Preservers are the "clerics" of Blood and Bone. Their magic is passive, protective, restorative and tinged by elemental themes. Preservers worship elemental forces, embodied by spirits who inhabit. I've adapted Swords and Wizardry, OD&D retro-clone, so spells descriptions are vague one-liners. But using any edition's Cleric's spells would work as well, just remove or modify undead/holy related spells and remove most high impact (damage) spells.
1st Level
- Pact of Water: Seals a pledge between willing creatures. All parties will know if pact is broken. All preservers automatically learn Pact of Water.
- Curse of the Black Sands: Target leaves black, oily footprints for several hours.
- Detect Magic: Caster perceives all magical effects, spells, items and creatures within 60 feet.
- Divine Weather: Foresee weather conditions for next several days.
- Fire Trap: Target object deals 1d4+1/level damage when opened.
- Locate Animals: Divines direction and distance to nearest living specimen of the named animal.
- Protection from Evil: Caster and all within 10 feet gain +1 AC and +1 Saves vs “evil” for a couple hours.
- Purify Food and Drink: Yummy!
- Spirit Glimmer: Targeted objects and creatures emit a slight glow. Revealing their true shapes, exposing spiritual natures, making them easy to see and to hit in the dark.
- Stonelight: Small stone casts bright light in 60-ft. radius for several hours.
- Spirit Stones: Nature spirits imbue three stones with +1 attack and 1d6+1 damage.
2nd Level
- Ash Cloud: Dust billows outward from target point, obscuring normal and dark vision.
- Bless: One target not already in combat receives +1 to their attack rolls.
- Detect Traps: Perceive both magical and non-magical traps.
- Gecko Grip: Enables target to walk on walls and ceilings.
- Locate Plants: Divines direction and distance to nearest living specimen of named plant.
- Sandstone: Caster’s touch aggregates sand, silt, and other loose materials into stable sandstone.
- Seizing Sands: Targeted humanoids or animals are mentally paralyzed. Caster may select 1 target (saves at -2) or up to d4+1 targets (normal save).
- Silence: Suppresses all sound from 15’ radius around target.
- Silica Dust: Conjures a handful of sparkling dust which will temporarily blind creatures and outline invisible or hidden objects and creatures. Instant.
- Speak with Animal Spirits: Converse with animals. Spirits are normally amiable to questioning and discourse. Services or aid may be bargained for.
3rd Level
- Disrupt Magic: Dispels magical spells and effects including magical blindness or deafness, but not curses. Can be used to destroy defiler magic items.
- Earth’s Blood: Fountain of flammable oil gushes from the ground.
- Eye of the Storm: 30 ft. radius around caster is protected from wind and other storm effects.
- Locate Water: Divines the direction and distance to nearest source of drinkable water.
- Prayer: Prayer will remove a curse, cure disease, or neutralize poison. Alternatively nearby enemies suffer a -2 penalty to saves.
- Speak with Plant Spirits: Converse with vegetation and fungi. Spirits are normally amiable to questioning and discourse. It is also possible to bargain for metaphysical transportation from one plant to another.
- Spike Stones: Creatures in area take 1d8 damage and may be slowed.
- Worm’s Breath: Caster and friends can breathe toxic gases, water, and in sand, silt or earth.
4th Level
- Black Tentacles: 1d4 +1/level oily tentacles erupt from ground and grapple everything in area.
- Commune with Dead: Ask three questions of a corpse, bones, or similar remains.
- Conjure Animals: Conjures normal animals that obey caster’s verbal commands.
- Cure Serious Wounds: A more powerful version of 1st level Faction cure. Heals a 2d6+2 wound or automatically cures affliction.
- Storm Travel: Transports willing creatures via a storm or other turbulent weather.
- Sunstroke: Ray of searing sunlight burns target and induces sunstroke.
5th Level
- Insect Plague: A large horde of stinging, biting insects swarms the area limiting vision, inflicting damage, and causing weak creatures to flee.
- Lightning Storm: When a storm is present or imminent caster may summon bolts of lighting which inflict 8d6 damage.
- Rebuke: Forces non-native creatures back to their plane of origin. May force any creature to perform a quest or task on behalf of caster’s church.
- Sweet Water: Enhances water with life-preserving properties.
6th Level
- Blade Barrier: Conjures spiritual, whirling, thrusting blades which form a circular barrier that inflicts massive damage to anything passing through.
- Find the Path: Know the fastest way out of or through an area.
- Master Weather: For several miles the weather is under the complete control of the caster. It may take hours to transform clear sky into thunderous storm.
- Word of Recall: Caster and friends are instantly transported to a previously prepared sanctuary. Instant.
Faction Spells
By third level all preservers must join one of four factions (air, earth, fire, water). Thus gaining access to special faction spells.Ashen Embrace Faction
1st Earth’s Balm: Pack sand, earth or ash into wound to heal d6+1. Caked over body, provides new save vs poison at +4.
