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This variant list of Clerical Miracles expands the “Spells” available to B/X clerics across seven Levels. and includes some effects from my “Ghastly Affair” RPG. Each Miracle is defined as concisely as possible, for speedy adjudication during play.

As with the list of Magic User and Elven Warrior-Wizard Spells, each Level of Miracles has an even number of entries, to facilitate randomly-determined effects. Note that “Spells” such as “Light” and “Darkness” are here considered separate, and not reversible forms of each other (as in the standard B/X rules). One important aspect of the Panzoasia setting is that the ordinary priests and priestesses that conduct most religious ceremonies cannot effect Miracles under ordinary circumstances. Only Lawful, Chaotic, Good, and Evil Human militants that have Levels in the Cleric Class are so gifted by the Divine Powers. (It’s a major theme of the setting that fanatical devotion to one’s Alignment is the path to Immortality and power – and that the perpetual conflicts perpetuated by Immortality-seeking Paragons of Law, Chaos, Good, and Evil may ultimately bring the world to ruin.

Except where otherwise indicated, each Miracle is assumed to take 1 Round to create, during which the caster can do nothing else.

Where necessary, the description of each Miracle is followed by one, two, or two additional terms defining the affected area of the spell, it’s duration, and how the Spell if affected by a successful Saving Throw.

  • If no [affected area] is indicated in brackets, a spell affects 1 target in visible range.
  • If no {duration} is indicated in curly brackets, a spell lasts 1 hour.
  • If no *Save effect is indicates after an asterisk, the spell does not allow a Saving Throw.

1st Level Clerical Miracles

1

Banish Vermin: All vermin (rats, roaches, bedbugs, flies, worms, ticks, etc.) of normal size within a 25′ foot radius are forced to flee. {Until dawn}

2

Cause Fear: One Victim within 50’ is overwhelmed with Fear, and will seek to flee anyone who is aggressive towards them. {1 Turn} *Save negates

3

Cause Light Wounds: Cleric inflicts 1 point of Damage per Level or HD (if a creature) of the Victim. For example: A 3rd Level target loses 3 Hit Points. [1 touched victim] There is no Saving throw.

4

Cure Light Wounds: Recipient is cured of 1 point of Damage per own Character Level (or HD if a creature). For example: A 3rd Level Recipient regains 3 lost Hit Points. [1 touched Recipient other than the Cleric]

5

Darkness: All light within a 50 foot radius is extinguished, creating total and impenetrable darkness that clouds even normal Infravision. Only Infravision allows sight. Darkness dispels Light. {1 Hour}

6

Detect Evil: Cleric can detect the presence and location of Evil creatures and objects within a 25′ foot radius. {1 hour} *Intelligent beings with Levels in a PC Class can save to avoid detection.

7

Detect Magic: Cleric will know if any aspect of their immediate environment is magical. [50’ radius] {Until Cleric moves from Affected Area}

8

Detect Poison: Cleric can detect the presence and location of poison within a 25′ foot radius. {1 hour}

9

Detect Snares & Pits: Cleric is aware of any intentionally set traps, snares, and pits within 50’ of their current location, however carefully hidden. {Until User leaves area}

10

Detect Undead: Cleric can detect the presence and number of any Undead creatures in visual range – even if hidden, Invisible, or Ethereal. {1 hour}

11

Discover Dead: The Cleric can sense all dead bodies with 50’, even if hidden or buried. Corporeal Undead (such as Ghouls) are detected, but not incorporeal one (like Wraiths). {1 hour}

12

Light: Either a touched object, or the air itself, sheds light that brightly illuminates a 50′ radius. Light dispels Darkness. {1 Hour}

13

Protection From Evil: Cleric or Recipient gains +2 to AC and Saves against Evil, Summoned, or Conjured beings, and cannot be physically touched or mentally dominated by such entities. [1 person] {1 hour}

14

Protection From Serpents: Snakes of any size are unable to touch or attack the Cleric, or a touched Recipient. {1 hour}

15

Purify Food and Drink: Decayed, spoiled or contaminated food and drink become safe, wholesome and nutritious. [1 Human meal’s worth per Cleric’s Level]

16

Putrefy Food and Drink: Wholesome or nutritious food and drink become rotten, wormy and disgusting. [1 Human meal’s worth per Cleric’s Level]

