cleric.tex 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660
  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \newcommand{\Class}{Cleric}
  5. \newcommand{\BaseHP}{8}
  6. \newcommand{\BaseLoad}{10}
  7. \newcommand{\Damage}{6}
  8. \newcommand{\Names}{
  9. Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga,
  10. Siggrun, Freya
  11. \hangindent=0.2in Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore,
  12. Piotr, Dahlia, Carmine
  13. Orc: Klashîgh-An, Fifibrîsh, Ragishi, Kakûrt, Shâghah, Galurgh, Akhush-An, Klûsark
  14. }
  15. \newcommand{\Look}{
  16. Kind Eyes, Sharp Eyes, or Sad Eyes
  17. Tonsure, Strange Hair, or Bald
  18. Flowing Robes, Habit, or Common Garb
  19. Thin Body, Knobby Body, or Flabby Body
  20. }
  21. \begin{document}
  22. \openup -0.2em
  23. \charbanner
  24. \begin{minipage}[t]{3.2in}
  25. \leftbanner{Folk}
  26. \begin{optfeature}{Dwarf}
  27. You are one with stone. When you \move{Commune} you are also granted
  28. a special version of \spell{Words of the Unspeaking} as a rote which
  29. only works on stone.
  30. \end{optfeature}
  31. \begin{optfeature}{Human}
  32. Your faith is diverse. Choose one wizard spell. You can cast and be
  33. granted that spell as if it was a cleric spell.
  34. \end{optfeature}
  35. \begin{optfeature}{Orc}
  36. Your soul is most at peace when you are prepared for any battle. You
  37. are granted \spell{Magic Weapon} as a rote.
  38. \end{optfeature}
  39. \
  40. \leftbanner{Alignment}
  41. \begin{optfeature}{Good}
  42. Endanger yourself to heal another.
  43. \end{optfeature}
  44. \begin{optfeature}{Lawful}
  45. Endanger yourself following the precepts of your church or god.
  46. \end{optfeature}
  47. \begin{optfeature}{Evil}
  48. Harm another to prove the superiority of your church or god.
  49. \end{optfeature}
  50. \
  51. \leftbanner{Bonds}
  52. \vfill\null
  53. \end{minipage}
  54. \begin{minipage}[t]{4.6in}
  55. \rightbanner{Starting Moves}
  56. \begin{basicmove}{Deity}
  57. You serve and worship some deity or power which grants you
  58. spells. Give your god a name (maybe Helferth, Sucellus, Zorica or
  59. Krugon the Bleak) and choose your deity’s domain:
  60. % this is one of the grosser ones: it'd be nice to have a generic way
  61. % of solving this
  62. \begin{multicols}{2}
  63. \begin{choices}
  64. \item Healing and Restoration
  65. \item Bloody Conquest
  66. \item Civilization
  67. \end{choices}
  68. \columnbreak
  69. \begin{choices}
  70. \item Knowledge and Secrets
  71. \item The Downtrodden
  72. \item What Lies Beneath
  73. \end{choices}
  74. \end{multicols}
  75. Choose one precept of your religion:
  76. \begin{choices}
  77. \item Your religion preaches the sanctity of suffering, add Petition:
  78. Suffering
  79. \item Your religion is cultish and insular, add Petition: Gaining
  80. Secrets
  81. \item Your religion has important sacrificial rites, add Petition:
  82. Offering
  83. \item Your religion believes in trial by combat, add Petition:
  84. Personal Victory
  85. \end{choices}
  86. \end{basicmove}
  87. \begin{basicmove}{Divine Guidance}
  88. When you \condition{petition your deity according to the precept of
  89. your religion}, you are granted some useful knowledge or boon
  90. related to your deity’s domain. The GM will tell you what.
  91. \end{basicmove}
  92. \begin{basicmove}{Turn Undead}
  93. When you \condition{hold your holy symbol aloft and call on your
  94. deity for protection}, roll +WIS. \onHit, so long as you continue
  95. to pray and brandish your holy symbol, no undead may come within
  96. reach of you. \onSuccess, you also momentarily daze intelligent
  97. undead and cause mindless undead to flee. Aggression breaks the
  98. effects and they are able to act as normal. Intelligent undead may
  99. still find ways to harry you from afar. They’re clever like that.
