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Description of Clerical Prayers

All prayers referred to in the tables are here explained. A few common terms and concepts will help in understanding the descriptions. All prayers are listed alphabetically.

Multi-Level Spells
Some prayers are multiple level, such as Cure Wounds I, Cure Wounds II, etc. These prayers are listed as Cure Wounds N, and the effects given in terms of the level.
Zone of Effect (ZOE)
All prayers have a zone of effect. If this is the caster himself or a single visible target, ZOE so specifies. If a number of targets, a random target, or a volume of material, the ZOE is specified as a volume in which all targets must be at the time of casting. If a sphere, the radius is given. If a cone, the height is given, and the cone has a base of radius 1/2 the height. If a cube, the length of a side is given. If an indefinite word such as "vicinity" is used the caster has great freedom.
Range
All prayers have a limit on the distance at which they can be used. If the ZOE is a sphere, cube, etc. the range is from the caster to the center of the ZOE. If a cone, the range is to the base of the cone. If the prayer primarily gives the caster an ability (detects), the range is the range of the ability. If a prayer must pass through stone, treat stone as 10 times its thickness. All prayers require a line of sight to the target or the center of the area of effect unless otherwise stated.
Scale distances
All figures given in inches (") are to be interpreted as scale distances. In cramped quarters underground or in substantial stone structures, 1" = 10 feet. Otherwise, 1" = 10 yards.
Duration
Most prayers have a limit to how long they work. Prayers with durations specified in Melee Rounds count the round in which they take effect toward their duration. The caster may elect to delay the effects of such prayers until the Declaration Phase of the following round, but this decision must be made when the spell is cast. Spell durations end at the end of a melee round, never in the middle. Standard Duration is 6+level of caster turns. If the duration is given as "lasting", the prayer will last for a very ong time, although it may be dispelled sooner. If "permanent", the prayer lasts until dispelled or countered. A creature may only have two spells of lasting or permanent duration on it. If "momentary", the spell lasts but a moment, but its effects, typically damage or curing, are quite real and permanent. Such spells can only take effect in the phase cast.
Time
A turn is 10 minutes. A round, sometimes called a melee round, is defined as the correct amount of time for combat to make sense. For longer time periods, 50 rounds are in 1 turn. Standard Duration is 6+level of caster turns.
Saving Throw
Unless otherwise indicated, a successful saving throw negates the spell effect. The proper Saving Throw is indicated. Sometimes a save must be failed to gain some beneficial effect. This is made clear in the descriptions.
Generic Spell Description
This is a means of fitting all these prayers into a reasonable space. Many prayers take several similar forms (e.g. Resistance, Cause, etc.). Where these are similar enough to warrant, the reader is referred to a "Generic prayer description" which describes the basics of the prayer, usually including range, duration, saving throw, etc. Any particulars are given under the individual headings.
Abbreviations
B = Level at which the caster gets a prayer
L = Caster's Level
T = Target's Level
LOS = Line of Sight
ZOE = Zone of Effect
ST = Saving Throw

Caveats

The following principles apply to spells other than damage spells and cures, unless specifically contradicted in a spell description.

Multi-Level spells don't sum. If two castings of a multi-level spell are in effect on one target, only the highest level will have effect.

Two spells with similar effects don't sum. If two spells have similar effects, the more favorable will apply. If spells have several sub-effects, each sub-effect should be reckoned separately. If a Mage spell and a Clerical prayer have similar affects, the rule still applies. Spells that increase requisites are distinct from those that do not, since requisite effects sum with magical ones. Spells that enchant objects are distinct from those that affect people, since the enchanted object may be used by anyone.

Bless-type spells don't sum. This is the most common case of the foregoing rule. Bless-type spells include Bless, Danu's Mantle, Fight Like a Lion, Hunter's Blessing, and Toughness. Note that Enchant Armor and Enchant Weapon are not Bless-type spells.

GMs may prevent absurdities. No listing of spells can anticipate all the abuses which players may attempt to foist on a GM. If an attempted use of a spell is clearly against the spirit of the description, the GM may so inform the player and prevent the abuse.

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Last modified on August 29, 1995.

ammulder@princeton.edu