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Contents 1 Credits Editor Mark Gedak Layout Matt Sharp & Ted Chang Cover Art Anne Stokes Logo & Cover Design Anne Stokes Interior Illustrations Dave Allsop, Eric Bergeron, Alexandre Benhossi, Brent Chumley, Stephen Cook, Yngne Oliver Eriksen, Fabricio Soler, Marcio Fiorito, David Griffith, Renato Guedes, Carlos Henry, Rick Hershey, Vincent Hie, Ralph Horsley, Vitor Ishimura, Andrew Jordan, Drew Landstrom, Eric Lofgren, David Esbri Molinas, Danilo Moretti, Sean Parnell, Fred Rawles, Phil Renne, Chad Sergesketter, Simon Taylor and Nathan Webb. RPG Manager Ian Belcher Production Director Alexander Fennell Proofreading Ron Bedison Contents Introduction 2 Forbidden Teachings 3 Spell Lists 6 Spells 32 Appendix: Additional Rules 232 License 250 Open Game Content & Copyright Information Epic Player’s Guide – Renegade Cleric’s Tome ©2006 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Epic Player’s Guide – Renegade Cleric’s Tome is presented under the Open Game License. See page 250 for the text of the Open Game License. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. Printed in China. Renegade Cleric’s Tome Sample file

Transcript of Renegade Cleric’s Tome - DriveThruRPG.com

Page 1: Renegade Cleric’s Tome - DriveThruRPG.com

Contents

1

CreditsEditor

Mark Gedak

LayoutMatt Sharp & Ted Chang

Cover Art Anne Stokes

Logo & Cover DesignAnne Stokes

Interior Illustrations Dave Allsop, Eric Bergeron, Alexandre Benhossi, Brent

Chumley, Stephen Cook, Yngne Oliver Eriksen, Fabricio Soler, Marcio Fiorito, David Griffi th, Renato Guedes,

Carlos Henry, Rick Hershey, Vincent Hie, Ralph Horsley, Vitor Ishimura, Andrew Jordan, Drew Landstrom, Eric

Lofgren, David Esbri Molinas, Danilo Moretti, Sean Parnell, Fred Rawles, Phil Renne, Chad Sergesketter,

Simon Taylor and Nathan Webb.

RPG ManagerIan Belcher

Production DirectorAlexander Fennell

Proofreading Ron Bedison

Contents

Introduction 2

Forbidden Teachings 3

Spell Lists 6

Spells 32

Appendix: Additional Rules 232

License 250

Open Game Content & Copyright InformationEpic Player’s Guide – Renegade Cleric’s Tome ©2006 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written per mis sion of the publisher is expressly forbidden. Epic Player’s Guide – Renegade Cleric’s Tome is presented under the Open Game License. See page 250 for the text of the Open Game License. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content are considered to be Open Game Content. All other signifi cant characters, names, places, items, art and text herein are

cop y right ed by Mongoose Publishing. All rights reserved. Printed in China.

Renegade Cleric’s Tome

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Introduction

Divine magic in the d20 System game has always seemed like a poor cousin to that of arcane magic. Divine magic falls behind arcane magic in both the amount of raw

damage that can be dealt and the variety of spell options available. There are some advantages to divine magic such as not requiring a period of rest before preparing spells and having access to healing spells. Still it seems that the variety of spells available to arcane spellcasters would always be greater than that of the divine. Daunted by this problem, divine spellcasters did what they do best – they prayed for guidance and they prayed for assistance.

The gods have answered. Throughout countless lands, new spells have been granted to the faithful. Over the years this knowledge has been shared by friendly faiths and stolen from the records of enemy faiths. Eventually, the Church of Knowledge decided to compile all this information into a single, exhaustive tome. The result of that labour now lies before you.

The Expert Player ’s GuideHere at Mongoose Publishing, we are always looking for new ways to present gaming information in better formats to help our readers get exactly what they need from our books. The Expert Player’s Guides mark a new approach to d20 gaming from Mongoose Publishing.

How would you like huge 256 page hardback tomes packed full of D20 rules, each one a complete toolkit focused on one area of the game?

