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Crying Blades Vol. 2 - Sorcery & Blessings
Crying Blades Vol. 2 - Sorcery & Blessings
Crying Blades
houserules
Volume Two
Sorcery & Blessings
Daimon Games
The Crying Blades
HouseRules for roleplaying games
2
Summary
Introduction 5
Sorcery 9
Blessings 45
3
4
CHAPTER I
Introduction
5
Credits Illustrations
6
OSR Randomness
“D
others.
ice are wiser than players”, some
say. “Embrace randomness”, say
7
8
S orcery, also vulgarly called magic,
is the very special art of gather-
ing ethereal energy and forging it into
It’s an art that requires many years
of formal training, involving math-
ematics and astrology, and of course
spells. This energy descends from the countless hours spent on esoteric text
astral sphere that surrounds our planet, looking like meaningless garbage to
where are the sun, the stars, the moon anyone who’s not a sorcerer.
and the comets.
CHAPTER II
Sorcery
9
Clearly, given the previous descrip-
tion, there is no cast & forget and
no list of prepared spells, thus the
magic users do not need to prepare
their lists in advance.
Casting Spells
A sorcerer knows all the spells that
are contained in their spellbook
(see the dedicated paragraph about
During the time taken for casting, the
sorcerer cannot do other significant ac-
tions. They can move at slow pace but
spellbooks for more information). The cannot interact with others. If they are
magic use knows and holds in memory interrupted by something stresful or
all the necessary gestures and words of painful (like receiving damage in com-
power of a spell, all the precise calcula- bat), they lose concentration and the
tions about the stars and other ethereal casting fails.
bodies, all the rituals details and so on. Sorcerers have a limited magical en-
All these spells are considered “ready” ergy available, and can cast a number
and can be cast by the sorcerer, at any of spells per day equal to their Level
time, provided that the sorcerer can re- + the Intelligence modifier.
cite the necessary words and make the All spells (cast in a Turn or in a
required gestures. Round) count towards this limit, and
When casting a spell, the sorcerer the level of the spell is irrelevant, un-
takes a Turn (several minutes) to con- less otherwise stated by the spell’s de-
centrate, unless the sorcerer is ready to scription itself.
unleash the spell fast enough (a Round
of combat, a few seconds) at greater Other classic features of OSR games,
risk. such as spellbooks, scrolls, staffs and
Regardless of the casting time (a wands, are part of the magic rules,
Turn or a Round), the sorcerer must with some tuning. Moreover, the mag-
pass an Intelligence Attribute check ic users still need their daily time with
to cast the spell successfully. their spellbook to regain power and be
A success in the Attribute check able to cast again the next day, and to
means the spell casting was flawless; recover unstable spells.
the spell’s effects apply as indicated.
10
Fail To Cast A Spell Unstable Spells
11
Spellbooks Gaining Spells
12
Writing To The Spellbook
13
Magical Instruments
M any sorcerers make use not
only of a spellbook, but also of
scrolls, potions and staffs or wands.
If the spell uses the caster’s level, a
scroll counts as for the Level of the
reader, not the writer.
Rules to deal with these instruments
are presented in this chapter.
All magical instruments are common Potions
among sorcerers, but the game should
emphasize the rarity of magic users
and how precious anything magical is:
scrolls, potions, staffs and wands and
M aking a potion - a ready to use
and liquid versions of a spell - is
possible only for sorcerers, although
other magic items are precious treasure sorcerers can also instill a cleric’s spell
and not for sale on the market. (such as a healing spell) into a potion.
The process will require 1 day for
each PWL of the spell, +1d6 days.
Use And Write Scrolls Each day has a cost of 20 silver pieces,
in various ingredients. At the end of
14
But a sorcerer can carry and own fire. This is not a spell charged into the
only one charged staff or wand at the staff or wand: the sorcerer simply uses
time: starting to charge or use a second the staff to maintain concentration.
staff or wand will break the bond with To setup this spell, it must be cast
the first one, and discharge it. successfully (for example taking one
turn to do it slowly), and it counts to-
Since spells do not need to be read wards the daily quota.
to be cast, other classes can use staffs The spell, then, remains charged
or wands, not only sorcerers. Charac- into the staff or wand until it’s released
ters of other classes, though, will not by the sorcerer. Releasing the spell is
be aware of the spell contained in the an action that takes an instant: it drains
staff until it’s cast. A sorcerer, instead, no additional energy and takes no time,
can use Read Magic to determine which and requires no roll.
spells are loaded into a staff or wand. Of course, this ready-spell can be dis-
If multiple spells are loaded into charged at any time, and can be changed
a wand or staff, determine randomly for another, by casting a different spell.
which one is cast by a character that A failure in casting to setup the
has no knowledge about which spells ready-spell will cause the wood to
are contained in the magical object. break in 50% of the cases, so this is
A sorcerer, of course, decides which potentially quite risky, because it could
spells to trigger, since with Read Magic break a staff or wand loaded with other
they can gain knowledge of the spells precious and useful spells.
contained in the staff or wand.
Each staff or wand can hold a num-
ber of spells whose total PWL is equal Casting From The Book
or lower to the sorcerer’s Level.
To charge the staff or wand, those
spells must be cast regularly with the
wood as target, and cost 20 silver per
I n case of emergency a spellbook can
be used as a scroll but only by its
owner (or someone else with the usage
PWL in additional arcane materials. of a Read Magic spell). It is even pos-
A staff or wand can absorb one spell sible to cast an Unstable spell this way.
per day, maximum, otherwise it will The spell requires no roll and does
break. Failure in casting the spell often not count towards the daily quota, but
(50% chance plus the normal trouble for the spell is then erased by draining its
failed spells) breaks the wood, wasting magic. Since it’s erased from the spell-
previous spells. book, it’s no longer part of the sorcerer
spell list.
The sorcerer can re-write the spell
Ready Spell to the spellbook from memory, but this
process will require days and silver as
15
Sorcerer’s Activities
Spells
T he next pages contain the spells
available to the sorcerer, divided
by PowerLevel. At character creation,
just roll randomly (1d10) to determine
which spells are known to the sorcerer. Spells Description
Additional spells are acquired by pay-
ing XP (100 x PowerLevel) when gain-
ing a new Level. E very spell in the manual is de-
scribed according to the following
guidelines:
• Number: to use to randomly deter-
Spells Circles mine which spell is known
• Name: the spell name
16
Spells List
17
PowerLevel 4
Circle of Mastery
1) Arcane Eye
2) Charm Monster
3) Cone Of Fear
4) Confusion
5) Dimension Door
6) Extension (basic)
7) False Alignment
8) Indomitable (advanced)
Circle of Control
1) Ice Storm
2) Magic Life Drain
3) Plant growth
4) Polymorph Other
5) Polymorph Self
6) Polymorph Xtend
7) Wall of Fire
8) Wall of Ice
18
19
PowerLevel 1
Circle Of Simple Magic
1 ) Charm Person
Spell PWL: Sorcerer, 1st Level
Range: 3 zones
3 ) Hold Portal
Spell PWL: Sorcerer, 1st Level
Range: 3 zones + Level zones
Duration: Until dispelled Duration: 1d6 turns + Level Turns
This spell affects one targeted living This spell holds a door (or equiva-
human or humanoid (only sentient bi- lent) closed for the spell’s duration or
peds) of a size not larger than a regular until dispelled (i.e. with a knock spell
human, and only up to HD or Level 4. A or dispel magic). The caster can move
Saving Throw is allowed; if the target away from the door: the range indi-
fails it will treat the caster as a trusted cates the maximum distance from the
friend. The target is allowed a new Sav- door when casting. Creatures immune
ing Throw to attempt to dispel the ef- to magic can shatter the spell without
fects of the charm: roll every hour or effort (they dispel the Hold Portal at all
instead every morning at down if the effects).
caster is of a Level higher than the vic-
tim. The victim retains full memory of
all their acts while under the effects of
the spell.
4 ) Light
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
Duration: 5 turns + Level Turns
2 ) Detect Magic
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
The target (person or object), which
must be within range, produces light as
Duration: 2 turns a torch. It illuminates 2 zones, 3 at best.