17

Remove Fear: All Fear effects, mundane or magical, are removed from the Recipient. [1 person]

18

Resist Cold: Recipient can ignore HP damage from cold equal to 2 x Cleric’s Experience Level. {1 hour}

19

Resist Fire: Recipient can ignore HP damage from fire equal to 2 x Cleric’s Experience Level. {1 hour}

20

Sanctuary: Anyone attempting to target the User (or the specified Recipient) with an attack or Spell must Save to continue. [1 Turn]

2nd Level Clerical Miracles

1

Attract Lover: The Recipient will meet a temporarily devoted lover of the desired gender, at the next possible opportunity. The lover will leave at the next full moon, no matter how the Recipient pleads.

2

Augury: If they make a successful Wisdom Check, Cleric knows whether a particular action to be taken by themselves (or another) is likely to result in harm or benefit (or both) within the next day. Can only be used once per question.

3

Barrenness: Victim becomes completely unable to produce offspring. {Permanent} * Save negates if undesired.

4

Consecrate Object: An object or substance becomes sacred to the Cleric’s Alignment. Planar Spirits and Undead of the Alignment opposite to the Cleric’s can be struck by a Consecrated Object as with a regularly enchanted Magic Weapon, and boldly presenting one causes them to check Morale. Consecrated (Holy) water or oil inflicts 1d8 damage on opposite-Alignment Spirits or Undead. {Until desecrated}

5

Cure Paralysis: The Recipient is cured of all paralyzing or movement inhibiting effects (except Petrification). [1 touched Recipient]

6

Delay Poison: Any poison affecting the Recipient is temporarily neutralized, but will take effect once the Miracle ends. Can also be performed on a person before they are exposed to poison. {1 Turn per Cleric’s Level}

7

Fertility: The next time the touched Recipient can possibly conceive offspring (or impregnate another), it will happen. [1 person] *Save negates, if undesired.

8

Know Alignment: Cleric learns a target’s actual Alignment. [1 Recipient in visual range] *Save negates.

9

Lesser Restoration: An Ability reduced by damage or magic is restored by 1 point. [1 touched Recipient]

10

Speak With Animals: Cleric can speak to any normal or giant animals encountered, who can communicate to the limits of their Intelligence. Monsters with bizarre anatomies (such as Owlbears) are excluded. [1 hour]

3rd Level Clerical Miracles

1

Blind/Deafen: Cleric makes the Victim either blind or deaf, with all appropriate Penalties. [1 Recipient within 50’] {Until next new moon}

2

Cause Serious Wounds: Cleric inflicts 1d4 points of Damage per Exp. Level or HD (if a creature) of the Victim. For example: A 5th Level target loses 5d4 Hit Points. [1 touched victim]. *Save negates.

3

Cure Blindness/Deafness: Recipient is cured or either Blindness or Deafness, magical or mundane in origin. [1 touched Recipient other than the Cleric]

4

Cure Disease: Recipient is cured of all physical diseases and parasitic infections. [1 Recipient not the Cleric]

5

Cure Serious Wounds: Recipient is cured of 1d4 points of Damage per their own Exp. Level or Hit Dice. For example: A 5th Level Recipient regains 5d4 lost Hit Points. [1 touched Recipient other than the Cleric]

6

Curse: Cleric inflicts a negative magical condition upon the Victim. Typical Curses include: -4 on one Ability; -3 on all Attack rolls; or -1 on all Saves. {1 day per Cleric Level} *Save negates.

7

Hold Person: Cleric paralyzes a humanoid target under 5 HD, locking them into their current position. Victim can breathe, but take no other action. [1 hour] *Save negates.

8

Inflict Disease: Cleric inflicts a mundane disease of some some kind upon a visible Victim. {Until cured} *Save negates, and forces Cleric to Save or contract the disease!

9

Locate Object: Cleric knows the location of a desired type of object that can be potentially reached within an hour’s time. A specific item can be located only if the Cleric is familiar with it. An object encased in lead, aluminum, or tin cannot be found with this spell (but items made of those metals can be).

10

Monstrous Offspring: The Cleric curses the next child of the Victim (male or female) to be born a Monster (with no more HD than the Cleric has Levels). Monster is born with 1 HD, and gains an additional HD every month until it reaches its final amount. *Save negates.

