Skip to content

Commit

Permalink
Remove Cleric spell tags
Browse files Browse the repository at this point in the history
Clerics are no longer restricted by only casting spells without tags until they take moves that allow it. To go along with this Inquisitor and Scales of Life and Death have been changed and all spells have been updated.

Closes #55
  • Loading branch information
Sagelt committed May 10, 2012
1 parent 50ff4e1 commit a690c1f
Show file tree
Hide file tree
Showing 2 changed files with 22 additions and 22 deletions.
8 changes: 4 additions & 4 deletions 5-Cleric.xml
Expand Up @@ -42,7 +42,7 @@ Show the world who is lord.</p></div>
<div id="TurnUndead"><h3 aid:pstyle="BasicMoveName">Turn Undead</h3>
<p aid:pstyle="NoIndent">When you hold your holy symbol aloft and pray aloud for protection, roll+Wis. On a hit so long as you continue to pray and brandish your holy symbol no undead may come within reach of you. On a 10+ intelligent undead are momentarily dazed by the radiance of your god and mindless undead flee. If you move aggressively towards an undead creature while Turning them it break the effects and they are able to act as normal. Intelligent undead, vampires and so on, may still find ways to harry you from afar. They're clever like that.</p></div>
<div id="Commune"><h3 aid:pstyle="BasicMoveName">Commune</h3>
<p aid:pstyle="NoIndent">When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you lose any spells already granted to you and are granted new spells of your choice whose total levels don't exceed your own+1. You also prepare your rotes; they don't count against your limit. You cannot be granted spells with tags such as Death or Damaging unless you have a move which allows it. You can't prepare spells that are higher level than you.</p></div>
<p aid:pstyle="NoIndent">When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you lose any spells already granted to you and are granted new spells of your choice whose total levels don't exceed your own+1. You also prepare your rotes; they don't count against your limit. You can't prepare spells that are higher level than you.</p></div>
<div id="CastASpell"><h3 aid:pstyle="BasicMoveName">Cast A Spell</h3>
<p aid:pstyle="NoIndent">When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7-9, the spell is cast, but choose one:</p>
<ul><li>You draw unwelcome attention or put yourself in a spot (the GM will describe it).</li>
Expand Down Expand Up @@ -77,10 +77,10 @@ Show the world who is lord.</p></div>
<div id="moves"><p aid:pstyle="InstructionsAfterHeader">When you gain a level from 2-5, choose from these moves.</p>
<h3 aid:pstyle="MoveName">Chosen One</h3>
<p aid:pstyle="NoIndent">Choose one spell. You are granted that spell as if it was one level lower.</p>
<h3 aid:pstyle="MoveName">Inquisitor</h3>
<p aid:pstyle="NoIndent">Your deity gives you domain over pain and suffering. You can cast spells with the Damaging tag.</p>
<h3 aid:pstyle="MoveName">Invigorate</h3>
<p aid:pstyle="NoIndent">When you heal someone they take +2 damage forward.</p>
<h3 aid:pstyle="MoveName">The Scales of Life and Death</h3>
<p aid:pstyle="NoIndent">Your deity gives you domain over the dead and undead. You can cast spells with the Death tag.</p>
<p aid:pstyle="NoIndent">When someone takes their Last Breath in your presence they take +1 to the roll.</p>
<h3 aid:pstyle="MoveName">Serenity</h3>
<p aid:pstyle="NoIndent">You are able to divide your power effectively. When you cast a spell you ignore the first -1 penalty from ongoing spells.</p>
<h3 aid:pstyle="MoveName">First Aid</h3>
Expand Down
36 changes: 18 additions & 18 deletions 5a-Cleric Spells.xml
Expand Up @@ -9,31 +9,31 @@
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Guidance</span> Rote</p>
<p aid:pstyle="NoIndent">The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.</p></div>
<div><h2>1st Level Spells</h2>
<p aid:pstyle="SpellName" id="SpellName"><span aid:cstyle="SpellName">Bless</span> Level 1</p>
<p aid:pstyle="NoIndent">You deity smiles on the target in combat. They take +1 ongoing so long as battle continues and they stand and fight.</p>
<p aid:pstyle="SpellName" id="SpellName"><span aid:cstyle="SpellName">Bless</span> Level 1 <em>Ongoing</em></p>
<p aid:pstyle="NoIndent">You deity smiles on the target in combat. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to Cast a Spell.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Cure Light Wounds</span> Level 1</p>
