A
profaner, Nymus the Rash, wearing the symbol of the Anti-Demon (cf.),
cornered in the Dungeons of Skulldon and casting the 1st level
profaner alteration spell mechanical
fists.
PROFANER
class
(Swordlands
name: FICCUID “FICK-WIT”)
The
profaner is a sub-class of cleric. They are a little known counter
class to the druids. Whereas a druid views a world of balancing
forces, the bizarre profaner purview is a “neutrality” of
righteous carnage with no regard for the outcome. The profaners are
prosuburbs (non-farming) and pro-fringe (rundown) society as an
ideal. Although, a “what will be will be” view is never taken as
they are almost always on a collision course with themselves and the
world in their constant activity of “poking the dragon”. This
doesn’t make them unwise rather the average profaner is more
tactical than most classes due to this philosophy of action. Where
the druid helps, profaners instead will counter sometimes directly
seeming evil but its usually to reserve for a bigger picture. They
have their own set of abilities and spells which are somewhere
between cleric, druid and magic-user. Note: While profaners seem
anti-demihuman, they are not and will employ any nonhuman race with
the exception of support while planar traveling to humanless voids
(See below under spell casting time).
To
become a profaner, a character absolutely must be human (With no room
for subclass adaptation as the “magic” partly stems from the aura
of humanity.). They must have a minimum wisdom of 15. They also must
be very persuasive and have a charisma of 17. If both exceed 17 (18
or over) it adds 10% experience.
The
styling of their spells is very antagonistic of druids often
garnering the name “anti-druids” in addition to other colorful
pejoratives (Druids call them “f*ckwits” in the Swordlands.
Mocking the name that they call themselves: The Ficcuids. This term
means falsifier and is pronounced FICK-WIT. The term falsifier comes
from their anti-druidic sentiments whereas druids were called
speakers of the truth.). In urban centers, they are called profaners,
as they don’t fit in with the cult edifices of the temple
districts, often being found on the edges of metropolitan areas where
they meet near farming communities.
As
they are different from clerics and druids they have far different
standards of gear. The only armor they are allowed to wear is
chainmail (“purified” in a 10 hour rite) with no shield and their
weaponry must match magic-user’s weapon proficiencies (dagger, dart
& staff [UA: also caltrop, knife,& sling.]).
They
can use oil and poison (poison use dependent on campaign).
They,
like druids, have certain innate abilities unique to the class.
At
1st level:
Sense
Non-Neutrals – This gives them a slight feeling that someone is not
of neutral alignments
At
2nd level:
Sense
Chaos, Evil, Good or Law – This gives the profaner a slight feeling
if someone is leaning towards any of those alignments.
Morale
Boost – They add 1% to their reaction adjustment every level
At
3rd level:
Detect
Exact Alignment - Once per day
At
9th level:
Flesh
Golem Form - The profaner can change into a flesh golem. In this
shape, their hp remain the same but everything else is as monster.
At
11th level
Clay
Golem Form - The profaner can change into a clay golem. In this
shape, their hp remain the same but everything else is as monster.
At
14th level:
Stone
Golem Form - The profaner can change into a stone golem. In this
shape, their hp remain the same but everything else is as monster.
At
18th level:
Iron
Golem Form - The profaner can change into a iron golem. In this
shape, their hp remain the same but everything else is as monster.
Profaners
never speak the languages of nonhumans and favor human languages.
They have no secret language and prefer public speaking. Because of
this hardheadedness, every 2 levels they gain knowledge of a new
human language.
They
fight and save as clerics.
They
can use magic items allowed for all classes and specifically those
for clerics that are not written magic. They are forbidden to touch
druid items and vise versa. They can create magic items like clerics
and druids.
Unlike
druids, they can go up in level unlimited. Upon reaching 20th
they are automatically a leader of their faith but leaders can be any
level.
They
attract followers as a cleric does but they do not develop any
constructed temples often having ceremonies in cave complexes or
sometimes in the old warehouses of outer wards of cities. Emphasis is
usually on garb depicting neutral deities.
Where
there is a question they usually follow the guidelines for clerics
(and druids), however, unlike those they can drift off their
alignment for up to a week. If they do not turn back at the end of
the week to Neutral then they lose all function except HD and weapon
knowledge.
PROFANERS
( CLERICS) TABLE ONE
Experience Points
|
Experience Level
|
8-Sided Dice for
Accumulated Hit Points
|
Level Title
|
0-2225
|
1
|
1
|
Proselyte
|
2226-5000
|
2
|
2
|
Disruptor
|
5001-8900
|
3
|
3
|
Humanus
|
8901-14,500
|
4
|
4
|
Suburbanus
|
14,501-23,400
|
5
|
5
|
Urb Pagan
|
23,400-40,100
|
6
|
6
|
Infidelitus
|
40,101-68,000
|
7
|
7
|
Ultracultist
|
68,000-102,000
|
8
|
8
|
Fringe Priest
|
102,001-136,000
|
9
|
9
|
Priest of the Common Man
|
136,001-220,000
|
10
|
10
|
Priest of the
Transformation
|
220,001-331,000
|
11
|
11
|
Priest of the Outer
Unorder
|
331,001-832,000
|
12
|
12
|
Priest of All Mankind
|
832,001-915,400
|
13
|
13 |
Profaner
|
915,401-1215,000
|
14
|
13+1 |
High Profaner
|
1,215,001-1,515,000
|
15
|
13+2 |
Great Profaner
|
1,515,001-1,815,000
|
16
|
13+3 |
Greater Profaner
|
1,815,001-2,115,000
|
17
|
13+4 |
Greatest Profaner
|
2,415,001-2,715,000
|
18
|
13+5 |
Servant of the Works
|
2,715,001-3,015,000
|
19
|
13+6 |
Servant of the Ideas
|
3,015,001-3,315,000
|
20
|
13+7 |
Servant of the Great Men
|
|
LEVEL
ONE SPELLS
Cloud
Weather (Divination)
Detect
Fire (Divination)
Detect
Magic (Divination)
Faerie
Motes (Alteration)
Ghost
Cart (Alteration)
Ghost
Form (Alteration)
Mechanical
Fists (Alteration)
Mnemonic
Abruption (Alteration)
Name
Basis (Divination-Enchantment/Charm)
Nebulize
Water (Alteration) Reversible
Rattling
Bones (Alteration/Necromancy)
Re-encounter
(Enchantment/Charm)
LEVEL
TWO SPELLS
Burn
Leather (Alteration)
Detect
Area Alchemy (Divination)
Dice
of Death (Alteration)
Fire
Key (Alteration)
Impetus
(Necromantic) Reversible
Mechanical
Claws (Alteration)
Plane
Wood (Alteration)
Produce
Smoke (Alteration)
Remove
Foliage (Alteration)
Speak
With Personification (Alteration)
Ultra
Perception (Alteration)
Weapon
Tell (Divination)
Third
level spells:
Call
Missile (Evocation)
Catalyze
Poison (Alteration) Reversible
Column
(Alteration)
Door
Slam (Alteration)
Feign
disease (Necromantic) Reversible
Hold
Machinery (Alteration)
Hydro
Power (Alteration)
Opening
(Alteration)
Protection
from Water (Abjuration)
Sea
Breathing (Alteration) Reversible
Shade
to Glade (Alteration)
Summon
Refuse (Alteration/Evocation)
Fourth
level Spells:
Big
Impetus (Necromantic) Reversible
Dispel
Innate Magic (Abjuration)
Men
Summoning I (Conjuration/Summoning)
Hallucinatory
Haven (Illusion/Phantasm) Reversible
Hold
Savages (Enchantment/Charm)
Backstreet
Byway (Alteration)
Produce
Art (Alteration) Reversible
Protection
From Siege Weaponry (Abjuration)
Repel
Bugs ( Abjuration-Alteration)
Speak
With Gardens (Alteration)
Fifth
level Spells:
Stampede
(Alteration)
Men
Summoning II (Conjuration/Summoning)
Anti-Mechanical
Shell (Abjuration)
Commune
With Community (Divination)
Portcullis
(Alteration)
Insect
Aid (Conjuration/Summoning)
Garden
gate (Alteration)
Rod
to Bod (Alteration/Necromancy)
Transmute
Wood to Paper (Alteration) reversible
Wall
of Pure Neutrality (Evocation/charm)
Sixth
level Spells:
Men
Summoning III (Conjuration/Summoning)
Anti-Energy
Shell (Abjuration)
Conjure
Temporion (Conjuration/Summoning) Reversible
Bigger
Impetus (Necromantic) Reversible
Ficklemind
(Enchantment/Charm)
Petard
of Death (Coniuration)
Transport
Via Ore Veins (Alteration)
Turn
the Emotionless (Alteration)
Wall
of Walls (Conjuration/Summoning)
City
of Atrocity (Conjuration/Summoning) Reversible
Seventh
level Spells:
Sleeping
Juggernaut (Alteration)
Whirlicote
of the Death Druid (Evocation)
Moment
of Sanctimony (Enchantment/Charm)
Conjure
Distinct Temporions (Conjuration/Summoning) Reversible
In
the Sun (Alteration)
Creeps
(Conjuration/Summoning)
Cling
to Life (Enchantment/Charm)
Pits
of the Death Druid (Evocation)
Disincarnate(
Necromantic)
Transmute
Earth to Cement (Alteration)
PROFANER
SPELLS
Spell’s
material components are limited to charcoal from rowan trees that are
growing on a boulder (greater rowan).
