Priests of Thoth - John Dallman, 14/Jan/02 (18/Sep/05)


This is a cult write-up for priests of Thoth, the Egyptian god of Knowledge, under the modified cleric system used on La Lande.

Clerics of Thoth must have a minimum intelligence of 13 in addition to normal clerical requirements. In western-medieval settings, they have the weapon and armour limitations of AD&D PHB clerics. Their combat and saving throw tables and their power against undead are all standard.

Where no casting time is given for magic-user spells below, add three segments to the magic-users casting time.

A number of spells are in theory reversable to Priests of Thoth, so as to inflict injury, but in most cases character alignment is likely to limit this. A number of spells that might in theory be reversable, so as to hide or destroy knowledge, are marked as 'Non-Reversable', as this is not allowed to Priests of Thoth. This includes "Regenerate", in its 'destroy books' capacity.

            1st
 1 Detect Good/Evil/Law/Chaos
 2 Detect Charm
 3 Cure Light Wounds
 4 Resist Fire
 5 Comprehend Languages
 6 Read Magic
 7 Know History
 8 Search Book
 9 Detect Magic
10 Bless
11 Protection from Evil
12 Purify Food & Drink

            2nd
 1 Augury
 2 ESP
 3 Find Traps
 4 Know Alignment
 5 Locate Object
 6 Preserve Book
 7 Create Water
 8 Cure Medium Wounds
 9 Resist Cold
10 Detect Illusion
11 Chant
12 Slow Poison

            3rd
 1 Augury II
 2 Detect Lie
 3 Cure Heavy Wounds
 4 Cure Insanity
 5 Detect Invisibility
 6 Perfect Recall
 7 Identify
 8 Lucid Languages
 9 Dispel Magic
10 Speak with Dead
11 Prayer
12 Continual Light
13 Cure Blindness

            4th
 1 Divination
 2 Detect Specific Thing
 3 Create Food & Water
 4 Cure Serious Wounds
 5 Cure Disease
 6 Remove Curse
 7 Create Book
 8 Recall Perfectly
 9 Tongues
10 Neutralise Poison
11 Protection from Evil, 10' Radius
12 Exorcise

            5th
 1 Commune
 2 True Seeing
 3 Find the Path
 4 Feeblemind
 5 Cure Critical Wounds
 6 Clairvoyance/Clairaudience
 7 Legend Lore
 8 Negation
 9 Spell Immunity
10 Raise Dead
11 Atonement
12 Plane Shift

            6th
 1 Speak with Anything
 2 Remember Always
 3 Magic Mirror
 4 Read Anything
 5 Full Telepathy
 6 Library Catalogue
 7 Detect Non-spatial Link
 8 Speak with Plants
 9 Heal
10 Word of Recall

            7th
 1 Restoration
 2 Wroth of Thoth
 3 Symbol
 4 Divine Knowledge
 5 Regenerate
 6 Astral Spell
 7 Gate
 8 Holy Word
 9 Resurrection


First Level spells

Detect Good/Evil/Law/Chaos: a cleric of any alignment may detect for any one of these alignment auras, selected when the spell is cast.
Level: 1st.

Detect Charm: as standard second-level cleric spell. Non-Reversable.
Level: 1st.

Cure Light Wounds: cures 1D8 or causes 1D4, otherwise standard.
Level: 1st.

Resist Fire: as standard second-level cleric spell, except that it is non-reversable, and Resist Cold is a second-level spell.
Level: 1st.

Comprehend Languages: as magic-user spell. Non-Reversable.
Level: 1st.

Read Magic: as magic-user spell, but does not allow use of magic-user spell scrolls (unless the cleric is also a magic-user).
Level: 1st.

Know History: as first-level Shukenja (OA; see below) spell.
Level: 1st.

Search Book: allows caster to rapidly find a word or its synonyms in a book that he can read. Lasts 2 turns; can be used with language-reading spells.
Level: 1st.

Detect Magic: as standard.
Level: 1st.

Bless: as standard.
Level: 1st.

Protection from Evil: as standard.
Level: 1st.

