More Clerical Spells
by Mark Silverstein

Dancing Spiritual Hammer (Invocation)
Level: 4
Range: 3"
Duration: 1 round/level
Area of Effect: One opponent
Components: V, S, M
Casting Time: 8 segments
Saving Throw: None
This spell is essentially like the second-level clerical spell Spiritual Hammer, except that the caster need not concentrate on the hammer after it has been formed. The spiritual hammer will continue attacking the opponent against whom it is originally directed until that opponent is defeated or until the hammer is dispelled. The hammer cannot be redirected to another opponent. In addition, the spiritual hammer will be dispelled by any physical or damage-causing magical contact except its striking its opponent. That is, being in the area of effect of any damage-causing spell (e.g. Fireball) will dispel the spiritual hammer (no saving throw), as will a hit rolled against it in melee combat (treat as Armor Class 0).

Radar Sense (Divination)
Level: 2
Range: Touch
Duration: 2 rounds/level
Area of Effect: Creature touched
Components: V, S
Casting Time: 3 Segments
Saving Throw: Special
The recipient of this spell is rendered blind for the duration of the spell, thus protecting him or her from any attacks requiring sight. To compensate for the loss of vision the recipient's other senses are heightened, allowing a character with the Blind Fighting proficiency to act as if he or she had normal vision; such a recipient can navigate in total darkness, and suffers no minuses to attack or Armor Class in combat. (For a character without Blind Fighting, this spell acts as Cause Blindness.)
If this spell is cast upon an unwilling recipient, a successful saving throw will negate the spell.

Improved Radar Sense (Divination)
Level: 3
Range: Touch
Duration: 2 rounds/level
Area of Effect: Creature touched
Components: V, S
Casting Time: 3 Segments
Saving Throw: None
This spell is exactly like Radar Sense above, except that the recipient need not have the Blind Fighting proficiency. Due to this improvement, there is no saving throw applicable to this spell.

Cure Minor Wounds (Necromantic)
Level: 2
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V, S
Casting Time: 6 Segments
Saving Throw: None
This spell is exactly like the other clerical curative spells except that the healing done is 2-12 hit points (2d6).

(Originally appeared in Re:Quests!, issue #32, December 1993, pp. 12-13; Mary H Kelly, editor.)


Background by
Pat's Web Graphics

RPGSIG Archive RPGSIG Archive

RPGSIG Home RPGSIG Home Page