  100. \end{basicmove}
  101. \begin{basicmove}{Commune}
  102. When you \condition{spend uninterrupted time (an hour or so) in
  103. quiet communion with your deity}, you:
  104. \begin{itemize}
  105. \item Lose any spells already granted to you.
  106. \item Are granted new spells of your choice whose total levels don’t
  107. exceed your own level+1, and none of which is a higher level than
  108. your own level.
  109. \item Prepare all of your rotes, which never count against your
  110. limit.
  111. \end{itemize}
  112. \end{basicmove}
  113. \begin{basicmove}{Cast a Spell}
  114. When you \condition{unleash a spell granted to you by your deity},
  115. roll+WIS. \onSuccess, the spell is successfully cast and your
  116. deity does not revoke the spell, so you may cast it
  117. again. \onPartial, the spell is cast, but choose one:
  118. \begin{itemize}
  119. \item You draw unwelcome attention or put yourself in a spot. The GM
  120. will tell you how.
  121. \item Your casting distances you from your deity---take -1 ongoing
  122. to cast a spell until the next time you \move{Commune}.
  123. \item After you cast it, the spell is revoked by your deity. You
  124. cannot cast the spell again until you \move{Commune} and have it
  125. granted to you.
  126. \end{itemize}
  127. Note that maintaining spells with ongoing effects will sometimes
  128. cause a penalty to your roll to cast a spell.
  129. \end{basicmove}
  130. \vfill\null
  131. \end{minipage}
  132. \charlower
  133. \clearpage
  134. \gearbanner
  135. \begin{multicols}{2}
  136. \begin{quote}
  137. \yourLoad{10}. You carry dungeon rations (\ntag{5}{uses},
  138. \ntag{1}{weight}) and some symbol of the divine, describe it
  139. (\ntag{0}{weight}). Choose your defenses:
  140. \begin{quote}
  141. \Checkbox{6pt} Chainmail (\armor{1}, \ntag{1}{weight})
  142. \Checkbox{6pt} Shield (\ntag{+1}{armor}, \ntag{2}{weight})
  143. \end{quote}
  144. Choose your armament:
  145. \begin{quote}
  146. \Checkbox{6pt} Warhammer (\itag{close}, \ntag{1}{weight})
  147. \Checkbox{6pt} Mace (\itag{close}, \ntag{1}{weight})
  148. \Checkbox{6pt} Staff (\itag{close}, \itag{two-handed},
  149. \ntag{1}{weight}) and bandages (\ntag{0}{weight})
  150. \end{quote}
  151. Choose one:
  152. \begin{quote}
  153. \Checkbox{6pt} Adventuring gear (\ntag{1}{weight}) and dungeon
  154. rations (\ntag{5}{uses}, \ntag{1}{weight})
  155. \Checkbox{6pt} Healing potion (\ntag{0}{weight})
  156. \end{quote}
  157. \end{quote}
  158. \columnbreak
  159. \
  160. \end{multicols}
  161. \widebanner{Advanced Moves}
  162. \begin{multicols}{2}
  163. \firstAdvances
  164. \begin{amove}{Chosen One}
  165. Choose one spell. You are granted that spell as if it was one level
  166. lower.
  167. \end{amove}
  168. \begin{amove}{Invigorate}
  169. When you \condition{heal someone} they take +2 forward to their
  170. damage.
  171. \end{amove}
  172. \begin{amove}{The Scales of Life and Death}
  173. When someone takes their \move{Last Breath} in your presence, they
  174. take +1 to the roll.
  175. \end{amove}
  176. \begin{amove}{Serenity}
  177. When you \move{Cast A Spell} you ignore the first -1 penalty from
  178. ongoing spells.
  179. \end{amove}
  180. \begin{amove}{First Aid}
  181. \spell{Cure Light Wounds} is a rote for you, and therefore doesn’t
  182. count against your limit of granted spells.
