Third Level Cleric Spells
Continual Light (as Magic-User)
4th level Reversals: Continual Darkness
Detect ‘Evil’ (as Magic-user)
4th level Reversals: Alignment Ward
Find Traps (as Magic-User)
4th level Reversals: Rune Trap
Speak with Animals: This spell
allows a cleric to talk to any normal or giant form of animal life that is
represented in the human mythology. At the moment this is snakes (wisdom and
protection from evil) and lizards (psychopomps), but the pantheon is vast and
essentially players can talk to anything if they come up with what the animal
represents in the mythology. It will not affect intelligent animal races or
fantastic creatures. The animal may be talked into doing a favor for the
cleric, if the monster's reaction so indicates. The favor requested must be
understood by the animal and it must be possible for the creature to do.
4th level Reversal: Invisibility to
Animals: The reverse of this spell makes one type of natural animal ignore the
caster (and one ally per level) for the spells duration. They won’t attack,
track, or alert others to the cleric’s presence. The caster does have to select
the animal type, as per Speak with Animals
The reasoning behind all of this is
that it’s always kinda bugged me in a world logic sense that there are identical
spells in the two classes’ spell lists approached from two totally different
directions. Hence the splitting of clerical magic into erudition based magic that
hews very closely to Magic-user, and faith based magic (more on that next week)
that operates on entirely different principles.
Does this mean that the party
cleric can share spells with the party magic user if the spell is on both
lists? Yes, it does. I’m already making things a little difficult for the magic
user in their need to track down spells, no reason to over-complicate.
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