NOTE:
If harvested from rowan growing on the ground (lesser rowan) then the
spell range is cut to 90%, the duration of the spells is cut to 75%
and the area of effect is cut to 50%. If the rowan is rarely growing
on another tree the spell effectiveness for all three
(range,duration, and area is 150%). If any of the charcoal is not
produced by the profaner then effectiveness for range and duration is
reduced by -25%.
ITEM
|
SPELL
RANGE
|
SPELL
DURATION
|
AREA
OF
EFFECT
|
Greater Rowan Charcoal (Tree
on rock-grown)
|
100%
|
100%
|
100%
|
Greater Rowan Charcoal (Tree
on tree-grown)
|
150%
|
150%
|
150%
|
Lesser Rowan Charcoal
(Ground grown)
|
90%
|
75%
|
50%
|
Greater Rowan Charcoal (Tree
on rock-grown) Not harvested by profaner
|
75%
|
75%
|
75%
|
Greater Rowan Charcoal (Tree
on tree-grown) Not harvested by profaner
|
125%
|
125%
|
125%
|
Lesser Rowan Charcoal
(Ground grown) Not harvested by profaner
|
65%
|
50%
|
25%
|
|
In
humanless voids, like the Inner Planes, profaner’s spellcasting
time is doubled unless they are in the presence of 20+ humans.
LEVEL
ONE SPELLS
Cloud
Weather (Divination)
Level:
1
Range:
0
Duration:
2 hours/level
Area
of Effect: 1 square mile per level
Components:
V, S, M
Casting
Time: 3 rounds
Saving
Throw: None
Explanation/Description:
When a profaner casts a cloud weather spell they ruin weather
divinations in a one square mile area/per level centering on the
profaner. For every level of profaner casting the spell (up to 7
casting at once) predictions in range will be ruined by 5% per levels
casting distortion (alter numbers).
Detect
Fire (Divination)
Level:
1
Range:
0
Duration:
1 round/level
Area
of Effect: 2" path 2" Iong/level
Components:
V, S, M
Casting
Time: 1 round
Saving
Throw: None
Explanation/Description:
This spell gives the profaner the ability to determine the direction
and distance of any source of combustion in
the
area of effect. Only 2" wide path can be known per round.
Detect
Magic (Divination)
Level:
1
Range:
3”
Duration:
1 turn
Area
of Effect: 1” path, 3” long
Components:
V, S, M
Casting
Time: 1 round
Saving
Throw: None
Explanation/Description:
When the detect magic spell is cast, the profaner detects magical
radiations in a path 1” wide, and up to 3” long, in the
direction
he or she is facing. The caster can turn 60’ per round. Note that
stone walls of 1’ or more thickness, solid metal of but 1/12’
thickness, or 3’
or
more of solid wood will block the spell.
Faerie
Motes (Alteration)
Level:
1
Range:
1”
Duration:
3 rounds/level
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 1 segment
Saving
Throw: None
Explanation/Description:
When the profaner casts a faerie motes spell up to 9 blue lights
resembling flame light appear in a 10 foot diameter ring and any who
pass through will receive a curse of -1 to their first attack of
their next combat. If an object is placed breaking the ring then
passage is free of the curse.
Ghost
Cart (Alteration)
Level:
1
Components:
V, S, M
Range:
4”
Duration:
6 turns + 1 turn per level
Saving
Throw: None
Area
of Effect: One four wheeled wagon or cart
Casting
Time: 1 turn
Explanation/Description:
This spell makes a 4 wheeled vehicle follow the caster even uphill
but not over terrain rough enough to damage it. It follows the caster
at the same movement rate. The caster chooses how far by telling it
to stop and then continue.
Ghost
Form (Alteration)
Level:
1
Components:
V, S, M
Range:
0
Duration:
1 round/level
Area
of Effect: Personal
Casting
Time: 4 segments
Saving
Throw: None
Explanation/Description:
After casting this spell, the profaner becomes a partially concealed
see through ghost-like apparition. The degree of concealment is 10%
per level (See Concealment in DMG).
Mechanical
Fists (Alteration)
Level:
1
Components:
V, S, M
Range:
0
Duration:
1 round per level
Saving
Throw: None
Area
of Effect: Hands of caster
Casting
Time: 1 round
Explanation/Description:
This spell makes iron gauntlets appear on the hands of the profaner
which deliver 1D4+1/per 2 levels for man-sized opponents and
1D2+1/per 2 levels for man-sized opponents
Mnemonic
Abruption (Alteration)
Level:
1
Components:
V, S, M
Range:
1”
Duration:
Permanent
Saving
Throw: Neg.
Area
of Effect: For every 3 levels the profaner can alter the choice of
one memorized duplicate spell of a target.
Casting
Time: 3 segments
Explanation/Description:
This spell changes what spells have been memorized by a player if
doubled or tripled to a randomly rolled spell not memorized.
Name
Basis (Divination-Enchantment/Charm)
Level:
1
Range:
1”
Duration:
1 round per levelt
Saving
Throw: Neg.
Area
of Effect: One human
Components:
V, S, M
Casting
Time: 2 segments
Explanation/Description:
When the profaner casts this spell, they will know the first name of
one selected human in 1” range. This spell does not work on
non-humans.
Nebulize
Water (Alteration)
Reversible
Level:
1
Components:
V, S, M
Range:
4"
Duration:
Permanent
Saving
Throw: None
Area
of Effect: 1 cubic foot/level, 1” square area turns into 2 cubic
feet of mist, 2” square area
Casting
Time: 1 round
Explanation/Description:
This spell turns water into mist but only works indoors (unlike the
druid class’s obscurement spell cf.). a cubic foot of water
per level of the profaner casting the spell changes into a 1”
square area of thick fog conceals by 10% per level of the caster (see
concealment in DMG).
The
reverse of the spell, Fog to Water, turns 1” square area of
fog into a cubic foot of water and also works outdoors
Rattling
Bones (Alteration/Necromancy)
Level:
1
Components:
V, S, M
Range:
4”
Duration:
1 turn
Saving
Throw: None
Area
of Effect: For every three levels of profaner casting, one body part
of a skeleton (head, thorax, abdomen, leg or arm.).
Casting
Time: 1 segment
Explanation/Description:
This spell alters the nature of one part of a skeleton, either an
intact whole or semi-intact section (head, thorax, abdomen, leg or
arm.), to vibrate incessantly but not enough to disrupt an animated
skeleton.
Re-Encounter
(Alteration-Enchantment/Charm)
Level:
1
Components:
V, S
Range:
10”
Duration:
Instant
Saving
Throw: Neg.
