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This prayer enhances vision in the absence of a strong light. Some light is still required, but it may be as weak as starshine or the moon on a cloudy night. Sources such as these will allow vision out to 6"; brighter sources allow the caster to see further. It will detect creatures hidden in shadows of this nature. Note that this will not negate the effects of the complete dark of an underground dungeon setting nor those of a magical darkness. There is no penalty for moving from a darkened area to a well lit one.
ZOE: self; Range: none; Duration: L turns; ST: none
The Cleric spends 1 full turn brewing herbs in a large cauldron. At the end of this time, aromatic steam rises from the cauldron, enveloping an L" radius. All living beings enveloped by the mist regain full hit points and are cured of all diseases, poison effects, and afflictions (as defined under Cure Affliction). All poisons exposed to the mist, whether currently working in someone or not, are neutralized. Any undead beings exposed must win a level-vs-level battle against the caster or be totally disintegrated; even if successful, they take Ld6 damage with no saving throw allowed. Dead bodies are not resurrected, but, if Raise Dead or Raise Dead Fully has not been cast on them, any such spell will automatically succeed if cast within 1 week no matter how long the body has been dead; if such a spell has been cast and failed, the failure is "erased" and the spell may be attempted again, within normal limits.
ZOE: L" sphere; Range: zero; Duration: permanent; ST: none
Generally, causes of all kinds are 100% effective only if ten melee rounds are taken to cast the prayer. If less time than this is taken, the victim receives a Spiritual save with a -5% for every round taken over 1. The victim will not notice anything until the prayer is complete, unless magical means are employed. The caster must maintain LOS for the entire period, but if LOS is lost for less than one round of a multi-round casting, there is no penalty.
ZOE: one humanoid; Range: 6"; Duration: permanent; ST: spiritual/special
Generic spell type Cause. This is the most powerful version of Cause Wounds. It will reduce the victim to zero hit points and render him unconscious.
Generic spell type Cause. If effective, this prayer causes wounds to appear on the victim's body (or makes existing wounds worse). The damage is ND6.
This prayer will allow the cleric to control the actions of L hit dice of animals. Animals are naturally occurring mammals, reptiles or fish which are not normally considered sentient. This would exclude all humanoids and cetaceans. It would include highly trained domestic animals. The animals will follow the cleric's verbal instructions without question, provided that he does not order them into needless danger. If the animals are trained, give two saving throws. If they are controlled, a level-vs-level battle will ensue. Additional attempts may be made if an attempt fails, and multiple level vs. level battles may ensue.
ZOE: 3" sphere; Range: 12"; Duration: 6 x L turns; ST: mental
This prayer will allow the cleric to control the actions of L hit dice of plants. The plants must be naturally occurring and non-sentient. This would include mutations if the strain is common and self-perpetuating in the area. (i.e. not the creation of the neighborhood mad wizard). Otherwise as Charm Animal.
This prayer enables the caster to hear what another being is listening to. He will hear with the abilities of that being, but will not gain any control over what is being listened to. The ZOE will center on the intended target, if in LOS, or on a point in space otherwise. If the latter, a random being in the ZOE will be affected. The ZOE will center on the target thereafter, and the caster may switch to any other target within the ZOE. Of course, the new target gets a saving throw, which will end the prayer if successful. The caster's own hearing will be almost nil while employing the prayer, but he may turn it off and on at will.
ZOE: 3" Sphere; Range: 24" no LOS needed; Duration: standard; ST: mental
Like Clairaudience, but the caster sees instead of hearing.
ZOE: 3" Sphere; Range: 24" no LOS needed; Duration: standard; ST: mental
Creates a shield which gives the cleric the armor class that he would have if he were using a +1 shield. This shield will hover in front of the cleric, in the position a fighter would use his shield.
ZOE: self; Range: none; Duration: L hours; ST: none
As per the MU spell Color Change, but L objects are affected.
ZOE: L objects; Range: 1"; Duration: momentary; ST: none
The Cleric can exert limited control of the weather with this spell. One casting can accomplish any of the following feats:
ZOE: N mile radius, does not move with caster; Range: zero; Duration: L hours; ST: none
(Radius and duration may be reduced, but not increased, at caster's option at time of casting.)
This prayer enables the caster to ask questions of his god. The questions will normally be answered with complete truth, but certain prayers and circumstances may intervene. Questions involving things still in the freedom of fate will not be answered, and questions involving name level beings may initiate a level-vs-level battle. The caster may ask up to L/3 (rounded up) questions and then may not cast either version for a week. Commune I will answer questions yes or no (with no answer a possibility); Commune II will give one word answers, and if no answer is forthcoming, it will give an indication of why. Each of the 32 compass points is one word, as are all numbers.
ZOE: self; Range: no limit to object of inquiry; Duration: L minutes; ST: normally none
The caster gains the ability to read, write, speak, and understand one language as would a native. Hermit clerics will gain a scholarly understanding. Some ancient or archane languages may not be accessible by this spell, and not all languages will have both written and spoken forms. This spell will not affect codes. The caster must be specific about the language he wishes to comprehend.