<p aid:pstyle="NoIndent">At your touch wounds scab and bones cease to ache. Heal an ally of 1d8 damage.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Detect Alignment</span> Level 1</p>
<p aid:pstyle="NoIndent">When you cast this spell choose an alignment: Good, Evil, or Neutral. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Inflict Light Wounds</span> Level 1 <em>Damaging</em></p>
<p aid:pstyle="NoIndent">You open wounds, channeling the wrath of your god. Deal 1d8 damage to the target ignoring armor.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Cause Fear</span> Level 1 <em>Ongoing</em></p>
<p aid:pstyle="NoIndent">Choose an intelligent target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, panic, fight. While this spell is ongoing you take -1 to Cast a Spell.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Magic Weapon</span> Level 1 Ongoing</p>
<p aid:pstyle="NoIndent">The weapon you hold while casting does +1d4 damage until you dismiss this spell. Until you dismiss this spell you take -1 to Cast a Spell.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Sanctuary</span> Level 1</p>
<p aid:pstyle="NoIndent">You make an area holy to your deity. Walk the perimeter of the area. So long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a Sanctuary heals +1d4 HP.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Speak With Dead</span> Level 1 <em>Death</em></p>
<p aid:pstyle="NoIndent">A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.</p></div>
<div><h2>3rd Level Spells</h2>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Animate Dead</span> Level 3 Ongoing, Death</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Animate Dead</span> Level 3 <em>Ongoing</em></p>
<p aid:pstyle="NoIndent">You invoke a hungry spirit to possess a recently-dead body and act for you. This forms a zombie that follows your orders to the best of its limited abilities. Treat the zombie as your character, but with access to only the basic moves. It has a +1 modifier for all stats and 1 HP. While this spell is ongoing you take -1 to Cast a Spell. You get 1d4 of these effects:</p>
<ul><li>The zombie is talented. Give one stat a +2 modifier.</li>
<li>The zombie is durable. It has +2 HP for each level you have.</li>
<li>The zombie has a functioning brain and can complete complex tasks.</li>
<li>The zombie is restored by magic—it does not appear obviously dead, at least for a day or two.</li></ul>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Cure Moderate Wounds</span> Level 3</p>
<p aid:pstyle="NoIndent">You staunch bleeding and set bones through magic. Heal an ally of 2d8 damage.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Inflict Moderate Wounds</span> Level 3 <em>Damaging</em></p>
<p aid:pstyle="NoIndent">You break bones and leave gushing wounds. Deal 1d10 damage ignoring armor.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Darkness</span> Level 3 <em>Ongoing</em></p>
<p aid:pstyle="NoIndent">Choose an area you can see: it's filled with supernatural darkness and shadow. While this spell is ongoing you take -1 to Cast a Spell.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Resurrection</span> Level 3</p>
<p aid:pstyle="NoIndent">Tell the GM you would like to resurrect a corpse whose soul has not yet fully departed this world. The GM will tell you "yes, you can resurrect them, but first…" or "yes, you can resurrect them now, but it won't be permanent until…" and then one to all of the things from this list:</p>
<ul><li>It's going to take days/weeks/months</li>
Expand All @@ -50,13 +50,13 @@
<p aid:pstyle="NoIndent">Heal an ally of 3d8 damage.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Divination</span> Level 5</p>
<p aid:pstyle="NoIndent">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.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Inflict Critical Wounds</span> Level 5 Damaging</p>
<p aid:pstyle="NoIndent">You cause horrific harm. Deal 1d8+1d4 damage ignoring armor.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Contagion</span> Level 5 <em>Ongoing</em></p>
<p aid:pstyle="NoIndent">While this spell is ongoing a target you can see suffers from the disease of your choice and you take -1 to Cast a Spell.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Words of the Unspeaking</span> Level 5</p>
