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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BLESS |
RANGE: 50' |
PANTHEON 2 |
DURATION: 1 MINUTE/LEVEL |
This spell gives the caster and their allies within a 50' radius a bonus of +1 on all attack rolls, morale checks (for monsters or NPCs allied with the caster), and saving throws vs. any kind of magical fear. Casters of the 7th or higher level grant a bonus of +2 to attacks and saves vs. fear, but the morale bonus remains +1.
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CHARM ANIMAL |
RANGE: 60' |
PANTHEON 2 |
DURATION: LEVEL+1d4 ROUNDS |
This spell allows the caster to charm one or more animals, in much the same fashion as charm person, at a rate of 1 hit die per caster level. The caster may decide which individual animals out of a mixed group are to be affected first; excess hit dice of effect are ignored. No saving throw is allowed, either for normal or giant-sized animals, but creatures of more fantastic nature (as determined by the GM) are allowed a save vs. Spells to resist. When the duration expires, the animals will resume normal activity immediately.
This spell does not grant the caster any special means of communication with the affected animals; if combined with speak with animals, this spell becomes significantly more useful.
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FIND TRAPS |
RANGE: 30' |
PANTHEON 2 |
DURATION: 3 TURNS |
This spell permits the caster to detect a variety of traps, both mechanical and magical. When the caster moves within 30’ of a trap, they will see it glow with a faint greenish-blue aura. The caster is not, however, able to detect certain natural hazards such as quicksand, a sinkhole, or unsafe walls of natural rock. The spell also does not bestow the caster with the knowledge needed to disarm the trap, nor any details about its type or nature.
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INVISIBILITY |
RANGE: TOUCH |
PANTHEON 2 |
DURATION: SPECIAL |
This spell causes the creature touched (who may be the caster) to become invisible, undetectable by normal vision or Darkvision. Invisible creatures may be detected by those with non-visual sensory abilities.
All items worn or carried by the target when the spell is cast become invisible as well. If the target lays down an invisible item, it instantly becomes visible again; on the other hand, items picked up do not automatically become invisible. If the target places a visible item entirely inside its invisible clothing, backpack, pouch, or other container so that if the target were visible the item could not be seen, it will become invisible just as if it were held when the spell was cast.
Note that casting this spell upon another makes the target invisible to the caster as well as everyone else. A party of invisible characters will likely experience problems with running into or tripping over each other.
The spell lasts at most 24 hours if not ended sooner. It ends instantly if the target attacks an opponent or casts any spell. Other actions do not normally end the spell. The target may end the spell at will.
Objects that shed light may be made invisible but the light itself will remain visible, and the source of that light (and the character carrying it) can thus be discovered. Rain, dust, paint, and any other visible substance thrown or applied to an invisible creature will also render it detectable.
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PRODUCE FLAME |
RANGE: 0 |
PANTHEON 2 |
DURATION: 1 MIN/LEVEL |
Flames as bright as a torch appear in the caster’s open hand. The flames don’t harm the caster or his or her equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. The caster can strike an opponent with a melee touch attack, dealing fire damage respectively equal to 1d6, +1 points per caster level (maximum +5). Alternatively, the caster can hurl the flames up to 50 ft as a thrown weapon. When doing so, the caster must make an attack roll (with no range penalty), and on a successful hit deals the same damage as the melee attack. As soon as the caster hurls the flames, a new one appears in his or her hand. Each attack made reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends with that attack.
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REMOVE PARALYSIS |
RANGE: TOUCH |
PANTHEON 2 |
DURATION: INSTANTANEOUS |
This spell permits the caster to free the creature touched from paralysis induced either by magical means or by monster attack (e.g. venom or ghouls).
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RESTORE HEALTH |
RANGE: TOUCH |
PANTHEON 2 |
DURATION: INSTANTANEOUS |
This spell removes unnatural weakness, mental or physical debilitation or exhaustion from the touched individual. This spell is useful for restoring temporary ability score draining, such as the strength-draining touch of a shadow. The caster chooses which ability score the spell will restore when casting. It has no effect on permanent ability score loss or energy drain.
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SILENCE 15' RADIUS |
RANGE: 360' |
PANTHEON 2 |
DURATION: 2 ROUNDS/LEVEL |
This spell creates a spherical area with a 15 radius where no sound will pass. No one within the affected area can make nor hear any sound. Neither does sound issue from the affected area; those outside cannot hear those inside. This effect blocks verbal communication, of course, as well as spell casting.
This effect can be cast in a fixed area, upon an item (making it portable), or upon a creature. An unwilling target receives a save vs. Spells to negate the spell. If an item in another creature’s possession is targeted, that creature also receives a save vs. Spells to negate.
This spell can be used to protect against any kind of attack or magic where the victims must be able to hear the attacker, for such attacks cannot pass into or out of the affected area.
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SPEAK WITH ANIMALS |
RANGE: SPECIAL |
PANTHEON 2 |
DURATION: 1 TURN/4 LEVELS |
This spell allows the caster to speak to and understand any single animal (normal or giant sized, but not magical or monstrous) that is in sight of the caster and able to hear them. The caster may change which animal they are speaking with at will, once per round. The spell doesn’t alter the animal’s reaction or attitude towards the caster; a standard reaction roll should be made to determine this. The GM should ensure that the animal's manner of speaking reflects its intelligence and nature.
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SPIRITUAL STAFF |
RANGE: 30' |
PANTHEON 2 |
DURATION: 1 ROUND/LEVEL |
This spell causes a staff made of magical force to appear, attacking any foe chosen by the Cleric within range once per round. The weapon moves about as if wielded by a person of about the caster's stature, but no such person is present. It deals 1d6 hit points of damage per strike, +1 point per three caster levels (maximum of +5). It uses the caster’s normal attack bonus, striking as a magical weapon, and thus can inflict damage upon creatures that are only hit by magic weapons. If the Cleric loses sight of the weapon, causes it to move out of the spell range, or ceases to direct it, the staff disappears. The weapon is immune to any normal attack, but can be destroyed by disintegrate, dispel magic, or a rod of cancellation.