The Centaur Gods; Spell List

1st Level Spells
2nd Level Spells
3rd Level Spells
4th Level Spells
Animal Friendship
Call Lightining
Animal Summoning 1
Continual Light
Battle Shout
Charm Person or Mammal
Create Food & Water
Call Woodland Beings
Detect Charm
Cure Disease
Cloak of Bravery
Dispel Magic
Control Temperature, 10'r
Create Water
Find Traps
Glyph of Warding
Cure Serious Wounds
Cure Light Wounds
Flame Blade
Hold Animal
Detect Lie
Detect Evil
Heat Metal
Locate Object
Detect Extra-Planer
Hold Person
Magical Vestments
Free Action
Detect Magic
Holy Symbol
Negative Plane Protection
Hallucinatory Forest
Detect Poison
Imbue with Spell Ability
Detect Snares & Pits
Protection from Fire
Neutralize Poison
Endure Heat/Cold
Remove Curse
Protection From Evil 10'r
Invisibility to Animals
Produce Flame
Remove Paralysis
Protection From Lightining
Keen Edge
Resist Fire/Cold
Speak With Dead
Reflecting Pool
Silence 15'r
Repel Insects
Locate Animals or Plants
Slow Poison
Water Breathing
Speak With Plants
Pass Without Trace
Snake Charm
Water Walk
Spell Immunity
Penetrate Disguise
Speak with Animals
Sticks to Snakes
PortentProtection from Evil
Warp Wood
Purify Food & Drink
Remove Fear
Wyvern Watch
5th Level Spells
6th Level Spells
7th Level Spells
Air Walk
Aerial Servant
Astral Spell
Animal Growth
Animal summoning 3
Animal Summoning 2
Animate Object
Anti-Animal Shell
Control Weather
Blade Barrier
Creeping Doom
Commune with Nature
Conjure Animals
Control winds
Find the Path
Cure Critical Wounds
Fire Storm
Dispel Evil
Lightining Strike
Hero's Feast
Holy Word
Minor Awe
Part Water
Mass Heal
Plane Shift
Speak With Monsters
Prismatic Bridge
Stone Tell
Transmute Water to Dust
Turn Wood
Raise Dead
Wall of Thorns
Transmute Rock to Mud
Weather Summoning
Transmute Metal to Wood
True Seeing
Word of Recall
Wind Walk
Wall of Fire

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Aura of Calm (Enchantment/Charm)
Special Ability
Range: 0
Components: V, S
Duration: Special
Casting Time: Special
Area of Effect: one person + one person per level
Saving Throw: None

       This ability causes all persons in the area of effect to cease all hostile actions. The area of effect is centered on the priestess and moves with her Any persons coming into, or brought into, the area of effect will be affected, even if they enter after the ability is first used. Creatures in the area of effect will stop fighting as long as the priestess remains neutral, any offensive action by the priestess negates the calming effect the second the action is started. No initiative bonus will be gained. The ability is also negated if one of the priestesss allies outside of the area of effect takes offensive action. Such persons must be readily associated with the priestess. Allies inside the area of effect are likewise under its charm.
       Persons under the effect of the Aura of Calm retain their free will, except that they cannot take offensive action. They need not be reasonable or are they required to listen to anything the priestess says. They remain in command of voice and wit, and can, if they wish, shout down the priestess. They cannot leave the area of effect to initiate offensive action. They can leave the area before the durations end if the priestess moves away from them, or they give up the urge to fight and depart intending to leave the scene.

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Ceremony (Invocation)
Sphere: All
Level: 1
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: Special

       The additional Ceremonies of "Battle Blessing" and"Solemn Oath"are used by the Priests of Coran. Priest of Suszan can use these spells, but seldom do.
Battle Blessing: This ceremony is performed on the eve or morning before a battle. Up to 500 participates per celebrating priest can benefit from this ceremony. Celebrants receive the benefit one free moral check during the battle, or an automatically made saving throw vs spells or fear. Battle Blessing can be performed by any ordained priest, and is rendered when requested before a battle.
Solemn Oath: This ceremony is required to insure that the god (Coran in this instance) hears and acknowledges an oath made on his name. While Coran has been known to punish a broken oath on his name when this ceremony is not used, this assures that he does hear, and will act. This is not a ceremony to be casually undertaken. While the charge is nominal, the participants are well warned that breaking this oath will, not might, not maybe, not perhaps, but will result in the death of the oathbreaker. Solemn Oath can be performed by any ordained priest, and is rendered when requested without charge to dedicated worshipers, and for 10 gp to non-worshipers.

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Detect Extra-Planer (Divination)
Sphere: Divination
Level: 1
Range: 120 yards
Components: V, S, M
Duration: 1 turn + 5 rounds /level
Casting Time: 1 round
Area of Effect: 10 foot path
Saving Throw: None

       This spell discovers if any creature or object in a path 10 foot wide to the end of the spell range is of extra-planer origin.
       The kind of plane (elemental, inner, outer, demi, etc) can be noted. It will not give the exact plane of origin however. The duration of a Detect Extra-Planer spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate; stop, have quiet, and intently seek to detect the aura, for at least one round to receive a reading.
       The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him.

