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The Sect of Sharla; Spell List

1st Level Spells
2nd Level Spells
3rd Level Spells
4th Level Spells
Animal Freindship
Aid
Cloudburst
Abjure
Bless
Augury
Comfort
Animal Summoning 1
Ceremony
Chant
Continual Light
Cloak of Bravery
Combine
Charm Person or Mammal
Create Food & Water
Control Temperature, 10'r
Command
Detect Charm
Cure Blindness or Deafness
Cure Serious Wounds
Create Water
Enthrall
Cure Disease
Detect Lie
Cure Light Wounds
Find Traps
Dispel Magic
Divination
Detect Evil
Hold Person
Glyph of Warding
Free Action
Detect Magic
Holy Symbol
Hold Animal
Hallucinatory Forest
Detect Poison
Lots
Locate Object
Imbue with Spell Ability
Detect Snares & Pits
Messenger
Magical Vestments
Lower Water
Endure Heat/Cold
Obscurement
Prayer
Neutralize Poison
Entangle
Resist Fire/Cold
Remove Curse
Protection From Evil 10'r
Faerie Fire
Silence 15'r
Remove Paralysis
Reflecting Pool
Inivisibility to Animals
Slow Poison
Speak With Dead
Repel Insects
Light
Snake Charm
Spike Growth
Spell Immunity
Locate Animals or Plants
Trip
Starshine
Pass Without Trace
Warp Wood
Summon Insects
Penetrate Disguise
Withdraw
Water Breathing
Portent
Water Walk
Perdict Weather
Protection from Evil
Purify Food & Drink
Razor Claw
Remove Fear
Sanctuary
Speak with Animals
Tongues
5thLevel Spells
6th Level Spells
7th Level Spells
Air Walk
Aerial Servant
Animate Rock
Animal Growth
Animal summoning 3
Astral Spell
Animal Summoning 2
Animate Object
Confusion
Atonement
Anti-Animal Shell
Control Weather
Commune
Blade Barrier
Creeping Doom
Commune with Nature
Conjure Animals
Earthquake
Control winds
Find the Path
Exaction
Cure Critical Wounds
Forbiddance
Gate
Dispel Evil
Heal
Holy word
Dreamquest
Hero's Feast
Regenerate
Flame Strike
Speak With Monsters
Restoration
Insect Plague
Stone Tell
Resurrection
Plane Shift
Transmute Water to Dust
Succor
Prey Call
Wall of Thorns
Symbol
Prismatic Bridge
Weather Summoning
Summon Dragon
Quest
Word of Recall
Transmute Metal to Wood
Rain-bow
Raise Dead
Transmute Rock to Mud
True Seeing

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Razor Claw (Alteration)
Sphere: Combat
Level: 1
Range: Touch
Components: V, S, M
Duration: 4 rds. + 1 rd./level
Casting Time: 2
Area of Effect: 1 weapon
Saving Throw: None

       This spell enables the caster to change his own claws into a magical weapon that gains a +1 bonus to its attack roll and damage rolls. The claws do normal damage otherwise the spell inflicts no damage to the claws. The caster must strike with the claws, of course.
       The material component of this spell is the caster's holy symbol.

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Lots (Divination)
Level: 2
Range: 0
Components: V, S, M
Duration: Special
Casting Time:1 round
Area of Effect: Special
Saving Throw: None

       This spell provides a means of gauging the wisdom of an action in the near future. A question is asked that can be answered by means of opposites (yes/no, hot/cold, left/right, etc.). The priest casts the spell while tossing a specially prepared set of sticks, stones, or bones. He then reads the result in the pattern of the lots and can give an answer to the question. The accuracy of the casting is 60% plus the level of the caster, in no case can a greater than 90% accuracy be achieved.
       For every 5 level the priest possess he can cast the lots an additional time I.E. twice at 6th level, three time at 11th, etc.
       The material component of the spell is the set of lots. They can be made of stone, bone, or wood. The priest must prepare the set in advance and let no other person handle them. Should the lots be mishandled they must be cleansed and re-keyed to the caster before they can be used again. The lots are not consumed in the spell.

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Comfort (Enchantment/Charm)
Level: 3
Range: 30 feet
Components: V, S
Duration: 18 hours
Casting Time: 1 turn
Area of Effect: 12 creatures
Saving Throw: None

       When cast this spell sustains all recipients for the full duration without sleep, food, or water. They will not become fatigued, and gain a +4 to all saves vs. Fear. The spell will revive any persons that are tired, hungry or thirsty, and allow a second save with bonus to those affected with Fear. At the spell's end all recipients will return to the physical state they where in before the spell was cast. Should an attempt be made to use the spell more than three times in a row, all recipients will fall into an exhausted slumber for 12 hours, and wake ravenous. While sleeping they will be unarousable and once up must eat before they do anything else.

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Prey Call (Summoning)
Level: 5
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: Special

       This spell summons a creature of a type and size to be good prey for a Leoman hunter to the feet of the Priest. A deer, wild boar, or other large prey animal that a Leoman would have a chance of bringing down on their own. The animal will then lay itself at the feet of the priest and allow itself to be slain.
       The saving throw is based on the casting priest's level and wisdom. A 6d6 Wisdom check is made adding the Priest's level to the Wisdom score. Success means an animal answers the call.
       The animal, if any, will come within two turns. The creature will only lie still for one turn, and will leave if not killed in that time.

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Dreamquest (Enchantment/Charm)
Level: 5
Range: Special
Components: V, S, M
Duration: 1 hour
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None

       By means of this spell the priest can send a message to any known person, as a dream. The person that is to receive the message must be known to the caster by two of the following; by name, by means of a personal item, or an accurate picture. The picture can be a mental image, but it must be accurate. The target person must be sleeping in order for the spell to work.
       The message is presented as a dream with the target as observer to, or participant in a scene. It can be as simple as the caster telling the message as a face to face encounter, or a elaborate as a play. The message does not have to be clear, it can be as obtuse as the caster wishes. As many other persons, real, or imagined may be included in a dream as the caster wishes. Only the target person will receive the message or be aware of it, even if other real persons are shown. The target person cannot be harmed or hurt in any manner in the dream, harm can be threatened, but not accomplished. The target person can not input on the dream, even if shown as a participant, they will only be able to observe. Spells cannot be cast on the target person in the dream. The target person will awake from slumber when the dream is over, they will remember all of the message.
       The caster must burn incense (the material component) as they cast the spell, they will enter a meditative trance during the duration of the spell. If they are disturbed during the hour of the spell duration they will not come to harm but the Dreamquest will be ruined. The target person will have only formless disturbing dreams, and will remember nothing of value.

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Summon Dragon (Conjuration/Summoning)
Level: 7
Range: special
Components: V, S, M
Duration: 1 turn per level
Casting Time: 1 round
Area of Effect: special
Saving Throw: none

       When cast this spell summons one of Sharla's Dragons. The Dragon will appear in miniature form on the cleric's shoulder. It will consult with the cleric, size up the situation and take action as it deems appropriate. The Dragon can not be ordered around like a common summoned monster.
       The Summoned Dragon may be of any color, will be of very old age and possess spells useful in the current situation. All possess maximum hit points. There is a %05 chance that the summoned Dragon will be Shimmer. An ancient Iridescent of full demi-god status.

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