Common Spells

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Iourn Home > Spells > Common Spells

The is a list of spells that either fall into more than one god's sphere or influence or are available to arcane spell casters as well as clerics. Some spells are of my own devising, although most have previously seen print in TSR supplements for the AD&D second edition game. A reference to the original product appears where this is the case. It is my understanding that all material for the second edition game is now out of print.

Balance of the Six Humours
Evocation
Level: Terranor 1, Zephrye 1,Calafax 1, Sharrash 1, Vítaeous 1, Mortis 1
Components: V S M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
Original Ref: Dragon Kings p117

The well being of any creature depends on the six humours of the body (earth, air, fire, water, life and death) being in balance. Physical injury or sickness is indicative of a body that is out of balance. What this spell attempts to do is feed a particular humour, or element, into the body to repair any physical damage that has been inflicted. The nature of the humour varies depending on the faith - fire clerics will feed in fire, water clerics will feed in water etc.

The amount of damage healed from each casting of this spell is 1d4+1 hit points, but there are restrictions. If the damage is from disease or combat, the cleric can only cast this spell once in safety. Each additional casting of the spell on the same set of wounds has a 10% cumulative chance of inflicting 1d4+1 points of damage rather than healing it. A character who is healed over his maximum total by this spell will take damage equal to the overflow. For example, a warrior's mamimum hit point total is 15, but he has suffered 3 points of damage in a battle making his current total 12. A cleric casting balance of the six humours upon the warrior heals 5 points of damage taking the warrior up to 17 hit points (2 more than maximum) These 2 extra hit points are treated as damage from his maximum total, lowering his current hit points to (15 - 2) 13.

However, if damage to a character has been solely inflicted by contact with the cleric's opposed element, application of this spell will restore up to 1d4+1 hit points per level of the caster. Chances of overflow damage still apply, but the cleric can choose how much damage to heal in increments of 1d4+1. Therefore a seventh level cleric of water could use this spell to restore up to 7d4+7 points of damage, as long as it had been inflicted by fire.

The material component for this spell is an amount of elemental material sufficient to cover the recipient's wounds; either fire, water, earth or stone, air, negative energy or positive energy. A cleric with the ability to turn undead can summon enough possitive energy for the task; vice verse for a cleric who commands the undead.

Create Smoke
Conjuration
Level: Calafax 3, Zephyre 3
Components: V M
Casting Time: 3 rounds
Range: 10 yards + 10 yards/level
Effect: Smoke cloud centred on flame spreads out in 30 yard radius dome
Duration: 4 minutes
Saving Throw: Fortitude, partial
Spell Resistance: Yes, partial
Original Ref: Earth, Air, Fire and Water p81

By igniting even a tiny spark of flame, the spell caster can create a dense plume of smoke that will obscure all vision for 30 yards and cause all within range to run from the cloud to breath. Any air breathing character within the cloud must make a Fortitude saving throw. If the save fails the victim must retreate from the cloud coughing and rubbing his eyes. The victim receives a -4 penalty to all actions for four rounds. Those making the saving throw can either leave the cloud (in which case they take no ill effects) or remain inside and suffer the same -4 penalty. A creature within 5' of the smoke cloud has one half miss chance (20%), and those who remain inside the smoke have total concealment (50% miss chance and the attacker cannot use sight to locate the target). A successful spell resistance roll will not mitigate the concelament offered by this spell, although it will prevent choking.

A strong wind (21+ mph) is required to disperse the fog cloud any faster than the normal duration. If such a wind exists, the cloud will vanish in one round.

Log of Everburning
Enchantment
Level: Calafax 1, Druid 1
Components: V S M
Casting Time: 1 action
Range: Touch
Area: 1 cubic foor per level
Duration: 1 hour per level
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Tome of Magic p53

This spell increases the amount of time that a wooden object will burn before being consumed. Wood that is enchanted in this manner burns brightly without being consumed for the duration of the spell. When the spell ends, the wooden object crumbles to ash. This spell does not cause the wood to catch fire; it must be ignited normally. While it burns, the wood gives off twice the normal amount of heat; thus, a single log can make a cozy fire. The affected wood radiates magic. The priest may enchant up to 1 cubic foot of wood per level of experience. The spell is effective on torches.

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