Thursday, May 13, 2010

Clerical Spell Lists by Deity

Seeing as how the party’s two surviving clerics are about to advance to 2nd level and gain the ability to cast spells, I thought it was time to reveal what those spells are. Each has access to eight 1st level spells, but they are not the exact same eight. Without getting into the complex notion of spheres and domains that are artifacts of later editions, I do want to make clerics a little different from one another. With that in mind, I’ve replace one spell off of the 1st level list with a prayer that duplicates the effects of another spell, possibly from another class’ spell list. For ease of reference, the spell name remains unchanged. I intend to do this with each level of spells, but we’ll concentrate on the beginning spells for now. Additional adjustments to the class may occur once the clerics reach 4th level, but my final decision on that can wait for now.

This list will be updated as additional deities enter the campaign and clerics advance to higher levels.

Donblas the Law Lord

1st Level
1) Command (see AEC p. 32)
2) Cure Light Wounds
3) Detect Evil
4) Detect Magic
5) Light
6) Protection from Evil
7) Remove Fear
8) Resist Cold

Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Law Lord receive a silver holy symbol depicting the upward pointing arrow of Donblas. This symbol allows the cleric to know if a single statement spoken by another living individual is true or false once per day with 100% accuracy.

Hyrn the Horned Lord

1st Level
1) Cure Light Wounds
2) Detect Magic
3) Light
4) Invisibility, Animal (see AEC p. 45)
5) Locate Creature (see AEC p. 45)
6) Purify Food & Drink
7) Remove Fear
8) Resist Cold

Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Horned Lord are gifted with a forester’s floak with a bone cloak pin bearing the Twin Antlers of Hyrn. This cloak gives the cleric a +1 bonus to surprise when in wooded areas. Multi-classed priests allowed to use bows are further given a quiver of 20 sureflight arrows (+1 bonus to hit good for a single use each. If recovered after battle, they may be used as normal arrows, but the stress of hitting their targets affects their exquisite balance permanently).

Mog the Spider God

1st Level
1) Cure light wounds
2) Detect evil
3) Detect magic
4) Light
5) Protection from evil
6) Purify food & drink
7) Remove fear
8) Spider climb (as the 1st level magic-user spell; see AEC p. 77)

2nd Level
1) Bless
2) Find Traps
3) Know Alignment
4) Hold Person
5) Resist Fire
6) Silence 15’ Radius
7) Speak with Animal
8) Web (as the 2nd level magic-user spell; see LLR p. 41)

Initiation: Upon being indoctrinated into the first circle of mysteries (i.e. reaching 2nd level), all clerics of the Spider God are gifted a silver holy symbol depicting the spider form of Mog. When worn, the symbol grants the priest a +1 bonus to saving throws vs. spider venom.

Deity Specific Power (gained at 4th level): Clerics of Mog gain the ability to Turn spiders (but not spiderlike creatures) as if they do the undead. This ability use is resolved as if the cleric were three levels less in power (i.e. a 4th level cleric Turns spiders as if he were a 1st level cleric), but is otherwise identical to normal Turn attempts.

Yg the Father Serpent

1st Level
1) Cure light wounds
2) Detect evil
3) Detect magic
4) Hypnotism (as the 1st level illusionist spell; see AEC p. 51)
5) Protection from evil
6) Purify food & drink
7) Remove fear
8) Resist cold

4 comments:

  1. I love this way of handling things. Just enough difference for some real flavor and personality, without any annoying crunch.

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  2. Thanks. I like "different but simple" and try to embrace that design philosophy whenever possible.

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  3. Why are the clerics only able to cast spells starting at 2nd level? Is that a house rule? Labyrinth Lord allows clerics to cast spells at 1st level. I ask because I saw a post on another blog (Jeff's Gameblog maybe?) about how he had inadvertantly kept the clerics from casting spells at 1st level because he forgot about the difference between LL and O/Basic D&D.

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  4. It's both a house rule of mine and a relic from the first game session. At the onset, I was running W&T using the Original Edition Characters sourcebook for Labyrinth Lord. However, the more I thought about it, the less I wanted to adhere to all of those rules so I switched several things around. I now run the game using some rule from OEC and some from Labyrinth Lord Revised.

    Clerics not having spells until second level is my preference and I make a big deal about a cleric's initiation into the inner mysteries of his temple in game.

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