shifty louts

Agrikan Clerical Spells of ODnD Hârn

Working my way now through the Clerical invocations of HârnWorld.

The spells below are of the Frenzied Warrior Priests of Agrik, the demon-worshipping, mace-wielding berserkers.

All are sourced from HârnMaster Religion.

Note: Details the Hârn Hack

agrik

Ak-Syt’s Peace

Allows the subject to attempt another Saving Throw vs Poison if the first fails

Emyn’s Cut

Gives a +1 to damage on a blunt weapon. Causes a blunt weapon to take on the attributes of Emyn.

Shield of Amana

A single creature is bestowed with resistance to mundane and is unharmed by non-magical heat or fire.

Thunder of Armahnh

Any strike causes a deafening thunderclap, which earns the invoker an additional attack and causes an immediate morale check. Roll for a random encounter

Flame of Gashang

Causes the head of a mace to burst into flames, dealing +1d6 fire damage. The mace also functions as a torch and can be used to ignite flammable objects.

Ilpylen’s Shield

A single creature is bestowed with supernatural resistance to fire, as follows:

Mamaka’s Cry

Causes an immediate moral check for everyone with Range. Agrikans get a +2 bonus

Pameshlu’s Curse

One chosen subject suffers -2 to hit and damage rolls for Duration

Searing Hand

Flame streaks towards a point within range and detonates in a 20’ radius sphere.

Torturer’s Delight

Provides the invoker with knowledge of any fears or phobias of the victim. Invoker also discovers how to trigger the fear.

Touch of the V’hir

A bolt of pain blasts from a point within Range.

Agrik’s Respite

The caster’s touch heals 2d6+2 hit points of damage in one living subject. This cannot raise the subject’s hit points above their normal maximum.

Agrik’s Rot

Inflicts 2d6+2 hit points of damage to a touched creature. In combat, a melee attack roll is required.

Crimson Dance

An invocation to produce battle frenzy in a cleric’s allies. They have +4 to hit and to damage for Duration.

Flames of the V’hir

Invoker self-immolates and is enveloped in magical flames for a radius of 60’. Although the invoker is immune, any victim who touches the fire suffers magical fire damage of 1d6 per turn. The invoker can move with the flames, but speed is halved.

Intimidation

Causes the invoker to appear powerful and gives a -2 to morale checks against enemies. Enemy movement in Range is also halved.

Lord of Fire

Invoker can control the direction of any ethereal or mundane fire within Range.

Armor of Okayra

Armor worn by the invoker improves the Armor Class by two steps. Ex: Leather (AC7) is treated as Maille (AC5), etc.

Blade of Sycanus

Converts any edge weapon into a flaming arc for Duration for 2d6 damage.

Pillar of Fire

Conjures an opaque curtain of raging flame, shaped as the caster wishes.

Khamar’s Spawn

One drop of fresh blood drawn from the invoker transforms them into an 8HD Fire Elemental