New Cleric Spells

New Cleric Spells

New Cleric Spells

Have started up on writing new Cleric spells; interested in input, or if people have spells of their own to share.

This expansion of the spell list I intend to use in conjunction with a domain system to force clerics to pick a limited selection of the available spells (ideally, having between 4-5 spells of each level available).  So, I’m not suggesting that I would give clerics access to all of the following.  Also plan to use the domain system to tailor access to divine spells for Rangers/Paladins/Druids based on domains.

Anyway, here are some of the spells I’ve done so far.  Some of them I’ve assigned a level to, but nothing is set in stone.  If any of them are bad, tell me; I won’t cry =D

Regeneration 7 ONGOING

Touch an ally, who loses any hold from this spell, and gains 3 hold.  They may spend one hold to cure 2d8 damage to themselves, or negate one physical debility when it’s gained.

Banish 5

Send a monster in your presence that is not of this world back where it came from.  If the monster is particularly great or powerful, the GM will tell you what conditions have to be met before your spell will work.  Beware, this does not prevent them from finding a way back, and they are unlikely to be pleased with you.

Find the Path ONGOING

While you maintain this spell, you take +2 ongoing to the trailblazer roll when undertaking a perilous journey.  It may also help guide you when you are lost.

Armor of Peace ONGOING

Gain +2 armor ongoing, which ignores piercing, and functions against damage that normally ignores armor.  This spell immediately ends if you take offensive action against any creature, or aid in the offensive action of others.

Alignment Shield ONGOING

You, or an ally touched, gain +2 ongoing to armor against creatures whose alignment is directly opposed to yours.  (good/evil, law/chaos).  The spell may also help guard you against the influence of supernatural creatures of that alignment.  Casting this spell on an ally whose alignment is opposed to yours could have… unpredictable results.

Divine Wrath 9

A monster in your presence who is displeasing to your deity is smote down, taking 3d8 damage which bypasses armor.  This spell is draining, however, and you gain the weak debility.  You may not cast this spell while you have the weak debility.

Antimagic Field 7 ONGOING

All magic in your presence, excluding this spell, is suppressed or snuffed out while you maintain this spell.  The enormous effort in maintaining such contradictory magic is taxing, however, and you gain -1 ongoing to all rolls for the duration.

Righteous Might 7 or 9 ONGOING

You and your equipment double in size as you become a living embodiment of your deity’s power.  If your STR is less than +3, gain +1 ongoing to STR rolls.  In addition, gain +1d4 ongoing to weapon damage, and any weapon you wield gains the forceful tag while you maintain the spell.

Curse ONGOING (see text)

Choose a specific monster known to you, whose existence is displeasing in the eyes of your deity, and bring down a curse upon them.  Tell your GM what the curse is, and he will tell you how long you need to maintain the spell until the curse sets in, as well as what the following list is needed to accomplish it:

* Knowledge of their true name

* A lock of hair, or other body part

* Expensive or rare components.

* A sacrifice.

Once the time and conditions are met, the curse takes effect, and you no longer need to maintain it.

Clear the Mind  7

Touch an ally and choose one of the following:

* Remove one enchantment affecting their mind

* Remove the Stunned OR Confused Debility

* They take +1 forward to their next Discern Realities, Spout Lore or Cast a Spell move.

Fire Shield ONGOING

A shield of divine flame envelops you.  When a creature deals melee damage to you without a reach weapon, it is burned by the flames, and catches on fire if possible.

Bull’s Strength 3 ONGOING

An ally touched takes +1 ongoing to feats of pure strength, and has their load doubled.

Cat’s Grace 3 ONGOING

An ally touched takes +1 ongoing to Defy Danger: DEX and +1 ongoing to armor against ranged attacks.

Bear’s Endurance 3 ONGOING

You or an ally touched takes +1 ongoing to Defy Danger: CON and +1 ongoing to armor against melee attacks.

Restoration 5

Your touch speeds the restoration of an ally.  After a full hour’s rest following this spell, the ally removes one debility of their choice.  They may only remove one debility at a time in this way.