The caster can reduce the light, but
The caster can detect magic in places, only by ending the spell the light can
people or things. For example, magi- be fully extinguished. A target creature
cal items may be discovered with this is allowed a Save to negate the spell: if
spell, as well as the presence of a charm they succeed then the light just affects
laid upon a person or a place. A magi- the area without following them.
cal light will appear around all magic
within the range. Invisible creatures
are seen as a glowing shape when invis-
ibility is a spell and not a magic feature
5 ) Magic Missile
Spell PWL: Sorcerer, 1st Level
Range: 2 zones + Level zones
or property. No details about the mag- Duration: Immediate
ic are revealed by this spell, but Read
Magic can be used as a follow-up spell A magical missile strikes from the
to gather information. caster fingertips, against a target which
must be at least partially visible. The
caster can decide either roll to hit for
1d6+1 damage, or strike automatically
20
for 1d4+1 damage. No Saving Throw able forever to the caster. A Saving
is allowed. The caster can strike an ad- Throw is allowed for cursed scrolls and
ditional missile at level 4 and a third at similar, to avoid triggering their effect.
level 8 (no more). In this case the target The spell can also be used to under-
can be different for each missile. stand the power of magical items or
creatures within range.
7 ) Read Languages
Spell PWL: Sorcerer, 1st Level
Range: Normal reading distance
it won’t be affected. A lonely HD 4 crea-
ture would instead be affected.
8 ) Read Magic
Spell PWL: Sorcerer, 1st Level
Range: 2 zones
1 HP damage less.
21
PowerLevel 2
Circle Of Tricks (I)
1 ) Continual Light
Spell PWL: Sorcerer, 2nd Level
Range: 5 zones
2 ) Darkness (basic)
Spell PWL: Sorcerer, 2nd Level
Range: 3 zones
Duration: Until dispelled Duration: 2 turns + Level Turns
The target (person or object), which The spell casts a supernatural dark-
must be within range, produces light ness in the area selected by the caster:
as bright as daylight. It illuminates 5 the darkness cannot move and covers
zones, even more in open spaces. The only an area up to 3 zones. The reverse
caster can reduce the light, but only by of the light spell just causes a natural
ending the spell the light can be fully darkness that cannot be illuminated
extinguished. A target creature is al- by natural light sources like the sun
lowed a Save to negate the spell: if they or a fire; doesn’t hinder creatures with
succeed then the light just affects the infravision or darkvision, and at the
area without following them; if instead same time usually hampers the caster.
they’re affected by the spell, they might The Darkness spell, instead, causes a
be blinded until it’s dispelled, if it’s cast supernatural darkness that cannot be
directly in their eyes. penetrated by light nor infravision nor
22
darkvision; only the caster is able to see encumbrance). If the target is already
through it. The spell can be dispelled falling, it will slowly float to the ground
by Dispel Magic or countered by Con- (at a speed of one storey height per
tinual Light, not by Light. round); the spell will last long enough
for the target to get to the bottom of a
4 ) Drain Strength
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level 6 ) Fire Control
Spell PWL: Sorcerer, 2nd Level
Duration: 1 round per Level Range: 1 zone per Level
Duration: 1 turn per Level
The target of the spell is struck
by a dark energy ray, and suffers ap- The caster can control an amount
proximately a 25% temporary loss of of existing fire (from a torch, a camp-
strength (use this value to judge generic fire, and so on) depending on their own
actions), and a -2 to all the related rolls level: the equivalent of a torch fire
(use this value mechanically). The cast- from Level 2, of a campfire from Level
er can strike an additional ray at level 4 4, of a bonfire from Level 6, and of a
and a third at level 8 (no more), even all house in flames from Level 8. The fire
against the same target (cumulative ef- can be roughly directed and controlled
fects). Each ray should be resisted with in shape, behavior, direction, and even
a separate Saving Throw. made to perform tricks, diversions, etc.
The fire can be used as an improvised
5 ) Feather
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
weapon: it’s impressive and deals a pro-
gressive damage of 1d4 (torch), 1d6
(campfire), d8 (bonfire), d10 (house in
Duration: Until touching the ground flames). Note that the spell just con-
trols an existing fire, it does not create
This spell can be cast in an instant, one, but might be used to make sure an
and allows the caster to target them- existing fire grows in size or is reduced
selves or someone within range. Saving or extinguished or controlled. Alter-
Throw is allowed is the target does not natively, the caster can concentrate
wish to have the spell’s effects applied to control the smoke of the such fire,
to them. If the spell is cast successfully, again to use as a diversion or blind ad-
the target becomes as light as a feather versaries etc.
(incl. all their gear up to their maximum
23
7 ) Locate Object (Sorcerer)
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
the breaking; casting a second time will
remove any sign of breaking. Only in-
animate objects, not larger or heavier
Duration: 1 round per Level than a human child, can be fixed with
the spell. If something larger has been
The caster perceives a supernatural broken, it could be fixed by multiple
pulling sensation that directs them to- castings, according to its size. If cast on
wards the object specified. It cannot be a corpse, it “fixes” wounds, but does not
something generic (no way of casting revive it. If cast on an open wound and
“pull towards gold”) but it must be a an alive creature, it does nothing but
pull towards a specific object that was cause useless pain and sometimes infec-
seen already. tions. If cast on a magic item, it fixes
its appearances, but not its powers. If
8 ) Magic Mouth
Spell PWL: Sorcerer, 2nd Level
Range: Touch
cast on a complex mechanism, it fixes
the pieces but does not assemble them
back together.
Duration: Until triggered or dispelled
9 ) Mending (basic)
Spell PWL: Sorcerer, 2nd Level
Range: Touch
the caster, and these responses must be
really spoken by the target, although
even as a barely audible whisper. In any
Duration: Immediate case, any word (whispered or spoken)
said by the target during the duration
Small objects can be fixed by the of the spell, will be heard by the caster.
use of this simple spell: a single major The spell requires gestures and words
break in a solid material or tear in fab- to be cast (as all spells) but they can be
ric or leather, disappears and the object easily devised as different gestures and
looks as if it never broke. If the object words (the caster should describe them
was shattered - like a ceramic or glass and explain how the spell is hidden, if
object - it can be fixed with one spell, he’s under scrutiny). If the target is un-
but the object will maintain signs of aware of the spell, no Save is allowed.
24
Circle Of Tricks (II)
11 ) Nauseating Cloud
Spell PWL: Sorcerer, 2nd Level
Range: 3 zones
1 ) Cause Fear
Spell PWL: Sorcerer, 2nd Level
Range: Touch
Duration: 1 turn per Level Duration: 2 rounds + Level
The caster affects an area as large This spell (often also triggered by
as 1 zone, within range: the area fills monsters as an innate ability, but by
with nauseating vapors. Anyone in the sight and not by touch) instills a pri-
zone suffers severe penalties while in mordial terror into the target, which
the zone (like a -5 to all rolls) with no must be human or humanoid; the tar-
Save allowed. The effects persist for get is allowed a Saving Throw but if
1d6 rounds after leaving the zone, but it’s failed they will run away in panic.
a successful Save vs poison will negate The target also has a 50% chance of
the d6 rounds if the creature does not dropping whatever they’re holding.
re-enter the zone. While running away, the target re-
tains basic control of their action, but
12 ) Objectspeak
Spell PWL: Sorcerer, 2nd Level
Range: Touch
will not communicate with others, nor
slow down, until the spell effects cease.
The caster can afflict multiple targets
Duration: 1 round per Level but this grants a cumulative +2 bonus
to their Save for each creature beyond
An object touched by the caster forms the first one. The cleric’s Remove Fear
a sort of a mouth and can answer a blessing allows to counter this spell.
question per round asked by the cast-
er. The object, according to the GM’s
judgment, will respond only about
things that it can possibly know. A
2 ) Forget
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
book can speak about its content (about Duration: Until dispelled
a single specific topic per question, or
with a generic summary, etc.), a table The caster can obscure the memory
might speak about what was placed on of up to 4 humans or humanoids, and
it, a blade perhaps about who wielded it obfuscate the memory of all past events
or maybe who did it cut or pierce. An going back in time for a maximum of
object doesn’t really have “eyes”, “ears”, 6 turns (1 hour) per caster Level. The
and so on, so the GM might be quite spell hides those memories but does not
restrictive in the information provided, erase them: if the spell is detected and
although such information is rarely to- dispelled, the memory is restored. A
tally useless. Saving Throw is allowed, with a pen-
alty of -3 if there’s a single target, -2
if there are two, -1 if there are three,
and no penalty if 4 targets are affected.
