spells... even though I got rid of clerics. Of course now anybody can cast them... assuming they're insane enough to risk contacting gods, spirits, and/or demons.

Bible Spells
(Rituals to attain these spells often include: self-flagellation, fasting, eating only uncooked foods, never cutting one's hair, and constructing as well as living in wilderness hermitages for long periods.)

Stick to Snakes – This spell converts a cudgel into a ½ HD snake for 1 turn. Constrictor (+2 to wrestle, 1d4 damage) or Poisonous (Bite for 0-1 damage, save vs. poison or take 1d8 damage. If the save is failed, the victim must make another save vs. poison the next round or suffer 1d6 further damage and 1 Con damage. If the second save is failed, the victim must make on final save vs. poison on the third round or suffer another 1d4 damage and 1further Con damage.). The snake(s) will obey the spoken orders of the caster. At levels 3, 6, and 9 the caster may convert one additional stick with this spell. 

That last sentence only applies to Magic-users. In fact all casters are considered to be level one unless they are magic users. Magic users, of course, just use their actual level.

Part Waters – Moves up to 1000 cubic feet of water out of a given area per caster’s level. The spell lasts so long as the caster maintains concentration. (Clever use of this spell can give you and your buddies safe passage across dangerous streams, and then drown all the assholes behind you.)

Spells from Rustic Deities, Tree Gods, Animistic Spirits, Etc.
(Rituals to attain these spells often include: eating the heart of a wild animal the petitioner killed him/herself, making ceremonial raiments from materials gathered by the petitioner, and orgiastic revelries.)

Rustic Pipes – By playing reed pipes or whistling a bird’s song for one hour, the caster may ensure that his/her encampment will be unmolested by all natural things for the night. Additionally, the encampment will awaken to find potable water and easily found forage nearby (enough to supply a group of four with food and drink for a day.

Untrod the Path – This causes the signs of passage upon any one path to be removed for up to one linear mile. This spell does not function within city walls.

Befriend the Beast – This spell causes a single natural animal to regard the caster in the best possible light. (Solitary predators, for instance, are still what they are though the tiger would be less likely to hunt the caster.)

Blessed Rain – A gentle rain miraculously falls over a 12 yard (11 m) radius for 1 turn. Those who remain under the shower for its entire duration receive one randomly determined benefit. Those who remain unclothed in the blessed rain receive two benefits (ignore rerolls).
  1.  Healed of 1 point of damage.
  2.  Healed of 3 points of damage.
  3.  No normal animal may harm the subject for 1d6 days.
  4.  Know no thirst for 1d6 days.
  5.  Feel the run of wild in your bones (subject can act as though Hasted for 1d4 hours, this is a dangerously addictive state of being).
  6. Be cleansed to the core, (Acts as Delay Poison; additionally, the character receives a permanent +1 to all saves vs. poison [does not stack]).

To call forth this spell, the caster must be under the open sky (aka outside).

Whisper the Wind – The caster knows many secrets and may whisper these things into the ear of any single being within 50 miles. The message travels on an actual breeze at roughly 7 mph (11 kph) or 10 fps (3 m/s) to reach the target. The phrase must be spoken through a specially prepared, soaring bird’s feather (eagle, buzzard, falcon, etc.) in a single breath.

Refuse the Way – All the things of nature know the caster to be an ally, and will aid him/her when called to. This causes all natural things within a 20 yd. (9 m) radius to prevent the passage of the caster’s enemies. In dense foliage with an abundance of small insect or animal life, enemies move at ¼ of their normal movement rate and take 1 point of damage for every 10 feet traversed (from insect stings, rough limbs, briar thorns, rodent bites, etc.). In light foliage with less available animal life, enemies move at ½ of their normal movement rate and take 1 point of damage for every 15 feet traversed. This spell does not function without nearby plant, animal, or insect life. Creatures larger than most rodents may ignore this call to aid if they so wish.

This is a William Blake, again.


Death Gods, Chthonic Type Deities (Note that Chthonic Deities would also be concerned with fertility and the whole life, death, rebirth cycle...)

(Rituals to earn these spells often include: burying valuables in the earth; standing vigil over some living thing as it is born, grows, and withers into death [many cheat this by growing sprouts and then not watering them, still it takes a fucking while]; meditating in lightless caverns.)

Consecrate Dead – Ensuring the dead remain dead and are whisked away to the appropriate hereafter is of the utmost importance to many cultures, deities, and spirits. A consecrated corpse may never be raised from the dead nor turned into the undead. Up to 12 corpses + the caster’s Level and Wisdom Modifier may be consecrated in a single day.

Travel the Black Path – Walking the bleak halls of the dead is within the power of the caster, though most have the wisdom to avoid it.  With this spell, the caster and up to 8 companions may travel to within 1d6-1 miles of a desired location. This takes 1d6 hours of traveling through the halls of the dead for every 100 miles between the caster and the desired locale. There is a 1% cumulative chance per hour traveled that one of the companions or the caster may not be allowed to exit the realm of the dead.

Yawning Chasm – a 10 foot long, 5 foot wide, and 10 foot deep chasm can be opened within 25 feet of the caster. This chasm remains open for 1d6 rounds, then closes. (Save vs. paralyzation to avoid be swallowed up. If someone rolls their save number exactly, his/her/its bottom half get's buried in whatever the ground/floor was made out of...)

Eyes of the Dead – The subject’s eyes turn whitish blue, like those of a corpse. The subject will be effectively blind, only able to see beings that are near to death. Saving throw negates. 



Lamentations of the Flame Princess & the LotFP abbreviation are totally © James Edward Raggi IV.