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Keen Edge (Alteration)
Level: 1st
Sphere: Combat
Range: Touch
Components: V, S, M
Duration: 4 rounds + 1 round/level
Casting Time: 2
Area of Effect: 1 normal weapon
Saving Throw: None

       This spell temporarily enchants the cleric's normal weapon with a +1 attack and damage bonus. The weapon must be the normal edged weapon carried by the Priest, magical weapons will gain no advantage from the spell. The weapon will do normal damage other than the added magical bonus. The spell will allow the weapon to damage creatures hit only by magical weapons for the duration of the spell.

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Sunscreen (Alteration) Level: 1st
Range: touch
Components: V, S
Duration: 18 hours
Casting time: 1
Area of Effect: creature touched
Saving Throw: none

       This spell protects the creature touched from sunburn for the duration of the spell. It will not protect the eyes form damage from looking at the sun, heatstroke, sunstroke, or dehydration. It does not give any protection from heat or fire.

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Umbrella (Invocation)
Level: 1st
Range: 0
Components: V, S
Duration: 3 turn + 1turn/level
Casting Time: 1
Area of Effect: 1 person
Saving Throw: none

       The Umbrella spell is similar to Tenser's floating disc. Instead of following the casting cleirc the spell forms a curving field over their head. This field extends three feet on all sides of the recipient, and will move at up to the normal running pace of the recipent. The field will repel rain, snow, or other forms of precipitation as if it where a solid object. It will stop hail up to 0.5 inches across, objects larger that 0.5 inches will fall unimpeded by the field. The field will remain over the recipient no matter how they move. The spell will not work if there is not at least 20 feet clearance above the recipient's head. This does not include over head foliage.

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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 absolute. 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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Battle Shout (Alteration)
Sphere: Combat
Level: 4
Range: Touch
Components: V, S, M
Duration: 1 round / level of the caster
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

       This spell allows the recipient to be heard from one end of a battle field to another (effective range a radius of one mile) It can be used in a non-combat situation such as a large construction gang.
       The recipient's voice will carry to the furthest corner of the field. Everyone, friend and foe alike can hear them. Their voice will have the quality of a roar All that the recipient says can be clearly heard.. This causes an immediate moral check in all enemy troops. Those not engaged in melee will rout if the check is failed. Troops in melee will lose one moral class should they fail. The check need be made only once no matter what the duration of the spell. Failing troops will rout at once. Friendly troops that are unsteady become steady and routing troops gain a second moral check as if a hero had joined them.

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Lightining Strike (Evocation)
Sphere: Combat
Level: 5
Range: 60 yds.
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: 5 ft. radius x 30 ft. column
Saving Throw: half

       When the priest evokes a Lightning Strike spell, a vertical bolt of lightning flashes downward in the location called for by the caster. Any creatures within the area of effect must roll a saving throw vs. spell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halved.

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Rally (Invocation)
Sphere: Combat
Level: 6
Range: 0
Components: V, S, M
Duration: 1 trun / level of the caster
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

       This spell causes the cleric to become the focus of divine favor. They will glow as if with an inner light. Their voice will deepen and take on an echoing quality. Additionally it can be heard to roll across the battlefield like thunder.        The sight of the priest causes all friendly troops to rally and raises their moral to unshakable (those within 240 yards). All friendly troops within the sound of the cleric's voice (2000 yards) gain a +2 on all moral check. Enemy troops that see this sight must check moral one step below their current moral status, or rout.

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Avatar (All)
Sphere: All
Level: 7
Range: 0 yds.
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: Caster
Saving Throw: Special

       Avatar is a very dangerous spell for the caster himself. When cast the Priest opens himself to the direct power of the god. If accepted, the Priest is temporarily granted a limited access to the Primal Power of the god. For the duration of the spell, the priest can cast any number of Clerical spells of any level with a -4 to all saves against them. He has 400 hit points and an armor class of -10. It requires a +3 or better weapon to hit the priest, and then he takes only the magical bonus in damage. He is immune to all spells that allow a saving throw, and has a save of 3 against those that do not allow a save. He can access any of the god's minor powers, or access one major or prime power once. Use of a major or prime power negates the spell at will cost the priest greatly.
       The Priest must make a save vs 5d6 on their Wisdom to successfully use the spell. The duration of the Avatar is from 1- 10 rounds, and will be terminated, or allowed to continue at the god's pleasure. No moral can withstand the primal power for more rounds than they have Constitution points. The Priest burns one Constitution point for each round the Avatar spells lasts. Those Constitution points are lost permanently. They can be restored with a Restoration spell however.
       When the spell ends the Priest must make a System Shock check at their new Constitution score. Failing this check means the death of the priest. In the rare occasions when the god intervenes directly and keeps the spell going for more than the ten rounds or the priest has a Constitution that low, the Priest might be consumed by the spell. Any priest that is reduced to zero Constitution by the spell is forever dead. Their body consumed physically by divine power. Use of a major or prime power by the Priest will burn an additional number of points. Major powers will cost three Constitution points, prime powers from 5 to 9 points. Again, any mortal reduced to zero Constitution is forever dead.
       On the positive side, anyone that is consumed in an Avatar spell is considered a saint of the religion.

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Mass Heal (Alteration)
Sphere: Healing
Level: 7
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 50 yard radius
Saving Throw: None

       This spell gives the benifit of a Cure Seroius Wounds spell (2d8+1 hit points) to all living creatures within 50 yards of the casting priest.

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       The Above is a work of fiction. All persons and creatures are fictional, any resemblance to persons living or dead is coincidental.

       Copyright Garry Stahl: Jan 1996. All rights reserved, re-print only with permission.

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