User Guide
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Magical Stone
RANGE: 0 DURATION: Special AREA OF EFFECT: Special
Temporarily enchanting up to two small stones (no larger than sling
bullets), a cleric may hurl these at an opponent for 1–4 points of
damage. The stones are considered +1 weapons for determining if a
creature can be struck, and the magic of each stone lasts for one half
hour or until used. To use this spell, your character must find the
stones, hold them in his or her hands, and then cast the spell.
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Protection from Evil
RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched
When this spell is cast, it creates a magical barrier around the recipi-
ent at a distance of one foot. The barrier moves with the recipient and
all attacks made by evil creatures against the protected character
receive a -2 penalty to each attack roll.
SECOND-LEVEL CLERIC SPELLS
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Aid
RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched
This spell acts like a bless spell and confers 1–8 extra hit points. The
temporary hit points are subtracted before the character’s own if he
or she is injured in combat. The spell’s duration increases with the
level of the caster.
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Draw Upon Holy Might — DEX
RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster
Invoking this spell causes the cleric’s body to act as a vessel for the
energy of his or her god. The caster’s Dexterity increases by +1 for
every three levels of experience. The effect lasts for the duration of
the spell. It cannot increase Dexterity beyond a value of 18.
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Detect Magic
RANGE: 0 DURATION: Long AREA OF EFFECT: Carried items
This spell allows the caster to determine if any of the items being
carried are magically enchanted. All magic items are indicated for a
short period of time. High-level paladins can cast detect magic spells.
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Detect Pits
RANGE: 0 DURATION: Long AREA OF EFFECT: 10’ path, 40’ long
Upon casting this spell, the caster is able to detect pits in the immedi-
ate vicinity of the party. The spell is directional and detects dangers
in front of the party. Although the caster may uncover the location of
a pit by using this spell, neither the exact nature of the pit, nor how to
overcome the danger it presents are revealed.
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Invisibility to Undead
RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster
A useful spell for those stalked by the rotting terror of the undead
while exploring Har’Akir. When cast, invisibility to undead causes an
undead creature to lose track of and ignore your party. Powerful
undead with many hit points may negate the effect of this spell. Note
also that a cleric protected by this spell cannot turn undead and that
the spell ends immediately if the affected character makes an attack.
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Light
RANGE: Long DURATION: Medium AREA OF EFFECT: Caster
This spell causes a luminous glow to appear around the caster. The
light is equal in brightness to torchlight, but multiple castings do not
provide a greater light. This is a good spell to use when torches are
not available, and is especially useful in underground labyrinths.
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