25
3 ) Hold Person (basic)
Spell PWL: Sorcerer, 2nd Level
Range: 6 zones
carrier can be used to transport liquids
- approximately 2 or 3 gallons, 10 liters,
10 bottles or so. It can be used to trans-
Duration: 6 turns (approx. 1 hour) port heavy loads - up to 500 pounds,
over 200 kilograms, two heavy people
The caster targets 1d4 humans or hu- or three smaller persons. The invisible
manoids (only sentient bipeds; centaurs carrier follows the sorcerer keeping the
count double because they have four desired distance, up to 2 zones, but not
legs, undead and other monsters are more. It can be left floating still if the
immune): each target is allowed a Sav- sorcerer needs to move further away,
ing Throw vs. paralysis (with STR) and but it cannot be sent anywhere further
if failed they are allowed only to stand away than 2 zones.
still, or move away from the caster and
his allies, at very slow speed. If the
caster targets only a single person, the
ST is rolled with -2. The spell is broken
5 ) Knock
Spell PWL: Sorcerer, 2nd Level
Range: 2 zones
by attacks against the target(s). Duration: Immediate
4 ) Invisible Carrier
Spell PWL: Sorcerer, 2nd Level
Range: 2 zones
This spell unlocks and unbars all
doors, gates, and portals within its
range, including those held or locked by
Duration: 6 turns most magic. As an alternative, instead
of unlocking the spell can force open
An invisible container, floating in the all stuck or held doors, with great force,
air, will follow the sorcerer around, car- again within its range. The caster must
rying something for him. The invisible choose if to either unlock or force, and
26
the spell does not affect secret doors ken in the voices of the original crea-
or hidden chests unless they’re found tures, each with its own unique and rec-
first, or any lock or door not known to ognizable voice if they’re known to the
the caster. Also, the spell does not raise caster. Thoughts transmit as “sound”;
barred gates or similar. If the spell is solid walls will block them but distance
used against magic locks, it grants ac- does not make them less audible as long
cess only at the time of casting then as they are within range. The spell does
the spell is restored; if it’s used against not obstruct the normal voices and
physical barriers, those remain open. sounds, just adds to them, and the cast-
er is usually able just to perceive gen-
6 ) Levitate
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
eral feelings and moods, or very unique
and powerful intentions. To be able to
read the thoughts of someone in par-
Duration: 1 turn per Level, or until ticular, the caster can concentrate and
dispelled exclude everything else, thus focusing
the spell on a single target. Note that
The spell allows the Caster to levi- the spell does not allow mind-reading:
tate, moving up or down vertically. the caster can just hear what the target
Levitation rate up or down is relatively thinks at the moment.
slow, approximately the equivalent of
one zone or one storey height per round
(around 10 per turn). In total, the caster
can control this movement in a range
8 ) Speak with Animals
Spell PWL: Sorcerer, 2nd Level
Range: Caster
of one zone or one storey height per Duration: 6 turns
Level (up or down), then lose control.
The spell provides no horizontal move- The caster can speak with normal or
ment capacity: the caster can usually giant animals; when casting the spell
move laterally or ahead or backwards the cleric should define a single and
by pushing or gripping on other sur- simple family of animals, and the com-
faces. If the spell is cast against an un- munication will be allowed only with
willing creature, the target is allowed a those (for example: little birds, birds
Save to resist the effect of it. The levi- of prey, wolves and dogs, small insects,
tation can last at most for one turn per spiders, farm animals, and so on). The
Level of the caster, or until dispelled; communication is limited by the ani-
any attack or action that causes the mals’ intelligence, and usually the cast-
caster to stop concentrating, will end er cannot receive verbose responses,
the spell’s effect. but only simple ones (such as yes and
no), simple concepts (fear, danger, safe,
7 ) Read Minds
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
follow, etc.) and brief visions of the
animal’s memory. The animals do not
change their attitude or become espe-
Duration: 1 turn per Level cially friendly, but will be potentially
more cooperative: fearful animals will
As long as the spell lasts, the caster is grant some trust to the caster, and ag-
able to hear the thoughts of any intelli- gressive ones will probably delay their
gent humanoid within range. The spell attack. Depending on the concepts ex-
transmits thoughts as if they were spo- pressed by the caster and his gestures,
27
the attitude of the animals might shift spell is cast against an object, the caster
towards very friendly or openly aggres- is able to somehow control the growth,
sive. After gaining the trust of some at least partially, so the 50% or 100%
animals, the caster might even request growth (depending on the caster Level)
from them some simple service or task. can be roughly shaped; for example the
spell might be used to strengthen the
9 ) Spider Touch
Spell PWL: Sorcerer, 2nd Level
Range: Touch
ropes of a shaky bridge, without mak-
ing it “longer” or “wider”... The caster
can affect approximately an amount of
Duration: 1 round per Level inanimate material equal to the weight/
size of a couple of humans.
The subject hands and feet become
unnaturally sticky, and allow the sub-
ject to climb walls and walk on them
or even walk on the ceiling, as long as
11 ) Understand Languages
Spell PWL: Sorcerer, 2nd Level
Range: Touch
both hands and both feet are used for Duration: 1 turn per Level
the purpose. This movement is often re-
ferred to as the “spider walk” by magic This spell allows the caster to un-
users. For the spell to work, the subject derstand a spoken language that is not
must wear nothing on hands and feet. magical, but first they must touch a liv-
Small and light objects coming in con- ing creature speaking such language.
tact with the hands and feet of the sub- Any other creature speaking the same
ject get stuck to it, but can be forcefully language will be automatically under-
removed by someone else. This spell stood. As for Read Languages, the spell
can be used on another creature (touch does not grant any specific understand-
required) with no Saving Throw. ing of the meaning of what is said: it
just allows literal understanding of the
10 ) Strengthen
Spell PWL: Sorcerer, 2nd Level
Range: Touch
spoken words. As Read Languages does
not grant the ability to write, Under-
stand Languages does not grant the
Duration: 1d6 + Level turns ability to speak such languages.
28
ute). Creatures captured in the web take creature, although not necessarily in
as long to get untangled and exit the its original size. A caster might project
web, to the side they choose. The web the illusion of a giant dog with spider
is flammable: if set on fire all creatures legs and two heads, able to climb walls...
within it will suffer 1d6 points of fire but not of a dragon, unless he has seen
damage for 2 rounds, then the web is one in real life. The illusion inherits
destroyed and all creatures are free. the abilities of the original creature(s),
but all illusions have standard AC 12
and inflict 1d6 damage. The caster can
shape the illusion to look particularly
harmful and increase to 1d8 damage
but AC 10, or even 1d10 damage and
AC 8. If the illusion attacks someone,
the victim has the right to a Saving
Throw, and success negates the damage
and dispels the illusion. Otherwise, the
damage is inflicted normally; at HP 0
the victim collapses to the ground un-
conscious but not dead. As soon as the
Circle Of Illusions illusion is hit once, it dissipates.
2 ) Illusionary Enemy
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level
also becomes invisible. Items dropped
or put down return visible. The spell is
dispelled if the subject does anything
Duration: 1 turn per Level, or until that is not done carefully and slowly
dispelled (attacking, but also jumping, running,
etc.). The subject maintains his weight,
The caster creates an illusionary en- physical properties, smell, heat; he still
emy or monster; the illusionary crea- makes noise, etc. Attacks against the
ture can also be composed as a hybrid subject done by guessing his position
of creatures the caster has seen previ- are with a -4 or even a -6 or -8 penalty
ously, but each piece must be of a real (incl. magic).
29
4 ) Invisible Servant
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone per Level (in “train-
not be killed by natural means, it can be
dispelled with magic. In this case, theat-
rically shred to pieces the index card of
ing”) the tasks learned so far: the caster will
Duration: 1 turn per Level have to begin training a new servant.
30
6 ) Minor Illusion
Spell PWL: Sorcerer, 2nd Level
Range: 2 zones + Level
tion is directed at an image (success-
ful or not), the image dissipates, until
only the caster is left. Hitting the caster
Duration: 2 turns while there are still images around him
doesn’t change the odds of the next at-
The sorcerer can generate a minor il- tack, which could still target randomly
lusion as follows: the illusion might be an image instead.
one among the sorcerer’s voice, the sor-
cerer’s appearance, the sorcerer’s smell.