  183. \end{amove}
  184. \begin{amove}{Divine Intervention}
  185. When you \move{Commune} you get 1 hold and lose any hold you already
  186. had. Spend that hold when you or an ally takes damage to call on
  187. your deity, they intervene with an appropriate manifestation (a
  188. sudden gust of wind, a lucky slip, a burst of light) and negate the
  189. damage.
  190. \end{amove}
  191. \begin{amove}{Penitent}
  192. When you \condition{take damage and embrace the pain}, you may take
  193. \damage{+1d4} (ignoring armor). If you do, take \forward{+1} to cast
  194. a spell.
  195. \end{amove}
  196. \begin{amove}{Empower}
  197. When you \move{Cast A Spell}, on a 10+ you have the option of
  198. choosing from the 7–9 list. If you do, you may choose one of these
  199. effects as well:
  200. \begin{itemize}
  201. \item The spell’s effects are doubled
  202. \item The spell’s targets are doubled
  203. \end{itemize}
  204. \end{amove}
  205. \begin{amove}{Orison for Guidance}
  206. When you \condition{sacrifice something of value to your deity and
  207. pray for guidance}, your deity tells you what it would have you
  208. do. If you do it, mark experience.
  209. \end{amove}
  210. \begin{amove}{Divine Protection}
  211. When you \condition{wear no armor or shield} you get \armor{2}.
  212. \end{amove}
  213. \begin{amove}{Devoted Healer}
  214. When you \condition{heal someone else of damage}, add your level to
  215. the amount of damage healed.
  216. \end{amove}
  217. \vfill\null
  218. \columnbreak
  219. \secondAdvances
  220. \begin{amove}{Anointed}
  221. \moveRequires{Chosen One}
  222. Choose one spell in addition to the one you picked for \move{Chosen
  223. One}. You are granted that spell as if it was one level lower.
  224. \end{amove}
  225. \begin{amove}{Apotheosis}
  226. The first time you spend time in prayer as appropriate to your god
  227. after taking this move, choose a feature associated with your deity
  228. (rending claws, wings of sapphire feathers, an all-seeing third eye,
  229. etc.). When you emerge from prayer, you permanently gain that
  230. physical feature.
  231. \end{amove}
  232. \begin{amove}{Reaper}
  233. When you \condition{take time after a conflict to dedicate your
  234. victory to your deity and deal with the dead}, take +1 forward.
  235. \end{amove}
  236. \begin{amove}{Providence}
  237. \moveReplaces{Serenity}
  238. You ignore the -1 penalty from two spells you maintain.
  239. \end{amove}
  240. \begin{amove}{Greater First Aid}
  241. \moveRequires{First Aid}
  242. \spell{Cure Moderate Wounds} is a rote for you, and therefore
  243. doesn’t count against your limit of granted spells.
  244. \end{amove}
  245. \begin{amove}{Divine Invincibility}
  246. \moveReplaces{Divine Intervention}
  247. When you \move{Commune} you gain 2 hold and lose any hold you
  248. already had. Spend that hold when you or an ally takes damage to
  249. call on your deity, who intervenes with an appropriate manifestation
  250. (a sudden gust of wind, a lucky slip, a burst of light) and negates
  251. the damage.
  252. \end{amove}
  253. \begin{amove}{Martyr}
  254. \moveReplaces{Penitent}
  255. When you \condition{take damage and embrace the pain}, you may take
  256. +1d4 damage (ignoring armor). If you do, take +1 forward to cast a
  257. spell and add your level to any damage done or healed by the spell.
  258. \end{amove}
  259. \begin{amove}{Divine Armor}
  260. \moveReplaces{Divine Protection}
  261. When you \condition{wear no armor or shield} you get \armor{3}.
  262. \end{amove}
  263. \begin{amove}{Greater Empower}
  264. \moveReplaces{Empower}
  265. \onPlainSuccessFor{Cast A Spell}, you have the option of choosing
  266. from the 7–9 list. If you do, you may choose one of these effects as
  267. well. \onMassiveSuccess, you get to choose one of these effects for
  268. free.