Area
of Effect: One party
Casting
Time: 1 segment
Explanation/Description:
This spell alters encounter reaction (DMG pg 63) to be re-rolled as
if the first roll was a mistake. Any attack that gets ahead of this
negates it.
LEVEL
TWO SPELLS
Burn
Leather (Alteration)
Level:
2
Range:
4”
Duration:
7 rounds
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 4 segments
Saving
Throw: None
Explanation/Description:
When the profaner casts this spell it makes all material made of
animal products set ablaze. All leather items must save versus
magical fire or be destroyed. Anyone wearing leather clothing or
leather armor takes 1-4 hit points of damage and anyone wearing
leather armor takes 1-8 hit points. If not removed an additional 1-2
hit points of damage per round (NB: According to POLYHEDRON #19 SEPT
1984, it takes 2 rounds to remove leather armor.)
Detect
Area Alchemy (Divination)
Level:
2
Range:
0
Duration:
1 turn/level
Area
of Effect: 1” path, 2” long/level
Components:
V, S, M
Casting
Time: 2 rounds
Saving
Throw: None
Explanation/Description:
The profaner, can locate any desired type of man-made modified
material (Cement, mortar, treated wood, worked metal, worked stone,
etc) that is in a location that is fairly natural seeming (cavern,
forest, underwater, etc) not necessarily revealing concealed or
secret doors unless they are isolated in natural settings.
Dice
of Death (Alteration-Evocation)
Level:
2
Range:
2” radius
Duration:
1-6 segments
Area
of Effect: One person
Components:
V, S, M
Casting
Time: 4 turns
Saving
Throw: Neg.
Explanation/Description:
When the profaner casts this spell he rolls a required pair of dice
and focuses on one person or monster. The dice vanish as they hit the
ground and the subject takes 2D6 damage.
Fire
Key (Alteration)
Level:
2
Range:
1”
Duration:
2 rounds + 1 round per level
Area
of Effect: 1 torch
Components:
V, S, M
Casting
Time: 1 round
Saving
Throw: None
Explanation/Description:
This spell cast on the flame of a torch makes a thin quarter inch
thick finger of flame spout 12 inches forward. If placed inside a
keyhole, it has a chance of breaking the locking mechanism. However,
if used on a chest/coffer it may burn the entire chest’s contents.
Impetus
(Necromantic) Reversible
Level:
I
Components:
V, S
Range:
Touch
Duration:
Permanent
Saving
Throw: None
Casting
Time: 3 segments
Area
of Effect: Character touched
Explanation/Description:
When placing on a creature, the
profaner
causes 3 hit points of wound or other injury damage to the
creature's
body to be healed. It applies to only living creatures. The
reverse,
impediment, if a target is touched by the profaner they receive 3
points of damage. It leaves a knife-like wound until healed.
Mechanical
Claws (Alteration)
Level:
2
Components:
V, S, M
Range:
0
Duration:
1 round per level
Saving
Throw: None
Area
of Effect: Hands of caster
Casting
Time: 2 rounds
Explanation/Description:
This spell makes iron gauntlets with sharpened claws appear on the
hands of the profaner which delivers 1D6+1/per 2 levels for man-sized
opponents and 1D4+1/per 2 levels damage for giant-sized opponents.
Plane
Wood (Alteration)
Level:
2
Range:
3"/level
Duration:
Permanent
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 4 turns
Saving
Throw: None
Explanation/Description:
The profaner casts this spell to gain construction materials and/or
destroy trees. When cast upon healthy trees it converts them into
nicely milled boards. The profaner creates a number of “board feet”
(1 inch thick and 1 foot square) based on the number of logs yielded
from the tree. This is easily reckoned by the chart below (based on
real world international measurements). First roll D20 for the
diameter of the tree at breast height (DBH) and then roll D8 to see
log yield. Trees with known specific sizes must be DM’s judgement.
Included
here for reference is a converted to a random chart version (citation
included) of the international ¼ inch rule chart for # of boards
yielded from a log (Hint if too “numbery” for you just completely
ignore and make it up):
Standing
Tree Board Foot Volumes—International 1/4-Inch Rule |
Dbh
(Diameter at Breast Height
(inches) [ROLL
D20] |
Number
of 16-Foot Logs (Branch offs upwards of 4 ½ feet are considered
additional logs) [ROLL
D8]
|
½
[1] |
1
[2] |
1-1/2
[3] |
2
[4] |
2-1/2
[5] |
3
[6] |
3-1/2[7] |
4[8] |
Board
Feet
|
12
[1-4] |
30 |
60 |
80 |
100 |
120 |
[Reroll] |
[Reroll] |
[Reroll] |
14
[5-6] |
40 |
80 |
110 |
140 |
160 |
180
|
[Reroll] |
[Reroll] |
16
[7] |
60 |
100 |
150 |
180 |
210 |
250 |
280 |
310 |
18
[8] |
70 |
140 |
190 |
240 |
280 |
320 |
360 |
400 |
20
[9] |
90 |
170 |
240 |
300 |
350 |
400 |
450 |
500 |
22
[10] |
110 |
210 |
290 |
360 |
430 |
490 |
560 |
610 |
24
[11] |
130 |
250 |
350 |
430 |
510 |
590 |
660 |
740 |
26
[12] |
160 |
300 |
410 |
510 |
600 |
700 |
790 |
880 |
28
[13] |
190 |
350 |
480 |
600 |
700 |
810 |
920 |
1,020 |
30
[14] |
220 |
410 |
550 |
690 |
810 |
930 |
1,060 |
1,180 |
32
[15] |
260 |
470 |
640 |
790 |
940 |
1,080 |
1,220 |
1,360 |
34
[16] |
290 |
530 |
730 |
900 |
1,060 |
1,220 |
1,380 |
1,540 |
36
[17] |
330 |
600 |
820 |
1,010 |
1,200 |
1,380 |
1,560 |
1,740 |
38
[18] |
370 |
670 |
910 |
1,130 |
1,340 |
1,540 |
1,740 |
1,940 |
40
[19] |
420 |
740 |
1,010 |
1,250 |
1,480 |
1,700 |
1,920 |
2,160 |
42
[20] |
460 |
820 |
1,100 |
1,360 |
1,610 |
1,870 |
2,120 |
2,360 |
From:
Ashley, Burl S. 1980. Reference
handbook for foresters.
USDA NA-FR-15. 35 pp. |
Produce
Smoke (Alteration)
Level:
2
Range:
0
Duration:
2 rounds/level
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 5 segments
Saving
Throw: Neg.
Explanation/Description:
When this spell is cast it takes something could be used as fuel
normally and consumes it at a slow rate of one cubic inch every 20
minutes. A billowing smoke emerges from the fuel and anyone failing
to save versus poison takes 1D4 damage. The profaner casting this
spell is immune to the effects. The smoke can stop billow on command
by the caster and will disperse in 2 rounds.
Remove
Foliage (Alteration)
Level:
2
Range:
10”
Duration:
Permanent
Area
of Effect: 4” square +2” square per level
Components:
V, S, M
Casting
Time: 2 rounds
Saving
Throw: None
Explanation/Description:
When this spell is cast the canopy of a forest is disintegrated. With
not a single leaf or twig bigger than finger’s thickness (inch)
attached to the trees cast on. Creatures with aversion to sunlight
are immediately affected.
Speak
With Personification (Alteration)
Level:
2
Components:
V, S
Range:
0
Duration:
2 rounds/level
Area
of Effect: One animal within 3" radius of cleric
Casting
Time: 5 segments
Saving
Throw: None
Explanation/Description:
This spell allows the profaner to communicate with the animus of a
place. That is the collected impressions of a known area get a kind
of intelligence to it. This “intelligence” is very limited and
its mostly hearing the echo of someone referring to the place.