How would you like every part of these books to be designated as Open Content, allowing you to freely use them in your own roleplaying projects?

INTRODUCTION

And if that sounds good, how would you like these 256 page hardback books to be priced at less than $20?

The Expert Player’s Guides are designed to provide complete gaming resources, drawn from the very best of Open Gaming material, at a fraction of the price similar books have been traditionally marked at in the past.

The Renegade Cleric ’s TomeThis tome is the perfect companion to other magic compendiums – after all, who wants to play a cleric who only has access to meagre array of ‘standard’ spells that everyone else has? With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Cleric’s Tome is your one-stop shop for divine power!

The Renegade Cleric’s Tome was designed to include a wide range of divine spells from a wide range of sources. It was built from the ground up to bring you a book truly focused on divine spellcasters and the powers they wield. Forbidden Teachings presents information on a number of enhancements to the magical overview section of your standard magic sourcebook. This is followed by complete Domain and Spell Lists for the Renegade Cleric’s Tome and over 200 pages of open game content spells from more than 60 print and electronic sources. The Appendix houses all the additional rules for such things as diseases, environmental hazards, feats, monster statistics and skills necessary to make full use of the spells provided for you in this collection. Hopefully, the next divine spellcaster in your game will have a few new tricks with which to surprise their fellow adventurers.

The Renegade Cleric’s Tome features 100% Open Game Content.

‘Fall back from the lands of Kalin savages, lest the power of Tchal’s purifying flame cleanse this world of your vile evil for all time!’

The drum of the righteous beat ever louder as Jacob Hearthflame and his retinue of soldiers cut through the hordes of invading gnoll warriors.

Except from ‘The Tale of Blood Hill’

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Forbidden Teachings

Domains and EstatesThough all gods are different, virtually all offer their clerics some power in exchange for their obedience and adherence to divine law. For ease of use, these powers and granted abilities are categorised into domains, universal concepts that are used to defi ne the aspects of power that a god represents and the abilities he provides to his clerics. In this book, ways to use the existing and new domains to reinforce the concept of the gods and their relationships to their clerics are presented, along with the new concept of minor domains, or estates.

In general, domains refl ect aspects of a god. They provide clerics with abilities and spells in keeping with how the

FORBIDDEN TEACHINGSgod wishes to be represented to his faithful followers and to outsiders. Unfortunately, domains can be too general to really describe some of the gods who grant them. Estates are an answer to this – each estate provides a handful of spells that exemplify a more focused area of power than the domain from which they are derived. When an estate is chosen, it replaces all odd-level spells above 1st level in the domain from which it is derived. The cleric retains all of the even numbered domain spells, as well as the granted power from the domain itself. A cleric may not choose more than one estate for each domain. The following estate descriptions are provided as building blocks for those Games Masters and players that wish to fl esh out the religions in their campaign and offer more choices for clerics.

The concept of estates was fi rst introduced in The Quintessential Cleric with each of the standard domains subdivided into two estates. The new domains presented in the Spell Lists chapter have also been subdivided into two estates each. In the Spells chapter, the spell descriptions identify estates as a bracketed entry following the name such as:

AgonyNecromancyLevel: Clr 3, Evil (Pain) 3, Wiz/Sor 5

The traditional domains had their estates established in The Quintessential Cleric and have not been reproduced in this book as to save space for a multitude of extra spells. To provide some sense of completion the traditional domains accompanied by their estate are listed below.

Domain (Estate 1, Estate 2);…Air (Wind, Tempest); Animal (Beast, Estate); Chaos (Chance, Decay); Death (Execution, Graves); Destruction (Murder, Rupture); Earth (Depths, Material); Evil (Crime, Pain); Fire (Confl agration, Purifi cation); Good (Purifi cation, Righteousness); Healing (Antivenom, Cures); Knowledge (Intuition, Secrets); Law (Order, Decree); Luck (Fortune, Ill-Omen); Magic (Augmentation, Weakness); Plant (Cultivation, Nature’s Force), Protection (Avoidance, Defl ection), Strength (Might, Power); Sun (Life, Sunset); Travel (Discovery, Pathfi nders); Trickery (Lies, Illusion); War (Ambush, Berserk); Water (Blood, Drowning)

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Forbidden Teachings

The Contingent SubschoolAlmost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation and wish) are Universal, belonging to no school. Traditionally there are 13 subschools of magic with each school having a limited set of subschools. However, some specialist wizards have discovered that there is another subschool that can be applied to any of the traditional schools of magic.