11

Remove Curse: Recipient is freed from any supernatural curses currently afflicting them. A “curse” is defined by any Spell which includes the word “curse” in its description. [1 Recipient other than the Cleric]

12

Speak With Dead: Cleric can gain knowledge from an inanimate corpse, including anything it knew while alive. 1 question can be asked for every 2 Levels of the Cleric. Answers will be as curt as possible. This spell only be cast once per corpse. [1 corpse] {1 hour}

4th Level Clerical Miracles

1

Animate Dead: Cleric transforms corpses into controlled Skeletons or Zombies with total HD equal to the Cleric’s. The Undead created will obey every command in the most literal manner possible. The Cleric can only maintain as many HD of Skeletons or Zombies as their own Level. {Permanent}

2

Consecrate Location: A location becomes specially consecrated to the Cleric’s Alignment. Planar Spirits of the opposite Alignment cannot enter the Consecrated location at all. Undead not of the Cleric’s alignment must make a Morale check every Round to stay within. Locations can be desecrated by another Cleric deliberating performing acts of the opposite Alignment in them. [1 building or plot of land no bigger than a an acre] {Permanent until desecrated}

3

Create Food and Water: Bland but nourishing food suddenly appears, along with drinkable water. [1 meal per Level of Cleric] {Until food rots naturally}

4

Create Water: Drinkable water is created inside a non-living container, or on a non-living object. Water cannot be made to manifest inside a living being. [1 gallon per Cleric Level]

5

Curse of Lycanthropy: Cleric curses the Victim to become a Lycanthrope, starting on the next Full Moon. The Cleric specifies the type of Lycanthrope. [1 victim within 25’] {Permanent until curse is lifted}

6

Curse of Undeath: Cleric curses the Victim to rise again as an Undead Monster after their death, of a type with the same HD as their Experience Level before they died. The Monster is not controlled by the Cleric. [1 victim within 25’] {Permanent until curse is lifted}

7

Dispel Magic: Ongoing spell effects are ended. There is a chance of failure equal to 5% x the Level of Spell to be undone (i.e., Dispelling a 5th Level Spell is 25% likely to fail).

8

Magic Circle: Cleric physically marks out a magical boundary that cannot be crossed, touched, or affected in any way by Planar Spirits or Undead. All within enjoy Protection from Evil (as the 1st level spell). [1 circle or polygon up to 10’ in diameter]{Until effaced, crossed, or dispelled by Cleric}

9

Neutralize Poison: All poisons and toxins affecting the Recipient are neutralized. Can also be performed on a person before they are exposed to poison. [1 Recipient other than the Paladin]{1 Turn per Cleric’s Level}

10

Rain of Frogs: A large quantity of real, living frogs fall from the sky or ceiling. All witnesses under 5 HD must Save or stare dumbfounded (and unable to attack) for 6 Rounds. Dumbfounded creatures take 1 hp of damage per Round from falling frogs. [150’ radius around Cleric] {1 Minute}

11

Speak With Plants: Cleric can question the local plants about actions that have transpired near them within the last season. Plants can only answer “Yes” or “No”, and can only sense events apparent to any ordinary observer with no magical senses. [1 Hour]

12

Walk On Water: Cleric or Recipient can walk across water (or any similar fluid, including mud and quicksand) as if it was dry ground. All encumbrance rules still apply. [1 hour]

5th Level Clerical Miracles

1

Blacken Sky: The sky for a ½ mile radius overhead turns as black as a starless night. Creatures damaged or deterred by sunlight can function normally under a Blackened Sky. {1 hour}

2

Cause Critical Wounds: Cleric inflicts 1d6 points of Damage per Experience Level or Hit Dice (if a creature) of the Victim. For example: A 9th Level target loses 9d6 Hit Points. [1 touched victim] *Save negates.

