Tags
- game
- magic
- orisons
- rules
List Pages
Show AllFilter By Tag
- Afrik Nations x 2
- Al Baid x 2
- Al Farai x 2
- Alimus x 4
- Allies x 1
- Amazons x 1
- Astoran x 1
- Astypalaea x 2
- Azulan x 1
- Bagmar x 2
- Books x 1
- Byrundi x 1
- Calen x 5
- Campaign x 15
- Campaign Document (PDF) x 1
- Carrying Capacity x 1
- Chapel x 1
- Character x 1
- Character Advancement x 1
- Characters x 1
- Chuul x 2
- Cian x 3
- Cities x 5
- Clans x 1
- Class x 1
- Coatl x 1
- Cohorts x 1
- Combat Maneuvers x 6
- Cover x 1
- Crimson Isles x 1
- Cymbryll x 2
- Day x 1
- Demi-humans x 1
- Disorders x 6
- Dorak x 93
- Drusas x 2
- Enemies x 1
- Errata x 5
- Espagia x 2
- Explorer's Society x 1
- Falko x 5
- Faro x 4
- Feats x 1
- Fey Wood x 2
- Fortune Telling x 1
- Free Kingdoms x 21
- General x 12
- Geography x 5
- Gol x 1
- Grand Expeditions Project x 1
- Great Church x 3
- Hero Tokens x 8
- Hirelings x 1
- History x 4
- Holy Days x 3
- Holy Warriors x 1
- House x 1
- House rules x 6
- Humans x 1
- Io x 1
- Ironfast x 1
- Items x 6
- Iz'Alma x 2
- Iz'alma x 9
- Journal x 18
- Journals x 2
- Juisse x 2
- Kaidan x 2
- Key Items x 2
- Kismé x 2
- Kushar x 2
- Locales x 5
- Lyzi x 1
- Magic x 5
- Mannanizan x 1
- Maps x 1
- Marak-Dün x 1
- Meriskyra x 2
- Midnight Archipelago x 3
- Midrealm x 4
- Mounts x 1
- Mung Li x 4
- Myo x 1
- NPCs x 3
- Nokol x 1
- North Westerlands x 1
- Northland Kingdoms x 3
- On' Vani Ovar x 1
- Order of the Rose and Cross x 1
- Organizations x 3
- Patrons x 1
- People x 23
- Phthyan Empire x 7
- Places x 67
- Portugai x 2
- Province of the Four Corners x 1
- Races x 6
- Realm of the East x 1
- Recharge x 1
- Redhurst x 1
- Relic x 3
- Religion x 1
- Religon x 1
- Ritual x 3
- Rituals x 1
- Rumors and Legends x 3
- Rus Nations x 1
- Russ Nations x 1
- Sanity x 5
- Serious Wounds x 1
- Sethoon x 1
- Setting x 8
- Shal x 1
- Shrines and Nexuses x 1
- Smriti x 1
- South Westerlands x 1
- Spell x 4
- Spells x 1
- Spirit x 5
- The Cold Woods x 1
- The Great Church x 4
- The Hordelands x 3
- The Providences x 1
- The Warrens x 2
- Thule x 2
- Tortugan Islands x 2
- Towns x 4
- Vermani x 1
- Villain Tokens x 1
- acquaintances x 1
- adventure log x 1
- advice x 1
- background x 1
- boa x 1
- calendar x 6
- cathedral x 3
- characters x 18
- chases x 1
- city x 1
- clerics x 1
- constellations x 43
- contacts x 2
- conversations x 1
- critical x 1
- death x 1
- exp x 1
- farewell x 1
- flaming x 1
- followers x 1
- fortune x 1
- fumble x 1
- game x 39
- guides x 5
- hero points x 6
- home x 2
- insanity x 1
- instant kill x 1
- journals x 102
- katana x 1
- key Items x 1
- languages x 3
- ledger x 2
- letter x 3
- loot x 1
- magic x 5
- marching x 1
- miscasts x 1
- montaigne x 1
- month x 3
- myths x 42
- nature x 1
- organizations x 2
- orisons x 1
- people x 9
- places x 1
- playerhelp x 1
- races x 1
- religion x 43
- reputation x 1
- rituals x 1
- rules x 59
- shrine x 2
- summoning x 2
- swarm love x 1
- tattooing x 1
- temple x 2
- traits x 1
- traveling x 1
- upkeep x 1
- world map x 1
Quick Stats
Last Updated: 5 days ago
Play Status: Currently Playing
Looking For Players!
Fans
Where We Game
Spontaneous Healing Orisons
Ordinarily…
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
With this optional rule, good clerics, or neutral ones who can spontaneously cast cure spells, may choose to “LOSE” one prepared orison spell (they may not use that orison again until they have recharged their spells), casting the spell as if it were a very minor curing spell (see cure light wounds for spell specifics). The use of this option only cures one hit point of damage, with a successful touch. A cleric may exhaust as many as all of their prepared orison spells prepared in this way.