The illusion can invest a single sense
and not more, but it will appear as per-
8 ) Wall of Concealment
Spell PWL: Sorcerer, 2nd Level
Range: 3 zones
fectly real to anyone inspecting it. The Duration: 1d6 rounds + Level rounds
sorcerer must create the illusion within
range and can control it (how to move, A wall of dark smoke and fog is cast
what to say, how to look, etc.) as long as within range, and affects an area as
it remains within range. The sorcerer large as 3 zones maximum. All crea-
can also give a command to the illusion tures within the fog appear barely as
(for example to move at a certain speed shades to those outside the fog and to
on a certain route) but the command is others within the fog. Any gesture or
limited (the illusion cannot “follow” a action is concealed by the thick smoke
road, but can “keep going straight then and fighting within the smoke inflicts a
turn right”). After issuing the com- -2 penalty to all rolls. Animals will re-
mand, the sorcerer can move out of fuse to enter the magical fog. Magical
range; if he does it without commands, winds can dissipate the fog before the
the illusion just keeps doing what it spell ends.
does, without moving away. Only intel-
ligent creatures and with HD greater
than the sorcerer Level, might attempt
a Save against the illusion, otherwise
they will believe it true - until proven
otherwise. The illusion is not dispelled
but looses effect if the target can actu-
ally verify that it is not real (such as
finding a voice with no body).
7 ) Mirror Image
Spell PWL: Sorcerer, 2nd Level
Range: 1 zone
Duration: 6 turns
31
PowerLevel 3
Circle Of Arcanum
1 ) Animate Dead
Spell PWL: Sorcerer, 3th Level
Range: touch, or 3 Zones
3 ) Clairvoyance
Spell PWL: Sorcerer, 3rd Level
Range: See below
from Level 5 Duration: 1d6 + Level turns
Duration: Permanent
The spell allows the caster to see a
The spell creates a skeleton or a zom- remote location and through walls, as
bie from a dead body of a human or hu- long as the location is known to the
manoid; the caster must touch the body, caster, or as long as it is relatively vis-
or if of Level 5 or above, be within 3 ible even if just from the outside (for
Zones. Up to 1d6 bodies can be animat- example, being able to see a house al-
ed, and another 1d6 if the caster is Lev- lows to see within it). Once the target
el 8 or more. Use standard skeleton or location is selected, it can be moved but
a zombie statistics; the corpse remains only once per turn (every 10 minutes
animated and obeying the caster until more or less). The caster can see in all
they’re slain. This is considered blas- directions at once from the target loca-
phemy by the church. tion he choose, and can see as far as the
human eye could (no further passing
2 ) Arcane Lock
Spell PWL: Sorcerer, 3rd Level
Range: Touch
through walls, for example). By halving
the spell duration (rounded down) the
caster can also hear around the target
Duration: Permanent location, as a human ear would hear. A
thin sheet of lead will block the spell.
This spell places a magical lock on a
door, chest or similar - same as Hold
Portal, but with permanent duration.
The caster can move away from the tar-
4 ) Darkvision
Spell PWL: Sorcerer, 3rd Level
Range: Touch
get after casting, and the lock remains Duration: 1 day
in place. The caster is always free to
open or pass the lock but this causes a The caster or another creature
minor interruption in the lock - which (touched upon casting) is able to see up
is then restored automatically, within to 5 zones in the dark with darkvision
seconds. Creatures immune to magic (as a monster - same as infravision).
can bypass the lock but do not shatter
it, and any caster of 3 or more Levels
higher than the caster will also be im-
mune to the lock. A spell like Knock
will allow bypassing the lock, while
Dispel Magic will remove it completely.
32
5 ) Detect Illusions
Spell PWL: Sorcerer, 3rd Level
Range: 1 zone per Level
of the same caster) that were cast by
a character or creature of Level equal
or lower than the caster. Spells or crea-
Duration: 1 turn per Level tures of higher level have a cumulative
15% chance of avoiding the spell for
As long as the spell lasts, the caster is each Level (or HD) of difference. Magi-
able to distinguish illusions from real- cal items and special and magical pow-
ity. The caster is still able to see the illu- ers of monsters and creatures (but not
sion, but at the same time can recognize other casters) are nullified for 1d6+1
it for what it is, and see the reality be- turns. Unless specified, all magic items
hind it. By reducing the spell range and are the equivalent of Level 5+1d4. If
duration of one per additional subject, cast by touching the object and every
the caster can grant this power to oth- day at dawn for three days in a row, it
ers (reduce of 1 zone and 1 turn to give will disenchant an item permanently
this power to an ally, of 2 zones and 2 (roll the chance of save only on the
turns for two allies, etc.). third day).
7 ) Dispel Magic
Spell PWL: Sorcerer, 3rd Level
Range: 5 zones
becomes invisible; anything picked up
also becomes invisible. Items dropped
or put down return visible. The spell is
Duration: Immediate dispelled for all if any of the subjects
does anything that is not done carefully
The spell can be used to dispel most and slowly (attacking, but also jumping,
spells and enchantments, and tempo- running, etc.). All the subjects maintain
rarily neutralize magic items and spe- their weight, physical properties, smell,
cial magical powers of monsters and heat; they still make noise, etc. Attacks
creatures. The spell automatically ne- against the subjects done by guessing
gates and ends every spell in its range their position are with a -4 or even a -6
(also friendly spells, and other spells or -8 penalty (incl. magic).
33
9 ) Suggestion
Spell PWL: Sorcerer, 3rd Level
Range: 3 zones (when casting)
every time they do something against
their interest or their nature, they are
allowed a Save. If they succeed, they
Duration: 1 week per Level perform their last duty and then are
free of the spell, but do not remember
The caster must speak with the target being a victim of it. A suggestion that
of this spell to implant the suggestion in directly aims at harming the target it-
their mind, but this can be done without self, will fail; the caster can still try to
the target noticing anything has been circumvent this by tricking the target
cast at all, since the spell always sounds to get into dangerous situations. The
like normal words which perfectly make suggestion spell resides into the mind
sense. The target is allowed a Save and of the sorcerer, so Detect magic cast
in case of success the spell will have no upon the target will not reveal it; in
effect; a target who is a sorcerer, a cleric the same way, to end this spell a Dispel
or anyone with knowledge of magic or magic should be aimed at the caster, not
the supernatural, will understand what at the victim of it.
the caster attempted to perform. If the
Save is failed, the suggestion is now
implanted in the mind of the target. A
suggestion can be something to do now,
10 ) Water Breathing
Spell PWL: Sorcerer, 3rd Level
Range: Touch
or something with a trigger (a certain Duration: 2d6 turns + Level
time, or a certain event, etc). The sug-
gestion might be a single act (“steal the The caster or another creature
ring”), a certain mindset (“don’t be so (touched upon casting) is able to breathe
defensive”), a predisposition (“treat this underwater until the spell’s duration
person as an enemy”), and anything expires. It does not grant any skill in
that can be described in not too many swimming, but the change (like gills on
words. The target will act once accord- the neck) in the human physiology is
ing to the suggestion and then continue clearly visible.
(unless the caster ends the spell) but
34
Circle Of Powers
1 ) Explosive Ward
Spell PWL: Sorcerer, 3rd Level
Range: Touch
2 ) Fireball
Spell PWL: Sorcerer, 3rd Level
Range: 1 zones + Level zones
Duration: Until triggered (max. 5 zones)
Duration: Immediate
The caster scribbles a magic and ex-
plosive ward on parchment, vellum or The caster projects a small flame from
paper. With the help of a stonemason his hand(s) or staff, which turns into a
or a smith, the ward could be placed on huge fireball on its course towards the
a wall or a metal surface, while a carpen- target, hitting for 1d6 damage per Lev-
ter could place it on wood, etc. When el, and up to a maximum of 9d6. All en-
preparing the ward, the caster should emies and allies within the same zone as
determine either if: it’s a magic rune the target suffer the damage. A success-
understandable only to other casters, ful Save with Dexterity allows to suffer
or a generic symbol understandable to only half damage. The powerful fire is
all those that will see it. If it’s a magic also enough to set a small house on fire
rune, only another sorcerer reading the or melt metals like copper, gold, silver,
scroll or book will trigger it, when ask- bronze, and when exploding also sends
ing what it is, or what it does, or what it off a powerful wind blast.
looks like (more so if using Read Magic
or other reading spells). If it’s a generic
symbol, the first intelligent or semi-
intelligent creature setting eyes on it to
3 ) Fly
Spell PWL: Sorcerer, 3rd Level
Range: Caster
examine it or understand it, will trig- Duration: Level turns + or - 1d6
ger it (for example: entering the room
and seeing the symbol does not trigger The subject is granted the possibility
it; asking what’s on the symbol, exam- to fly - in any direction, and as fast as
ining the symbol, etc. will trigger it). the subject would be able to run. If the
When triggered, the ward explodes target is the caster, the spell will last a
and inflicts 3d6 damage in a range of number of turns equal to the caster’s
1 zone (the zone where the ward is) and Level +1d6 (rolled in secret by the
additional 1d6 in all adjacent zones. GM). If the target is someone else, the
Any caster has a 50% chance of recog- spell will last a number of turns equal
nizing the ward as dangerous, and 75% to the caster’s Level - 1d6 (minus); sub-
if of a higher Level than the one that tract the d6 roll result (again roll in se-
has cast the ward. Anything that makes cret) from the caster Level, and if the
the ward unreadable, or breaks its pat- result is zero or negative, the spell can-
tern, will neutralize it. not lift the target.