<p aid:pstyle="NoIndent">With a touch you speak to the spirits within things. The non-living object you touch responds to three questions you pose, answering them as best it can.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">True Seeing</span> Level 5</p>
<p aid:pstyle="NoIndent">For a brief moment 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.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Trap Soul</span> Level 5 Death</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">True Seeing</span> Level 5 <em>Ongoing</em></p>
<p aid:pstyle="NoIndent">While this spell is ongoing your vision is opened to the true nature of everything you lay your eyes on and you take -1 to Cast a Spell. 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.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Trap Soul</span> Level 5</p>
<p aid:pstyle="NoIndent">When cast in the presence of a ghost or recently dead body this spell traps the soul in a gem you provide. While trapped the soul answers every question posed to it and can not resist your requests. Once released the soul is likely to hold a grudge against its captor.</p>
</div><div><h2>7th Level Spells</h2>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Word of Recall</span> Level 7</p>
Expand All @@ -65,20 +65,20 @@
<p aid:pstyle="NoIndent">Touch an ally and you may restore up to your maximum HP to them.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Harm</span> Level 7</p>
<p aid:pstyle="NoIndent">Touch an enemy and strike them with divine wrath—deal 2d8 damage to them and 1d6 damage to yourself (ignores armor).</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Sever</span> Level 7 Damaging</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Sever</span> Level 7 <em>Ongoing</em></p>
<p aid:pstyle="NoIndent">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 you maintain the spell you take -1 to Cast a Spell.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Mark of Death</span> Level 7 Death</p>
<p aid:pstyle="NoIndent">Choose a type of creature. You inscribe runes matching that type of creature. The next mortal creature of that type to look on the runes is immediately slain.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Mark of Death</span> Level 7</p>
<p aid:pstyle="NoIndent">Choose a creature who's true name you know. This spell inscribes runes that will kill that creature, should they read them.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Control Weather</span> Level 7</p>
<p aid:pstyle="NoIndent">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.</p></div>
<div><h2>9th Level Spells</h2>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Command Elements</span> Level 9</p>
<p aid:pstyle="NoIndent">A mass of one element (earth, air, water, or fire) that you touch as you cast this spell takes on a form similar to yours and carries out one command you give it. Once the command is completed or a day passes the element retakes its old form.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Repair</span> Level 9</p>
<p aid:pstyle="NoIndent">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.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Divine Presence</span> Level 9 Damaging</p>
<p aid:pstyle="NoIndent">Every creature must ask your leave to enter your presence, and you must speak permission for them to enter. Any creature that you deny permission takes an extra 1d10 damage whenever they take damage in your presence.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Consume Unlife</span> Level 9 Death</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Divine Presence</span> Level 9 <em>Ongoing</em></p>
<p aid:pstyle="NoIndent">Every creature must ask your leave to enter your presence, and you must speak permission for them to enter. Any creature that you deny permission takes an extra 1d10 damage whenever they take damage in your presence. While this spell is ongoing you take -1 to Cast a Spell.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Consume Unlife</span> Level 9</p>
<p aid:pstyle="NoIndent">The mindless undead creature you touch is destroyed and you steal its death energy to heal yourself or the next ally you touch of damage equal to its current HP.</p>
<p aid:pstyle="SpellName"><span aid:cstyle="SpellName">Peace</span> Level 9</p>
<p aid:pstyle="NoIndent">Choose one traumatic memory in the target's past. The target's memory of that event is calmly erased. If the target is a PC, they must be willing.</p></div></Root>

0 comments on commit a690c1f

Please sign in to comment.