Purify Food & Drink: as standard.
Level: 1st.

Second level spells

Augury: as standard spell, but the chance of the correct answer is 70% + 2% per level of caster.
Level: 2nd.

ESP: as magic-user spell.
Level: 2nd.

Find Traps: as standard spell, but lasts 6 turns.
Level: 2nd.

Know Alignment: as standard spell, but lasts 2 turns. Non-Reversable.
Level: 2nd.

Locate Object: as standard third-level spell, but can also be used to find material on a general subject in a library. Non-Reversable.
Level: 2nd.

Preserve Book: kills all bacteria, moulds, fungi, insects, worms, etc., in one book (or scroll, etc.) per level of caster, and prevents the growth of more. This prevents rot, mildew, bookworms and so on; doesn't affect mouse-sized or larger creatures, which will break the enchantment on parts of a book which they nibble. Lasts until dispelled. This spell is based on the second-level magic-user spell PRESERVATIVE, but is limited to stores of information. Non-Reversable.
Level: 2nd.

Create Water: as standard first-level spell.
Level: 2nd.

Cure Medium Wounds: cures 2D8 or causes 2D4.
Level: 2nd.

Resist Cold: as standard first-level spell, note that the reverse, Resist Fire, is a first-level spell.
Level: 2nd.

Detect Illusion: as Detect Magic, but only operates line-of-sight, and allows illusions to be seen as that.
Level: 2nd.

Chant: as standard.
Level: 2nd.

Slow Poison: as standard.
Level: 2nd.

Third level spells

Augury II: as standard second-level spell Augury, but 100% chance of correct answer.
Level: 3rd.

Detect Lie: as standard fourth-level spell. Non-Reversable.
Level: 3rd.

Cure Heavy Wounds: cures 3D8 or causes 3D4.
Level: 3rd.

Cure Insanity: cures any natural insanity, or magically caused ones that don't have special requirements.
Level: 3rd.

Detect Invisibility: as second-level magic-user spell.
Level: 3rd.

Perfect Recall: as magic-user spell. Everything experienced during spell duration (caster's level turns) remembered perfectly for caster's level days.
Level: 3rd.

Identify: as first-level magic-user spell.
Level: 3rd.

Lucid Languages: as magic-user spell: Comprehend Languages, lasting one hour per caster's level, any number of pieces/languages. Non-Reversable.
Level: 3rd.

Dispel Magic: as standard.
Level: 3rd.

Speak with Dead: as standard.
Level: 3rd.

Prayer: as standard.
Level: 3rd.

Continual Light: as standard. Reversable.
Level: 3rd.

Cure Blindness: as standard.
Level: 3rd.

Fourth Level Spells

Divination: as standard spell, but the chance of the correct answer is 60% + 2% per level of caster.
Level: 4th.

Detect Specific Thing: as magic-user spell, but can also be used to find material on a specific subject in a library.
Level: 4th.

Create Food & Water: as standard third-level spell.
Level: 4th.

Cure Serious Wounds: cures 4D8 or causes 4D4.
Level: 4th.

Cure Disease: as standard third-level spell.
Level: 4th.

Remove Curse: as standard third-level spell.
Level: 4th.

Create Book: as magic-user spell RECREATE BOOK. Fabricates a copy of (an image of) a book, taking one segment/page, not copying magical powers. Non-Reversable.
Level: 4th.

Recall Perfectly: as magic-user spell. Allows perfect recall of any period up to level of caster turns, up to level of caster days ago.
Level: 4th.

Tongues: as standard. Non-Reversable.
Level: 4th.

Neutralise Poison: as standard.
Level: 4th.

Protection from Evil, 10' Radius: as standard.
Level: 4th.

Exorcise: as standard.
Level: 4th.

Fifth Level Spells

Commune: one commune per week is allowed where normal clerics get one per month. The answers are normally a little more helpful than "Yes" and "No"; about 1 3/4 bits of information are gained.
Level: 5th.

True Seeing: as standard spell, but lasts 5 rounds/level. Non-Reversable.
Level: 5th.

