LEVEL ONE |
LEVEL TWO |
LEVEL THREE |
LEVEL FOUR |
LEVEL FIVE |
LEVEL SIX |
LEVEL SEVEN |
---|---|---|---|---|---|---|
Bless |
Augury |
|
|
Atonement |
Aerial Servant + |
|
Command |
Chant |
Continual Light |
|
Commune |
|
|
|
Detect Charm |
Create Food & Water |
Divination |
Cure Critical Wounds |
Blade Barrier + |
|
Cure Light Wounds |
Find Traps |
Cure Blindness |
Exorcise |
Dispel Evil / Chaos |
|
|
Detect Evil |
Hold Person |
Cure Disease |
|
|
Find the Path |
|
Detect Magic |
Know Alignment + |
Dispel Magic |
Neutralize Poison |
|
Heal |
|
Light |
Resist Fire |
|
Prot. from Evil 10ft r. |
Plane Shift |
|
|
Prot. from Evil |
|
Glyph of Warding |
|
Quest |
|
|
Purify Food & Water |
Slow Poison |
Locate Object |
|
Raise Dead |
|
|
|
|
Prayer |
Tongues |
True Seeing |
Word of Recall |
|
Resist Cold |
|
Remove Curse |
City Harmony |
Slay Living |
Create Law Court |
? |
|
Spiritual Longsword |
|
Destroy Undead + |
? |
Detect Truth |
? |
Detect Illusion |
Detect Lie |
Bestow Curse + |
Oath |
? |
Greater Command + |
? |
Detect Invisibility |
E.S.P. |
Cure Serious Wounds |
Order's Wrath + |
? |
Imprisonment? |
? |
|
Turn Undead + |
Destroy Lesser Undead + |
True Speak |
? |
Mark of Justice + |
? |
Hold Undead + |
- |
|
? |
? |
? |
? |
- |
- |
- |
? |
? |
? |
? |
LEVEL ONE
Detect Illusion –
As
AD&D 1st-level Illusionist spell.
Detect
Invisibility – As
AD&D 2nd-level Magic-user spell.
Hold
Undead – As
AD&D 2nd-level Cleric spell Hold
Person, but
only undead creatures are affected.
LEVEL TWO
Spiritual Longsword
– As
D&D3 spell, Spiritual
Weapon (C2),
but the weapon appearing is a Longsword.
Detect Lie – As
AD&D 4th-level Cleric spell.
E.S.P. –
As
AD&D 2nd-level Magic-user spell.
Turn
Undead – As
AD&D 2nd-level Cleric spell Hold
Person, but
only undead creatures are affected, and will flee for 1 turn.
LEVEL THREE
Bestow Curse –
Reversed Remove
Curse.
Cure
Serious Wounds – As
AD&D Cleric 4th-level spell, but cures 3d8 hit points and any
serious injury.
Destroy Lesser Undead
– As
AD&D 2nd-level Cleric spell Hold
Person, but
only skeletons or zombies are affected, and will be destroyed.
LEVEL FOUR
City
Harmony – Casting:
Standard (7s, VS); Range: 0; Area: 10ft/level radius; Duration: 1
round/level; Save: None. This spell stops anyone getting
excited. It stops fanaticism and demoralizing spells being cast.
(C.f. Calm
Emotions,
D&D3 Cleric 2nd-level spell).
Destroy
Undead – As
AD&D Cleric 2nd-level spell Hold
Person, but
only undead creatures are affected, and will be destroyed.
Oath
– Casting:
1 Turn (VSM); Range: Touch; Area: Two willing creatures; Duration:
Permanent until dispelled; Save: None. Bind two people to a
pact. If one breaks the oath, the spell is dispelled and the oath
breaker is attacked by a Finger
of Death,
even if the save is made they suffer 1-6 points Constitution
loss.
Order's Wrath – As
D&D3 spell (Law 4).
True Speak –
Casting:
Standard (7s, VSM); Range: Touch; Area: 1 creature; Duration: 1
round/level; Save: Neg. (WISvWIS) Must be cast within a court
of law. One question is allowed per round; the target must answer
truthfully if they fail the save.
LEVEL FIVE
Dispel
Chaos – As
Dispel Evil
spell,
but Chaotic creatures/things are affected.
Slay
Living – Reversed
Raise Dead.
LEVEL SIX
Aerial
Servant – As
normal, but the creature summoned is a Valkyrie.
Create
Law Court – Casting:
3 Turns (VSM); Range: Within area of effect; Area: One room or area
up to 80x80ft delineated somehow; Duration: 1 month/level; Save:
None. The room acts a s a court, a warded area, it will detect
anyone entering with hostile intent and they will glow in the eyes of
any priest of Forseti. (C.f. Hallow,
D&D3 Cleric 5th-level spell).
Detect Truth
– Casting:
Standard (9s, VSM); Range: 0; Area: 5ft/level radius; Duration: 10
rounds/level; Save: None. This spell allows the caster to tell
whether anyone within the area of effect is lying. When lies are
spoken the speaker emits a dark cloud, visible only to the caster.
(C.f. Zone of
Truth,
D&D3 Cleric 2nd-level spell).
Greater
Command– As
D&D3 spell (C5).
Imprisonment–
As
AD&D 9th-level Magic-user spell.
Mark of
Justice – As
D&D3 spell (C5).
Description: -
Deity: |
Ammon-Ra, the Golden, Lord of Light, God of the Sun |
Sphere: |
The Sun. Protection & Healing. Fighting Evil. |
Alignment: |
Lawful Good |
Symbols: |
Disc/Sphere (gold) or Cross (red). |
Holy Days: |
Midsummer & Yule (June 22nd & December 25th) |
Services: |
Weekly (Sunday), at Sunrise, Noon and/or Sunset (minor services are also held daily). |
Sacrifices: |
Valuables, especially Gold items |
Priestly Garb: |
|
Weapons: |
Priests - Blunt only (maces, flails, hammers, club, staff); Paladins - Any (but only sword, spear & lance are cult). |
Armour: |
Any armour (preferably golden), any shield |
Skills/Traits: |
One Cult Weapon, Shield, Oratory, First Aid, Ride / Brave, Pious, Just, Honest, Generous |
<”Before Time”: Prehistory/Gods War>
<Events in historical times, post Gods War>
<Funeral customs, Fate of worshippers souls>
<Holy symbols, animals etc>
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?
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?
??: ?
B. Friendly (Goodwill)
??: ?
C. Neutral (Tolerance)
??: ?
D. Hostile (Antipathy)
??: ?
E. Enemy (Hatred)
??: ?
?
?
(SJW, 13 November 2011)