However there is a second factor to this spell, if a place of human
activity has a story or depiction of it anthropomorphized then it
gains a viable personality intelligence based on how many years its
been considered to feel alive by humans. For every generation (of 25
years) of human activity in and around the area that has a
descriptive depiction, the area gains 1 point of intelligence. This
lingering spirit will sometimes come across as a feeling but with
this spell it can talk possibly for the first time:
0-24
years - Non-intelligent
or not ratable - NOTHING
25-49
years - Animal
intelligence - BARKING IF DANGER
50-124
years - Semi-intelligent)
MOANING TO DANGER AND ANSWERING SIMPLIFIED SOUNDING QUESTIONS
125-199
years - Low
intelligence) TAPPING TO ANSWER SIMPLIFIED
QUESTIONS
200-274
years - Average (human)
intelligence - TALKING
275-324
years - Very intelligent)
TALKING WITH A SMALL OBSERVATION OR TWO
325-374
years - Highly intelligent) TALKING WITH A SMALL OBSERVATION OR TWO
FOR A PRICE
375-424
years - Exceptionally intelligent - TALKING WITH AN INTUITIVE
OBSERVATIONS AND INTERESTED IN ONGOING PARTNERSHIP.
425-474
years - Genius) WILL WANT
TOTAL LOYALTY BEFORE SPEAKING; WILL GIVE ELABORATE INFORMATION
475-524
years - Supra-genius)
EXPECT ROUTINE PRAISE GIVES DIVINATIONS (as 4th
level Cleric spell) ON OTHER AREAS
525+
years - Godlike intelligence) ANSWERS ONLY WHAT IT CONSIDERS THE
WORTHY - 50% FOR PSIONIC ABILITY AS A DEMIGOD (15th)
For
every 25 years of no reverence by human activity, it reverses and
eventually “dies”. Whatever personality it had is gone.
Note:
If an organized religion is revolved around the area that is not
involved with the area being alive then the spell caster must make a
saving throw versus spells to make it happen.
Ultra
Perception (Alteration)
Level:
2
Components:
V, S
Range:
1” per level
Duration:
3 rounds/level
Area
of Effect: Frontal field of view (roughly 210 degrees) within range
Casting
Time: 5 segments
Saving
Throw: Neg.
Explanation/Description:
The profaner makes 6 inch radius bubbles shoot out from their eyes
and everyone that the bubbles attach to becomes +1 to hit regardless
of friend or foe if within view of the caster’s eyes. The places
the bubbles attach seen magnified. Everyone who fails their saving
throw gets 1-6 bubbles attached to them.“Popping” the bubbles
takes a segment of time for each bubble and the bonus to hit the
victim remains.
Weapon
Tell (Divination)
Level:
2
Range:
0
Duration:
2 rounds
Area
of Effect: One weapon
Components:
V, S, M
Casting
Time: 1 round
Saving
Throw: None
Explanation/Description:
The profaner can read a weapon and divine the direction of the origin
of its deadliest foe. By touching the working end of a weapon an
overwhelming feeling of the general direction and the type of foe
that the weapon fought in its greatest battle can be discerned. The
caster will see a quick flash of the type of person/monster and
somehow know the general direction of their base of
operation/home/lair is.
1)INITIAL
ORIGIN LOCATION: Use page 173 Appendix B RANDOM WILDERNESS TERRAIN
chart. Roll 1D8 (1-Plain,2–Scrub, 3-Forest, 4-Rough, 5-Desert,
6-Hills, 7-Mountains, 8-Marsh) then whatever is indicated roll on
that column to determine the specific terrain then 1D100 for the
INHABITATION chart on the same page.
2)DUNGEON
CHANCE: Roll 1D100 with a 1% for a dungeon. If a ruins 10% chance. If
a castle 20% chance. If dungeon indicated skip 3A and got to 3B.
3A)DETERMINE
FOE: Use outdoor random encounters 182-194 to find the foe (human or
monster, etc.)
3B)
DETERMINE DUNGEON LEVEL AND FOE: Use the matrix on page 174 of the
DMG. First roll 1D20 for “equivalent level of dungeon” then
another 1D20 for determination of what “monster level table to be
consulted” then roll on appropriate table for the monster type
(pages 175-179).
NOTE:
If cast in dungeon go straight to “DETERMINE DUNGEON LEVEL AND FOE”
Third
level spells:
Call
Missile (Evocation)
Level:
3
components:
V, S, M
Range:
0
Casting
Time: I turn
Duration:
1 turn/level
Saving
Throw:
Area
of Effect: 72"diameter
Explanation/Description:
When the profaner casts call missile it must be outside
in
a sky clear of any weather. A one foot diameter missile is stolen
from the shot of an onager (Light catapult) and does 2-20 damage
against a small to medium sized opponent and 3-12 damage against a
large opponent.The profaner can summon another on after one turn.
They can do this as many times up to the amount of levels they have.
Catalyze
Poison (Alteration) Reversible
Level:
3
Components:
V, S, M
Range:
Touch
Duration:
Permanent on individuals (1 turn per level on objects)
Saving
Throw: None
Area
of Effect: Creature touched
Explanation/Description:
This spell is
similar to the 4th level cleric neutralize
poison spell
(q.v.). except instead of changing it for the better it changes it
for the worse. A second saving throw is required for anyone with
poison in their system If cast on a dose of poison then it will last
for 1 turn per level. The Reverse transpose
poison sends the
poison to another creature within a 10 feet radius of the original
poisoned creature.
Column
(Alteration)
Level:
3
Range:
0
Duration:
6 turns + 1 turn/level
area
of Effect: Personal
Components:
V, S, M
Casting
Time: 5 segments
Saving
Throw: None
Explanation/Description:
When cast on self the profaner becomes a stone column that seems to
blend in with the area. They can remove the dweomer at any time. This
spell requires an additional material component of a fragment of the
room they are in (chip of flooring, wall or ceiling NOT removable
objects).
Door
Slam (Alteration)
Level:
3
Range:
1” per level
Duration:
Permanent
Area
of Effect: Up to 5 doors in a 30 feet radius
Components:
V, S, M
Casting
Time: 3 segments
Saving
Throw: None
Explanation/Description:
When the profaner casts door slam up to 5 doors in a 30 feet radius
area are slammed shut with locks, if any, in place as if they were
shut with a key (regardless if anyone has the key or not).
Feign
disease (Necromantic) Reversible
Level:
3
Components:
V, S
Range:
Touch
Casting
Time: 1 round
Duration:
2 rounds per level
Saving
Throw: None
Area
of Effect: Creature touched
Explanation/Description:
When this spell is cast the profaner changes the appearance of one
creature it is touching to seem to be riddled with disease. Clammy
sweating, bloodshot and purulent eyes, discoloration, cold limbs and
a hot forehead. This spell can be reversed as Feign health where
a sick creature appears robust and healthy.
Hold
Machinery (Alteration)
Level:
3
Components:
V, S
Range:
4"
Duration:
3 rounds/level
Saving
Throw: Neg.
Area
of Effect: 1” cube area (10 feet by 10 feet by 10 feet)
Explanation/Description:
This spell makes anything with moving but non-living parts stop
moving. This applies to non-living things like golems and “living”
statues.
Hydro
Power (Alteration)
Level:
3
Components:
V, S, M
Range:
20”"
Casting
Time: One round
Duration:
One turn per level of the profaner
Saving
Throw: None
Area
of Effect: 10’ moving “platform” of water or 6 inch wide and 5
feet long tube cylindrical flow from caster’s hand
Explanation/Description:
When the profaner casts the hydro power spell it creates a mobile
force of water that can carry up to 1500 lbs of weight in a steady
central area. If a person sits on it, it feels as if they are held up
by the flow of water if they sit steadily. Another use is as a flow
coming out of the caster’s hand in an inner to outer cylindrical
pattern which can insert pressure into a small hand-sized opening or
propel watercraft at a movement rate of 24”. In addition to their
standard material components, the profaner also requires a nearby
water source of at least a 10 feet cube of water.
Opening
(Alteration)
Level:
3
Components:
V, S, M
Range:
Touch
Casting
Time: 1 round
Duration:
Permanent
Saving
Throw: None
Area
of Effect: One cubic foot,
plus
one cubic foot per level
Explanation/Description:
This spell makes the profaner able to put a hole in anything mundane
that they are holding for a round. They can make a window a door
depending on what level they are at. If more complex than a simple
hole then they must have knowledge of architecture. Otherwise, they
may destabilize an indoor area.
