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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CENSURE |
RANGE: 30' |
SOL 1 |
DURATION: INSTANTANEOUS |
The cleric casting this spell utters a condemnation of the target's behavior or conduct against Unconquered Sol; the spell then creates a point of divine energy, which the cleric directs at the target in a beam of sunlight. The cleric must roll to hit, and if he or she misses then the spell has no effect. If the target is hit, then roll on the following table to determine the spell's effect on the target:
1d6 |
OUTCOME |
1 |
Stunned for 1d4+1 rounds |
2-3 |
Paralyzed for 1d4+1 rounds |
4-5 |
Move slowed by half for 1d4+1 rounds |
6 |
Number of attacks reduced by half for 1d4+1 rounds |
This spell affects only living creatures, and is ineffective against opponents having 7 or more hit dice or levels.
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CHARM OF SOL |
RANGE: 30' |
SOL 1 |
DURATION: SPECIAL |
Imbued with the radiance of Sol, this spell causes a humanoid (including all character races as well as creatures such as orcs, goblins, gnolls, and so on) of 4 hit dice or less to perceive the caster as a close friend, love interest, or at the very least as its trusted ally. Normal characters (PC or NPC) may be affected regardless of level of ability.
A save vs. Spells will negate the effect. If hostilities have already commenced or the target otherwise feels threatened by the caster, it receives a bonus of +5 on its saving throw.
The caster does not directly control the target; rather, orders must be given verbally, in writing, or by means of gestures. Obviously, verbal orders will only work if the target and caster share a spoken language, and the same limitation applies to written orders. Also note that the exact perception of the caster by the affected individual is not under the control of the caster; the GM should decide how the subject of this spell perceives its relationship to the caster.
Commands that go against the target's basic nature or ask it to attack its own allies or friends grant it a fresh saving throw with a bonus of +5 on the roll. Even if the target fails this save it may still choose to do something else when commanded to perform an unwanted action. Of course, if the caster is attacked, the charmed creature will act to protect its "friend" (though that could mean attacking its own allies, which might cause the target to instead attempt to carry off the caster to a "safe" place).
The target receives a new saving throw each day if it has an Intelligence of 13 or greater, every week if its Intelligence is 9-12, or every month if its Intelligence is 8 or less; the GM must rule on the equivalent intelligence of humanoid monsters.
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COMMAND OF SOL |
RANGE: 10' |
SOL 1 |
DURATION: 1 ROUND |
The caster speaks a single-word command in the voice of Unconquered Sol which will be obeyed by a single creature within the given range. The command must be given in a language the recipient understands. The recipient will do its best to obey, as long as the command is a clear, imperative verb. "Suicide" isn't a verb. "Die" would cause the recipient to fake death for the duration of the spell (believing it was dead). Typical commands are back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc.
Undead are not affected. Creatures with Intelligence of 13 or more and creatures with 6 or more hit dice may save vs. Spells to resist.
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CURE LIGHT WOUNDS |
RANGE: TOUCH |
SOL 1 |
DURATION: INSTANTANEOUS |
With this spell the caster heals 1d6+1 hit points of damage by laying his or her hand upon the injured creature and allowing Unconquered Sol's healing light to flood over the wound.
Undead are affected by this spell and its reverse in opposite fashion; they are injured by cure light wounds.
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DETECT EVIL |
RANGE: 60' |
SOL 1 |
DURATION: 1 ROUND/LEVEL |
No evil creature can hide from the auspice of Unconquered Sol. This spell allows the caster to detect evil; specifically, the caster can detect creatures with evil intentions, magic items with evil enchantments, and possibly extraplanar creatures of evil nature. Normal characters, even “bad” characters, cannot be detected by this spell, as only overwhelming evil is detectable. The caster sees the “evil” creatures or objects with a definite darkness around them, but the darkness cannot be seen by anyone else.
The exact definition of evil is left for the GM to decide. Note that items such as ordinary traps or poisons are not “evil,” and thus not detectable by this spell.
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ENHANCE WEAPON |
RANGE: TOUCH |
SOL 1 |
DURATION: 1 TURN |
A small portion of Unconquered Sol is imbued within a weapon for a fleeting moment. This spell imparts a +1 bonus to hit and damage to the touched weapon as long as the spell lasts.
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LIGHT OF UNCONQUORED SOL |
RANGE: 120' |
SOL 1 |
DURATION: 6 TURNS +1/LEVEL |
This spell creates a light equal to torchlight which illuminates a 30' radius area (and provides dim light for an additional 20') around the target location or object. The effect is immobile if cast into an area, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell may be cast to counter and dispel the darkness spell of an equal or lower level caster. Doing so causes both spells to instantly cease, restoring the existing ambient light level.
This spell may be used to blind an opponent by means of casting it on the target's ocular organs. The target is allowed a saving throw vs. Death Ray to avoid the effect, and if the save is made, the spell does not take effect at all. A light spell cast to blind does not have the given area of effect (that is, no light is shed around the victim).
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PROTECTION FROM EVIL |
RANGE: TOUCH |
SOL 1 |
DURATION: 1 TURN/LEVEL |
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier of pure sunlight around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Note that the definition of “evil” is left to the individual GM to decide.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.
Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are “evil” or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
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REMOVE FEAR |
RANGE: TOUCH (120') |
SOL 1 |
DURATION: INSTANTANEOUS (2 TURNS) |
This spell will calm the creature touched with the sheer warmth of Unconquered Sol. If the target creature is currently subject to any sort of magical fear, it is allowed a new save vs. Spells to resist that fear, at a bonus of +1 per level of the caster.
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RESIST COLD |
RANGE: TOUCH |
SOL 1 |
DURATION: 1 ROUND/LEVEL |
As long as one follows Unconquered Sol, they are never without the god's warmth. This abjuration grants a creature temporary immunity to cold. Minor cold (such as exposure to winter weather in inadequate clothing) is ignored by the affected creature. Against more significant cold (such as the breath of a White Dragon), the affected creature gains a bonus of +3 on saving throws, and all damage from such attacks is reduced by half (round up).