ZOE: self; Range: none; Duration: L hours; ST: none
This prayer enables the cleric to summon an immensely powerful force of Brevity and Wit into the world. Assuming that the caster has no particularly good or bad cause to summon such a being, it will generally be willing to talk to him. It will not, however, be under his control. Bob Wests are more powerful than Angels and Demons, but they are less active in the realms of Men. Such powerful beings must be integrated into a campaign or scenario carefully, and we therefore hesitate to put forth a complete system of Bob Wests. The Bob West will remain until he stops talking. The Bob West only stops talking when he sleeps, usually. He is able to cause even the most uninterested to stop and listen to him, abandoning all other activities. Each creature gets a save every 3 hours at -20%, to say, "Bob, can we break for Chinese food?" Unfortunately, the Bob must then make a saving throw to see if he will allow this intrusion for food. In any of these events, Bob West is free to stay or go.
ZOE: GM Discretion; Range: proximity; Duration: L hours; ST: none
By means of this prayer, the cleric summons an immensely powerful servant of his religion into the world. Assuming that the caster has good cause to summon such a being, it will generally be willing to help him. It will not, however, be under his control. The form and powers of the servant depend upon the religion. For example, a Good Samaritan would summon an Angel, while a Leo might summon a great hero from the distant past. Such powerful beings must be integrated into a campaign or scenario carefully, and we therefore hesitate to put forth a complete system of servants. In general, more powerful clerics can summon more powerful minions. The servant will remain until the caster dismisses it or dies or until the prayer duration runs out. In any of these events, the servant is free to stay or go.
ZOE: GM Discretion; Range: proximity; Duration: L hours; ST: none
Identical to Consecrate Water but the medium is blood, which has already been removed from its owner. Once consecrated, blood will not clot. This spell takes one hour to cast. Clerics of Leo require that the blood be from one who died honorably in combat.
ZOE: L pints; Range: touch; Duration: one day; ST: none
Every cleric must have a holy symbol with him in order to properly pray. This prayer is used to dedicate such a symbol. Additional such symbols may be consecrated and left as tokens of safe passage, or to dissuade certain monsters from passing. Clerics will instantly recognize a duly consecrated symbol.
ZOE: one object; Range: touch; Duration: one hour to cast, effect permanent; ST: none
This prayer enables the cleric to create Holy Water. Holy water has effects on the Undead and certain evil creatures, who suffer d6 damage when a pint is thrown upon them. Water hits all targets as AC 9, with missile modifiers. Pure, clean water must be used. All clerics will recognize Holy Water. Any profanation (such as spitting in it, befouling it, etc.) will negate the consecration. This spell requires one hour to cast.
ZOE: L pints; Range: touch; Duration: one day; ST: none
This prayer dedicates a room, temple, grove, alley, or the like to the cleric's god. Normally only one such area may be consecrated per cleric. Clerics of opposing gods are uncomfortable in a consecrated area. All nonfollowers have their saving throws reduced, while all followers have their saving throws improved. Consecrate I gives a 10% effect over an area of 1000 sq ft to a height of 10'. Consecrate II gives a 20% effect in a volume of 100000 cu ft, but to a height of no more than 100'.
ZOE: see above; Range: contact; Duration: one day to cast, effect permanent; ST: none
This causes complete and utter darkness within 2" of the center. Only the caster or a higher level of cleric of the same god can see in the darkness, and then only dimly. All infravision, x-ray vision, etc. are blocked. Outside of the 2" sphere, it will be dark, but only as a moonless night. A torch will provide light here. The ZOE is not affected by any material object, so if cast on a stick and brought up to a door, the room inside will get dark. If a Continual Darkness and a Continual Light come into contact, they cancel in the overlapping area.
ZOE: 4" radius sphere; Range: 36"; Duration: 1 day; ST: none
This causes light equivalent to full daylight throughout the ZOE. This light will dismay, but not seriously harm, creatures that cannot stand sunlight. The light comes from all directions, negating all shadows. The ZOE is not affected by any material object, so if cast on a stick and placed in a knapsack, it will still illuminate. If a Continual Darkness and a Continual Light come into contact, they cancel in the overlapping area.
ZOE: 2" radius sphere; Range: 36"; Duration: 1 day; ST: none
This prayer enables the cleric to control an active volcano. It will not bring an extinct one back to life, and a long series of spells are needed to waken a dormant one. Control is gained in 2D6 hours. Thereafter, minor changes to the volcano's temper will happen in a few minutes, and major ones in D6 hours. With practice, a cleric can be really artistic with this prayer. After control ends, natural processes take over gradually. If two clerics attempt to control the same volcano, a level-vs-level battle will ensue.
ZOE: one volcano; Range: L miles; Duration: One day; ST: none
Exactly like Empathic Cure but with the caster able to select the number of points transferred.