  269. \begin{itemize}
  270. \item The spell’s effects are doubled
  271. \item The spell’s targets are doubled
  272. \end{itemize}
  273. \end{amove}
  274. \begin{amove}{Multiclass Dabbler}
  275. Get one move from another class. Treat your level as one lower for
  276. choosing the move.
  277. \end{amove}
  278. \vfill\null
  279. \end{multicols}
  280. \clearpage
  281. \topbanner{Cleric Spells}
  282. \
  283. \widebanner{Rotes}
  284. \begin{multicols}{2}
  285. \begin{quote}
  286. Every time you \move{Commune}, you gain access to all of your
  287. rotes without having to select them or count them toward your
  288. allotment of spells.
  289. \end{quote}
  290. \begin{aspell}{Light}{}
  291. An item you touch glows with divine light, about as bright as a
  292. torch. It gives off no heat or sound and requires no fuel but is
  293. otherwise like a mundane torch. You have complete control of the
  294. color of the flame. The spell lasts as long as it is in your
  295. presence.
  296. \end{aspell}
  297. \vfill\null
  298. \columnbreak
  299. \begin{aspell}{Sanctify}{}
  300. Food or water you hold in your hands while you cast this spell is
  301. consecrated by your deity. In addition to now being holy or
  302. unholy, the affected substance is purified of any mundane
  303. spoilage.
  304. \end{aspell}
  305. \begin{aspell}{Guidance}{}
  306. The symbol of your deity appears before you and gestures towards
  307. the direction or course of action your deity would have you take
  308. then disappears. The message is through gesture only; your
  309. communication through this spell is severely limited.
  310. \end{aspell}
  311. \vfill\null
  312. \end{multicols}
  313. \widebanner{First Level Spells}
  314. \begin{multicols}{2}
  315. \begin{aspell}{Bless}{Ongoing}
  316. Your deity smiles upon a combatant of your choice. They take +1
  317. ongoing so long as battle continues and they stand and
  318. fight. While this spell is ongoing you take -1 to cast a spell.
  319. \end{aspell}
  320. \begin{aspell}{Cure Light Wounds}{}
  321. At your touch wounds scab and bones cease to ache. Heal an ally
  322. you touch of 1d8 damage.
  323. \end{aspell}
  324. \begin{aspell}{Detect Alignment}{}
  325. When you cast this spell choose an alignment: Good, Evil, Lawful,
  326. or Chaotic. One of your senses is briefly able to detect that
  327. alignment. The GM will tell you what here is of that alignment.
  328. \end{aspell}
  329. \begin{aspell}{Cause Fear}{Ongoing}
  330. Choose a target you can see and a nearby object. The target is
  331. afraid of the object so long as you maintain the spell. Their
  332. reaction is up to them: flee, panic, beg, fight. While this spell
  333. is ongoing you take -1 to cast a spell. You cannot target entities
  334. with less than animal intelligence (magical constructs, undead,
  335. automatons, and the like).
  336. \end{aspell}
  337. \vfill\null
  338. \columnbreak
  339. \begin{aspell}{Magic Weapon}{Ongoing}
  340. The weapon you hold while casting does +1d4 damage until you
  341. dismiss this spell. While this spell is ongoing you take -1 to
  342. cast a spell.
  343. \end{aspell}
  344. \begin{aspell}{Sanctuary}{}
  345. As you cast this spell, you walk the perimeter of an area,
  346. consecrating it to your deity. As long as you stay within that
  347. area you are alerted whenever someone acts with malice within the
  348. sanctuary (including entering with harmful intent). Anyone who
  349. receives healing within a sanctuary heals +1d4 HP.
  350. \end{aspell}
  351. \begin{aspell}{Speak With Dead}{}
  352. A corpse converses with you briefly. It will answer any three
  353. questions you pose to it to the best of the knowledge it had in
  354. life and the knowledge it gained in death.