Protection
from Water (Abjuration)
Level:
3
Components:
V, S, M
Range:
0
Casting
Time: 1 round
Duration:
1 turn per level
Saving
Throw: None
Area
of Effect: 1” square around caster
Explanation/Description:
By means of this spell the profaner takes all the water out of an
area in a 10 feet square cube. Creatures composed of water cannot
enter or if already in the space are expelled.
Sea
Breathing (Alteration) Reversible
Level:
3
Range:
Touch
Duration:
6 turns/level
Area
of Effect: Creature touched
Components:
V, S, M
Casting
Time: 5 segments
Saving
Throw: None
Explanation/Description:
Whoever the profaner casts this on becomes immediately sea worthy and
gains the ability to breathe in saltwater. The reverse land breathing
enables sea beings (usually flippered) to run on land and breathe
air.
Shade
to Glade (Alteration)
Level:
3
Range:
14"
Duration:
Permanent
Area
of Effect: 2" X 2" square
Casting
Time: 2 rounds
Components:
V, S, M
Saving
Throw: Neg. (if sentient plants or mineral creatures)
Explanation/Description:
This spell also known as “lawn master” can turn even the thickest
expanse of forest into a short grassed rolling open field. All trees
and brush are instantly disintegrated. All stones are polished clean
with any sharp protrusions dulled. Any sentient being of mineral or
plant nature gets a saving throw or takes 2D6 damage.
Summon
Refuse (Alteration/Evocation)
Level:
3
Range:
3"
Duration:
1 round/level
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 1 round
Saving
Throw: None
Explanation/Description:
When a summon refuse spell is cast, bits of nearby refuse come flying
in the direction that the profaner points towards. The refuse is
always local and dependent on the quality of the trash can be quite
foul smelling. It is usually not directly harmful (20% chance of
sharp objects which do 1-2 damage per round) but a saving throw must
be made versus poison to see if anyone contracts a disease. Also the
smell will attract monsters.
Fourth
level Spells:
Men
Summoning I (Conjuration/Summoning)
Level:
4
Range:
4"/level
Duration:
Special
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 1 round
Saving
Throw: None
Explanation/Description:
When casting this spell the profaner makes a strange sounding but
convincing universal call out to all mankind to stand up to the great
unknowns of the wilderness where they come together united for their
own independence.
The
targets can be anything dangerous seeming that the profaner chooses
as the enemy. The selection of conjured humans is at random.
Specifically, the profaners calls forth various “men” types.
Usually 44-53 (1D10+43) in number but for certain others there is a
limit: Amazons (12), cavemen (18) and tribesmen (24).
In
settlements, they will be
Thorp/hamlet/Village:
laborer, merchant, tradesman (standard hirelings)
Town/City:
Beggar, laborer, mercenary, merchant, good pilgrim, tradesman
(standard hirelings).
In
dungeons, they will be bandits, berserkers or brigands.
Outdoors
in the wilderness , local types:
Arctic:
Tribesmen
Subarctic:
Tribesmen (except mountains)
Temperate/Subtropical
Uninhabited: Bandit, berserker (except forest, desert, marsh),
brigand, dervish (except marsh), merchant, nomad (except mountain,
marsh), pilgrim, tribesmen (except desert)
Temperate/Subtropical
Inhabited and/or Patrolled: Bandit, berserker, brigand,
dervish(except marsh), merchant(except marsh),nomad(except forest,
mountain, marsh),pilgrim
Faerie/Sylvan:
Bandit, dervish, pilgrim, tribesmen
Pleistocene:
Cavemen (except plain, scrub, marsh)
Age
of Dinosaurs: Nonetheless
Tropical
Uninhabited: bandit (except marsh), dervish(except scrub, forest,
marsh), merchant(except forest,marsh), nomad(except scrub,forest or
marsh), pilgrim(except plain, scrub, forest, marsh), tribesmen
(except plain, desert)
Waterborne
Freshwater (Small Body of Water):
None
Waterborne
Freshwater (Large Body of Water):
Buccaneer, merchant, pirate
Waterborne
Saltwater (Coast, Shallows, Inland Sea):
Buccaneer, merchant, pirate, pirate (tribesmen with small craft)
Waterborne
Saltwater(Deep Water):
Buccaneer, merchant, pirate
There
is a 3% chance of amazons (See Polyhedron #22 MAR 1985 for more on
MEN, Amazon by E. Gary Gygax),
All
“men” are 0 level with the exception of amazons, cavemen and
tribesmen who are HD4/HD2/HD1 respectively. The 0 level “men” are
are 1-6 hp except berserkers which are 2-7 hp.
The
summoned will attack any suspicious non-human creature at random
especially if they’re woodland or sylvan seeming. Demi-humans
should be okay if they stick close to a human.
Big
Impetus (Necromantic) Reversible
Level:
I
Components:
V, S
Range:
Touch
Duration:
Permanent
Saving
Throw: None
Casting
Time: 6 segments
Area
of Effect: Character touched
Explanation/Description:
Like the other profaner spell impetus (q.v.), when placing on a
creature, the profaner causes 6 hit points of wound or other injury
damage to the creature's body to be healed. It applies to only living
creatures. The reverse, big
impediment, if a target is touched by the profaner they receive 6
points of damage. It leaves a knife-like wound until healed.
Dispel
Innate Magic (Abjuration)
Level:
4
Components:
V, S, M
Range:
8"
Duration:
One round + 1 per level
Saving
Throw: Neg.
Area
of Effect: 3" radius
Explanation/Description:
This spell is not the same as other forms of Dispel Magic, When
a profaner casts this spell, it neutralizes or negates the magic it
comes in contact with as follows:
A
dispel innate magic, like other forms of dispel magic,
will not affect a specially enchanted item such as a scroll, magic
ring, wand, rod, staff, miscellaneous magic item, magic weapon, magic
shield, or magic armor, but unlike other versions will not affect
magic potions or remove spells cast upon persons or objects, or
counter
the casting of spells in the area of effect.
Dispel
innate magic counters spell-like abilities in the area of effect.
The base chance of success is 100% if the creature has magic
resistance then subtract the magic resistance making the remainder
its chance of innate spell failure (example: a creature such as a
satyr with 50% magic resistance would be 100%-50%=50% making their
ability to play a pipe and cause fear, charm or sleep a 50% chance
with each attempt. Note: the satyr gets his normal chance of magic
resistance as usual to prevent this all from happening.).
Hallucinatory
Haven (Illusion/Phantasm) Reversible
Level:
4
Components:
V, S, M
Range:
10"
Casting
Time: 6 segments
Duration:
Permanent
Saving
Throw: None
Area
of Effect: 8" square/level
Explanation/Description:
This spell creates the illusion of the overworked world of mankind.
It will create farms and houses and roads and fortresses in the
distance. Any civilized beings including demihumans, except
barbarians and druids, will recognize it for what it is. All others
will believe it is there and will be immediately startled if not from
civilized areas. The illusion will stay in place unless dispelled by
caster with a reverse of the spell. The area can be any shape and
will adapt other wilderness features into it to seem more believable.
Hold
Savages (Enchantment/Charm)
Level:
4
Range:
8"
Duration:
I round/level
Area
of Effect: Special
Casting
Time: 6 segments
Components:
V, S, M
Saving
Throw: Neg.
Explanation/Description:
The hold savages spell affects crude humans (5-7 intelligence)
and most (not all) giant class humanoids and human-like creatures as
well as some others:
annis*,
azer*, banderlog*, boggle, carnivorous ape, bugbear*, bullywug*,
centaur*, crabman, cyclopskin*, dire corby, ettercap, ettin,
firenewt, gargoyle, fire giant*, frost giant*, hill giant,
gibberling, gnoll*, goblin*, gorilla bear, greenhag*, grig, hook
horror, kelpie, kobold*, lizardmen*, marlgoyle, meazel, minotaur,
mite, needleman, ogre, aquatic ogre(merrow)*, ogrillon,
ophidian(snakemen)*, orc, quaggoth, qullan, shade*, shambling mound,
snyad, sussurus, taer, tasloi*, terithran, troglodyte, troll, giant
troll, marine troll (scrag)*, umpleby, vegepygmy. Note the monstrous
humanoids must be of low intelligence (some included here have a
spectrum of INT marked with an asterisk. Only those with low INT are
affected.)
