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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BLESSING OF SOL |
RANGE: 50' |
SOL 2 |
DURATION: 1 MINUTE/LEVEL |
By Unconquered Sol's morning light, 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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CONTINUAL LIGHT |
RANGE: 360' |
SOL 2 |
DURATION: 1 YEAR/LEVEL |
This spell creates a spherical region of light, as bright as full daylight up to a 30' radius, with light of lesser intensity to a radius of 60'. Continual light can be cast on an object, into the air, or at a creature, just as with the light spell, up to a maximum range of 360' from the caster. The spell remains in effect for one year per level of the caster.
As with light, this spell can be used to blind a creature if cast on its visual organs. Creatures targeted by this spell are allowed a save vs. Death Ray; if the save is made, the spell is cast into the air just behind the target creature. A penalty of -4 is applied to the blinded creature's attack rolls if the saving throw fails.
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DETECT INVISIBLE |
RANGE: 60' |
SOL 2 |
DURATION: 1 TURN/LEVEL |
By means of this spell the caster is able to see invisible characters, creatures or objects within the given range, seeing them as bright transparent outlines or shapes.
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HOLD PERSON |
RANGE: 180' |
SOL 2 |
DURATION: 2d8 TURNS |
This spell will render any living (not undead) humanoid creature 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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PRODUCE FLAME |
RANGE: 0 |
SOL 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 |
SOL 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 FIRE |
RANGE: TOUCH |
SOL 2 |
DURATION: 1 ROUND/LEVEL |
This spell makes the caster, or any living creature the caster touches, completely immune to normal heat or fire. The spell also gives protection against magical or otherwise superior heat or fire such as the breath of a Mountain Dragon or the fireball 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 fireball spell 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 |
SOL 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' |
SOL 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 MORNING STAR |
RANGE: 30' |
SOL 2 |
DURATION: 1 ROUND/LEVEL (2 TURNS) |
This spell causes a morning star 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 weapon disappears. The weapon is immune to any normal attack, but can be destroyed by disintegrate, dispel magic, or a rod of cancellation.