Cleric Spells (Janus)
Janus’s
focus is on time, space, beginnings, and endings and so too do his clerics
mainly cast spells of that nature, some even requiring gateways or other
portals to work.
1st Level: Cure Light Wounds,
Detect Evil, Detect Magic, Protection from Evil, Remove Fear, Sanctuary (can also
be cast on others who stand near portals or who are making new beginnings), Hold
Portal* (PT),
Message* PT (does not need line of sight)
2nd
Level: Augury, Bless, Hold Person (frozen in time and space), Silence 15’ radius (ditto
for sound), Spiritual Weapon PT, Knock* (PT)
3rd
Level: Cure Blindness, Cure Disease, Dispel Magic, Glyph of
Warding PT, Prayer, Remove Curse, Haste* (reversible)
4th
Level: Cure Serious Wounds, Divination, Exorcise, Striking
(+2 when used around portals), Dimension Door* PT
5th
Level: Atonement, Commune, Cure Critical Wounds, Dispel
Evil, Plane Shift PT, Distort Distance*, Teleport* PT
6th
Level: Blade Barrier PT, Find the Path, Heal, Word
of Recall PT, Greater Teleport PT (as Teleport*, but no
chance of being off target)
7th Level: Gate PT, Restoration, Symbol PT, Time Stop*
PT: Spell requires a nearby portal, such as a gateway, door, or other
opening to work. Note that Janus Mysteries will also then grant a +2 bonus to
all of the cleric’s rolls related to the spell.
*: Magic-User Spell
Portal
Encounters
The thresholds of Janus can be simple
or elaborate; mundane or even magical pathways to another world. Whatever the
case, those who travel through will likely be making a new beginning.
Portal Appearance (roll 1d6)
1. Simple Door
2. Moderate
Door
3. Elaborate
Door
4. Gateway
5. Arch
6. Other
(Cave, Hole, Cabinet, Standing Stones, etc.)
50% base chance of being locked or
blocked
20% base chance of being guarded
Portal Function (roll 1d30)
1-25. Normal passage
to adjacent area
26-27. One-way,
stranding passage through time, space, and/or reality*
28-29. One-way,
returning passage (1d100 hours later) through time, space, and/or reality*
30. Two-way,
secured passage through time, space, and/or reality*
*Special Portal Function
1. Travel into
the past P, 1d100 (and roll 1d8): [1] rounds, [2] minutes, [3]
hours, [4] days, [5] months, [6] years, [7] decades, or [8] centuries
2. Travel into
the future, 1d100 (and roll 1d8): [1] rounds, [2] minutes, [3] hours, [4] days,
[5] months, [6] years, [7] decades, or [8] centuries
3-5. Travel in
a random direction (correcting for elevation and/or obstacles), 1d100 (and roll
1d8): [1] feet, [2] yards, [3] quarter miles, [4] miles, [5] ten miles, [6] hundred
miles, [7] thousand miles, or [8] interplanetary
6. Otherworld:
see Manannan listing in Divinities and Cults: Volume II for generation
guidelines
P: Unless
the past isn’t altered in any way by the time travelers (a very unlikely
event), then those returning will likely end up in an alternate reality/
Otherworld due to the paradox(es) they cause(d).
Next week: Clerics of Fenrir Wolf!