Sunday, 11 December 2011

Spells of the god of gold -- part 1

I previously developed, in collaboration with one of the players in my Labyrinth Lord campaign, a set of new spells available to clerics of the god of blades. Now there's a new cleric in town (/ in the party), a fellow called Obadiah, who is a staunch follower of a cosmic entity known as "Assedh, god of gold and precious metals". So we've been putting a bit of thought to some special spells for worshippers of that god.

Here's what we've come up with for the low level spells. (One is, obviously, a Labyrinth Lord adaptation of a classic from AD&D.)

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Assedh's Pick
Level: 1
Duration: See below
Range: Touch

This spell has two possible uses, which may be chosen as it is cast.

Firstly it may be used to enchant a pick for 2 rounds per level of the caster. The weapon gains +1 to attack and damage, and is able to harm beings which can only be affected by magic.

Alternatively, the spell can enchant a pick as a cosmically enhanced digging aid. The enchantment lasts for 1 turn per level of the caster, and enables a 5' cubic area of earth to be dug out in one turn.

Level: 2
Duration: 12 hours, +1 hour per level
Range: Touch

This spell places an enchantment on a specially constructed garment, allowing its pockets to contain an increased capacity. The selected garment must have at least a dozen small pockets sewn into it, and must have golden thread woven into it, costing at least 100gp. When enchanted, the garment's pockets are collectively able to contain up to 100 pounds of weight (1,000 coins) as if it were only 10 pounds. In addition to the weight reducing capability, the enchanted pockets show no visible bulge, even when completely full. Items larger than 1 cubic foot cannot be placed in the pockets.

If the spell ends (either due to its duration expiring, or due to being dispelled) while there are items inside the pockets, the wearer of the garment must make a saving throw versus spells. If the save succeeds, the items in the pockets are dumped at the subject's feet. If the save fails, however, the contents of the pockets are lost in some alternate dimension.

Locate Precious Metals
Level: 3
Duration: Instant
Range: 120'

Upon casting this spell the cleric becomes instantly aware of all quantities of precious metals within range. The caster gains an approximate knowledge of the value of precious metals present, as well as a precise location in terms of distance (for example "30' north, 20' east").

Underground, this spell only detects metals on the same dungeon level as the caster, thus it cannot be used to detect treasure on higher or lower levels.


  1. Tailoring spells to a clerics deity is a great idea. I might very well do the same for my own PC's. Cheers Gavin.

  2. Yeah we've been going on the idea of making up one new spell per level (so 7 in total). This seems like a nice way to give each deity a bit of flavour, without getting into making up entirely new spell lists for them all.

  3. Thank you oh might Labyrinth Lord, let the luck of the God of Gold shine down on his righteous adherents and may the jubilant cries of Assedh's Vault Warden in S'raka bellow forth as the deepest vaults be filled with precious gifts of the golden one!

    Your servant of the Gold,
    Oba Orlode
    Devoted Warrior Cleric of Assedh
    Dwarrow of the Glaarm