Sharrash Spells

Overview of Iourn
Character Classes
Races and Templates
Money and Equipment
Languages
Time and the Moons
Cosmology
Religions
Guilds and Societies
Gazetteer
History
Timeline of Events
Campaign Log
Character Spotlight
New Spells
A to Z
Sitemap


What's New?
Teacosy Home
Iourn Home
D&D Home
4th Edition

FBI Home
Hurssia Home
Special Features
Master Sitemap
FAQ

Iourn Home > Spells > Sharrash Spells

The following is a list of spells, available to clerics of Sharrash, that do not appear in the new Player's Handbook. 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. For a complete list of all spells granted by Sharrash please click here.

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.

Culture Sense
Level: Sharrash 3
Components: V S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Original Ref: Complete Ranger's Handbook p50

This spell allows the cleric to acquire general knowledge about the language, laws and customs of a village, tribe, organisation, settlement or bureaucracy. He must physically touch a willing individual of the tribe etc. in question. If the target is unwilling they may make a Will saving throw (DC 13 + cleric's wisdom modifier). The target must actually know the information that the player seeks. If the cleric uses this to touch the village idiot, that's his hard luck. Information gained through this ability might include local laws, accepted courtesies, cultural taboos and other snippets of information that the cleric may find useful in the pursuit of trade. It does not read the mind of the target, rather it distils his knowledge of society. The DM adjudicates how much information the character gains. The character can read and write the language of these people with the same degree of proficiency as the target. After a week the knowledge of the language fades from the mind, although other information will remain.

Back to List of all New Spells

 
Teacosy Home | Iourn Home | D&D Home | FBI Home | Hurssia Home | Special Features | Sitemaps | Disclaimer | Contact Me