Find the Path: as standard sixth-level spell. Non-Reversable.
Level: 5th.

Feeblemind: as magic-user spell.
Level: 5th.

Cure Critical Wounds: cures 5D8 or causes 5D4.
Level: 5th.

Clairvoyance/Clairaudience: as third-level magic-user spells, select which when cast.
Level: 5th.

Legend Lore: as sixth-level magic-user spell.
Level: 5th.

Negation: as Wand, range 6" + 1"/level, casting time 8 segments.
Level: 5th.

Spell Immunity: as fourth-level clerical (UA; see below) spell, works for spells of sixth or lower level that the caster knows or has experienced.
Level: 5th.

Raise Dead: as standard.
Level: 5th.

Atonement: as standard.
Level: 5th.

Plane Shift: as standard.
Level: 5th.

Sixth Level Spells

Speak with Anything: combination of Stone Tell, Tongues, Speak with Monsters and IDENTIFY II: A greatly enhanced version of Identify: it lasts 2 rounds per level and reveals 1 fact per segment about an item (more than 1 item may be identified with one casting). It wont repeat a fact within one casting, and is 95% accurate (rather than requiring a saving throw for each fact); false information is sometimes silly or obviously false. It will give exact pluses and count charges to within 10%. It has a chance of identifying cursed items that don't show on a normal Identify: this spell has a 10% chance of revealing their nature if something that it affects it is generated as a revealed fact. Most Artifacts and Relics aren't identified by this spell, but there is a (caster's level)% chance of discovering each power.
Level: 6th.

Remember Always: as Perfect Recall, but memory is permanent and unerasable.
Level: 6th.

Magic Mirror: as fourth-level magic-user (UA; see below) spell.
Level: 6th.

Read Anything: as Lucid Languages, but reads any form of cipher or code and fills in correctly up to 2%/level of missing information.
Level: 6th.

Full Telepathy: as fifth-level magic-user spell.
Level: 6th.

Library Catalogue: Range 3", Duration 1 turn/level, AoE caster, VSM, No Save. Allows caster to perceive subject matter of books and other written material within range. Useful with Perfect Recall.
Level: 6th.

Detect Non-spatial Link: as magic-user spell, often used with Clairvoyance.
Level: 6th.

Speak with Plants: as standard fourth-level spell.
Level: 6th.

Heal: as standard.
Level: 6th.

Word of Recall: as standard.
Level: 6th.

Seventh Level Spells

Restoration: as standard spell. Allows restoration of lost memories.
Level: 7th.

Wroth of Thoth: a serious insanity effect, operating via information overload and requiring Restoration to heal.
Level: 7th.

Symbol: Symbols are: Persuasion, Insanity, Hopelessness.
Level: 7th.

Divine Knowledge: gives caster access to Thoth's knowledge on a subject, with a base INT*4% chance of finding the desired facts and the same chance of remembering it after the spell ends. Remember Always can be used to avoid the chance of forgetting. Casting time 1 round.
Level: 7th.

Regenerate: standard, also works on documents. Non-Reversable in that may not be used to destroy documents.
Level: 7th.

Astral Spell: as standard.
Level: 7th.

Gate: as standard.
Level: 7th.

Holy Word: as standard.
Level: 7th.

Resurrection: as standard.
Level: 7th.

Non-standard Spells for Reference

            1st
 1 -Know History

            2nd
 1 -PRESERVATIVE

            3rd
 1 -PERFECT RECALL
 2 -DETECT SPATIAL LINK

            4th
 1 -RECREATE BOOK
 2 -RECALL PERFECTLY
 3 -RECONSTRUCTION
 4 -Spell Immunity
 5 -Magic Mirror

