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divine_spells [2020/01/19 16:29] – [Cantrips] andrew | divine_spells [2020/01/20 20:30] – dave |
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require no spellcasting check or components | require no spellcasting check or components |
and can always be used. | and can always be used. |
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| Divine spellcasters, if they ordained priests, also know a number of [[Sacraments]]. These are key rituals that can be performed by ordained clergy, NPC or PC. These sacraments require no spell casting roll, if a properly ordained clergyman performs the ceremony, it is effective, regardless of his personal qualities or skill. A cleric or hermit player character can decide to begin play as an ordained priest, which allows access to sacraments, but might result in him being assigned to a parish or cathedral to perform services. Most templars are not ordained, only the chaplains of a commandery. A templar may apply to the local commander to be ordained once he reaches 2nd level (Charisma check, and perhaps a quest). |
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Spellcasting PCs know a number of spells | Spellcasting PCs know a number of spells |
know four 1st level and two 2nd level spells. | know four 1st level and two 2nd level spells. |
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Casting a spell generally requires an [[actions|Active action]]. Each spell in the spell lists defines its requirements, duration, and whether the spellcasting check is a magical attack requiring the check to beat the target's defense (e.g. 10 + the target’s relevant modifier) to be successful. Each spell, apart from Cantrips and Rituals, is either marked **C** for Spell Casting Roll needed, or **A** for casting roll that must exceed target's defense rating, or **R** for spell that can only be cast as a ritual. If the spell is marked **S** it will inflict its effect even on disembodied spirits. | Casting a spell generally requires an [[actions|Active action]], although some can be cast as a [[actions|quick action]]. It is possible to cast several spells a round, but only 1 can be an Active action spell, the remaining must be quick actions (1 for a quick action, a second if you give up movement). Each spell in the spell lists defines its requirements, duration, and whether the spellcasting check is a magical attack requiring the check to beat the target's defense (e.g. 10 + the target’s relevant modifier) to be successful. Each spell, apart from Cantrips and Rituals, is either marked **C** for Spell Casting Roll needed, or **A** for casting roll that must exceed target's defense rating, or **R** for spell that can only be cast as a ritual. If the spell is marked **S** it will inflict its effect even on disembodied spirits. |
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Spellcasters can cast any known spell as a ritual. This takes 1 hour per spell level of concentration, but doesn't require a check. | Spellcasters can cast any known spell as a ritual. This takes 1 hour per spell level of concentration, but doesn't require a check. |
* [[divine_spell_descriptions#Heal Wound|Heal Wound]] - As a quick action, you heal an ally in 30' for 1D8 (C) | * [[divine_spell_descriptions#Heal Wound|Heal Wound]] - As a quick action, you heal an ally in 30' for 1D8 (C) |
* [[divine_spell_descriptions#Holy Chant|Holy Chant]] - Allies within 20' gain +1D4 to all attack rolls and checks (C) | * [[divine_spell_descriptions#Holy Chant|Holy Chant]] - Allies within 20' gain +1D4 to all attack rolls and checks (C) |
* [[divine_spell_descriptions#Smite Heathen|Smite Heathen]] - As a quick action, you imbue your next strike with holy energies (C) | * [[divine_spell_descriptions#Smite Heathen|Smite Heathen]] - As a quick action, you imbue your next strike with holy energies (C,S) |
* [[divine_spell_descriptions#Thy Rod and Thy Staff|Thy Rod and Thy Staff]] - You create a holy weapon (C,S) | * [[divine_spell_descriptions#Thy Rod and Thy Staff|Thy Rod and Thy Staff]] - You create a holy weapon (C,S) |
* [[divine_spell_descriptions#Turn Undead|Turn Undead]] - Drive off weak undead (A,S) | * [[divine_spell_descriptions#Turn Undead|Turn Undead]] - Drive off weak undead (A,S) |