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Add cleric names and finish spell list

Getty Ritter 5 years ago
parent
commit
86ebfd1334
1 changed files with 135 additions and 2 deletions
  1. 135 2
      cleric.tex

+ 135 - 2
cleric.tex

@@ -14,10 +14,10 @@
   Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
   Siggrun, Freya
 
-  Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore,
+  \hangindent=0.2in Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore,
   Piotr, Dahlia, Carmine
 
-  Orc: FIXME
+  Orc: Klashîgh-An, Fifibrîsh, Ragishi, Kakûrt, Shâghah, Galurgh, Akhush-An, Klûsark
 }
 
 \newcommand{\Look}{
@@ -517,7 +517,140 @@ the level 2--5 moves.
 \clearpage
 
 \widebanner{Fifth Level Spells}
+\begin{multicols}{2}
+\begin{amove}{Revelation}
+  Your deity answers your prayers with a moment of perfect
+  understanding. The GM will shed light on the current situation. When
+  acting on the information, you take +1 forward.
+\end{amove}
+
+\begin{amove}{Cure Critical Wounds}
+  Heal an ally you touch of 3d8 damage.
+\end{amove}
+
+\begin{amove}{Divination}
+  Name a person, place, or thing you want to learn about. Your deity
+  grants you visions of the target, as clear as if you were there.
+\end{amove}
+
+\begin{amove}{Contagion}
+  Choose a creature you can see. Until you end this spell, the target
+  suffers from a disease of your choice. While this spell is ongoing
+  you take -1 to cast a spell.
+\end{amove}
+\vfill\null
+\columnbreak
+
+\begin{amove}{Words of the Unspeaking}
+  With a touch you speak to the spirits within things. The non-living
+  object you touch answers three questions you pose, as best it can.
+\end{amove}
+
+\begin{amove}{True Seeing}
+  Your vision is opened to the true nature of everything you lay your
+  eyes on. You pierce illusions and see things that have been
+  hidden. The GM will describe the area before you ignoring any
+  illusions and falsehoods, magical or otherwise.  While this spell is
+  ongoing you take -1 to cast a spell.
+\end{amove}
+
+\begin{amove}{Trap Soul}
+  You trap the soul of a dying creature within a gem. The trapped
+  creature is aware of its imprisonment but can still be manipulated
+  through spells, parley, and other effects. All moves against the
+  trapped creature are at +1. You can free the soul at any time but it
+  can never be recaptured once freed.
+\end{amove}
+
+\vfill\null
+\end{multicols}
+
 \widebanner{Seventh Level Spells}
+
+\begin{multicols}{2}
+\begin{amove}{Word of Recall}
+  Choose a word. The first time after casting this spell that you
+  speak the chosen word, you and any allies touching you when you cast
+  the spell are immediately returned to the exact spot where you cast
+  the spell. You can only maintain a single location; casting Word of
+  Recall again before speaking the word replaces the earlier spell.
+\end{amove}
+
+\begin{amove}{Heal}
+  Touch an ally and you may heal their damage a number of points up to
+  your maximum HP.
+\end{amove}
+
+\begin{amove}{Harm}
+  Touch an enemy and strike them with divine wrath—deal 2d8 damage to
+  them and 1d6 damage to yourself. This damage ignores armor.
+\end{amove}
+\vfill\null
+\columnbreak
+
+\begin{amove}{Sever}
+  Choose an appendage on the target such as an arm, tentacle, or
+  wing. The appendage is magically severed from their body, causing no
+  damage but considerable pain. Missing an appendage may, for example,
+  keep a winged creature from flying, or a bull from goring you on its
+  horns. While this spell is ongoing you take -1 to cast a spell.
+\end{amove}
+
+\begin{amove}{Mark of Death}
+  Choose a creature whose true name you know. This spell creates
+  permanent runes on a target surface that will kill that creature,
+  should they read them.
+\end{amove}
+
+\begin{amove}{Control Weather}
+Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer.
+The weather will change according to your will and last a handful of days
+\end{amove}
+\vfill\null
+\end{multicols}
+
 \widebanner{Ninth Level Spells}
 
+\begin{multicols}{2}
+\begin{amove}{Storm of Vengeance}
+  Your deity brings the unnatural weather of your choice to pass. Rain
+  of blood or acid, clouds of souls, wind that can carry away
+  buildings, or any other weather you can imagine: ask and it shall
+  come.
+\end{amove}
+
+\begin{amove}{Repair}
+  Choose one event in the target’s past. All effects of that event,
+  including damage, poison, disease, and magical effects, are ended
+  and repaired. HP and diseases are healed, poisons are neutralized,
+  magical effects are ended.
+\end{amove}
+
+\begin{amove}{Divine Presence}
+  Every creature must ask your leave to enter your presence, and you
+  must give permission aloud for them to enter. Any creature without
+  your leave takes an extra 1d10 damage whenever they take damage in
+  your presence. While this spell is ongoing you take -1 to cast a
+  spell.
+\end{amove}
+
+\vfill\null
+\columnbreak
+
+\begin{amove}{Consume Unlife}
+  The mindless undead creature you touch is destroyed and you steal
+  its death energy to heal yourself or the next ally you touch. The
+  amount of damage healed is equal to the HP that the creature had
+  remaining before you destroyed it.
+\end{amove}
+
+\begin{amove}{Plague}
+  Name a city, town, encampment, or other place where people live. As
+  long as this spell is active that place is beset by a plague
+  appropriate to your deity’s domains (locusts, death of the first
+  born, etc.) While this spell is ongoing you take -1 to cast a spell.
+\end{amove}
+\vfill\null
+\end{multicols}
+
 \end{document}