  355. \end{aspell}
  356. \vfill\null
  357. \end{multicols}
  358. \widebanner{Third Level Spells}
  359. \begin{multicols}{2}
  360. \begin{aspell}{Animate Dead}{Ongoing}
  361. You invoke a hungry spirit to possess a recently-dead body and
  362. serve you. This creates a zombie that follows your orders to the
  363. best of its limited abilities. Treat the zombie as a character,
  364. but with access to only the basic moves. It has a +1 modifier for
  365. all stats and 1 HP. The zombie also gets your choice of 1d4 of
  366. these traits:
  367. \begin{itemize}
  368. \item It’s talented. Give one stat a +2 modifier.
  369. \item It’s durable. It has +2 HP for each level you have.
  370. \item It has a functioning brain and can complete complex tasks.
  371. \item It does not appear obviously dead, at least for a day or
  372. two.
  373. \end{itemize}
  374. The zombie lasts until it is destroyed by taking damage in excess
  375. of its HP, or until you end the spell. While this spell is ongoing
  376. you take -1 to cast a spell.
  377. \end{aspell}
  378. \begin{aspell}{Cure Moderate Wounds}{}
  379. You staunch bleeding and set bones through magic. Heal an ally you
  380. touch of 2d8 damage.
  381. \end{aspell}
  382. \begin{aspell}{Darkness}{Ongoing}
  383. Choose an area you can see: it’s filled with supernatural darkness
  384. and shadow. While this spell is ongoing you take -1 to cast a
  385. spell.
  386. \end{aspell}
  387. \vfill\null
  388. \columnbreak
  389. \begin{aspell}{Resurrection}{}
  390. Tell the GM you would like to resurrect a corpse whose soul has
  391. not yet fully departed this world. Resurrection is always
  392. possible, but the GM will give you one or more (possibly all) of
  393. these conditions to fulfill:
  394. \begin{itemize}
  395. \item It’s going to take days/weeks/months
  396. \item You must get help from \hrulefill
  397. \item It will require a lot of money
  398. \item You must sacrifice \hrulefill\ to do it
  399. \end{itemize}
  400. The GM may, depending on the circumstances, allow you to resurrect
  401. the corpse now, with the understanding that the conditions must be
  402. met before it’s permanent, or require you to meet the conditions
  403. before the corpse is resurrected.
  404. \end{aspell}
  405. \begin{aspell}{Hold Person}{}
  406. Choose a person you can see. Until you cast a spell or leave their
  407. presence they cannot act except to speak. This effect ends
  408. immediately if the target takes damage from any source.
  409. \end{aspell}
  410. \vfill\null
  411. \end{multicols}
  412. \clearpage
  413. \widebanner{Fifth Level Spells}
  414. \begin{multicols}{2}
  415. \begin{aspell}{Revelation}{}
  416. Your deity answers your prayers with a moment of perfect
  417. understanding. The GM will shed light on the current situation. When
  418. acting on the information, you take +1 forward.
  419. \end{aspell}
  420. \begin{aspell}{Cure Critical Wounds}{}
  421. Heal an ally you touch of 3d8 damage.
  422. \end{aspell}
  423. \begin{aspell}{Divination}{}
  424. Name a person, place, or thing you want to learn about. Your deity
  425. grants you visions of the target, as clear as if you were there.
  426. \end{aspell}
  427. \begin{aspell}{Contagion}{Ongoing}
  428. Choose a creature you can see. Until you end this spell, the target
  429. suffers from a disease of your choice. While this spell is ongoing
  430. you take -1 to cast a spell.
  431. \end{aspell}
  432. \vfill\null
  433. \columnbreak
  434. \begin{aspell}{Words of the Unspeaking}{}
  435. With a touch you speak to the spirits within things. The non-living
  436. object you touch answers three questions you pose, as best it can.
  437. \end{aspell}
  438. \begin{aspell}{True Seeing}{Ongoing}
  439. Your vision is opened to the true nature of everything you lay your
  440. eyes on. You pierce illusions and see things that have been
  441. hidden. The GM will describe the area before you ignoring any
  442. illusions and falsehoods, magical or otherwise. While this spell is
  443. ongoing you take -1 to cast a spell.
