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Priest Spheres
 

Note: Standard Clerics have Major Access to all of the regular spheres from the Core Rules, with minor access to Elemental, and no access to Plant, Animal or Weather. In addition they have access to the following specific new spheres based on their diety. Dieties not listed will need to be developed on a case by case basis.

 

Minor Access (Min) allows spells of this sphere from 1st to 3rd level only.

Major Access (Maj) grants access to all spells of this sphere.

Greater Powers

Chauntea

Cyric

Lathander

Moradin

Mystra

Oghma

Shar

Silvanus

Sune

Talos

Tempus

Tyr

Chaos

Min

Min

-

-

-

-

-

-

Maj

Maj

Maj

-

Law

Min

min

-

-

-

-

-

-

-

-

-

Maj

Numbers

-

Maj

Min

Maj

Maj

Maj

-

Min

-

Min

-

Min

Thought

-

-

Min

Maj

Maj

Maj

Maj

-

Min

-

-

-

Time

Maj

Min

-

Min

-

Min

Min

Maj

-

Min

-

-

Traveler

-

-

Maj

-

Min

-

-

Maj

Min

-

Min

-

War

-

Min

-

-

-

-

Maj

-

-

Maj

Maj

Min

Wards

Maj

-

Maj

Min

Min

Min

Min

Min

Maj

-

Min

Maj

Intermediate

Beshaba

Clanggedin

Gond

Helm

Ilmater

Mask

Mielikki

Selune

Tymora

Umberlee

Chaos

Maj

-

-

-

-

Maj

Min

Min

Maj

Maj

Law

-

-

-

Maj

Maj

Min

Min

-

-

-

 

Numbers

Maj

-

Maj

-

-

-

-

Min

Maj

Min

Thought

Min

Min

Maj

-

-

-

-

-

-

Min

Time

Min

-

-

Min

-

Maj

Maj

Maj

-

Maj

Traveler

-

Min

Min

-

Min

Min

Maj

Maj

Min

-

War

-

Maj

-

Min

Min

-

-

-

-

-

Wards

-

Maj

Min

Maj

Maj

-

-

-

Min

-

Lesser Powers

Auril

Azuth

Deneir

Eldath

Lliira

Loviatar

Malar

Milil

Talona

Torm

Chaos

Min

-

-

-

Maj

-

Maj

Min

Maj

-

Law

Min

Maj

-

-

-

Maj

-

Min

-

Maj

 

Numbers

Min

Maj

Min

Min

-

Min

-

-

-

-

 

Thought

-

Min

Maj

-

Min

Min

-

Maj

Min

-

Time

Maj

Min

-

Maj

-

-

Min

-

Maj

-

 

Traveler

Min

-

Min

Min

Maj

-

Min

Maj

-

Min

War

-

-

-

-

-

Maj

Maj

-

Min

Maj

Wards

-

-

Maj

Maj

Min

-

-

-

-

Min

Quasi-powers

Shaundakul

 

Chaos

-

Law

-

Numbers

-

Thought

Min

 

Time

Min

 

Traveler

Maj

 

War

-

 

Wards

Maj

 

 

Priest Spells
 

Cure Moderate Wounds (Necromancy) Reversible

 

Level: Second                                            Range: Touch

Components: V, S                                    Duration: Instantaneous

Casting Time: 5                                        Area of Effect: Creature touched

Saving Throw: None

 

Somewhat less common than the well-known cure light wounds and cure serious wounds, the cure moderate wound spell is similar. By laying his hand on a creature's body, the priest can heal 1d10+1 points of damage. This healing cannot affect creatures without corporal bodies, nor

can it cure wounds or creatures not living or of extraplanar origin.

 

The reverse of this spell, Cause Moderate Wounds, requires the priest to successfully touch the victim and inflicts 1d10+1 points of damage.