Bless Water 1

Water touched by you becomes infused with the power of your god for a period of 24 hours.  Blessed water placed in a flask, or other breakable container, can be used as a weapon with the thrown tag against undead, and possibly other supernatural creatures.  Such water may have other applications as well.

True Resurrection 9

As Resurrection, but the corpse is not needed, and there are no limitations to how long the creature has been dead.  Be warned: the barriers that must be overcome to bring back a soul which has fully departed the world may be very great indeed.

Spell Shield 5 or 7 ONGOING

Beseech your deity for protection from one specific magic; as long as you maintain the spell, you and all allies within reach of your hand cannot be harmed by that magic.

Mass Healing 5 or 7

All living creatures, allies and monsters, in your presence are healed for 2d8 damage.

Anyone done anything related to a schools/spheres of magic dealio for cleric or wizard spells?  I think it could be…

Anyone done anything related to a schools/spheres of magic dealio for cleric or wizard spells?  I think it could be…

Anyone done anything related to a schools/spheres of magic dealio for cleric or wizard spells?  I think it could be interesting to have players chose a subset of spells to have access to, especially for clerics (wizards already have an in-game spell knowledge limitation).

What is a “monster”, exactly?

What is a “monster”, exactly?

What is a “monster”, exactly?

The term seems to be used by the book for any GM controlled character or creature that opposes the players, but in other cases (such as the training of a ranger’s animal companion), “monster” refers to a non-humanoid creature only.

Connected to that, what is the best term to use to generically refer to any being/creature/monster that is not the players?

Working on my Ranger hack, now.  Anyone have any Favored Enemy type move they want to share?  That’s definitely a…

Working on my Ranger hack, now.  Anyone have any Favored Enemy type move they want to share?  That’s definitely a…

Working on my Ranger hack, now.  Anyone have any Favored Enemy type move they want to share?  That’s definitely a move or moves I want to add.

Thinking something along the lines of that when they kill a type of enemy (Bandit, Goblin, Orc Marauder, whatever) they get an ongoing bonus or damage against that type of enemy, until such a time as they designate a different enemy.  Perhaps follow-up moves to increase the bonus, or designate more than one enemy at once.

Summoner’s Chalk (Weight 0)

Summoner’s Chalk (Weight 0)

Summoner’s Chalk (Weight 0)

This ornate piece of chalk is infused with alchemical reagents and arcane energies of great aid in the construction of summoning circles; it can be used to enhance the casting of Summon Monster (Or other spells, subject to GM).

When you have some uninterrupted time, you may use the chalk to create a summoning circle.  The next time you cast Summon Monster with the aid of the circle, first roll+INT for the quality of your summoning circle; you gain +1 to the roll if you spent a full hour carefully creating the circle, and +2 if you spent 12 hours.  You gain +1 if you create the circle in a place of power.  The spell is then altered depending on the results of your roll:

12+  Your summoning circle is the pinnacle of perfection; take +3 to cast your spell.  If the spell is successful, your monster receives 3 additional choices from the list of options (1d6+3).

10-11 High quality; take +2 to cast the spell.  If the spell is successful, you receive one extra choice from the list of options.

7-9  Serviceable; take +1 to cast the spell.

6-  Your summoning circle is botched, and provides no aid.  Your chalk is wasted.

Each piece of chalk is good for one circle, and each circle for one spell; for this reason, they are often created or found in small bundles of two or three.

Love’s Last Cries

Love’s Last Cries

Love’s Last Cries

These crystalline teardrops, arranged on a simple chain, carry the light of a thousand loves, and the weight of a thousand losses.  They have no power in the hands of those who have not known both.

If displayed openly, Love’s Last Cries glow with light as the Cleric Light rote.

When you display the teardrops openly and defend something or someone dear to you, gain an additional hold, whether your defend was successful or not.

When you irrevocably lose something or someone truly dear to your heart gain three hold.  Spend one hold to gain +2 against the source of your loss.