  444. \end{aspell}
  445. \begin{aspell}{Trap Soul}{}
  446. You trap the soul of a dying creature within a gem. The trapped
  447. creature is aware of its imprisonment but can still be manipulated
  448. through spells, parley, and other effects. All moves against the
  449. trapped creature are at +1. You can free the soul at any time but it
  450. can never be recaptured once freed.
  451. \end{aspell}
  452. \vfill\null
  453. \end{multicols}
  454. \widebanner{Seventh Level Spells}
  455. \begin{multicols}{2}
  456. \begin{aspell}{Word of Recall}{}
  457. Choose a word. The first time after casting this spell that you
  458. speak the chosen word, you and any allies touching you when you cast
  459. the spell are immediately returned to the exact spot where you cast
  460. the spell. You can only maintain a single location; casting Word of
  461. Recall again before speaking the word replaces the earlier spell.
  462. \end{aspell}
  463. \begin{aspell}{Heal}{}
  464. Touch an ally and you may heal their damage a number of points up to
  465. your maximum HP.
  466. \end{aspell}
  467. \begin{aspell}{Harm}{}
  468. Touch an enemy and strike them with divine wrath—deal 2d8 damage to
  469. them and 1d6 damage to yourself. This damage ignores armor.
  470. \end{aspell}
  471. \vfill\null
  472. \columnbreak
  473. \begin{aspell}{Sever}{Ongoing}
  474. Choose an appendage on the target such as an arm, tentacle, or
  475. wing. The appendage is magically severed from their body, causing no
  476. damage but considerable pain. Missing an appendage may, for example,
  477. keep a winged creature from flying, or a bull from goring you on its
  478. horns. While this spell is ongoing you take -1 to cast a spell.
  479. \end{aspell}
  480. \begin{aspell}{Mark of Death}{}
  481. Choose a creature whose true name you know. This spell creates
  482. permanent runes on a target surface that will kill that creature,
  483. should they read them.
  484. \end{aspell}
  485. \begin{aspell}{Control Weather}{}
  486. Pray for rain—or sun, wind, or snow. Within a day or so, your god will answer.
  487. The weather will change according to your will and last a handful of days
  488. \end{aspell}
  489. \vfill\null
  490. \end{multicols}
  491. \widebanner{Ninth Level Spells}
  492. \begin{multicols}{2}
  493. \begin{aspell}{Storm of Vengeance}{}
  494. Your deity brings the unnatural weather of your choice to pass. Rain
  495. of blood or acid, clouds of souls, wind that can carry away
  496. buildings, or any other weather you can imagine: ask and it shall
  497. come.
  498. \end{aspell}
  499. \begin{aspell}{Repair}{}
  500. Choose one event in the target’s past. All effects of that event,
  501. including damage, poison, disease, and magical effects, are ended
  502. and repaired. HP and diseases are healed, poisons are neutralized,
  503. magical effects are ended.
  504. \end{aspell}
  505. \begin{aspell}{Divine Presence}{Ongoing}
  506. Every creature must ask your leave to enter your presence, and you
  507. must give permission aloud for them to enter. Any creature without
  508. your leave takes an extra 1d10 damage whenever they take damage in
  509. your presence. While this spell is ongoing you take -1 to cast a
  510. spell.
  511. \end{aspell}
  512. \vfill\null
  513. \columnbreak
  514. \begin{aspell}{Consume Unlife}{}
  515. The mindless undead creature you touch is destroyed and you steal
  516. its death energy to heal yourself or the next ally you touch. The
  517. amount of damage healed is equal to the HP that the creature had
  518. remaining before you destroyed it.
  519. \end{aspell}
  520. \begin{aspell}{Plague}{Ongoing}
  521. Name a city, town, encampment, or other place where people live. As
  522. long as this spell is active that place is beset by a plague
  523. appropriate to your deity’s domains (locusts, death of the first
  524. born, etc.) While this spell is ongoing you take -1 to cast a spell.
  525. \end{aspell}
  526. \vfill\null
  527. \end{multicols}
  528. \end{document}