THE HEALERS of Ammon-Ra - "The One True Faith" |
(SJW, 25 November 2011) |
1st Level |
2nd Level |
3rd Level |
4th Level |
5th Level |
6th Level |
7th Level |
---|---|---|---|---|---|---|
Bless |
Augury + |
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|
Atonement |
|
Astral Spell |
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Detect Lie |
Commune |
|
Control Weather |
|
|
Create Food + |
Divination + |
|
|
|
Cure Light Wounds |
Find Traps |
|
|
Dispel Evil + |
|
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Detect Evil + |
|
|
Lower Water + |
|
Find the Path |
|
Detect Magic + |
Know Alignment + |
Dispel Magic |
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|
|
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Light |
Resist Fire |
|
Prot. from Evil 10ft r. |
Plane Shift + |
Part Water + |
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Protection from Evil |
Silence 15ft r. + |
|
Speak with Plants |
Quest + |
Speak with Monsters |
Resurrection |
Purify Food |
|
Locate Object |
|
Raise Dead |
Stone Tell + |
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Remove Fear |
|
|
Tongues + |
True Seeing |
Word of Recall |
Wind Walk |
Resist Cold |
Speak with Animals |
|
Cure Critical Wounds |
Heal |
Banishment + |
Greater Planar Ally + |
Sanctuary |
|
Speak with Dead |
Destroy Undead + |
Healing Circle + |
Heroes Feast + |
Holy Aura + |
Hold Undead |
Continual Light |
Cure Serious Wounds |
Fire Shield + |
Rest in Peace |
Regeneration |
Mass Healing |
Slow Poison |
Cure Blindness |
Death Ward + |
Permanent Sanctuary- |
- |
Reincarnation |
Revelation + |
- |
Cure Disease |
Destroy Lesser Undead + |
- |
- |
Restoration |
Soothing Song |
- |
Cure Moderate Wounds |
Exorcise |
- |
- |
- |
Spell Turning + |
- |
Remove Curse |
Light Shield + |
- |
- |
- |
- |
- |
Turn Undead + |
Neutralize Poison |
- |
- |
- |
- |
- |
- |
Prot. from Elements + |
- |
- |
- |
- |
- |
- |
Protection from Undead |
- |
- |
- |
- |
Special Spell
Descriptions (Spells
marked + added
recently).
LEVEL ONE
Hold Undead –
As
AD&D Cleric 2nd-level spell Hold
Person, but
only undead creatures are affected. [SJW]
Slow
Poison – As
AD&D 2nd-level Cleric spell.
LEVEL TWO
Continual Light –
As
AD&D 3rd-level Cleric spell.
Cure
Blindness – As
AD&D 3rd-level Cleric spell.
Cure Disease
– As
AD&D 3rd-level Cleric spell.
Cure Moderate
Wounds – As
D&D3 spell (Cleric 2nd). Cures 2d8 hit points of damage.
Remove
Curse – As
AD&D 3rd-level Cleric spell.
Turn Undead
– As
AD&D 2nd-level Cleric spell Hold
Person, but
only undead creatures are affected, and will flee for 1 turn. [SJW]
LEVEL THREE
Cure Serious Wounds
– As
AD&D Cleric 4th-level spell, but cures 3d8 hit points and any
serious injury.
Death Ward – As
D&D3 spell (Cleric 4th).
Destroy Lesser
Undead – As
AD&D Cleric 2nd-level spell Hold
Person, but
only skeletons or zombies are affected, and will be destroyed.
[SJW]
Exorcise
– As
AD&D 4th-level Cleric spell.
Light Shield
– As
D&D3 spell Negative
Energy Protection (Cleric
4th).
Neutralize Poison – As
AD&D 4th-level Cleric spell.
Protection
from Elements – As
D&D3 spell (Cleric 3rd).
Protection from
Undead – Casting:
Standard (4s,VSM); Range: Touch; Area: 5ft radius; Duration: 1
turn/level; Save: None. The
general form of this spell causes a 5ft-radius circle of protection
to emanate from, and move with, the person touched. It protects all
within it's circumference from physical attacks of any undead
creatures (including skeletons and zombies). Optionally, the caster
may specify a particular type of undead (ghouls, ghosts, vampires,
etc), in which case the duration is doubled. [SJW:
Adapted from AD&D scroll.]