35
4 ) Fluid Form
Spell PWL: Sorcerer, 3rd Level
Range: Touch
Duration: 1d6 turns + Level
The subject (caster or a willing tar- Saving Throw vs. paralysis (with STR)
get that must be touched while casting) and if failed they are completely para-
takes at will either liquid or gaseous lyzed. They live and breathe, but cannot
form: all the gear, clothes etc. will turn even speak. If the caster targets only a
into liquid or gas with them. While in single person, the ST is rolled with -2.
liquid or gaseous form, the subject can The spell is broken by attacks against
disappear in water or slip through small the target(s).
holes or be transported in jars etc. The
subject can end the spell before the time
and regain the original physical form,
with all their gear and stuff, but then
7 ) Indomitable (basic)
Spell PWL: Sorcerer, 3rd Level
Range: Touch
cannot transform again in liquid or gas- Duration: 1d6 rounds + Level
eous form.
The spell allows the target to gain a
5 ) Haste
Spell PWL: Sorcerer, 3rd Level
Range: 1 zone
supernatural speed and strength, which
grows proportionally to the number of
enemies engaging him. In combat, the
Duration: 1d6 rounds + Level target always makes one attack first
(winning automatically the initiative)
A number of creatures equal maxi- and then gains one free attack against
mum to the caster Level benefits from every adversary that attacks him - al-
supernatural speed: these creatures though adversaries with multiple at-
move at double their speed, automati- tacks can be countered just once.
cally win Initiative in combat, and in
every combat round they can perform
twice the number of actions they would
regularly. It cannot combine with other
8 ) Protection from Evil (zone)
Spell PWL: Sorcerer, 3rd Level
Range: all allies in the same zone
spells increasing speed or strength. It Duration: 6 turns (approx. 1 hour)
is also possible to cast two spells per
round, while under the effect of this The spell creates a magical field of
enchantment. protection around the caster and his
allies, blocking out all evil creatures,
36
PowerLevel 4
Circle of Mastery
The subject becomes almost invul- The spell allows the wizard to detach
nerable to normal missiles, gaining a one of his eyes, and send it floating
+6 AC against arrows, darts, stones, at a maximum distance as the spell’s
etc. Huge boulders or ballista’s projec- range. While the eye floats around, the
tiles are too large to be stopped, so just eye-socket of the wizard appears as a
count +2 AC against those. The spell dark hole, but does not bleed nor hurt.
does not protect against magic. The wizard can see through the float-
ing eye as long as he closes the other.
10 ) Slow
Spell PWL: Sorcerer, 3rd Level
Range: 2 zones + Level zones
The eye becomes invisible while float-
ing, and can move twice the speed of
a running human or horse. The eye is
Duration: 2 rounds x Level extremely hard to hit because it’s invis-
ible and makes no noise, but creatures
The target of the spell is slowed that can see the invisible will be able to
down and can attack, cast spells, etc. detect it. If anyone manages to hit the
only every other round. The target eye, the caster suffers 2 HP damage and
must skip all actions in the first round the eye snaps back into place instantly,
after the spell is cast, then can perform thus ending the spell.
major actions or movements in the
second round, minor ones in the third,
major in the fourth, minor again and
so on. If the target passes a Save vs.
2 ) Charm Monster
Spell PWL: Sorcerer, 4th Level
Range: 3 zones
Magic successfully, they suffer only the Duration: Until dispelled
consequence of skipping the actions Cost: as 2 daily spells
in the first round, then can act freely.
The caster can affect also multiple crea- This spell affects one targeted living
tures, of an HD total equal or lower monster or even human or humanoid
of the caster’s Level, and each should up to the size of a large ogre or troll.
roll an independent Save vs. Magic. If The target can be only one if with HD
the caster targets a single creature, the 4 or more, or it can be extended to 2d6
creature’s HD can be higher than the creatures if they are all of HD 3 or
caster’s Level. less, but in that case they gain a +2 to
their Save. If the Saving Throw fails,
the monster is charmed as in Charm
Person and will treat the caster as a
trusted friend or ally, or as a member
37
of the pack or similar (depending on or lower are allowed no Saving Throw.
the monster’s intelligence). A new Save Creatures of HD 3 or more are allowed
is allowed every hour, or every morn- a Save and if they succeed they shake
ing if the caster’s Level is higher than off the effect of the spell right away,
the victim’s HD. The victim retains full but lose a round if in combat. While
memory of all their acts while under confused, a creature will act accord-
the effects of the spell. ing to the actions of list 1 if the caster
and/or his allies are visible, and accord-
3 ) Cone Of Fear
Spell PWL: Sorcerer, 4th Level
Range: 2 zones + Level
ing to list if the caster and/or his al-
lies are not visible to the creature. List
1 (if caster or his allies are visible), roll
Duration: 2 rounds + Level 1d6: 1-Creature attacks caster, 2-Crea-
Cost: as 2 daily spells ture attacks caster’s allies, 3-Stands and
babbles incoherently, 4-Moves away
This powerful variant of Cause Fear from the caster in fear, 5-Attacks near-
instills a wild terror in the targets: it est own ally, 6-Attacks strongest own
affects a maximum of 3d6+Level crea- ally. List 2 (if caster or his allies are not
tures in a cone shaped area, up to a dis- visible), roll 1d6: 1 or 2-Stands and bab-
tance of the maximum spell’s range. bles incoherently, 3-Moves away from
The spell affects first lower HD crea- the generic direction where the caster
tures, but can affect also non-human is, victim of a strange inexplicable fear,
and non-humanoid creatures, but of 4 or 5-Attacks nearest own ally, 6-At-
course not undead. Targets that fail the tacks strongest own ally.
Saving Throw will run away in panic,
and there’s a 50% chance that they will
drop whatever they’re holding. While
running away, the target retains basic
5 ) Dimension Door
Spell PWL: Sorcerer, 4th Level
Range: 5 zones + Level
control of their action, but will not Duration: Immediate
communicate with others, nor slow Cost: as 2 daily spells
down, until the spell effects cease. The
cleric’s Remove Fear blessing allows to The spell allows the caster to teleport
counter this spell. a single subject to the desired location.
The subject can be the caster or a will-
4 ) Confusion
Spell PWL: Sorcerer, 4th Level
Range: 2 zones + Level
ing subject, or it could be an unwilling
target. Regardless, if the target is not
the caster, then it must be in the same
Duration: 1 round x Level in combat, zone as the caster. While teleported, a
otherwise 1 Turn x Level target maintains all his gear and every-
thing he’s touching, but does not tele-
The spell affects 3d6 creatures as in- port other creatures. Contended objects
dicated by the caster, within the spell’s are assigned randomly. The destination
range. It targets first weaker creatures must be within the range of the spell,
of lower HD, and creatures of 3 HD and might be visible or not. If not, then
38
it must be either a place known to the switch it, so that it appears as some-
caster, or an exact spot determined by thing different. Whenever in doubt or
measurement: if the spot is already oc- if the caster didn’t specify anything,
cupied by a solid body, the spell fails. treat it as neutral. For all other pur-
If the target is unwilling to be tele- poses, the character does not appear to
ported, they can roll a Save vs. Magic; change in any way. For example, the
if they succeed in the Save there is a 1 Caster, even though dressed in dark
in 4 chance that the caster is teleported necromantic robes, casts the spell and
instead but only if the target creature declares to appear as lawful. Nothing
HD was higher than the caster’s Level. in the caster’s appearances changes,
but if a lawful NPC interacts with the
6 ) Extension (basic)
Spell PWL: Sorcerer, 4th Level
Range: Caster
caster, the player might indeed exploit
the spell (counting one of three in-
stances). Later on, the same caster in-
Duration: Immediate teracts with a cursed magic object: the
GM reveals that it’s indeed cursed and
The Extension-basic gives additional that it’s checking the caster’s alignment
strength to the next spell: the caster (no further details required). The caster
can decide if to increase the Range of decides to switch to chaotic (second in-
the next spell up to 50% more, if to in- stance), and in fact avoids the curse that
crease the Duration up to 50% more, affected only lawful characters. The
or increase the effect. If the caster in- spell ends after three uses, or at dawn
creases the effects of the next spell, (whichever occurs first).
add one die to its effects, or a +2 bo-
nus to its effects, or a -2 to the Save to
resist its effects, and the like. The GM
is the ultimate arbiter about what can
8 ) Indomitable (advanced)
Spell PWL: Sorcerer, 4th Level
Range: Touch
be increased and how, but all the afore- Duration: 2d6 rounds + Level
mentioned examples should be allowed
for basically every spell. Note that the The spell allows the target to gain a
caster must cast Extension-basic suc- supernatural speed and strength, which
cessfully and the next spell must be cast grows proportionally to the number of
within the same day. enemies engaging him. In combat, the
target always makes one attack first
7 ) False Alignment
Spell PWL: Sorcerer, 4th Level
Range: Caster
(winning automatically the initiative)
and then gains one free attack for every
attack against him - countering every
Duration: 3 instances (or until dawn) single attack, also multiple attacks from
the same adversary.