Backstreet
Byway (Alteration)
Level:
4
Range:
Touch
Components:
V, S, M
Casting
Time: 6 segments
Duration:
1 turn/level
Area
of Effect: special
Explanation/Description:
By means of this spell, the profaner opens a magical portal or
passageway,
for themselves alone, through buildings in an urban area creatiing a
temporary alleyway in another dimension. If the building that the
portal is made through is destroyed then whoever is in the portal is
automatically destroyed. The duration of the spell is 1 turn per
level of experience of the profaner.
Produce
Art (Alteration) Reversible
Level:
4
Range:
4"
Duration:
7 round
Area
of Effect: 72'square
Explanation/Description:
By means of this spell the profaner can make an instant work of art
out of target individual. They must save versus spells or be trapped
inside the dimensions of a work of art in their image. Depending on
the material component. A bit of pigment will make a painting on
either a wall or a supplied piece of wood or stretched canvas. A
chisel will carve a human figure out of a human-proportioned block of
stone or if a wall it will make a bas-relief.
The
reverse of this spell Art to Life will make the subject(s) of the art
attack anyone the caster points at. They will have altogether 8 HD
(Example: 1 subject worth 8 HD, or 4 subjects worth 2 HD or 4
subjects with 2 worth 3HD & 2 worth 1HD, etc)
Protection
From Siege Weaponry (Abjuration)
Level:
4
Components:
V, S, M
Range:
Touch
Casting
Time: 6 segments
Duration:
Special .
Saving
Throw: None
Area
of Effect: Creature touched
Explanation/Description:
This profaner spell is similar to the 3rd level magic-user spell but
it is reversed in that it only allows missiles of 10 points of damage
or less. Anything higher that is non-magical can only deliver 10
points.
Repel
Bugs ( Abjuration-Alteration)
Level:
4
Range:
0
Duration:
7 turn/level
Area
of Effect: 70' radius of the caster
Saving
Throw: None
Components:
V, S, M
Casting
Time: 6 segments
Explanation/Description:
This spell is similar to the druid spell repel insects except
in that it creates an invisible barrier but in addition to insects of
the normal kind it includes all normal arthropods which includes
arachnids, myriapods, and similar creatures. It does not include any
of the giant variety.
Speak
With Gardens (Alteration)
Level:
4
Range:
0
Duration:
2 rounds/level
Area
of Effect: 4" diameter circle
Components:
V, S, M
Casting
Time: 6 turns
Saving
Throw: None
Explanation/Description:
Similar to the 4th level cleric and 4th level
druid spell speak with plants with the above differences and
also it only applies to plants that are taken care of either in a
garden or a regularly groomed lawn or pollarded trees. Specifically
in regards to tangles, thickets and vines they have to be well
groomed for them to listen so it is unlikely that they will be
blocking or slowing anyone down.
Fifth
level Spells:
Stampede
(Alteration)
Level:
5
Range:
8"
Components:
V, S, M
Casting
Time: 2 rounds
Duration:
2 round/level
Area
of Effect: All animals in 1 mile radius
Saving
Throw: None
Explanation/Description:
When the profaner casts this spell all animals in a one mile radius
run in the direction pointed by the caster. 25% chance for herd
animals in the stampede (See MONSTER MANUAL HERD ANIMAL).
Men
Summoning II (Conjuration/Summoning)
Level:
5
Range:
6"/level
Duration:
Special
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 7 segments
Saving
Throw: None
Explanation/Description:
This spell is the same in duration and effect as
the
4th level men summoning I spell, except that the usual numbers will
be 87-96 (1D10+86) in number and limits are: Amazons (24), cavemen
(36) and tribesmen (48).
Anti-Mechanical
Shell (Abjuration)
Level:
5
Range:
0
Casting
Time: 7segments
Duration:
One turn/level
Area
of Effect: 10' diameter hemisphere
Components:
V, S, M
Saving
Throw: None
Explanation/Description:
This hemisphere created by the profaner is similar to the druid spell
anti-plant shell (cv) in that it creates an invisible barrier
however it keeps out anything of a mechanical nature such as golems,
automata, living statues, etc. . It also repels missiles of man-made
construction including all weaponry that is crafted even slings with
common stone and siege devices.
Commune
With Community (Divination)
Level:
5
Range:
0
Duration:
Special
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 7 turn
Saving
Throw: None
Explanation/Description:
The commune with community spell enables the profaner to get the
gossip of a civilized settlement on the edge of a wilderness. It does
not function in unpopulated wilderness or in settled areas with over
a 1000 in population. For every level of the profaner they will know
1 piece of gossip or rumor of the region.
Portcullis
(Alteration)
Level:
5
Components:
V, S, M
Range:
0
Casting
Time: 2 segments
Duration:
1 turn/level
Saving
Throw: Neg.
Area
of Effect: One at least 10’ by 10’ up to 40’ by 40’
Explanation/Description:
This spell creates a portcullis in an archway. Anyone standing
directly below it when it shuts (1 in 10 chance for humanoid and 1 in
2 chance for long-bodied creatures or those whose frame is in a
recumbent position lying laterally on either side) will take 2-12
damage.
Insect
Aid (Conjuration/Summoning)
Level:
5
Range:
Immediate group
Duration:
1 round per level
Area
of Effect: 1” radius
Components:
V, S, M
Casting
Time: I turn
Saving
Throw: None
Explanation/Description:
When the profaner casts this spell a swarm of poison stinging insects
comes and surrounds their allies in a 10 feet radius circle. For
every 3 rounds in the swarm the allies take 1 point of damage from
the stings but something transformative happens. They become more
aware of their enemies and get +2 to hit for each round and are able
to attack those only hit by magical weapons. However unlikely most
methods of dismissal for the insect plague spell apply here:
Heavy smoke (drive off within bounds), and fire (drive/keep away).
Excepting direct harm spells like fireball/lightning/ice/cold/gas
will keep them out of the area for 1 turn. Also not unlike the insect
plague spell, if a dispel magic is cast upon the place of
conjuration it is countered.
Garden
Gate (Alteration)
Level:
5
Components:
V, S, M
Range:
Touch
Casting
Time: 7segments
Duration:
Special
Saving
Throw: None
Area
of Effect: Special
Explanation/Description:
This spell if cast upon a garden or garden-like area (arboretum,
nursery, park, etc) allows the profaner to move into another area
some distance away. The only requirement is knowledge of the
destination and distance by type:
Public
Garden 60"
Park
54"
Arboretum/Botanical
Garden 48"
Nursery
42"
Private
garden 36"
Walled
Private Garden 30"
Glasshouse
24"
Walled
Glasshouse 1 8
The
area that the profaner enters must be a door, gate, hedge opening,
end of a pergola or an arbor.
Rod
to Bod (Alteration/Necromancy)
Level:5
.
Components:
V, S, M
Range:
4"
Casting
Time: 7segments
Duration:
2 rounds/level
Saving
Throw: None
Area
of Effect: 1"cube
Explanation/Description:
This spell turns a club, staff or any non-magical wooden blunt weapon
into a juju zombie that will do as the caster commands. An additional
material component is needed and it must be a piece, however small,
of a human who is deceased, not an undead already and not cremated or
buried yet. Upon creation of the juju zombie, the remains, where ever
they are, are consumed and vanish. Juju zombies created with this
spell will have have a wooden appearance and an effective AC that is
one better than the average juju zombie (5).