 

 

 

Casting Spells
 

Due to the inherent strictness of the rules for spell casting, in our campaign we were noticing that no one was bothering to create single class mages or Priests.  They were a dying breed.  It was particularly hard to swallow the fact that a 1st level mage with his terrible AC and super low HP, could only POSSIBLY do 1 thing a day with his magic to help his companions. I say POSSIBLY because, he would need to be lucky enough to have memorized the proper spell, in advance, without knowing what would be beneficial.  And where did his vast knowledge of spells disappear to every day?  This method of memorizing spells had to be improved upon.  Now your knowledge is your knowledge, and the amount of spells to use in a given day is more a reflection of the amount of spell energy a wizard has to use per day, rather than memorizing.  Something similar needed to be done for priests as well.

 

Priest Spell casting

 

Priests must still choose and Pray for spells from their deity, but in a much more fair manner than previously.  If they want instant access to a spell, they pray for it in the morning and it uses up one of their available spell slots as normal.  But Priests may now choose to leave all or some of their spell slots open instead and access the spells they need on the fly.  The downside to this is that they must pray for it on the fly.  To access a spell that was not chosen at the beginning of the day, they must spend a number of rounds equal to the level of the spell praying to their deity for the spell.  So for quick access to a spell - pray for it before hand and hope the spell will come in handy, for more flexibility, pray for a spell you need when you need it - it just takes more time.

 

Be sure to access the Sphere list for your priests deity to ensure you have the proper spell Spheres.  If your character is a specialty priest, their regular spheres will be detailed in the Tome of Magic, and their new spheres are accessed just the same as regular clerics can, by the list of spheres at the beginning of this chapter.

 

Wizard Spellcasting

 

Wizard spell casting works quite a bit differently in this errata.  The wizard must still study his spell books in the morning, but rather than memorizing certain spells for the day, they are refreshing their memories and studying/ practicing, their good night's sleep having refreshed their spell energy, opening up spell slots to be used during the day. There are two types of wizards: single class wizards and multi-class wizards.

 

Multi-class Wizards: These wizards have their set number of spell slots that they can use per day but they need not memorize their spells and lock them in for the whole day.  They have much more flexibility.  All of these spell slots are considered open slots and they can pick from the appropriate level of spell at the time the spell is needed.  It is important to note that of course the spells must have been learned by the wizard and the only spells he can access in this way are those travelling spell books he carries with him.  He must have access to the spell to study it in the morning, in other words.

 

Single-class Wizards: These wizards have MUCH more flexibility over multi-classed wizards.  They study their spells in the same way and have the same restrictions on what spells they can access, but the difference lies in how they can manipulate their daily spell slots. They can sacrifice spell slots (One spell slot per spell level) to give themselves a pool of spell points to be used on spell slots of different levels.  They cannot gain spell slots for levels of spells they cannot normally use.  For Example:

 

Var has used all of his level 3 spell slots, and he really needs just 1 more fireball, he can sacrifice a fourth level spell slot (Which gives him 4 spell slot points) and use 3 points for the extra 3rd level spell and the remaining point is used to give him an extra 1st level spell slot. Or Trilidir could sacrifice a first, second and a third spell slot to give her 6 points to use for that ever powerful extra 6th level spell.

 

As you can see, while those ever popular Fighter/ Mage's have an easier time surviving and fighting, their power manipulating spells does not even come close to the versatility of a pure mage.  it's still tough for a pure mage to survive, but once he gains levels he becomes a force to be reckoned with, and he will always be an asset to any party.  SO MAKE PURE MAGES ALREADY!  THEY ROCK!

