Clerics of Thrumdor 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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COMMUNE |
RANGE: SELF |
THRUMDOR 5 |
DURATION: 1 ROUND/LEVEL |
This spell puts the caster in contact with his patron deity or an extraplanar servant thereof, who answers one yes-or-no question per caster level. The ritual to cast this spell takes 1 turn to complete. The being contacted may or may not be omniscient, and further, though the being is technically allied with the caster, it may still not answer questions clearly or completely. These details are left to the GM's discretion.
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CONJURE EARTH ELEMENTAL |
RANGE: 240' |
THRUMDOR 5 |
DURATION: SPECIAL |
A portal to one of the Elemental Planes is opened, allowing the Cleric to summon an elemental from that plane. Review the Elemental entry in the Monsters section on page 88 for further details regarding the types available and their statistics. At most three earth elemental may be summoned by the caster in a given day. Once the earth elemental appears, it serves the conjurer indefinitely, provided the caster concentrates on nothing but controlling the creature; spell casting, combat, or movement over half the normal rate results in loss of concentration. The conjurer, while in control of a earth elemental, can dismiss it to its native plane at will (doing so on their Initiative if in combat). If the Cleric loses concentration, control of the summoned Elemental is lost and cannot be regained. The creature then seeks to attack the conjurer and all others in its path. Only dispel magic or dispel evil will banish the earth elemental once control has been lost. An elemental may, of course, choose to return to its home plane on its own; such creatures will not choose to remain on the material plane for long.
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CREATE FOOD |
RANGE: 10' |
THRUMDOR 5 |
DURATION: PERMANENT |
This spell creates food sufficient to feed up to 3 men or one horse per caster level for one day. This food remains edible for just a day, but this can be extended by a day by casting purify food and water on it (and this can be done repeatedly, keeping the food good indefinitely). Food created by this spell is nourishing and satisfying, but is rather bland.
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DISPEL EVIL |
RANGE: TOUCH |
THRUMDOR 5 |
DURATION: 1 ROUND/LEVEL |
This powerful spell aids the caster in dealing with creatures from the nether planes, hereafter called "evil creatures."
First, the caster's Armor Class is improved by 4 points when attacked by evil creatures; this effect lasts until the spell ends, whether by expiration of the duration or through the employment of one of the following effects.
With a successful attack roll the caster can drive an evil creature back to the nether planes; the caster must of course be engaged with the creature (i.e. in melee range). The creature may make a save vs. Spells to resist. Any successful attack roll by the caster for this purpose ends the spells effects, whether or not the creature saves.
Alternately, by touching the affected creature, item, or area, the caster can immediately dispel any one spell or similar magical effect cast by the evil creature. There is no roll for this effect, except if the target is an unwilling creature in which case an attack roll is needed to actually touch it. The only spells which cannot be ended this way are those which are immune to dispel magic. Successfully performing the touch ends the spell, regardless of whether or not any evil magic is actually ended.
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RING OF LESSER HEALING |
RANGE: 15 FT RADIUS |
THRUMDOR 5 |
DURATION: INSTANTANEOUS |
This spell allows the caster to create an effect equivalent to the spell cure light wounds affecting multiple creatures within a 15' radius. This spell thus cures 1d6+1 points of damage for the caster plus one living creature per 3 caster levels. If more creatures are within the area of effect than the caster may heal, then the caster must choose which creatures receive the healing. Undead affected by this spell suffer damage rather than receiving healing; such a monster is allowed a saving throw vs. Spells to resist this damage fully.
The reverse of this spell, Ring of Greater Infliction, allows the caster to cast cause light wounds on multiple creatures within a 15' radius. This form of the spell causes 1d6+1 points of damage to one living creature per 3 levels of the caster. If more creatures are within the area of effect than the caster may damage, then the caster must choose which creatures are affected. Those targeted are allowed a saving throw vs. Spells to resist this damage fully. Undead creatures affected by this spell receive healing rather than suffering damage.
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ROCK TO MUD |
RANGE: 150' |
THRUMDOR 5 |
DURATION: PERMANENT |
This spell turns natural, uncut or un-worked rock of any sort into an equal volume of mud; up to two 10 ft cubes per caster level may be so transformed. Magical stone is not affected by this spell. The depth of the mud created cannot exceed 10 ft. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 ft and causing it to suffer a -2 penalty to attack rolls, saving throws, and armor class.
Creatures large enough to walk on the bottom can wade through the area at a speed of 5 ft., suffering none of the other penalties given.
If rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool to a depth of 5 ft. The falling mud and the ensuing cave-in deal 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed a save vs. Death Ray.
Castles and large stone buildings are generally immune to the effect of the spell, since rock to mud cannot affect worked stone and doesn’t reach deep enough to undermine such a buildings’ foundation. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially-toppled by this spell.
The mud remains until a successful dispel magic or mud to rock spell restores its substance (though not necessarily its form). Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
When using the reverse, mud to rock, the spell converts the same volume of mud into relatively soft stone (such as limestone or sandstone) permanently. Any creature in the mud must save vs. Death Ray to escape before the area transforms into rock (assuming it has enough movement to do so).
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STONESKIN |
RANGE: TOUCH |
THRUMDOR 5 |
DURATION: 1 TURN/LEVEL |
Protects the caster. The caster's skin becomes hard and stone-like, protecting the caster by absorbing the first 10 points of damage from all attacks. (This operates like hardness.) Once the spell has absorbed 10 points of damage per caster level, the spell is discharged.
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TRUE SEEING |
RANGE: TOUCH |
THRUMDOR 5 |
DURATION: 1 ROUND/LEVEL |
This spell confers on the target the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors, sees the exact locations of displaced creatures or objects, sees through normal or magical disguises, sees invisible creatures or objects normally, sees through illusions, and sees the true form of transformed, changed, or transmuted things. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairvoyance.
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WALL OF STONE |
RANGE: 15' PER LEVEL |
THRUMDOR 5 |
DURATION: PERMANENT |
Using this spell the caster creates a stone wall. The wall is composed of up to one 10'x10' square section, one foot thick, per caster level. The caster can form this wall into almost any shape, with some restrictions. The caster can increase the thickness of the wall with a proportionate reduction in the area; for example, doubling the thickness halves the area. The wall cannot be created such that it occupies the space of any object or creature. It must be adequately supported by existing stone, which it will bond with automatically, but need not be supported over its entire area. For example, a wall of stone may be formed into a bridge over a stream or chasm, so long as both ends of the bridge rest solidly upon (and bond with) existing stone.
Bridges longer than 20 feet must be arched, buttressed, or both in order to stand; this extra construction reduces the wall's usable volume by half, as does creating a wall with battlements, crenelations, and similar basic structural elements. No complex structural elements may be created by this spell.
Though made by magic, the wall is made of stone and can be broken or damaged just as if it were ordinary stone.
The wall can be formed into a container to trap creatures, and if this is attempted the targets of the spell are allowed to save vs. Death Ray to avoid being trapped. If the save is successful the targets are able to make up to one full move to a space outside the container.