Transmute
Wood to Paper (Alteration) reversible
Level:
5
Components:
V, S, M
Range:
16"
Casting
Time: 7 segments
Duration:
Special
Saving
Throw: None
Area
of Effect: 2" cube/level
Explanation/Description:
When cast by the profaner this makes any wood (living or treated)
turn into 2 dimensional paper. It includes all devices and vehicles
(Save vs magic if magical). If the paper is damaged in any way then
the wood’s structure is destroyed when the magic removed. However
it can be used for firewood in the same volume. The reverse paper to
wood will fill out a paper cut out/drawing to a believable and
proportional size but not functional. Example: a drawn on door will
be non-functional.
Wall
of Pure Neutrality (Evocation/charm)
Level:
5
Range:
4"
Duration:
Concentration only
Area
of Effect: 1” square per caster level or radius “ per 2 levels
Components:
V, S, M
Casting
Time: 7segments
Saving
Throw: neg.
Explanation/Description:
This
spell creates a shimmering wall of energy that radiates all the
colors of the Outer Planes. Any who walk through must save versus
magic or have their alignment temporarily changed at random one
degree away (example chaotic good turns either CN, N, or NG).
Religious types (Clerics/druids/paladins/profaners) have +2 to save.
After the first 5 rounds of concentrating, the victims have to repeat
the save or be permanently altered in alignment.
Sixth
level Spells:
Men
Summoning III (Conjuration/Summoning)
Level:
5
Range:
8"/level
Duration:
Special
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 7 segments
Saving
Throw: None
Explanation/Description:
This spell is the same in duration and effect as the 4th level men
summoning I spell, except that the usual numbers will be 130-139
(1D10+129) in number and limits are: Amazons (36), cavemen (54) and
tribesmen (72).
Anti-Energy
Shell (Abjuration)
Level:
6
Range:
0
Duration:
I round/level
Area
of Effect: 10' diameter hemisphere
Components:
V, S, M
Casting
Time: 2 rounds
Saving
Throw: None
Explanation/Description:
When this spell is cast a hemisphere is created that halves the power
of anything requiring energy that enters into the dome. Damage is
halved for anything that does damage, effects of anything is halved,
etc. An extra material component is required of this spell is
shattering an oil lamp over the area desired of which all shards
(glass, clay, etc; no metal lamps) are consumed.
Conjure
Temporion (Conjuration/Summoning) Reversible
Level:
6
Range:
8"
Duration:
3 turns/level
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 6 rounds
Saving
Throw: None
Explanation/Description:
At the finish of this conjuring, 10 temporions (c.f.) will appear
from the Concordant Opposition through a gated tunnel. The profaner
must immediately order the temporions or they will attack the caster.
Once ordered, the temporions will do as they are commanded then after
an interval of 2 rounds they will immediately assume their initial
alignment (See temporion monster for more) where they will decide if
what they’re doing fits their new outlook. Most profaners use this
as a “fire and forget” type spell and leave immediately as it can
backfire. The reverse spell dismiss temporions requires an
additional miniature bucket of water thrown in their general
direction. This spell is not possible to cast underwater unless the
caster is standing in an air pocket. The temporions are unaffected by
conjuring in the water.
Note:
This spell reverse dismiss temporions does not work on
temporions summoned by the 7th level profaner spell
conjure distinct temporions.
Bigger
Impetus (Necromantic) Reversible
Level:
6
Components:
V, S, M
Range:
Touch
Casting
Time: 8 segments
Duration:
Permanent
Saving
Throw: None
Area
of Effect: Creature touched
Explanation/Description:
Similar to the other impetus profaner spells (q.v.) but cause
9 points of wound or other injury damage the creature’s body to be
healed. This spell requires a rowan charcoal material component
unlike the other impetus spells. The reverse bigger impediment
Ficklemind
(Enchantment/Charm)
Level:
6
Components:
V, S, M
Range:
16"
Duration:
Permanent
Saving
Throw: Neg.
Area
of Effect: One creature
Casting
Time: 8 segments
Explanation/Description:
This profaner spell makes the subject become less like their
alignment by random determination
1
= Chaotic Good
2
= Chaotic Neutral
3
= Chaotic Evil
4
= Neutral Evil
5
= Lawful Evil
6
= Lawful Neutral
7
= Lawful Good
8
= Neutral Good
9-10
= Neutral
If
roll is same as current alignment add “5”.
Clerics,
druids, paladins and profaners get a plus to their saving throws of
+1. It can be dismissed by heal, bigger impetus, restoration or wish.
Petard
of Death (Conjuration)
Level:
6
Range:
4"
Duration:
Special
Saving
Throw: ½
Area
of Effect: Special
Components:
V, S, M
Casting
Time: I round/bullet
Explanation/Description:
This creates an explosive bomb out of a container of water (jug,
barrel, wineskin, etc) that does 8D8 damage. Alternately, it can be
cast on smaller flasks: 2 for 4D8 damage, 4 for 2D8 damage, or 8
for1D8 damage. The magic stays as long as the profaner has levels.
Level:
6
Range:
Touch
Transport
Via Ore Veins (Alteration)
Duration:
Special
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 3 segments
Saving
Throw: None
Explanation/Description:
Through use of this spell the profaner is able to enter into a mined
but natural stone face and travel along the deposits of minerals and
exit in a mine of similar nature as the mineral entered. If a
particular mine is desired then that can be reached as well. However
if the specific destination has been tapped out then the spell fails
and the profaner must return the way they came. If the mineral vein
is harmed (Earthquake, xorn feeding, etc) then the profaner
takes the appropriate damage in real space.
Turn
the Emotionless (Alteration)
Level:
6
Range:
3”
Duration:
Special
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 8 segments
Saving
Throw: Neg.
Explanation/Description:
When the profaner casts this spell they can turn creatures that are
automatons or non-living matter (excluding sentient undead) similar
in the way that a cleric can turn the undead. They can turn 1-12
zombies or skeletons, 1-6 lesser automata or 1-2 golems.
Type
of Mindless
Being
|
LEVEL
OF THE PROFANER
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
20+
|
Skeleton |
T
|
D
|
D
|
D*
|
D*
|
D*
|
D*
|
D*
|
D*
|
D*
|
Zombie |
T
|
T
|
D
|
D
|
D*
|
D*
|
D*
|
D*
|
D*
|
D*
|
Lesser
Automata** |
20
|
16
|
13
|
7
|
4
|
T
|
T
|
D
|
D
|
D*
|
Golems |
|
20
|
16
|
13
|
7
|
4
|
T
|
T
|
D
|
D
|
*Number
affected 7-12 instead of 1-12
**Non-golems
usually including lesser golems like stone guardians, pillar golems,
etc
Wall
of Walls (Conjuration/Summoning)
Level:
6
Range:
8"
Duration:
1 tum/level
Area
of Effect: 1" square/level of 1 foot thickness
Components:
V, S, M
Casting
Time: 8 segments
Saving
Throw: None
Explanation/Description:
This creates a barrier of thick dressed stone (ashlar blocks/dungeon
walls) of 1’ thick that are in dimension 1” square per level of
caster. (Example: An 11th level caster can make an 110
foot wall, etc.) This wall will duplicate any paint or veneer of
nearby masonry . Also the caster can double it up to 10 feet
thickness.
A
dwarf will automatically know its magic however.
