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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CREATE WATER |
RANGE: 10' |
SOL 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 |
SOL 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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DISPEL MAGIC |
RANGE: 120' |
SOL 4 |
DURATION: INSTANTANEOUS |
This spell can be used to end ongoing spells or similar magical effects cast on a creature or object, or to end such effects within a cubic area 20' on a side. The caster must choose whether to dispel magic on a creature or object, or to affect an area.
If dispel magic is targeted at a creature, all spell effects (including ongoing potion effects) may be canceled. If cast upon an area, all such effects within the area may be canceled. Any spell or effect having a caster level equal to or less than the dispel magic caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. For example, a 10th level caster dispelling magic created by a 14th level caster has a 20% chance of failure.
Some spells cannot be ended by dispel magic; this specifically includes any curse, including those created by bestow curse (the reverse of remove curse) as well as by cursed items.
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HOLD MONSTER |
RANGE: 180' |
SOL 4 |
DURATION: 2d8 TURNS |
This spell functions like hold person, except that it affects any living creature that fails its save vs. Spells.
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MAGIC MIRROR |
RANGE: 10' |
SOL 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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MASS WEAPON ENHANCEMENT |
RANGE: SPECIAL |
SOL 4 |
DURATION: 1 TURN |
The caster can affect with enhance weapon up to 3 weapons within 30 ft with a +1 bonus for every three levels of the caster.
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MINOR SPELL IMMUNITY |
RANGE: SELF |
SOL 4 |
DURATION: 1 ROUND/LEVEL |
This spell creates a 1 in. thick green translucent shell around the caster that protects him from the effects of low level spells, whether they are harmful or beneficial in nature. The caster is immune to the effects of all 1st level spells and reduces by half (round in favor of the protected creature) the effects of 2nd and 3rd level spells, both clerical and magical. The caster's own spells are unaffected by the shell and he can at will lower the protection of the shell for 1 round at a time to receive spells from others (like magical healing). At the end of the round, the shell automatically springs back up again.
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PROTECTION FROM EVIL 10' RADIUS |
RANGE: TOUCH |
SOL 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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WALL OF FIRE |
RANGE: 180' |
SOL 4 |
DURATION: 1 ROUND/LEVEL(OR SPECIAL) |
This spell creates a vertical sheet of flames in an area indicated by the caster, which is either a wall of flame up to 20' in length per caster level, or a ring with a radius up to 5' per caster level. The caster may choose to make the wall smaller if desired. The wall may be up to 20' tall (as desired by the caster and/or constrained by the ceiling). The entire wall must lie within the range given above. One or both sides of the wall may be hot, as determined by the caster at the time of casting. Once created, the wall cannot be moved or changed.
Any creature within 20 feet of a hot side of the wall will suffer 1d4 points of damage each round, or 2d4 points if within 10 feet. Damage is applied on the round the spell is cast and each round thereafter. Actually passing through the wall causes 2d6 points of damage, plus 1 per caster level, even if the side the character or creature entered from was not a hot side.
Undead creatures are particularly susceptible to this spell, and suffer twice the damage described above.
If the caster evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall; a save vs. Spells is allowed, with success indicating that damage is rolled as if the creature is within 10' of the wall.
The caster may choose to maintain the spell indefinitely (within reasonable limits of endurance) by concentration, or may cast it with the standard duration of 1 round per level, at their option.