3

Commune With Spirit (Divination): Caster mentally contacts a Planar Spirit (Angel, Demon, Devil, Fairy, Archon, Daimon, Elemental, or Genie) or incorporeal Undead of their own Alignment, and asks it one question about a topic within its area of expertise. If a Reaction Roll indicates the Spirit likes the Caster, (or they are already friends) it will answer truthfully (to the best of its knowledge). {1 question}

4

Cure Critical Wounds: Recipient is cured of 1d6 points of Damage per own Experience Level or Hit Dice. For example: A 9th Level Recipient regains 9d6 lost Hit Points. [1 touched Recipient other than the Cleric]

5

Death Ward: Recipient cannot be harmed by offensive Spells (or Maledictions) for the duration of the effect, and is immune to XP loss or Ability damage from contact with the Undead. [Cleric, or 1 touched Recipient] {Until dawn}

6

Exorcism: All supernatural creatures must flee, and all Spells from Evil sources immediately end. Any Planar Spirits or incorporeal Undead inhabiting living creatures are forced out and Banished to their home Plane (or Plane of final rest). [A 25’ radius] *Save negates

7

Flame Strike: A roaring column of flame descends and inflicts 8d6 points of fire damage to everything in a targeted area. [A 25’ radius within visual range] *Save halves damage.

8

Infest Wounds: Cleric causes horrible worms and crawling insects to erupt from the Victim’s wounds for days. Victim must already be wounded, and will suffer as follows for the duration:

  1. Victim cannot cast spells.
  2. Victim cannot sleep, suffering 1d4 points of damage per sleepless day past the 2nd.
  3. Victim will be unable to naturally heal (but can still be healed naturally).
  4. Victim will smell so terribly that anyone within 5’ must Save versus Poison to do anything but vomit.

Effect is ended by magically healing victim’s wounds, or by Remove Curse, Cure Disease, or Dispel Magic.

[1 previously wounded Victim within visual range] {1 day per Cleric’s Level} *Save negates.

9

Insect Plague: Cleric summons a swarm of locusts (or other destructive vermin) that covers a full acre of land. All edible plants within are consumed, visibility is 5’, and creatures under 2 HD flee. {1 hour}

10

Rain of Blood: A large quantity of real blood falls from the sky or ceiling. All non-Evil creatures under 5 HD must Save or flee the area in fear. All movement is reduced by half, and those attempting to move in the affected area must make a Dexterity Check or fall down. Predatory monsters are attracted to the blood. Vampires receive +1 hp per HD. [150’ radius around Cleric] {1 minute}

11

Rain of Flesh: A large quantity of raw, bloody meat falls from the sky or ceiling. All non-Evil creatures under 5 HD must Save or flee the area in fear. All in the affected area (except Cleric) take 1 hp damage per Round from falling meat. Predatory monsters with 1 mile are attracted. Non-intelligent carnivores will stop any other actions to consume the meat. [150’ radius around caster] {1 minute}

12

Raise Dead: Cleric restores life to a creature of their own Alignment who has been dead no more than 3 days. *Save negates, if creature does not wish to return.

6th Level Clerical Miracles

1

Animate Objects: The Cleric brings to apparent life up to 4 small objects (the size of stools or figurines), 2 medium-sized objects (the size of chairs or human-sized statues), or 1 large object (the size of a clothes press, or equestrian statue).

  • Metal object have AC 2[17], wooden ones have AC 6[13], and stone ones are AC 4[15].
  • Small objects have 1 HD, and hurl themselves for 1d4 points of damage.
  • Medium objects have 3 HD, and strike for 1d6 damage.
  • Large objects have 5 HD, and hit for 1d8 damage.

{1 hour}

2

Barrier: Caster creates a wall of whirling metal balls (or slashing blades) anywhere within 50’. Anyone contacting the Barrier takes 11d6 damage. [A 50’ x 50’ wall, or 25’ diameter ring 20’ high] {1 hour} No Save.

3

Call Animal Allies: Cleric summons endemic animals totaling no more than 10 HD, which will willingly perform one simple service lasting no more than an hour.

4

Conjure Aerial Servant: The Cleric summons an Aerial Servant and commands it to retrieve one object or creature weighing up to 500lbs from a specified location. If the Aerial Servant cannot complete its task in its allotted time, it will return and attack the Cleric. {1 Day per Cleric Level or until target is retrieved}

5

Dismissal (Evocation): Cleric forces a single Planar Spirit to return to its place of origin. [1 Spirit with no more HD than the Cleric] {Until next New Moon} *Save negates

6

Find the Path: For the next hour the Cleric knows exactly how to get to one desired location, including how to bypass any secret door, traps, or other hazards along the way. The Cleric is completely unable to communicate knowledge of the correct path (except to lead and let others follow), and can only explain how to bypass dangers as they are encountered (but before anyone would be hurt). {1 hour}.