This is a contingent subschool, which is typically noted in the spell’s description in the form‘(Contingent – School)’. A contingent spell requires that an arcane or divine spellcaster have access to a specifi c school and not be prohibited from its spells. For example, a spell labelled Enchantment (Contingent – Illusion) is an Enchantment spell that can only be cast by a character that could also cast Illusion spells. This has lead to some spells being unavailable to specialists who are prohibited from contingent schools.

DescriptorsAppearing on the same line as the school and subschool, when applicable, is a descriptor that further categorises the spell in some way. Some spells have more than one descriptor. There are eight new descriptors used in the Renegade Cleric’s Tomb, their descriptions and properties are noted below:

(Age)This descriptor denotes any spell that relates to magical ageing effects or the rejuvenation of a creature to an earlier age.

(Judicial Curse)There are times when a criminal cannot be brought to justice, or when he is simply too powerful for the forces of the law to overcome. But where an evil archmage may be able to resist any minor spell a crusading cleric has in his repertoire, the church can call on the power of the faithful to overcome his resistance. If a spell is identifi ed as a judicial curse, it has the following benefi ts and restrictions:

Ceremonial Force: The caster can increase the power of the spell by taking additional time to perform the ritual and by receiving support from assistants. This increased effect is measured in ceremonial force. For every two hours he adds to the casting time of the spell, he receives one point of ceremonial force. He can spend a maximum of six hours in order to receive a total of three points of ceremonial force by increasing casting time.

For every two assistants the caster has helping him with the ritual, he receives one point of ceremonial force, to a maximum bonus of three. Assistants must be of at least

2nd level in a class that has the potential to cast the spell in question. To provide him with this benefi t, an assistant must perform the verbal and somatic components required by the spell, and he must participate for the full casting time of the spell.

If the spell is divine in nature, the caster can increase its power further through use of a sacred relic of his deity. The nature of the deity will determine the nature of his relics; a goddess of knowledge might have spread the pages of the fi rst book across the world, while a war god would treasure the weapons of his sacred champions. The caster cannot create a relic, and it is ultimately up to the Games Master to decide if his god even has relics. Depending on the holiness of the object, he will gain one to three points of ceremonial force from its presence. Even if he has multiple relics, he cannot gain more that three points of ceremonial force. Arcane casters may be able to mimic this effect by creating esoteric spell amplifi ers; this is left up to the Games Master.

Ceremonial force has the following effects:

• Spell formulas (such as spell range) may be modifi ed by the number of points of ceremonial force in the spell. These effects vary, and details can be found in the description of a specifi c judicial curse.

• The ceremonial force is added to the DC of the spell’s saving throw. This cannot increase the DC by more than fi ve points.• If the spell effect can be removed with break enchantment, the ceremonial force is added to the caster’s level to determine the effective caster level of the spell.

• Unless otherwise specifi ed, the effects of a judicial curse can be broken with remove curse. Add the ceremonial force of the spell to the caster’s level; the character attempting to break the curse must be of equal or higher level or remove curse will fail.

Restrictions: A judicial curse can only be used on a creature that could normally fall under the jurisdiction of his justice system. Nationality is not an issue, so most societies could target any human; but he cannot excommunicate a dragon. As an optional rule, the Games Master may decide that judicial curses cannot be used unless the target has actually been convicted of a crime (even if he was tried in absentia); alternately, he could receive a +5 bonus to his saving throw if he is innocent of any wrongdoing. These benefi ts and restrictions only apply to spells that are clearly designated as judicial curses! The caster cannot increase the power of a fi reball just because he has a few friends working with him.