When you willingly sacrifice your life to avenge or defend something or someone dear to your heart, you forgo your Last Breath and make one extremely powerful move.  Perhaps a spell has its effects and targets doubled, perhaps your attack strikes true to the heart of a great beast; the exact effects can never be certain beforehand.

“The undead host approached the capital, for we had nothing left to stop them with.  But Lady Arienne cried for the lost people of the kingdom; she cried for her son, the crown-prince, lost in hopeless battle; she cried for innocence lost.  The skies opened, and when we could see again, the unholy horde was cinders and dust, and of our beloved queen, nothing remained.”

(Load 1)

Base Class Alteration: Fighter

Base Class Alteration: Fighter

Base Class Alteration: Fighter

Scent of Blood, Taste of Blood, Improved Weapon

My goal here is to alter the abilities of base classes, slightly, so that the decisions of which moves to take is less easy.  For a fighter, for example, Scent of Blood is strictly inferior to Merciless, and I think when you have a situation where no character would ever choose ability a before ability b, it’s a problem.

If there are resources that already do this, then I’d love to be pointed toward them.  For now, here is what I’ve come up with:

Scent of Blood

When you hack and slash an enemy, take +1 forward against your attacker.  Your next attack against them deals +1d6 damage.

Taste of Blood

Replaces: Scent of Blood

When you hack and slash an enemy, take +1 forward against your attacker.  Your next attack against them deals +1d10 damage.

Improved Weapon

Choose two extra enhancements for your signature weapon

The justification for the last one is that an extra enhancement is roughly equal in value to a 1 damage increase, which is again, strictly inferior to Merciless.

Crown of the Lich King

Crown of the Lich King

Crown of the Lich King

This ornate circlet radiates evil and necromantic magics; whosoever wears it is able to treat any necromantic magics* as one level lower when communing or preparing spells, and takes +1 ongoing to cast such spells.  Finally, such spells are Empowered (as the Cleric move) if appropriate.

The crown, however, brooks no impostors from the living.  If the caster achieves a partial success on casting such a spell, he gains a physical debility of the GM’s choice as the crown drains his life energies.

Should the caster ever fail a roll to cast such a spell, or if he achieves a partial success while having all three physical debilities, then the crown snuffs out his life.  If the wearer, then, fails their Last Breath roll, their body rises again as a vessel for the Lich King himself to inhabit.

*GM interpretation, but speak with dead, animate dead, trap soul, consume unlife, contacts spirits, cloudkill and soul gem come to mind.

“True Multiclassing”.  Not sure if this is the right place for it; trying to develop a system to allow players to…

“True Multiclassing”.  Not sure if this is the right place for it; trying to develop a system to allow players to…

“True Multiclassing”.  Not sure if this is the right place for it; trying to develop a system to allow players to truly combine two classes. 

Goals:

* make it an actual choice between whether to first completely master one class, or add a second.

* Allow opportunities for expansion in breadth of moves once a player reaches level 10.

* As simple as possible which meeting the above.

I have in mind a game with 3, max 4 players.   I would not consider using this system for a game of 5-6 players, as it would be overly crowded for class roles.  Anyway, here it is;

SECONDARY CLASSES

Once justified in the fiction, you may designate a secondary class.  You do not gain levels in this class, nor any immediate benefit.  However, from that point on, you may spend 10 experience to gain a basic or level 2-5 advanced move from the move list of that class; this does not increase your level.  You may gain a total of 5 moves in this way.

Once you have a total of two basic moves and three (non-multiclass) advanced moves from the secondary class, you are considered to have mastered the class: you gain any basic moves you had not already chosen for the class, and may choose the best of hit points, damage and load from each class.  You may also change your racial move/background to one from the new class, if appropriate.  From then on, when gaining a level, you may freely choose from the move list of either class.

You may only ever have one secondary class; multiclassing beyond this is limited to the availability of multiclass dabbler/multiclass initiate, etc. moves in your two classes.

END

Experience point “cost” subject to adjustment.  Thoughts?