City
of Atrocity (Conjuration/Summoning) Reversible
Level:
6
Components:
V, S, M
Range:
0
Casting
Time: 1 turn
Duration:
Special
Saving
Throw: None
Area
of Effect: Special
Explanation/Description:
When this spell is cast, a darkened sky comes over a civilized
region. In the distance, thunder is heard but the lightning and rain
never comes. All morale scores of base 50% are treated as base 5%
while this is going on. Otherwise, it relies on superstition, mob
rule and general stupidity for one of the followings things to to
happen:
Roll
1D20
1)
Disease
2)
Food shortage
3)
Peasant revolt
4)
Declaration of war with former allies
5)
Death of a popular figure
6)
Death of a supportive figure
7)
Death of popular animal
8)
Death of a beloved leader
9)
Broken defensive alliance
10)
Usually quiet monsters prey on populace
11)
Evil artifact discovered
12)
Religious overreach
13)
Good artifact lost
14)
Politics kills good law
15)
Humans prey on populace
16)
New encroaching monster type(s)
17)
Demi-humans turn away from humans
18)
Surrender to another nation
19)
Alliance of nearby humanoid raiders
20)
Incoming hostile army/navy
This
lasts for the profaner’s level times 1D6 hours. If any weather
related magic is cast this spell is dispelled. This spell is
reversible and called city of felicity where the sky turns
bright blue and sunny and music is playing off in the distance
somewhere. The morale of an area increases to base 95% and randomly:
Roll
1D20
1)
More activity
2)
Exotic imports increase
3)
Impromptu fair is declared
4)
Declaration of peace with old foes
5)
New popular public figures
6)
New supportive public figures
7)
New popular animal
8)
Birth in the family of a beloved leader
9)
New defensive alliance
10)
Declaration of monster extinction
11)
Good artifact discovered
12)
Religious goodness and tolerance
13)
Good artifact found
14)
Politics kills bad law
15)
Well known murderers executed
16)
New sharing monster type(s)
17)
Demi-humans celebrate humanity
18)
Enemy nation surrenders
19)
Broken alliance of nearby humanoid raiders
20)
Incoming friendly merchants from new trade areas
Seventh
level Spells:
Sleeping
Juggernaut (Alteration)
Level:
7
Range:
Touch
Casting
Time: 9 segments
Duration:
Dormant and then 3 rounds
Area
of Effect: 2 or more columns in a 6” square area
Components:
V, S, M
Saving
Throw: Neg.
Explanation/Description:
When the profaner casts this spell on a series of columns, of the
pole and lintel type, they become a spring-loaded trap. Whenever
someone crosses in front of them the columns drop to the ground and
start rolling over each other. Any caught in the midst of it will
take 8D6 damage
Whirlicote
of the Death Druid (Evocation)
Level:
7
Range:
1”
Duration:
6 turns + 1 tum/level
Area
of Effect: Special
Components:
V, S, M
Casting
Time: I turn
Saving
Throw: None
Explanation/Description:
This
spell creates a royal horse carriage pulled by four dark horses. It
all radiates darkness just as if it was projecting outwards like
light. It can move at 30” on roads or off roads. Any who approach
this carriage and are not the designated allied passengers must save
versus death or take 2D6 points of damage. This repeated for every
round.
Carriage
& Horses each: AC: 2/HP: 30/DPV*: 12
*DPV=Defensive
Point Value
Moment
of Sanctimony (Enchantment/Charm)
Level:
7
Range:
4"
Duration:
One round
Area
of Effect: One person
Components:
V, S, M
Casting
Time: 12 segments
Saving
Throw: Neg.
Explanation/Description:
This spell causes the subject to feel morally superior to his
companions. If any have pushed the envelope in regards to moral norms
the subject of this spell will attack them immediately.
Conjure
Distinct Temporions (Conjuration/Summoning) Reversible
Level:
7
Range:
8"
Duration:
1 turn/level
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 1 turn
Saving
Throw: None
Explanation/Description:
This is exactly the same as the 6th level profaner spell
conjure temporions except all of the temporions summoned are of a
single , shared and specific alignment (the caster’s choice) for up
to three hours then its back to their regular routine (See Temprion
monster).
The
reverse dismiss distinct temporions works with this and the
6th level spell bu not vise versa. The reverse of the 6th
level spell does not dismiss aligned temporions summoned with this
spell.
In
the Sun (Alteration)
Level:
7
Range:
0
Duration:
4-48 hours
Area
of Effect: 2-16 square miles
Components:
V, S, M
Casting
Time: 5 turns (reverse is an entire day ritual)
Saving
Throw: None
Explanation/Description:
This spell turns inclement weather extremely fair. However, they
cannot counter cleric and druid weather magics (but works against
magic-user magics). The reverse Into Darkness has a random
overcast bad weather with heavy precipitation of the type of the
season.
Creeps
(Conjuration/Summoning)
Level:
7
Range:
0
Duration:
Special
Area
of Effect: Special
Components:
V, S, M
Casting
Time: 9 segments
Saving
Throw: None
Explanation/Description:
When the profaner uses this spell it summons men of the normal
variety like the men summoning (I,II, & III) but they can be
mixed of different local varieties at random. There will be 259-268
(1D10+258) “men” in number. They will all be fringe personalities
of an evil sort united in their hatred of everything and all things
good:
The
list of the 4th level spell is repeated with some
modifications (those listed that are normally “neutral” are
presented here as evil-leaning:
SETTLEMENTS:
Thorp/hamlet/Village:
laborer, merchant, tradesman (standard hirelings)
Town/City:
Bandit, beggar, brigand, laborer, mercenary, merchant, evil pilgrim,
press gang member, ruffian, tradesman.
Dungeons:
Bandits, berserkers or brigands.
OUTDOORS:
Arctic:
Tribesmen
Subarctic:
Tribesmen (except mountains)
Temperate/Subtropical
Uninhabited: Bandit, berserker (except forest, desert, marsh),
brigand, merchant, nomad (except mountain, marsh), evil pilgrim,
tribesmen (except desert)
Temperate/Subtropical
Inhabited and/or Patrolled: Bandit, berserker, brigand,
merchant(except marsh), nomad(except forest, mountain, marsh), evil
pilgrim
Faerie/Sylvan:
Bandit, evil pilgrim, tribesmen
Pleistocene:
Cavemen (except plain, scrub, marsh)
Age
of Dinosaurs: None
Tropical
Uninhabited: bandit (except marsh), merchant(except
forest,marsh), nomad(except scrub,forest or marsh), evil
pilgrim(except plain, scrub, forest, marsh), tribesmen (except plain,
desert)
Waterborne
Freshwater (Small Body of Water):
None
Waterborne
Freshwater (Large Body of Water):
Buccaneer, merchant, pirate
Waterborne
Saltwater (Coast, Shallows, Inland Sea):
Buccaneer, merchant, pirate, pirate (tribesmen with small craft)
Waterborne
Saltwater(Deep Water):
Buccaneer, merchant, pirate
There
is only a 1% chance of evil amazons.
Otherwise
refer to 4th
level profaner spell men
summoning I.
Cling
to Life (Enchantment/Charm)
Level:
7
Range:
Touch
Duration:
One turn
Saving
Throw: None
Area
of Effect: One creature
Components:
V, S, M
Casting
Time: 2 segments
Explanation/Description:
This slap on a “one turn fresh” corpse immediately brings back
one fallen ally for one more attack with temporary 1D6 hit points
above zero which last 2 rounds.
Pits
of the Death Druid (Evocation)
Level:
7
Range:
8"
Casting
Time: 2 rounds
Duration:
One turn
Area
of Effect: 1-6 ten feet diameter pits one hundred feet deep
Components:
V, S, M
Saving
Throw: Initial save negates then ½ for each fire pass
Explanation/Description:
This spell also known as Crovilde’s bane or Chern’s
Pits creates 1D6 100 feet deep pits that are ringed with fire
blasts at ten feet intervals doing 1D6 each. Falling damage is as for
100’ fall. (10D6 classic AD&D; 55D6 World of Greyhawk
cf.DRAG#70 FEB 1983.).
Disincarnate(
Necromantic)
Level:
7
Components:
V, S, M
Range:
Touch
Casting
Time: 1 turn
Duration:
Permanent
Saving
Throw: None
Area
of Effect: Person touched
Explanation/Description:
Profaners can bring a dead being back to life but they will look like
another completely unknown random human. However, this is only if
they are neutral in alignment. Any other alignment and the effects
are horrifying. The “disincarnated” person becomes an exact
duplicate of their lover or their enemy depending on how intense
their feelings are.
Transmute
Earth to Cement (Alteration)
Level:
7
Components:
V, S, M
Range:
10”
Casting
Time: 7 segments
Duration:
Permanent
Saving
Throw: None
Area
of Effect: One patch of earth 1” square per level
Explanation/Description:
The transmute earth to cement spell turns the ground into solid
concrete of 1 foot deep in 1” square areas per level of caster.