1st Shining Sands: Affected sand or rock surface reflects light, blinding foes.
2nd Elemental Protection: One target/level takes 1/2 damage from energy attacks.
2nd Mountain’s Brawn: Target gains 2d4 points of Strength (19 max).
3rd Caked in Dust: Opponents act and move at half speed.
3rd Elemental Skin: Caster’s skin takes on elemental characteristics, granting +2 AC and immunity to energy damage.
4th Commune with Spirits: The local spirit of air, earth, fire or water truthfully answers three questions within their purview.
4th Sand Pit: Caster may raise, lower, and shift sand, silt, soil and other loose earthen materials.
5th Elemental Strike: Smite foe with column of element for 1d6/two levels damage.
5th Wall of Stone: Basalt columns erupt from earth, creating a permanent wall of stone.
6th Awaken Elemental Spirit: A powerful elemental being arrives to aid caster.
6th Mold Stone: Shape and sculpt large quantity of natural stone, rock and/or earth.
Burning Sun Faction
1st Purging Flame: Apply flame to wound to heal d6+1. Holding flame under victim’s feet provides new save vs compulsion or possession at +4.
1st Watch Fire: See and hear through camp and other fires within a few miles.
2nd Elemental Protection: One target/level takes 1/2 damage from energy attacks.
2nd Fire Seeds: Conjures small, red Janji berries. Which explode for d6 fire damage in 5’ radius.
3rd Elemental Skin: Caster’s skin takes on elemental characteristics, granting +2 AC and immunity to energy damage.
3rd Heat Lash: Conjures flaming whip that strikes for 1d4+1 damage, causes heat stroke, and can set objects aflame.
4th Commune with Spirits: The local spirit of air, earth, fire or water truthfully answers three questions within their purview.
4th Wall of Fire: Conjures sheets of smoking flame which block sight and inflict fire damage to all who approach.
5th Elemental Strike: Smite foe with column of element for 1d6/two levels damage.
5th Sun Flare: It blinds, it burns, it sets shit on fire and is otherwise unpleasant for all within the area.
6th Awaken Elemental Spirit: A powerful elemental being arrives to aid caster.
6th Blazing Fury: Caster transforms into elemental flames and burninates.
Ill Wind Faction
1st Feather Fall: Objects or creatures are as light as a feather falling slowly and possibly wafted on a strong wind. This spell is may be cast in but an instant.
1st Soothing Zephyr: Expose wound to breeze to heal d6+1. Alternatively, the breeze can provide a new save vs fear at +4.
2nd Cooling Canopy: Conjures clouds or similar shelter from sun and wind.
2nd Elemental Protection: One target/level takes 1/2 damage from energy attacks.
3rd Elemental Skin: Caster’s skin takes on elemental characteristics, granting +2 AC and immunity to energy damage.
3rd Soaring Spirit: Caster may fly for 10min/level.
4th Commune with Spirits: The local spirit of air, earth, fire or water truthfully answers three questions within their purview.
4th Haze of Confusion: Affected creatures act randomly.
5th Elemental Strike: Smite foe with column of element for 1d6/two levels damage.
5th Hands of the Wind: The caster may cause the slightest breeze to lift and move objects and creatures weighing up to 20lbs/level.
6th Awaken Elemental Spirit: A powerful elemental being arrives to aid caster.
6th Control Winds: Within 240 feet the winds are under caster’s control from completely still to tornado-like tumult of unbelievable ferocity.
Living Waters Faction
1st Cleansing Waters: Pour water over wound to heal d6+1. Drinking water provides new save vs disease at +4.
1st Surface Walk: Caster and friends may tread on unstable surfaces (silt, water, gravel) as if solid.
2nd Elemental Protection: One target/level takes 1/2 damage from energy attacks.
2nd Mirage: Opponents see d4 mirages of the caster and are as likely to target one of them as the caster.
3rd Elemental Skin: Caster’s skin takes on elemental characteristics, granting +2 AC and immunity to energy damage.
3rd Transparency: Target becomes invisible to sight even darkvision. Any hostile action dispels the illusion.
4th Commune with Spirits: The local spirit of air, earth, fire or water truthfully answers three questions within their purview.
4th Freezing Bulwark: Conjures a barrier of freezing cold that blocks sight and inflicts cold damage to all who approach.
5th Dripping Dissolution: Water wells up and rapidly turns a large volume of stone, rock and the like into mud.
5th Elemental Strike: Smite foe with column of element for 1d6/two levels damage.
6th Awaken Elemental Spirit: A powerful elemental being arrives to aid caster.
6th Control Tides: Raises, lowers, or parts bodies of water or silt.
No comments:
Post a Comment