            5th
 1 -DETECT SPECIFIC THING
 2 -Fabricate

            6th
 1 -Reconstruction
 2 -DETECT NON-SPATIAL LINK
 3 -IDENTIFY II
 4 -Telepathy


-Know History: (Divination)
Level: 1 (Shukenja, "Oriental Adventures")
Components: V, S, M
Range: 12"
Casting Time: 1 round
Duration: Instantaneous
Saving Throw: Special
Area of Effect: One creature or object
The Know History spell, when cast, reveals the common name, background, lineage, and deeds of any item, creature, or place, should such possess any notable history at all. It does not reveal secret identities, presence of magic, magical abilities, character alignment, etc. If cast on a character, it would tell of his parents, what family he belongs to, and any famous deeds of his ancestors. When cast on an object, it reveals the specific name of the item (if it has one), any notable deeds it was used in, and the name of its maker. A katana could be revealed as the "Cloud-Cutting Sword used by the great hero Akicha Tanokura at the Battle of the Fallen Bridges, having been made for him by the master swordsmith Lei Yung". When used to reveal a creature or item that is disguised or polymorphed, the target is allowed a saving throw versus spells. If this is failed the spell operates normally. The spell has no effect on disguised or polymorphed items or places. When used on a creature, the caster must be able to see the creature in question. When used on an object, the caster must be able to handle the item. When used on a place, the caster must be standing within the grounds of the site. The material component of this spell is a pair of carved bones.

-PRESERVATIVE: (Evocation)
Level: 2 (Phil Nanson)
Duration: permanent
Cast: 2 seg
ST: n/a
Area: 10 lb weight/level
Range: touch
Comp: V, S, M
Cast on up to 10lb weight per level of non-living or ex-living material this spell kills all bacteria/molds/fungi/worms/insects etc., in it, and prevents the growth of any more. It does not affect creatures the size of a mouse or more who come and eat it, as this breaks the spell on the portion they eat. Thus wood so treated would neither rot nor suffer from woodworm, food will not go bad, only go stale or be eaten by rats; books will not suffer from mildew or bookworms and so forth. The material component is a little salt, vinegar and honey sprinkled over the object.

-PERFECT RECALL: (Alteration)
Level: 3 (Phil Nanson)
Duration: 1 turn/level
Cast: 3 seg
ST: n/a
Area: caster
Range: 0
Comp: V, S
The caster can remember perfectly anything he sees, hears, smells etc., in the duration of the spell, for 1 day/level.

-DETECT SPATIAL LINK: (Divination)
Level: 3 (Phil Nanson)
Duration: 2 rnd + 1 rnd/level
Cast: 3 seg
ST: none
Area: 1" path 1"/level long
Range: 0
Comp: V, S
This spell is a specialised form of DETECT MAGIC that detects magical linkages and makes them visible to the spell user as glowing lines of light. A link exists between two points if there is an information and/or energy flow by magical means between them. E.g. Wizard eye to user, Magic Jar to Target to Caster, pulse along DIMENSION DOOR path. Purely receptive effects e.g. ESP, aren't shown. The spell automatically shows links, but does not tell the user what spell caused them. Their interpretation may be obvious (e.g. the pulse between caster and burst of a FIREBALL seen by the user). If not a 1D20 roll is made against (spell users level + 4). Applicable modifiers include:

 + 2 spell unknown to user (and information can then only be general).
 + 2 spell of different character class.
 + 2 spell too high level for user to cast himself.
 - 1 per round spell studied before making roll (the spell must be operating during study).
 - 1 general type of spell already known (eg fire or telepathy).
 - 2 exact spell used already known.
 - 4 spell caster casting spell already identified and personally known to user.

If the user makes the roll to divine the spell in effect, or knows by other means, he may try to divine the vague position of the spells caster, or the level of effect of the spell, or other such information. Such information might be gained automatically - if both caster and point of effect of the spell being examined by the caster are within the area of effect, the casters position is automatically known. Such rolls are made at the same chance as divining the spells type, until a roll is failed. Errors in position, power level and so forth are usually of +10% (less 1% per rounds study to a minimum 1%). This version of the spell is limited to spatial spells, those with a defined limited range which do not cross planar boundaries. A higher level version exists that overcomes this limit. This spell is a passive detection effect.

