Clerics of the Halfling Pantheon receive their spells through faith and prayer. Each day, generally in the morning, a Cleric must pray for at least three turns in order to prepare spells. Of course, the Cleric may be expected to pray more than this in order to remain in his or her deity's good graces.
Because they gain their spells through prayer, a Cleric may prepare any spell of any level he or she is able to cast.
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CREATE WATER |
RANGE: 10' |
PANTHEON 4 |
DURATION: PERMANENT |
This spell creates one gallon of clean water per caster level. One or more vessels to contain the water must be available at the time of casting. Note: Water weighs about 8 pounds per gallon, and one cubic foot of water is roughly 8 gallons.
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CURE SERIOUS WOUNDS |
RANGE: TOUCH |
PANTHEON 4 |
DURATION: INSTANTANEOUS |
This spell works exactly like cure light wounds, save that it heals 2d6 points of damage, plus 1 point per caster level. The reverse, cause serious wounds, also works exactly like cause light wounds, except that it inflicts 2d6 points of damage, +1 point per caster level.
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IMPROVED INVISIBILITY |
RANGE: TOUCH |
PANTHEON 4 |
DURATION: 1 ROUND/LEVEL |
This spell works exactly like invisibility, except that it does not end if the subject attacks or casts a spell.
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MAGIC MIRROR |
RANGE: 10' |
PANTHEON 4 |
DURATION: 1 ROUND/LEVEL |
Turns a reflective surface within range into a magic mirror through which the caster can view other creatures. The caster must know and name the creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it with a 3% chance per caster level of success. If successful, this allows the caster to cast detect magic, see invisible, etc. through the mirror.
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NEUTRALIZE POISON |
RANGE: TOUCH |
PANTHEON 4 |
DURATION: INSTANTANEOUS |
This spell neutralizes any poison or venom in the creature or object touched. A creature suffering from poison or venom suffers no further effects from it.
If cast upon a creature slain by poison in the last 10 rounds, the creature is revived with 1 hit point. If cast upon a poisonous object (weapon, trap, etc.) the poison is rendered permanently ineffective.
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PROTECTION FROM EVIL 10' RADIUS |
RANGE: TOUCH |
PANTHEON 4 |
DURATION: 1 TURN/LEVEL |
This spell functions exactly as protection from evil, but with a 10' radius rather than a 1' radius. All within the radius receive the protection; those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.
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SPEAK WITH PLANTS |
RANGE: 20' |
PANTHEON 4 |
DURATION: 1 TURN |
This spell allows the caster to speak to and understand any single plant (either normal plant or animate plant creature). The GM should remember that normal plants have a limited sense of their surroundings, and most never move from the place where they sprouted. The spell doesn’t alter the plant’s reaction or attitude towards the caster; however, normal plants will generally communicate freely with the caster, as they have nothing else of importance to do. Plant creatures will tend to be slightly more intelligent, and a reaction roll should be used to determine how such creatures respond to the caster's words.
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STICK TO SNAKES |
RANGE: 120' |
PANTHEON 4 |
DURATION: 6 TURNS |
This spell transforms normal wooden sticks into 1d4 hit dice worth of normal (not giant) snakes per every four caster levels. (Types of snakes are detailed in the Monsters section, starting on page 144.) The snakes follow the commands of the caster. When slain, dispelled, or the spell expires, the snakes return to their original stick form. Magical "sticks" such as enchanted staves cannot be affected.
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SUMMON ANIMALS I |
RANGE: 40'/LEVEL |
PANTHEON 4 |
DURATION: ONE HOUR |
This spell summons 1d8 ordinary animals (including giant ones) of no more than 4 HD each if they are within range. The caster must name the type of animal summoned, and can have up to three choices. If none of the three species are found within range, the spell fails. The animals will be friendly when summoned and aid the caster's current task, including combat, in whatever way they can (to the best of their understanding). The caster may dismiss any animals called by this spell at any time.