By default, the caster appears of
any alignment they will specify to
the GM: they could appear as lawful,
chaotic, neutral and/or any other ex-
act alignment as in use in your game.
Moreover, every time a magic object, a
spell, a curse, an NPC, etc. checks the
alignment of the caster, the caster can
39
Circle of Control
1 ) Ice Storm
Spell PWL: Sorcerer, 4th Level
Range: 4 zones
3 ) Plant growth
Spell PWL: Sorcerer, 4th Level
Range: 9 zones
Duration: 1 round Duration: Until dispelled
A sudden vortex of ice, snow and hail Cause normal vegetation (grasses,
forms in a circle of the size of 1 zone, bushes, trees, vines, etc.) to grow ex-
within the 4 zones range from the cast- traordinarily. The spell affects vegeta-
er. The vortex inflicts 3d10 HP damage tion that begins within range, and then
to a single creature within the area of continues maximum to the extent of
the circle, or 2d10 HP damage to multi- a couple of large buildings or a small
ple creatures, as chosen by the caster. If fortification. The caster can decide the
the storm inflicts 2d10 damage, it will shape and precise effect of growth. Al-
also throw the targets out of balance, lowed effects are: forming an impass-
to the ground, or push them against a able forest that will stop humanoids
wall, extinguish a fire, etc. as chosen by and horse and other animals; or form
the caster. a thick canopy that will hide anyone or
anything below it; or grow to an un-
40
are not gained in the new form (for
example, no petrifying gaze or deadly
venom). The spell will last 1 day per
caster’s Level, but every morning the
target is allowed a new Save, if they
were unwilling to be transformed. By
casting the spell a second time on the
same target, while already in the new
shape, the caster can make the change
permanent: the target is allowed a final
Save but failure means that only Dispel
Magic will be able to revert the target
to the original form. When the trans-
formation becomes permanent, the tar-
get also loses the original intelligence,
memory etc. and retains just a vague
instinct to keep close to its former al-
lies, friends and so on.
5 ) Polymorph Self
Spell PWL: Sorcerer, 4th Level
Range: Caster
Duration: 2 rounds + Level
41
of course no skills, abilities, etc. The
spell duration is considered immedi-
ate: it changes the transformation that
8 ) Wall of Ice
Spell PWL: Sorcerer, 4th Level
Range: 3 zones
occurs in another spell, then it’s over; Duration: 12 turns (approx. 2 hours)
refer to the other spell for the real dura-
tion. If you rolled this spell randomly, A thick wall of ice appears within
roll another die and on an even number the 3 zones range, in the size and shape
take also Polymorph Other, on an odd desired by the caster. The wall can be
number Polymorph Self. roughly as big as 1 zone x Level, so a
4th Level caster can for example enclose
7 ) Wall of Fire
Spell PWL: Sorcerer, 4th Level
Range: 3 zones
a 1 zone area in a squared or circular
ice wall (4 walls of 1 zone size for the
square); at 5th Level the caster could
Duration: Until dispelled, also conjure a roof, etc. Of course, a 4th
at most 6 turns (approx. 1 hour) Level caster could also create a straight
wall of 4 zones length, etc. The wall is
A thick wall of raging flames erupts impenetrable to creatures of 3 HD or
within the 3 zones range, in the size and less; creatures of 4 HD or more have
shape desired by the caster. The wall the chance to break through it taking
can be roughly as big as 1 zone x Level, 1d4 x caster’s Level damage, or 1d6 x
so a 4th Level caster can for example Level to fire monsters, or monsters ac-
enclose a 1 zone area in a squared or customed to hot conditions. The wall
circular flames wall (4 walls of 1 zone cannot be evoked where living crea-
size for the square); at 5th Level the tures are (creatures within a zone can
caster could also conjure a roof, etc. Of be separated, but creatures cannot be
course, a 4th Level caster could also trapped in the ice itself, just confined
create a straight wall of 4 zones length, by it). If snow or ice is already present
etc. The wall is impenetrable to crea- in large quantities, the size of the wall
tures of 3 HD or less; creatures of 4 can be doubled by magically controlling
HD or more have the chance to break such ice or snow.
through it taking 1d4 x caster’s Level
damage, or 1d6 x Level to undeads,
ice monsters, or monsters accustomed
to cold conditions. The wall cannot be
evoked where living creatures are (crea-
tures within a zone can be separated,
but creatures cannot be trapped in the
fire itself, just confined by it). If a large
fire is already present, the size of the
wall can be increased: add one zone for
a campfire, 2 zones for a bonfire, double
the fire wall size for a house in flames
or larger fires. The spell ends as soon
as the caster stops concentrating on it
and attempts any sort of different ac-
tion, including talking; and at most the
spell will last for 1 hour.
42
43
44
T he kind of magic power used by
clerics is sometimes referred to as
miracles, since they are believed to be
clerics do not depend on books to mem-
orize their blessings. It’s interesting to
notice, though, that the loss of faith or
a direct emanation of the divine power even plain blasphemy has never made a
of God and the Christian church. More cleric lose their power.
often, though, their work is just re- For this reason, sorcerers believe that
ferred to as blessings. the power used by the Christian clerics
Where sorcerers are scholars of the is nothing but Wild Magic reworked
dark arts, clerics represent a power into different rituals, but with the same
which is divine and requires not just source of the ancient pagan rites.
studying, but prayer and meditation. Such opinions, of course, are subject
Clerics need this type of prayers and of violent debate and heresy accusa-
meditation as much as sorcerers need tions, and it’s not rare for blood to be
time with their spellbooks, although spilled over such matters.
CHAPTER III
Blessings
For casting their miracles and bless- Using Clerics of a real religion might
ings, clerics need to hold a small re- be a problematic choice for some GM
ligious symbol (often a cross hanging or players. Discuss together if instead
from their neck). Lacking that, also fix- your game should feature original
ing their eyes on a religious represen- gods and spiritis, rather than those of
tation - such as a statue or a painting, christianity - although these are those
will do. everyone is likely familiar with, thus
usually works well for immersion.
Blessings’ Rules
45
Casting Blessings
S ame as a sorcerer, a cleric has access
to all the blessings they’ve learned
so far, without the need to decide which
Clerics have a limited number of
blessings to cast per day: equal to
their Level + the Wisdom modifier.
ones to memorize on each day. The clerics believe that the exhaustion
When casting a blessing, the cleric caused by casting is a sign of the div-
takes a Turn (several minutes) to con- ity to warn the cleric not to abuse their
centrate and speck the appropriate power.
words and prayers. As for spells, bless- All blessings (cast in a Turn or in a
ings can also be cast within a few sec- Round) count towards this limit, and
onds (a single Round of combat), but at the level of the blessing is irrelevant,
greater risk. unless otherwise stated by the bless-
Regardless of the casting time (a ing’s description itself.
Turn or a Round), the cleric must pass
a Wisdom Attribute check to cast the
blessing successfully. Fail To Cast A Blessing
A success in the Attribute check
means the blessing casting was flawless
and that the blessing’s effects apply as
indicated.
A failure in casting, because of an in-
terruption or because of a failure
with dice, requires the cleric to roll on
While casting the cleric cannot per- the table to the side.
form other significant actions; they can If the blessing was cast taking more
move at slow pace but cannot really time (a Turn), roll twice on the table:
interact with other people or things. the player will decide which effect to
Stress or pain, as for sorcerers, will apply of the two possible results. If
cause the blessing to fail. both results are the same, just apply that.