7

Part Water: A body of water up to 1000’ long and 100’ deep is parted down to its bed. The parting is 10’ wide, and bounded by vertical walls of water. [1 hour, but can be ended by Cleric before]

8

Quest: Cleric forces the Victim to perform a task or mission, which can be dangerous, but not suicidal. This miracle can also be used to undo a Quest imposed by another Cleric. {1 task or mission lasting no more a year}. *Save negates.

9

True Seeing (Divination): Cleric sees things exactly as they are, or were before they being affected by any Spells or Special Abilities that produce illusions, Glamours, or Transmutations. [Visual range] {1 hour}

10

Word of Recall: The Cleric, and one additional Recipient per Level, are brought back to a predetermined temple or holy place of the Cleric’s religion. If no such place has been designated, they are transported to the nearest one.

7th Level Clerical Miracles

1

Complete Healing: The Recipient is healed of all lost Hit Points. [1 touched Recipient other than the Cleric]

2

Earthquake: The Cleric cause severe tremors to strike the land in a 200’ foot radius around them. The spot where the Cleric stands is safe, but everywhere else in that area small buildings and defensive walls will be leveled, and larger buildings will be made uninhabitable. 1 in 6 creatures must Save versus Death or be crushed to death inside one of the rifts that open in the ground . {1 Turn} *Save prevents crushing death.

3

Holy Word: All beings of the Alignment opposite to the Cleric’s within 50’ are affected as follows:

  • Up to 5th Level (or 5 HD): Killed instantly.
  • 6th to 8th Level (or 6 to 8 HD): Stunned for 2d10 Turns, and 6d6 damage.
  • 9th to 12th Level (or 9 to 12 HD): Deafened for 1d6 Turns, and 3d6 damage.
  • 13th Level (or 13 GD) + : Stunned for 1d10 Round, and 1d6 Damage.

[50’ radius, ignoring solid barriers] There is no Saving Throw against any of the effects.

4

Raise or Calm Storm: The Cleric either creates a violent storm of a type appropriate to the climate and location (a blizzard during the winter months in a temperate climate, a sandstorm in a hot desert, etc.), or calms such a storm already occurring. [10 mile radius] {Until dawn}

5

Regeneration: The Recipient regrows all lost or mangled body parts or organs – including severed limbs, lost eyes, lost teeth, and any other member that has been cut off or permanently damaged. All scars and bodily mutilations are erased. [1 touched Recipient other than the Cleric]

6

Restoration: All Experience Point loss and Ability Damage suffered by the Recipient for any reason will be restored. [1 touched Recipient other than the Cleric]

7

Resurrection: The Cleric can restore any creature of any Alignment to full life, as long as a single bone remains intact. If the Resurrected being is intelligent, but not already of the Cleric’s Alignment, they must agree to convert on the spot or fall down dead again.

8

Summon Spirit Ally (Evocation): Cleric causes the appearance of a Spirit of their own Alignment (Lawful Archon, Chaotic Daimon, Good Angel, Evil Devil or Demon, or a noncorporeal Undead), with no more Hit Dice than their own. The Ally will willingly fight the Cleric’s current opponents until either they are all dead, have all surrendered, or the Spirit’s material form is destroyed. The Cleric must specify the type of being they desire. A specific Spirit can be Summoned, if the Cleric knows their name. The Ally may afterward impose a task or quest upon the Cleric in payment.

9

Supreme Miracle: Cleric implore the Divine Powers to grant them a miracle of supreme power which can: (A) mimic any other Spell from any Class’s list, (B) undo the effects of any other Spell, (C) bestow a Soul upon a soulless being, (D) create any Monster, (E) change a creature’s Alignment, (F) find or restore to existence a lost or destroyed object or being, or (G) erase up to the last hour of history, re-living it with the Cleric’s knowledge intact. Every time a Cleric receives a Supreme Miracle, they are required to sacrifice a quarter of their wealth and treasure to the Divine Powers they serve. *Save as mimicked spell. Save negates Alignment change.

10

Travel the Spiritual Worlds: The Cleric (and 1 companion per Level) travel(s) physically to one of the Supernal Worlds (Heaven, the Celestial Spheres, or the Empyrean) or one of the Infernal Worlds (Limbo, Hell, or The Outer Darkness). The Miracle must performed again to return home. {1 trip per use}