-RECREATE BOOK: (Alteration)
Level: 4 (Phil Nanson)
Duration: instant
Cast: 1 seg/page
ST: none
Area: 1 book
Range: 0
Comp: V, S, M
This is another variation on FABRICATE, with the information coming from a document viewed by the caster. Given an existing document, or image thereof, casting this spell will result in a duplicate being created. This spell will only copy the appearance of a scroll, or other magical writing, and will not duplicate its magical power. It will, however, work on a RECONSTRUCTION or an image. Note that in the case of an image it will copy what is seen, so could be used to copy a scryed paper, but in order to copy a scryed book, the pages would have to be turned during the course of the spell. The material component is sufficient writing materials (paper, ink, etc.), which are used to form the copy.

-RECALL PERFECTLY: (Alteration)
Level: 4 (Phil Nanson)
Duration: 1 turn/level
Cast: 4 seg
ST: none
Area: caster
Range: 0
Comp: V, S
The caster can remember perfectly anything that happened in a period of 1 turn/level, up to 1 day/level ago.

-RECONSTRUCTION: (Divination)
Level: 4 ("Grimoirium Cantabrigensis")
Components: V, S
Range: Touch
Casting Time: 1 turn
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Upto 1" cube
Given a portion of an object produces an 'ectoplasmic' reconstruction of what would be considered the whole object (piece of paper, scroll/book, bit of cloth cloak, etc.). The item is correct in colour, writing etc., as of date the piece was separated. The reconstruction is very delicate but can be moved to examine interior (or read if book); the use of an unseen servant is recommended. It is destroyed by 1 HP of damage or contact with silver. NB the area limitation applies to the size of the complete object, not the piece.

-Spell Immunity: (Abjuration)
Level: 4 (Clerical, "Unearthed Arcana")
Range: Touch
Duration: 1 turn/level
Area of Effect: One individual
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
By means of this spell, the cleric or any creature touched is made immune to the effects of a specified spell of 4th level or lower that the cleric has directly experienced. For instance, if the cleric has been hit by a Fireball spell at some time, then this spell can be used to protect someone from the effect of a Fireball. This spell cannot affect an intended recipient who is already magically protected by a spell or other temporary effect. The magic of this spell will only protect against actual cast spells, not against effects of magic items or a creature's innate spell-like abilities, but immunity lasts for the full duration of the spell. Only one Spell Immunity can be in effect upon a single creature at one time; any applications subsequent to the first have no effect until the first duration ends. The spell immunity does not extend to items carried by the recipient, which must still make saving throws (if applicable) to avoid damage. Only a particular spell can be protected against, not a certain class of spells or a group of spells which are similar in effect; thus, someone given immunity from Lightning Bolt spells would still be vulnerable to a Shocking Grasp. The material component for Spell Immunity is the same (if any) as for the spell to be protected against.

-Magic Mirror: (Enchantment - Divination)
Level: 4 (Magic-user, "Unearthed Arcana")
Range: Touch
Duration: 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 1 hour
Saving Throw: None
By means of this spell, the magic-user changes a normal mirror into a scrying device similar to a Crystal Ball. The details of the use of such a scrying device are found on p. 141 of the DMG under the description for the Crystal Ball. The mirror used must be of finely wrought and highly polished silver of a minimum cost of 1,000 gp. This mirror is not harmed by casting of the spell, as are the other material components - the eye of a hawk, an eagle, or even a roc, and nitric acid, copper and zinc (cf. 5th-level cleric spell Magic Font and 2nd-level druid spell Reflecting Pool). The following spells can be cast through a Magic Mirror: Comprehend Languages, Read Magic, Tongues, Infravision, and Ultravision. The following spells have a 5% chance per level of the caster of operating correctly if cast through the Magic Mirror: Detect Magic, Detect Good/Evil, Message, and Detect Illusion. There is a chance of the target realizing he or she is being watched. The base chance for a target to detect any Crystal Ball-like spell is listed in the Crystal Ball item description, with the following additions: A Cavalier has a base 5% chance of detecting scrying and a Barbarian has a base 1% chance.

