Clerics of Unconquered Sol 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 |
SOL 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 FIRE ELEMENTAL |
RANGE: 240' |
SOL 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 fire elemental may be summoned by the caster in a given day. Once the fire 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 fire 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 fire 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' |
SOL 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 |
SOL 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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FLAME STRIKE |
RANGE: 60' |
SOL 5 |
DURATION: INSTANTANEOUS |
A flame strike produces a vertical column of divine fire roaring downward (cylinder of 10 ft radius, 30 ft high). The spell deals 6d8 points of damage to any creatures within the area of effect; a save vs. Spells for half damage is allowed.
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QUEST |
RANGE: 5'/LEVEL |
SOL 5 |
DURATION: SPECIAL |
By means of this spell the caster compels a living creature to perform some specific action or services, or alternately to avoid performing some action. The target creature must be able to hear and understand the caster, or it cannot be affected. This spell will automatically fail if used to compel a creature to engage in some obviously self-destructive action.
A saving throw vs. Spells will allow an unwilling target to resist a quest when it is first cast. However, the target may choose to accept the quest, typically as part of a bargain with the caster to perform some service. Once subjected to this spell, the subject must obey the instructions given by the caster indefinitely, though if the quest is to perform some action the spell effectively ends when that action has been completed.
For every 24 hours that an affected creature chooses not to obey the quest (or is prevented from obeying it), it suffers 3d6 points of damage. This damage is limited, in that it will not kill the target; if the damage is enough to do so, roll 1d4 for the number of hit points the affected creature retains (similar to the spell harm, the reverse of heal).
If the task assigned to the subject of this spell is open-ended or otherwise unable to be completed, the subject is still compelled to try to perform the task, but the spell will end in no more than one day per caster level.
Very clever creatures may be able to subvert the instructions given; the GM must decide on the results of any such attempts.
A quest (and all effects thereof) can be ended by a remove curse spell from a caster two or more levels higher than the caster of the quest, or by a wish, or by the reverse of this spell. Dispel magic does not affect a quest spell.
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RING OF LESSER HEALING |
RANGE: 15 FT RADIUS |
SOL 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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STARLIGHT |
RANGE: TOUCH |
SOL 5 |
DURATION: 1 ROUND/LEVEL |
When cast upon a weapon, starlight enhances its abilities against undead creatures of all types. The weapon immediately begins to glow with a silvery golden radiance and with each stroke leaves a trail of white sparkles, like stars in the night sky. Any undead creature struck suffers an additional 1d6+1 points of damage. In addition, the wielder of the weapon may roll to Turn the creature as if a 5th level Cleric.
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TRUE SEEING |
RANGE: TOUCH |
SOL 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.