top of page

Sacred Prayers of Jarrek

 

 

Some clerical spells are forbidden to the Jarreki; these are marked with the (R) designator); spells altered in level from the PH are marked with an asterisk. Some spells from other classes are freely granted to the Jarreki as prayers.

 

Level 0 Disrupt Undead

Level 1 Chill Touch

Level 2 Ghoul Touch

Level 3 Halt Undead, Vampire touch

Level 4 Enervation

Level 5

Level 6

Level 7 Energy Drain (*)

Level 8

Level 9 Wail of the Banshee

 

Bonespurs (Transmutation)

 

Level: 2 (Jarrek)

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft)

Area: One corporeal undead/ level

Duration: 1 round + 1 round/level

Saving Throw: None

Spell Resistance: No

 

The cleric covers target undead with jagged, bony protrusions. This spell alters corporeal undead within its confines, causing their skeletons to erupt from their bodies in sharp spines. Undead under this effect gain an additional +1 on to hit and damage rolls. Additionally, anyone grappling with an effected undead suffers d4+1 points of damage per creature from contact. The material component for the spell is a sharpened needle of bone.

 

Bone Needles (Transmutation)

 

Level: 3 (Jarrek)

Components: V, S, M

Casting Time: 1 action

Range: Close (30 ft + 5 ft/level)

Area: One or more creatures within a 10 ft. area

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

 

The caster hurls sharp stakes of bones at his foes. The material components are transformed into sharpened stakes of bone which the caster hurls as if they were javelins (with appropriate range increment penalties). However unlike javelins, the caster throws all projectiles as a single action. The caster may create one projectile for every two levels he possesses. A successful ranged attack roll is required to hit a target and inflicts a d6 damage +1 per caster level (maximum +10). These projectiles threaten and confirm critical hits as javelins. The material component for this spell is one finger bone per projectile to be created.

 

Energy Scythe (Evocation [Force], Necromancy)

 

Level: 3 (Jarrek)

Components: V, S, DF

Casting Time: 1 action

Range: Personal

Duration: 1 round/ level

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

The caster creates a scythe of force to reap the life force of his foes. The spell creates a force construct which, in the hands of the caster only, functions as a scythe. The weapon inflicts 2d4 points of damage per successful attack +1 point per 2 caster levels (maximum +10). For each hit, the victim must make a fortitude save. If the save is failed, the caster gains half of the damage as healing or temporary hit points up to a maximum of double maximum hit points. This weapon is not usable by anyone other than the caster and disappears a round after it leaves the caster’s hands if he is unable to regain it. For purposes of overcoming damage reduction the weapon is considered to be a +1 weapon for caster levels 1-10 and a +2 weapon thereafter.

 

Vargouile’s Kiss (Necromancy)

 

Level: 5 (Jarrek)

Components: V, S, M, DF

Casting Time: 1 action

Range: Touch

Area: Creature touched

Duration: Upto 1 hour or1 round/ level

Saving Throw: Fortitude negates

Spell Resistance: Yes

 

The cleric permanently steals the life of his foes. This spell mimics the supernatural power of the vargouille. Once cast, the spell remains latent upon the recipient’s body for up to one hour; once the spell is triggered into use, it lasts for one round per level of the caster. If not used within an hour, it fades harmlessly away. Once triggered, a sickly green light surrounds the target. Any successful unarmed attack inflicts normal damage plus an additional d4+1. If a Fortitude save is failed, this d4+1 hit point loss is permanent unless a wish or miracle spell is used specifically to restore the lost hit points at the rate of one spell per point restored. A creature slain by this spell rises from the crumbling corpse on the next round as a vargouille under the caster’s control. The material component for this spell is the tentacle of a vargouille.

 

Negative Energy Blast (Necromancy)

 

Level: 9 (Jarrek)

Components: V, S, M, XP

Casting Time: 1 action

Range: Close (30 ft) Area: 30 ft diameter

Sphere Duration: Instantaneous

Saving Throw: Fortitude negates (see text)

Spell Resistance: Yes

 

The cleric releases a blast of life draining energy. This spell bestows 2d4 negative energy levels to all creatures within the area of effect, save for the caster if he opts to cast the spell that close. Any creature reduced to zero energy levels rises in a d4 rounds as a wight under the control of the cleric. As with the spell energy drain, subjects make a second Fortitude Save 24 hours later to remove the negative levels using the same spell DC; a separate save is required for each level lost. Failure to make the second save results in the removal of the negative level at the expense of an experience level on a 1:1 basis per save failed. Undead caught within the area of effect are healed for 4d10 x5 hit points or gain that amount in temporary hit points; temporary hit points last one hour. The material component for this spell is the dust of an undead which drained life levels. Each time this spell is used, the caster sacrifices 1000XP.

 

bottom of page