-DETECT SPECIFIC THING: (Divination)
Level: 5 (Magic-user, Phil Nanson)
Duration: 2 rounds/level
Cast: 5 seg
ST: none
Area: 1" * 1"/level path
Range: 0
Comp: V, S, M
This is a generalised detection spell, similar in some respects to LOCATE OBJECT, capable of penetrating most defenses against magical detection. The thing to be detected must be specified in some detail, by name and description if a person, or by careful description if an object. Searches for a class of objects will only succeed if the class is very mundane, or if it is very well known to the caster through study. The defenses that may be penetrated are those that blank detects or give false results; e.g. MISDIRECTION, NON-DETECTION, amulets vs. crystal balls and ESP or vs. detection and location, or other items or spells giving similar effects. Anti-magical screening, such as lead containers, Anti Magic Shell, etc., will not be penetrated by this spell. The material component is a minute mithral arrow.

-Fabricate: (Enchantment - Alteration)
Level: 5 ("Unearthed Arcarna")
Components: V, S, M
Range: 1/2" per level
Casting Time: Special
Duration: Permanent
Saving Throw: None
Area of Effect: 1 cubic yard per level of caster
By means of this spell, the magic-user is able to convert material of one sort into a product of desired nature which is of basically the same material as was initially used when the Fabricate was cast. Thus, the spell caster can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things cannot be created or altered by a Fabricate spell. The quality of items made by means of the spell is commensurate with the quality of material used as the basis for the new fabrication. If mineral material is worked with, the area of effect is reduced by a factor of nine; i.e., 1 cubic yard becomes l cubic foot.
Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated unless the magic-user actually has great skill in the craft considered. Casting requires 1 full round per cubic yard (or foot) of material to be affected.

-DETECT NON-SPATIAL LINK: (Divination)
Level: 6 (Phil Nanson)
Duration: 2 + 1 turn/level
Cast: 6 seg
ST: none
Area: line of sight
Range: 0
Comp: V, S
This spell is an improved version of DETECT SPATIAL LINK. It differs from it as shown above, in that the base roll to interpret a link is (users level + 8) and in that it will detect and allow analysis of non-spatial magical links. These are links with an unlimited range, for example, CLAIRVOYANCE, TELEPORT, Crystal Ball effects, etc. The position of the origin of these effects, or the plane on which they originate can be divined, as can the other parameters noted under DETECT SPATIAL LINK. This spell is a passive detection effect.

-IDENTIFY II: (Divination)
Level: 6 (Phil Nanson)
Duration: 2 rounds/level
Cast: 1 round
ST: none
Area: objects touched
Range: touch
Comp: V, S, M
This spell lasts for 2 rnds/level and reveals 1 fact per round about an item (more than 1 item may be identified with 1 casting). It will not repeat itself within one casting. It is 95% accurate and false results may well just be silly. It will give exact plusses, charges to within +10%. Some cursed items will not show up under IDENTIFY (i.e. any fact indicated as showing up the curse has a 10% chance of doing so). It has a 10% chance of identifying these. Most Artifacts or Relics will not reveal powers to IDENTIFY. In this case there is a level% chance of showing up each power with this spell. The material components are those for IDENTIFY.

-Telepathy: as the Helm and gives a Mind Shield which totally blocks ESP (both ways, unless dropped), and may block Telepathy, Fear, Emotions, Enemy Detection (as a Dispel) and acts as a Mind Shield vs. psionics. May erect a total block if concentrate. Range & Duration: as ESP (i.e. second-level magic-user spell).
Level: 6th.
Enchantment: Elf (Spell Smith)

Added by R.O. McLean, 18th Sep 2005

Notes on Thoth powers not yet assigned: All spell have maximum effect (D&DG), Thoth's role as a Lunar deity (Larousse).

Detection/knowledge effects not yet incorporated: Analyse/Classify magic, find person, improved version of History, find direction.

Bibliography: AD&D PHB, DMG, OA, UA, D&DG. D&D Gods, Demi-Gods and Heroes. GURPS Magic. P.P.L.Nanson (private communication). New Larousse Encyclopaedia of Mythology.


(c) Rory O. McLean, 1980 - Sep. 2005
    Permission granted to use for non-profit making purposes