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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CURE BLINDNESS |
RANGE: TOUCH |
SOL 3 |
DURATION: INSTANTANEOUS |
With this spell the caster can cure a creature suffering blindness (whether caused by injury or by magic, including light or continual light). Blindness caused by a curse cannot be cured by this spell.
Reversed, this spell becomes cause blindness, which causes a living creature touched to become blind. A successful melee attack roll is required to touch the victim, and no Saving Throw is allowed. Blinded creatures suffer the penalties described in Deafness and Blindness
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CURE DEAFNESS |
RANGE: TOUCH |
SOL 3 |
DURATION: INSTANTANEOUS |
With this spell the caster can cure a creature suffering deafness, whether caused by injury or by magic. Deafness caused by a curse cannot be cured by this spell. The cure is permanent but does nothing to prevent subsequent events leading to deafness again.
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CURE DISEASE |
RANGE: TOUCH |
SOL 3 |
DURATION: INSTANTANEOUS |
Cure disease cures all diseases and kills all parasites afflicting the target creature. A magical or otherwise special disease (as defined by the GM) may be unaffected by this spell, or may require a caster of a certain minimum level to cure it. Also note, just because a disease or parasite is removed does not mean that the victim cannot be infected anew should that affliction be encountered again.
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FIREBALL |
RANGE: 100'+10'/LEVEL |
SOL 3 |
DURATION: INSTANTANEOUS |
Casting this spell causes a tiny glowing ember about the size of a pea to fly forth from the caster's pointing finger, by which the direction of flight is indicated. The ember flies as fast as an arrow and explodes into flames filling a 20' radius sphere when it reaches a distance chosen by the caster (up to its maximum range), or sooner if it impacts any solid or liquid surface. Those within the area of the flames suffer 1d6 points of damage per caster level, with a saving throw vs. Spells allowed for half damage.
No roll is normally required when casting this spell, but if the caster wishes to project the ember through a slit or other small opening they must roll a missile attack (without range adjustments) to hit it; failure indicates the fireball hits an adjacent surface and detonates there.
Combustible objects or substances within the area of effect will generally catch fire and possibly be destroyed (as determined by the GM). Metals with low melting points such as gold, silver, lead, copper, or bronze may be softened briefly and thus deformed, but the flames do not persist long enough to actually melt the metal items unless they are very small (such as a thin gold neck chain for example).
While the fireball exerts little if any force or pressure when exploding, it may still destroy weak or flammable barriers; if such a thing happens (in the determination of the GM, of course), the fireball completes its expansion in the space beyond the destroyed barrier.
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HEAT METAL |
RANGE: 25' |
SOL 3 |
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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NEUTRALIZE POISON |
RANGE: TOUCH |
SOL 3 |
DURATION: INSTANTANEOUS |
This spell neutralizes any poison or venom in the creature or object touched. A creature suffering from poison or venom suffers no further effects from it.
If cast upon a creature slain by poison in the last 10 rounds, the creature is revived with 1 hit point. If cast upon a poisonous object (weapon, trap, etc.) the poison is rendered permanently ineffective.
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PROTECTION FROM FIRE |
RANGE: TOUCH |
SOL 3 |
DURATION: SPECIAL |
If the caster touches himself or herself, this spell grants temporary immunity to fire (normal and magic). When the spell absorbs 12 points per caster level of magical fire damage, it is discharged. Otherwise the spell lasts for 1 turn per caster level.
If the spell is cast upon another creature than the caster, protection from fire grants temporary immunity against normal fire. The spell also offers a +4 bonus to saving throws against magical fire and if the save is successful, the creature suffers no damage (and only 25% if the save fails). This version of the spell lasts for 1 turn per caster level.
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REMOVE CURSE |
RANGE: 30' |
SOL 3 |
DURATION: INSTANTANEOUS |
This spell removes any and all ordinary curses afflicting a creature. It does not generally remove the curse from a magic item such as a sword or suit of armor, but a character afflicted by a cursed item of this type will be freed of it long enough to discard the item (a turn, at least).
Some special curses are more difficult to remove, and may require a caster of a certain minimum level. A very few curses created by godlike beings cannot be removed by this spell at all.
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STRIKING |
RANGE: TOUCH |
SOL 3 |
DURATION: 1 ROUND/LEVEL |
This spell bestows upon one weapon the ability to deal 1d6 points of additional damage. This extra damage is applied on each successful attack for the duration of the spell. It provides no attack bonus, but if cast on a normal weapon, the spell allows monsters only hit by magical weapons to be affected; only the 1d6 points of magical damage applies to such a monster, however.
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TONGUES |
RANGE: TOUCH |
SOL 3 |
DURATION: 1 TURN/LEVEL |
This spell allows the creature touched to speak and understand any language or dialect. Only one language can be spoken at a time, but any number can be understood. This spell does not alter other creatures’ dispositions and does not allow the affected creature to speak to creatures that cannot understand language.