FAQ about Clerical spells



FAQ's on clerical spells: Q: How does one dertermine which spells a cleric can cast?

A: A cleric always has access to the full list of clerical spells(except for those who have spheres. Limited, of course, by that characters level and wisdom bonuses). Clerics have no spellbooks, and their spell lists are not limited as are magic users. But be reminded that once someone falls unconcious, by accident, or by any type of melee then the spells are lost from your memory until you rest and pray to you deity. Mages don't have to pray to regain spells but they do have to re-study them, to study a spell the mage must remain in silence for one hour/level of the spell; for example, to study ALL of your first level spells will take you an hour, to study ALL of your ninth level spells will take you nine hours, and of course so on.

Q: What does a bless spell do, and how is it different from the chant and prayer spell's damage bonuses and penalties counted per attack or per die of damage? Do the areas of effect of these spells move with their casters?
A: Here's what each spell does: A bless gives friendly creatures +1 on morale and "to hit" rolls; if reversed (as a curse), it gives enemies a -1 on those rolls. A chant spell gives friendly creatures +1 on "to hit", damage, and saving-throw rolls; at the same time, enemies recieve a -1 on the same rolls. A prayer spell gives friendly creatures +1 on "to hit" rolls and saving-throw rolls, and enemies a -1 on the same rolls. Prayer does not affect damage, and neither prayer nor chant affect morale. The areas of effect for each spell are fixed and do not move with their casters. Bless affects creatures in its of effect at the time of casting only; chant and prayer affect all creatures who enter after the spells are completed. Damage modifiers from chant are per attack, not per die of damage.

Q: The duration of a bless spell as "6 melee rounds." Does this mean the bless spell lasts for six total rounds of melee, possibly with days between?
A: No. The duration of a bless spell is six consecutive rounds from when it is cast.

Q: What happens when a bless spell is cast on a cursed item?
A: Nothing. A bless spell will not "fix" a cursed item, but a remove curse spell might
(see individual item descriptions).

Q: What is the effect of casting bless on a sword or other weapons?
A: Bless spells are cast on creatures, not objects, with the only exception being crossbow bolts that are used to slay rakshasas. In th latter case, the spell is cast directly upon a single bolt, and the effect lasts until the bolt is used(whether the bolt hits its target or misses).

Q: How do blindness, such as from cause blindness and deafness each affect spellcasting?
A: Blinded creatures are unable to cast any spell that requires a visible target (such as magic missile). Spells that can be cast on an area (such as fireball) or delivered by touch (such as cure light wounds) are still usable. Deafness can cause spells with verbal components to be miscast and fail. The failure chance is up to the Dungeon Master(DM), but it shouldn`t exceed 20% (less for spells with short casting times). A 2% cumulative failure chance per segment of spell-casting is suggested. The spell holy word has a deafning effect that causes spells to fail 50% of the time. This is due mostly to the extreme power of the holy word, not merely the condition of deafness.

Q: Can a command be combined with an attempt to turn undead?
A: Command is a spell; the cleric(or priests) may not fire missles, engage in melee, or turn undead in the same round as he casts a spell.

Q: Is there a period of disability for characters revived with a death`s door spell?
A: Death`s door doesn`t revive characters; it maintains characters at zero hit points until the spell wears off or until the characters is revived with a cure wounds spell. Characters revived in this manner can resume activity immediately.

Q: Can a glyph of warding be cast upon a portable object as a sword or sling bullet and used offensively?
A: No. A Glyph is a magical ward used to protect an object. A Glyph can be cast upon a weapon, but it will be triggered only when a creature touches the weapon, not when the weapon strikes a creature.

Q: Are creatures affected by one of the hold spells held immobile or simply paralyzed?
A: Hold spells are similar to paralysis except that the effect is mental, not physical. A held creature cannot move, fight, or communicate in any way. The creature can, however, be moved by others.

Q: Can a light or a continual light spell be used to negate the darkness ability of a demon or devil?
A: Yes, on all counts. Each of these spells can negate darkness of any sort, though a light spell will "go out" immediately after negating such darkness, while the continual light spell will last. Light or continual light spell will negate only one darkness effect at a time; thus , if there are two darkness effects in the same area, the area remains dark until two light effects are used.

Q: The Spells' areas of effect listed in th PHB have got to be incorrect. The lower water spell, for example, has an area of effect of a 1" x 1" square per level of the caster. Surely a cleric can effect more water that one square inch?
A: The area is measured in scale inches. One scale inch equals 10', and one square scale inch equals 100 square feet. Remember that the areas of spell effects never get larger outdoors, although ranges do get larger (see P.39 in the players handbook, PHB, I forget if it`s the first or second edition).

Q: Does the circle of protection from a protection from evil 10'radius spell move with the caster?
A: Yes, both versions of the protection from evil spell move with the caster.

Q: If a character is killed and receives a raise dead spell, how long must he rest and how many hit points will he have?
A: Raised characters must rest for the amount of time they have been dead. The minimum rest period is one day. Raised characters have from 3-17 hp(2D8+1), though this value is reduced if the PC`s maximum number of hit points is less than the value rolled.

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