 

Wizard Spells

 

Tenser's Floating Disc (Evocation, Force)

 

Level: First                             Range: 20 yards

Components: V, S, M          Duration: 3 turns + 1 turn/level

Casting Time: 1                    Area of Effect: Special

Saving Throw: None

 

With this spell, the caster creates the slightly concave, circular plane of force known as Tenser's floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is three feet in diameter and holds 100 pounds of weight per level of the wizard casting the spell. The disc floats at approximately three feet above the ground *  at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of six feet between itself and the wizard. If the spellcaster moves beyond range (by moving faster, by such means as a teleport spell, or by trying to take it more than three feet from the surface beneath it), or if the spell duration expires, the floating disc winks out of existence and whatever it was supporting crashes to the surface beneath it. The material component of the spell is a drop of mercury.

 

 * This means any earth surface, it will travel through water and will not remain at the surface of the water. It will also maintain its position above lava or other liquid earth bodies, however it offers no protection for its charges from the heat.

 

Melf's Acid Arrow (Conjuration, Alchemy)

 

Level: Second                      Range: 180 yds.

Components: V, S, M          Duration: Special

Casting Time: 2                    Area of Effect: 1 target

Saving Throw: Special

By means of this spell, the wizard creates a magical arrow that speeds to its target as if fired from the bow of a fighter of the same level as the wizard. No modifiers for range, nonproficiency, or specialization are used. The arrow has no attack or damage bonus, but it inflicts 2d4 points of acid damage (with saving throws for items on the target * ); there is no splash damage. For every three levels that the caster has achieved, the acid, unless somehow neutralized, lasts for another round, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds; at 6th-8th level, the acid lasts for three rounds, etc.

 

The material components of the spell are a dart, powdered rhubarb leaf, and an adder's stomach.

 

* Like any other spell, saving throws for items are only performed if the character fails his save vs the spell.

 

Haste (Alteration)

 

Level: Third                           Range: 60 yds.

Components: V, S, M          Duration: 3 rds. + 1 rd./level

Casting Time: 3                    Area of Effect: 40-ft. cube, 1 creature/level

Saving Throw: None

 

When this spell is cast, each affected creature functions at double its normal movement and attack rates. A hasted creature gains a -2 initiative bonus. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. The number of creatures that can be affected is equal to the caster's experience level; those creatures closest to the center of effect are affected first. All affected by haste must be in the designated area of effect. Note that this spell negates the effects of a slow spell. Additionally, this spell ages the recipient by one year * , because of sped-up metabolic processes (like all magical aging, this requires a system shock roll). The spell is not cumulative with itself or with similar magic (including boots of speed and potion of speed).

 

Its material component is a shaving of licorice root.

 

* The effects of the aging take effect immediately upon the casting of the spell and are applied even if the spell is immediately reversed by a slow spell or negated. If the spell is used to reverse a slow spell, the aging does not occur.

 

Enlarge (Alteration)

 

Level: First                                            Range: 5 yds/ level

Components: V, S, M                           Duration: 5 rds./level

Casting Time: 1                                    Area of Effect: 1 creature or object

Saving Throw: Negates

 

Errata: The order of operations to determine what part of damage is modified by this spell are everything prior to adding attribute and weapon bonnus modifiers are multiplied by the enlarge multiplier, expressed as follows:

 

1. Damage rolled on the dice

2. + any special damage for weapon (Ie. Bonus fire damage, etc.)

3. x any damage multipliers for critical hits and/or Backstab, etc.

4. x Enlarge multiplier

Items

 

From time to time new magic items are and have been introduced into the campaign be DMs. It is important that the players know how these items work and have them officially recorded in the errata. Also, any Errata's to existing magic items should also be noted for clarification.

 

New Items

 

Of Protection - New items replicating the Ring of Protection have been added to the game either as earrings, shirts, pants, hats, etc and it is important to note that none of these items except the cloak of protection can combine together. So, don't wear two of these items together as only the best will work. And as per the rules the AC benefit does not work if worn with magical armor or shield of any sort. The saving throw benefit still does work however.

CHAPTER 7 - MAGIC
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Priest Spells
Spheres
Casting Spells
Wizard Spells
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INDEX
Items

ERRATA (HOUSE RULES)

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