46
d6 roll Effect lost or forgotten but the cleric needs
1-2 Energy drain; additional cost to regain trust and confidence, and
3-4 Blessing backfires; suffer harm strenghten their soul, before casting it
5-6 Blessing becomes unstable again.
Usually clerics can do their prayers
Table 33: Failure to cast a blessing
and ceremonies when the group takes a
long rest or camps for the night.
If the blessing was cast in haste, tak- Only one Unstable blessing can be
ing only one Round in combat or just regained during a period of rest or
a few instant (for example to face an while making camp. If more than one
emergency situation), roll twice but the blessing is Unstable, the cleric needs
GM decides which effect to apply, to to wait until the next long rest or occa-
maximum deteriment for the character. sion to make camp, to recover another.
The negative effects for failing the If the characters are back to civiliza-
roll to cast are described below. In all tion, assume that two blessings per day
cases, remember that casting fails, so are recovered from the Unstable state.
the blessing’s effects do not apply.
47
Blessings Blessings Description
Blessings Circles
48
Blessings List
Circle Of Care
blessing your cleric knows or learns. 1) Continual Light
2) Cure Disease
PowerLevel 1 3) Cure Poison (advanced)
4) Cure Serious Wounds
Circle Of Faith 5) Resist Cold/Fire
1) Cure Light Wounds 6) Sacrifice
2) Detect Evil (Cleric)
3) Detect Magic PowerLevel 4
4) Light
5) Protection from Evil Circle Of Spirits
6) Purify Food and Drink 1) Block Spells
7) Turn minor Undead 2) Detect Lie
8-10) Turn minor Undead I (repeat) 3) Dispel Magic
4) Prayer
PowerLevel 2 5) Speak with Dead
6) Strengthen
Circle Of Bless
1) Bless Circle Of Saints
2) Confess 1) Create Food and Water
3) Holy Water 2) Cure Critical Wounds
4) Remove Fear 3) Protection from Evil (zone)
5) Sanctuary 4) Remove Curse
6) Silence (basic) 5) Restore
6) Turn Major Undead
Circle Of Charms
1) Cure Poison (basic)
2) Find Traps
3) Hold Person (basic)
4) Invisibility to Undead
5) Snake Charm
6) Speak with Animals
PowerLevel 3
49
50
PowerLevel 1
Circle Of Faith
By imposing the religious symbol, the The target (person or object), which
cleric cures 1d6+1 HP of damage, and must be within range, produces light as
heals light wounds. a torch. It illuminates 2 zones, 3 at best.
The caster can reduce the light, but
3 ) Detect Magic
Blessing PWL: Cleric, 1st Level
Range: 2 zones
around the caster, blocking out all evil
creatures, mind control, summoned
creatures and similar. The caster gains
Duration: 2 turns a +2 AC against their attacks, and +2
for Saving Throws against their spells
The caster can detect magic in places, and similar. The spell does not grant
people or things. For example, magi- immunity but serves as additional pro-
cal items may be discovered with this tection, and allows the caster to attack
spell, as well as the presence of a charm those evil creatures from behind this
laid upon a person or a place. A magi- magic protection.
cal light will appear around all magic
within the range. Invisible creatures
are seen as a glowing shape when invis-
ibility is a spell and not a magic feature
or property. No details about the mag-
ic are revealed by this spell, but Read
Magic can be used as a follow-up spell
to gather information.
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6 ) Purify Food and Drink
Blessing PWL: Cleric, 1st Level
Range: Touch
The cleric has the chance to turn
a variable number of undead, if the
blessing is cast successfully. Roll a d6 +
Duration: Immediate Level and an equal number of Hit Dice
undeads will turn. For example, on a d6
Enough food and water for up to a roll of 2 and Cleric Level 1, the cleric
dozen people is made pure, removing could turn 3 undeads of 1 HD each,
spoilage and poisons. The spell does or 1 undead of 1 HD and 1 of 2 HD.
not make edible something that is not, Undead with lower HD will always be
but for example can turn the flesh of a turned before those of higher level.
monster into something that could feed
a human being without making them
sick or poisoning them. It also removes
poison, but only from food and drinks.
8 -10) Turn minor Undead I (repeat)
52
PowerLevel 2
Circle Of Bless
1 ) Bless
Blessing PWL: Cleric; 2nd Level
3 ) Holy Water
Blessing PWL: Cleric; 2nd Level
Range: Touch
Range: Touch, but not during combat Duration: Immediate
Duration: 6 turns (approx. 1 hour)
The target water must be still and
The target gains courage and forti- in a small container (a basin, a vial, a
tude, gaining a +1 to all attack rolls (to bottle... not a river, a lake, a fountain).
hit and damage) and also improves mo- The cleric should cast Holy Water for
rale (increase the die size). It does not six days in a row (no roll needed, but
dispel fear spells, though (see Remove it counts towards the daily blessings
Fear instead). It also makes a weapon limit) and then again at dawn the sev-
or armor blessed (same as magical, en- enth day (roll, this time), while filling
chanted). appropriate containers if needed (vi-
als, bottles, water-skins). If the seventh
2 ) Confess
Blessing PWL: Cleric; 2nd Level
Range: Touch
blessing is successful, the water in the
given container is considered to be holy.
53
Circle Of Charms
5 ) Sanctuary
Blessing PWL: Cleric; 2nd Level
Range: Caster
1 ) Cure Poison (basic)
Blessing PWL: Cleric, 2nd Level
Range: Touch
Duration: 2 rounds per Level Duration: 6 turns (approx. 1 hour)
The cleric is spared by most of the The target is allowed to re-roll a sin-
enemy attacks: any enemy willing to gle Saving Throw against poison that
make an attack against the cleric of any they just failed, to negate the poison ef-
kind (ranged, melee, but also magical, fects. If the poison was deadly and the
etc.) must pass a Save vs. magic. If the blessing is administered within 1 turn,
Save is failed, the enemy will instead the character can come back to life. If
attack someone else. If there are no the character is not poisoned (yet), the
other valid targets, though, the Save is blessing will allow a single re-roll for
considered automatically passed. Area the first poison occurrence of the next
attacks can be aimed to others and af- hour.
fect the cleric just because he’s within
range.
2 ) Find Traps
Blessing PWL: Cleric; 2nd Level
6 ) Silence (basic)
Blessing PWL: Cleric; 2nd Level
Range: 6 zones
Range: 2 zones
Duration: 2 turns
54
4 ) Invisibility to Undead
Blessing PWL: Cleric; 2nd Level
Range: Touch
to less than 1 turn. Snakes are limited in
following commands by their own ani-
mal and limited intelligence, and can-
Duration: 1d4 + Level turns not telepathically answer to the cleric,
but can perform basic tasks and perhaps
The cleric or the target becomes at communicate other manners.
all effects invisible to undead; they can-
not hear, smell or see the subject of the
blessing as long as the blessing lasts.
The subject doesn’t know the exact du-
6 ) Speak with Animals
Blessing PWL: Cleric, 2nd Level
Range: Caster
ration of the blessing: the turns coun- Duration: 6 turns
ter is kept in secret by the GM. The un-
dead creatures will ignore the subject The cleric can speak with normal or
completely, as long as they don’t some- giant animals; when casting the bless-
how attract attention (attacking an ing the cleric should define a single and
undead, taking something from them simple family of animals, and the com-
directly). Anything that interacts only munication will be allowed only with
in minor ways with the environment those (for example: little birds, birds
will go unnoticed (like taking a small of prey, wolves and dogs, small in-
object or a little part of a treasure, as sects, spiders, farm animals, and so on).
long as it’s not on the undead bodies The communication is limited by the
themselves). If a single undead atten- animals’ intelligence, and usually the
tion is triggered, in the following round cleric cannot receive verbose responses,
(a few seconds) all other undead in the but only simple ones (such as yes and
area will be able to see the subject of no), simple concepts (fear, danger, safe,
the blessing. follow, etc.) and brief visions of the
animal’s memory. The animals do not
5 ) Snake Charm
Blessing PWL: Cleric; 2nd Level
Range: 3 zones
change their attitude or become espe-
cially friendly, but will be potentially
more cooperative: fearful animals will
Duration: Variable grant some trust to the cleric, and ag-
gressive ones will probably delay their
One hit die (1 HD) of snakes or rep- attack. Depending on the concepts ex-
tiles or other cold blooded creatures can pressed by the cleric and his gestures,
be charmed into indifference or passiv- the attitude of the animals might shift
ity for 2d4 turns, if they’re not engaged towards very friendly or openly aggres-
in combat or excited against the cleric sive. After gaining the trust of some
for any reason. If the target is already animals, the cleric might even request
hostile, the blessing will last only 2d4 from them some simple service or task.
