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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BANE |
RANGE: 50' RADIUS |
THRUMDOR 2 |
DURATION: 1 MINUTE/LEVEL |
Thrumdor's shadow looms over those who stand against its follower. The caster's enemies within a 50' radius become fearful and uncertain, causing them to suffer a penalty of -1 on attack rolls, morale checks, and saving throws vs. any kind of magical fear. Casters of the 7th or higher level apply a penalty of -2 to attacks and saves vs. fear, but the morale penalty remains -1.
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FIND TRAPS |
RANGE: 30' |
THRUMDOR 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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HEAT METAL |
RANGE: 25' |
THRUMDOR 2 |
DURATION: 7 ROUNDS |
This spell causes a single item made of ferrous (iron-based) metal to become hot for a brief period of time. The affected item is warm to the touch immediately, and then becomes progressively hotter each round as indicated on the table below. The damage roll indicated is applied to any creature holding or wearing the affected item; a brief touch does no damage.
ROUND |
TEMPERATURE |
DAMAGE |
1st |
WARM |
NONE |
2nd-3rd |
HOT |
1d4 POINTS |
4th-5th |
SEARING |
2d4 POINTS |
6th |
HOT |
1d4 POINTS |
7th |
WARM |
NONE |
Note that this spell can damage items harmed by heat, such as potions for example, and might boil water, wine, or oil stored in vessels within affected metal item, possibly causing an affected vessel to burst. Generally this will happen on the 4th or 5th round, when the effect is at its most powerful.
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HOLD PERSON |
RANGE: 180' |
THRUMDOR 2 |
DURATION: 2d8 TURNS |
This spell will render any living (not undead) humanoid creature (as defined in charm person) paralyzed. Creatures larger than ogres will not be affected by this spell. Targets of the spell are conscious and able to breathe, but cannot move, act, or speak in any way. A successful save vs. Spells is allowed to resist the effect. The spell may be cast at a single person, who makes their save at -2, or at a group, in which case 1d4 of the creatures in the group may be affected.
A paralyzed swimmer can’t swim and may drown. A character who has somehow gained wings and is then paralyzed while airborne will not be able to move its wings to fly and will thus fall.
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LOCATE |
RANGE: 360' |
THRUMDOR 2 |
DURATION: 1 ROUND/LEVEL |
This spell grants the caster knowledge of the location of an object. The caster must know the object well or be able to clearly imagine it. (Viewing an accurate drawing or painting will suffice for the latter option.) A general item can be located; if more than one such item is in range, the spell will lead the caster to the nearest one.
Unique or unusual items can only be located if the caster has first-hand knowledge (not merely through divination such as clairvoyance or a crystal ball). The spell cannot be used to locate creatures of any sort. A layer of lead or gold no thicker than foil surrounding the item will prevent it from being located.
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REMOVE PARALYSIS |
RANGE: TOUCH |
THRUMDOR 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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RESIST COLD |
RANGE: TOUCH |
THRUMDOR 2 |
DURATION: 1 ROUND/LEVEL |
This spell makes the caster, or any living creature the caster touches, completely immune to normal cold. The spell also gives protection against magical or otherwise superior cold such as the breath of an Ice Dragon or the ice storm spell. Specifically, the spell gives the protected creature a bonus of +3 on all saving throws against such effects, and reduces any damage suffered by half (so that for example a successful save vs. the Ice Dragon's breath would reduce damage to just one-fourth normal, and even if the saving throw fails the protected creature only takes half damage).
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RESTORE HEALTH |
RANGE: TOUCH |
THRUMDOR 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' |
THRUMDOR 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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SPIRITUAL HAMMER |
RANGE: 30' |
THRUMDOR 2 |
DURATION: 1 ROUND/LEVEL |
This spell causes a hammer 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 hammer disappears. The weapon is immune to any normal attack, but can be destroyed by disintegrate, dispel magic, or a rod of cancellation.