LEVEL FOUR
Cure Critical Wounds
– As
AD&D Cleric 5th-level spell, but cures 4d8 hit points and any
critical/grievous injury.
Destroy Undead
– As
AD&D Cleric 2nd-level spell Hold
Person, but
only undead creatures are affected, and will be destroyed. [SJW]
Fire
Shield – As
D&D3 spell (Cleric/Sun 4th).
Permanent
Sanctuary – As
AD&D 1st-level Cleric spell Sanctuary,
but lasts indefinitely. The spell is broken if the recipient attacks
any living being.
LEVEL FIVE
Heal – As
AD&D 6th-level Cleric spell.
Healing
Circle – As
D&D3 spell (Cleric 5th).
Rest
in Peace – As
AD&D 5th-level Cleric spell Slay
Living (reversed
Raise Dead),
but only affects an undead creature. If it saves, it takes 3d8 damage
(as Cause Serious
Wounds).
LEVEL SIX
Banishment –
As
D&D3 spell (Cleric 6th).
Heroes
Feast – As
D&D3 spell (Cleric 6th).
Regeneration
– As
AD&D 7th-level Cleric spell.
Reincarnation
– As
AD&D 7th-level Druid spell.
Restoration
– As
AD&D 7th-level Cleric spell.
LEVEL
SEVEN
Greater Planar Ally – As
D&D3 spell (Cleric 8th).
Holy Aura –
As
D&D3 spell (Cleric 8th).
Mass Healing –
As
D&D3 spell Mass
Heal (Cleric
7th).
Revelation – Casting:
Standard (3s,VSM); Range: Touch; Area: One creature; Duration:
Permanent; Save: Neg (WISx5). The
creature touched becomes of the same alignment as and friendly to the
cleric who gave them the Revelation.
[SJW:
Adapted
from AD&D 7th-level Cleric spell Symbol
(of Persuasion).]
Soothing Song – Casting:
One Round (VSM); Range: 0; Area: Special; Duration: Up to 1
turn/level; Save: Neg (WISx5). All
creatures within hearing range become of the same alignment as and
friendly to the cleric singing this spell/song (who must sing one
round each turn or the spell breaks). [SJW:
Adapted
from AD&D 7th-level Cleric spell Symbol
(of Persuasion).]
Spell
Turning – As
D&D3 spell (Cleric/Magic 7th).
Deity: |
Ammon-Ra, The Golden One, Lord of Light, God of the Sun |
Sphere: |
The Sun. Protection & Healing. Doing Good. |
Alignment: |
Lawful Good |
Symbols: |
Cross (red) or Disc/Sphere (gold). |
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 |
Weapons: |
Staff (for defence only). |
Armour: |
No armour or shield |
Skills/Traits: |
First Aid, Treat Disease (Diagnosis), Oratory, ????, ????? / Brave, Pious, Just, Honest, Generous. |
Priestly Garb: |
Distinctive yellow robes (or at least a yellow sash). |
Benefits
Any creature intentionally causing the death of a
Healer will immediately be struck with direct Divine Retribution, in
the form of a Pillar of Fire. (Strikes the perpetrator for 2d6
physical damage per level of Healer).
The Temples are usually too
poor to pay ransoms for any Brother or Sister, but frequently act as
go-betweens for others in such matters.
Instead of weapons
training, Healers are taught the useful skills FIRST AID and
DIAGNOSIS (Healers know these skills at 10% + 10% per level). At
Acolyte level (1st), Healers have just 1 weapon proficiency (in
staff).
FIRST AID - This skill may be used the first time a
creatures wounds are tended: Critical +2d6 hp, Special +d6 hp,
Success +d3 hp, Failure Normal Binding
DIAGNOSIS - This skill may
be attempted once per diseased person treated: Failure Normal disease
recognition, Success Know Cure (duration x1/2), Special Know Cure
(duration x1/4), Critical Know Cure (duration x1/8)
<”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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B. Friendly (Goodwill)
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C. Neutral (Tolerance)
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D. Hostile (Antipathy)
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E. Enemy (Hatred)
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