This may be thrown on any humanoid in an attempt to change his alignment and religion to that of the caster. If successful, the target will be a devoted follower of the cleric. If not, he will become a bitter enemy and any further attempts to convert him to the same religion will find him effectively ten levels higher. Clerics, paladins, rangers and the like may not be converted.
ZOE: one humanoid; Range: 4"; Duration: one hour to cast, effect permanent; ST: two level-vs-level, caster must win both
Cast on any aligned weapon, other than a mission sword, holy sword, etc. it will attempt to convert the sword to the cleric's god. Roll 2D6. If the result is greater than the weapon's ego, the weapon's ego is increased by one and the weapon is amenable to conversion. If not, the ego is increased by two, and the weapon is not amenable to conversion. The second success converts the weapon.
ZOE: one weapon; Range: contact; Duration: one day to cast, effects permanent; ST: special
Creates enough pure air for L man hours of breathing. One man hour is about two cubic feet. The air appears slowly and nonviolently at a point of the caster's choosing.
ZOE: the vicinity of a point; Range: 6"; Duration: permanent; ST: none
This prayer will cause food to appear in any reasonable form and manner specified by the cleric, enough to feed 30L men. The food may also be animal feed, one horse may be fed in place of three men.
ZOE: the vicinity of a point; Range: 6 x L"; Duration: permanent; ST: none
This prayer will cause water to appear in a convenient place or container specified by the cleric, enough for 8L men. A horse requires three times the water that a man does.
ZOE: the vicinity of a point; Range: 6"; Duration: permanent; ST: none
This prayer will cause L weapons to appear in a convenient place or container specified by the cleric. The caster may choose the type of weapon, but all must be identical. The weapons cannot be silvered.
ZOE: the vicinity of a point; Range: 6"; Duration: one hour; ST: none
Generally speaking, a cure is a miraculous cessation of some illness or injury. Similarly to causes, these prayers are 100% effective if cast over 10 melee rounds. If less time is used to cast, the recipient must fail his spiritual saving throw in order for the prayer to be effective, with this chance improving by 5% for every round over one used. The saving throw does not apply if he has dropped all saves for the round. No effect will be noticable until the cleric announces that the prayer is complete. If the condition was especially virulent (such as advanced leprosy, the terminal stages of a disease, or a magical disease) a spell survival roll will be needed to avoid permanent disability. If the disease was of an enchanted nature, a level-vs-level battle will be needed to cure it. Ordinary Causes will not require such treatment, however.
ZOE: one patient; Range: 6"; Duration: permanent; ST: special
Generic spell type Cure. Cleric may cure blindness, deafness, paralysis, or insanity if they are the result of supernatural causes: a Cause spell, a mage spell, or a magical power of some creature or item. It will not cure naturally occurring afflictions. It may be cast over multiple rounds to reduce or eliminate the save, as per standard Cure spell.
ZOE: One patient; Range: 6"; Duration: permanent; ST: spiritual
Generic spell type Cure. This will cure all damage off a patient of the caster's religion, and two-thirds of it, rounded up, otherwise.
Generic spell type Cure. If there is major structural damage to the eye, then the cleric must make his spiritual saving throw to attempt to regenerate it. A subsequent spell survival roll will allow the patient to regain the percentage of sight rolled.
Generic spell type Cure. If major structural parts of the ear are missing, see Cure Blindness.
Generic spell type Cure. This will cure all normal disease, and those Caused diseases which are not combined with a Curse, etc. If the patient had a terminal illness, and had lost over 50% of constitution, roll Spell Survival to see if he made a complete recovery. If not, he will permanently lose D6 of his constitution, dying if it falls to 0.
Generic spell type Cure. This will reverse a MU Feeblemind spell.
Generic spell type Cure.
Generic spell type Cure. This spell will prevent the disease Lycanthropy from occuring in one who has been bitten by a were-creature. If a Speed Lycanthropy has been cast, a level vs. level battle results.
ZOE: one lycanthrope; Range: contact; Duration: permanent; ST: spiritual
Generic spell type Cure.
It requires 10 minutes to cast. Casting this prayer creates a healing poultice that must be eaten or applied to a wound to take effect. It will cure D6+L hit points, regardless of the species or religion of the beneficiary. Multiple poultices may be brewed simultaneously for the sum of the prayer point costs, taking no extra time. If not used, a poultice will keep up to 2xL days, but the Cleric must maintain the unused poultice each sunrise by voluntarily not regaining the prayer point cost of the poultice. This maintenance can be performed regardless of separation between Cleric and poultice: the Cleric will know at sunrise whether any unused poultices are out there to be maintained, and will have the option of preserving or dropping each one individually.
When cast:
ZOE: one poultice; Range: zero; Duration: unlimited; ST: (maintain); '2xL days' none
When used:
ZOE: one patient; Range: touch; Duration: permanent; ST: none
Generic spell type Cure. Cures ND6 points of damage off the recipient. If the recipient is of the caster's religion modify by +1/die.
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Last Modified on September 10,1995.
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