(Poison)This descriptor does not have any mechanical effect in its own right. However, it interacts with various other

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Forbidden Teachings

mechanics. It represents a spell’s reliance on the magical manipulation of poison. In addition to the spells contained in this book, the following classic spells should have it added to their entry: delay poison, detect poison, neutralise poison and poison.

(Temporal )Temporal is a designator applied to all spells to do with the manipulation, perception or investigation of time. A wizard who has learned to cast these spells is often known as a chronomancer. In order to successfully be able to cast spells with the temporal designator an arcane or divine spellcaster must possess at least fi ve ranks in both Knowledge (arcana) and Spellcraft as well as possess the Extend Spell and Quicken Spell feats.

Casting TimeMost spells have a casting time of one standard action. Others take one round or more, while a few require only a free action. A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of his turn in the round after he began casting the spell. He then act normally after the spell is completed. Recently spells have been researched that can be cast as swift or immediate actions.

Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. The caster can perform one swift action per turn without affecting his ability to perform other actions. In that regard, a swift action is like a free action. However, he can perform only a single swift action per turn, regardless of what other actions he takes. He can take a swift action any time he would normally be allowed to take a free action. Swift actions usually involve magic or the activation of magic items; many characters (especially those who do not use magic) never have an opportunity to take a swift action.

Casting a quickened spell is a swift action. In addition, casting any spell with a casting time of one swift action is a swift action. Casting a spell with a casting time of one swift action does not provoke attacks of opportunity.

Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time – even if it is not his turn. Using an immediate action on his turn is the same as using a swift action, and counts as his swift action for that turn. The caster cannot use another immediate action or a swift action until after his next turn if he has used an immediate action when it is not currently his turn (effectively, using an immediate action before his turn is equivalent to using his swift action for the coming turn). He also cannot use an immediate action if he are currently fl at-footed.

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Spell Lists

Blackguard Spells

1st Level Blackguard Spel lsClaws of the Damned: Transforms target’s hand into sharp claws (2d6 damage).Curse Weapon: +1 weapon bonus against good-aligned characters and creatures.Demon Flesh, Lesser: Target gains damage reduction 5/cold iron and good.Detect Outsider: Detects the aura of an outsider.Sanctifi ed Reverie of Arms: Combines religious meditations with combat skills to gain an additional melee attack per round.

2nd Level Blackguard Spel lsFortify Armour: Transforms armour to something of legendary make and quality, however armour is consumed by spell when it ends.Zone of Darkness: Creates an area where evil creatures enjoy a +1 bonus on all die rolls.

3rd Level Blackguard Spel lsFavour Servant: Infuses caster’s fi endish servant with divine vigour, granting +4 to attack and damage.Moral Relativism: Caster’s alignment appears to change when in reality it does not.Unholy Ice Axe: Creates an axe formed of unholy evil cold dealing 3d6 physical + 1d8 unholy damage + 1d8 cold damage.

4th Level Blackguard Spel lsDemon’s Strength: Grants +4 bonus to Strength.Divine Sovereignty: All creatures of four Hit Dice or less view caster as their sovereign king.Paean of the Unholy: Caster’s dark god draws power down to plague his adversaries with failing confi dence and fear.Share Spell Resistance: Caster is able to share his mount’s/fi endish servant’s spell resistance.Wall of Blood: Creates a vertical wall of blood.Zone of Ablation: Force fi eld surrounds caster, protecting him from most physical damage.

Cleric Spells

0th Level Cleric Spel ls (Orisons)Breeze: Creates a gentle breeze over an area.Detect Charm: Determines whether a creature is under a charm effectDetect Heretic: Marks enemies of caster’s faith.Ignore Silt: Allows caster to see through fi ne obstructions cluttering the water.Virulence: Weakens the innate resistance of its target making him more susceptible to poison and disease effects.

1st Level Cleric Spel lsAstute Fighting: Special combat sense that grants +2 bonus to its base attack.Avert Attack: Grants the target a +5 defl ection bonus to AC.Awaken the Dead I: Awakens one undead creature under caster’s control.

SPELL LISTS

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