rounds of combat, but not cease if the
snakes are attacked. Non-hostile snakes
can also be forced to submit to the cler-
ic’s telepathic commands, although this
will reduce the blessing of 1d4 turns
(rolled in secret by the GM), but never
55
PowerLevel 3
Circle Of More Bless
1 ) Bless (advanced)
Blessing PWL: Cleric; 3rd Level
Range: Touch, but not during combat
3 ) Detect Illusions
Blessing PWL: Cleric; 3rd Level
Range: 1 zone per Level
Duration: Immediate Duration: 1 turn per Level
The target gains a number of points As long as the spell lasts, the caster is
equal to 1d6+Cleric’s Level, to be used able to distinguish illusions from real-
until the next dawn. Points can be spent ity. The caster is still able to see the illu-
at will to adjust any sort of rolls (at- sion, but at the same time can recognize
tributes checks, saving throws, attack it for what it is, and see the reality be-
rolls, etc.) but not damage or magic hind it. By reducing the spell range and
rolls (resistance to magic, yes, and sav- duration of one per additional subject,
ing throws against magic, yes). The the caster can grant this power to oth-
player must declare how many points ers (reduce of 1 zone and 1 turn to give
they wish to spend before the roll is this power to an ally, of 2 zones and 2
made. If cast on a weapon, it gains 1d6 turns for two allies, etc.).
extra damage in the next combat, and
on armor it grants 1d6 AC points to be
spent during the next combat (to de-
clare before each round).
4 ) Hold Person (advanced)
Blessing PWL: Cleric; 3rd Level
Range: 3 zones
Duration: 6 turns (approx. 1 hour)
2 ) Blessed Protection
Blessing PWL: Cleric; 3rd Level
Range: Touch, but not during combat
The cleric targets 1d4 humans or
humanoids (only sentient bipeds; cen-
Duration: 1 turn per Level taurs count double because they have
four legs, undead and other monsters
The clothes touched by the Cleric gain are immune): each target is allowed a
a 1d6 AC and not less than the Cleric’s Saving Throw vs. paralysis (with STR)
own Level, but not more than AC +6. and if failed they are completely para-
The target must be clothing of some lyzed. They live and breathe, but cannot
kind, covering enough of the body, and even speak. If the cleric targets only a
cannot be regular armor. Wearing ar- single person, the ST is rolled with -2.
mor or other protections does not undo The spell is broken by attacks against
the blessing, but also does not cumulate the target(s).
(incl. shields).
56
Circle Of Care
57
3 ) Cure Poison (advanced)
Blessing PWL: Cleric; 3rd Level
Range: Touch
5 ) Resist Cold/Fire
Blessing PWL: Cleric; 3rd Level
Range: Touch
Duration: Immediate Duration: 1 turn per Level
The target is allowed a single re-roll When casting the blessing, the cleric
as per Cure Poison (basic). Moreover, a should specify if casting against cold or
single poison dose is neutralized com- against fire. The blessing grants that
pletely: if the poison requires addition- natural (non-magical) freezing cold or
al Saves, might cause lasting effects, etc. fire (and heat) will leave the target un-
then the blessing cancels them all out. harmed. The target also gains a +2 to
If the character was poisoned with two Saving Throws against magical or area
different poisons, two blessings are re- attacks based on cold, and +3 against
quired to negate both of them. fire and heat. Additionally, damage in-
flicted by magical cold or fire and heat
58
PowerLevel 4
Circle Of Spirits
1 ) Block Spells
Blessing PWL: Cleric, 4th Level
Range: Touch
another 30 minutes. Something that is
not true but is said with honest belief
that it is, will be detected as the truth by
Duration: 1d6 + Level turns the blessing. In other words, the bless-
ing does not judge the reality of things,
The cleric can cast this blessing on but what the speaker believes. Many lies
himself and on other targets as well, as heard all at once will cause 1d8 damage
long as all of them are touching each to the cleric and make the blessing end
other when casting. When casting, roll abruptly because of the shock.
for the duration and divide the num-
ber of turns equally (rounded down)
among all those protected. As long as
one is protected by this blessing, all evil
3 ) Dispel Magic
Blessing PWL: Cleric, 4th Level
Range: 5 zones
and chaotic spells and spell-like abili- Duration: Immediate
ties are resisted with a +8 bonus to the Cost: as 2 daily blessings
Saving Throw, while a +4 is granted
to Saves against other spells, spell-like, The spell can be used to dispel most
and various magical effects. spells and enchantments, and tempo-
rarily neutralize magic items and spe-
2 ) Detect Lie
Blessing PWL: Cleric, 4th Level
Range: Touch
cial magical powers of monsters and
creatures. The spell automatically ne-
gates and ends every spell in its range
Duration: 6 turns (approx. 1 hour) (also friendly spells, and other spells
of the same caster) that were cast by
For one hour, every lie that the cleric a character or creature of Level equal
hears will be perceived as a little painful or lower than the caster. Spells or crea-
shock, allowing the cleric to recognize tures of higher level have a cumulative
every statement as true or false. Note 15% chance of avoiding the spell for
that the blessing, when detecting a lie, each Level (or HD) of difference. Magi-
does not give to the cleric any insight cal items and special and magical pow-
about what would be the truth, but just ers of monsters and creatures (but not
certain knowledge that the one speak- other casters) are nullified for 1d6+1
ing is currently lying. The blessing turns. Unless specified, all magic items
lasts one hour, and can be used in ret- are the equivalent of Level 5+1d4. If
rospect to analyze something that was cast by touching the object and every
said not more than one hour before. day at dawn for three days in a row, it
The total duration of the blessing is will disenchant an item permanently
one hour, so if the cleric goes back in (roll the chance of save only on the
time 30 minutes to validate something third day).
he heard, he can still use the spell for
59
4 ) Prayer
Blessing PWL: Cleric, 4th Level
Range: Caster
6 ) Strengthen
Blessing PWL: Cleric, 4th Level
Range: Touch
Duration: Until next blessing Duration: 1d6 + Level turns
The prayers of the cleric give ad- This spell might be cast upon a crea-
ditional strength to the next blessing: ture or an object, making them larger
the cleric can decide if to increase the and proportionally stronger. A creature
Range of the next blessing up to 50% gains 1d6 Strength (adjust the combat
more, if to increase the Duration up to bonuses, to hit and damage, appropri-
50% more, or increase the effect. If the ately) and grows of around 50% its
cleric increases the effects of the next size. If the caster is Level 5 or higher
spell, add one die to its effects, or a +2 and so it the target creature, the size
bonus to its effects, or a -2 to the Save to can be doubled and the Strength grows
resist its effects, and the like. The GM of 2d4. The Strength score cannot
is the ultimate arbiter about what can grow beyond 19 for a human (with a
be increased and how, but all the afore- +4 bonus). The spell does not affect the
mentioned examples should be allowed targets’ gear, clothes and equipment. A
for basically every blessing. Note that Save is allowed against the spell, if the
the cleric must cast Prayer successful- target wants to resist the effects. If the
ly, and the next blessing must be cast spell is cast against an object, the caster
within the same day. is able to somehow control the growth,
at least partially, so the 50% or 100%
60
61
Circle Of Saints
This blessing creates 1d10 rations out The spell creates a magical field of
of some solid, natural (not magical) and protection around the caster and his
organic material. The rations are com- allies, blocking out all evil creatures,
plete of food and water, and although mind control, summoned creatures and
the food retains somehow the original similar. The caster and his allies gains a
aspect of the organic source material, it +2 AC against evil attacks, and +2 for
tastes good enough. As an alternative, Saving Throws against their spells and
the rations could be created for animals similar. The spell does not grant immu-
(like horses) but not a mix of the two. nity but serves as additional protection,
and allows to attack those evil creatures
62
Points at the next dawn, loss limbs will
be reattached or regrown, disfiguration
or mutations caused by curses are re-
moved, Attributes points restored, and
so on. The cleric, as a consequence of
the healing, will lose 1d4 Hit Points
permanently (remove from the Maxi-
mum Hit Points), even if the blessing
was unsuccessful.
63