Replace Clerics with Herbs

In Knave, most classes can be represented, to some degree, by choosing what items are in a character's inventory. This doesn't work with clerics, so here is a system for allowing characters to get items that mimic a Cleric's abilities.

Herbs

Herbs with a rarity of 0 may be found by scavenging for herbs. Roll a d12 on the Replaced Spells list when foraging for herbs to gain the associated herb. Those with special knowledge may roll a larger die. Rarer herbs must usually be found by questing, but may occasionally be available for purchase.

Cost
Herb LevelBaseline Cost
0100 GP
1200 GP
2600 GP
3800 GP
41000 GP
Replaced Spells
RaritySpell NameDurationSaveEffect
10Bless1 min/lvlSV no-+1 hit/+1 save VS fear Opposite is Bane.
20Cure Light WoundsPermSV Wis½ dmg Heal for 1d8/3 lvls (max 4d8) Hurt undead, get Wis save.
30Detect Alignment10 min/lvlSV noConcentrate for 1 round in direction and sense alignment specified in range.
40Invisibility to Undead10 min/lvlSV Int negInvisible until ends/attack/cast buff/attack spell. Those attacking suffer -8 at roll. Intelligent undead get save.
50Protection from Alignment3 rnd/lvlSV no+2 AC/Saves against chosen alignment. Protects against possession as well.
60Purify Food & DrinkPermSV noMake food eatable.
70Remove FearSpecialSV no+4 to save effects. If already Feared get another save at +1.
80Sanctuary1rnd lvlSV specialWarded character can’t attack or cast offensive spells or ends. Attackers must make Wis save or can’t attack warded char.
90Turn Undead - SaltPermSV noRepel undead of HD equal to the character's level+1. Roll 2d6 to determine the number of undead turned, with a minimum of 1. Turned undead will attempt to leave the area. Undead with the lowest HD are affected first.
100Detect Magic1 min/lvlSV noConcentrate for 1 round in direction to sense magic in varying degrees of strength. Passes through thin barriers.
110Detect Poison10 min/lvlSV noDetect whether one target has been poisoned/is poisonous.
120Endure Elements24 hoursSV noIgnore intense weather conditions.
130Command1 rndSV Chr negOne word command, 1 creature/2lvls. Can reverse magical effects like Sleep.
141Detect Undead1 min/lvlSV noConcentrate for 1 round in direction to sense undead. Passes through thin barriers.
151Resist Elements1 min/lvlSV no+2 save against specified element.
162AugeryInstantSV noFind out if particular actions have good/bad consequences. 70 + 1%/lvl chance for answer. Events up to 30 min seen.
172Consecrate2 hrs/lvlSV no Holy land+3 Turn undead/+1 VS fear. Undead suffer -1 to all rolls. Opposite is Bane.
182Delay Poison1 hr/lvlSV Con negCannot be affected by poison during spell duration.
192Hold Person1rnd/lvlSV Wis negHold person physically in place. Can do mental shit.
202Remove ParalysisSpecialSV noRemoves magical or non magical paralysis.
213Dispel Magic1d6 rndSV noSuppresses magic for 1d6 rounds in 60ft radius
223Remove Blindness/Deafness/Curse/DiseasePermSV noSpecify which one you are removing. One effect per casting.
234Neutralize PoisonPermSV Con negStops poison and temp effects (but not ones that have already happened). Can be used on poisonous creatures.
244RestorationPermSV noRestores 1 level lost by level drain (not death). Restores ability scores affected by temporary drain, but not perm.
Herb Generator

I recommend using the herb generator by ktrey parker to create herbs for the above "spells".

Credit:

Michael R. Bacon
Spell format modified from Mike Evans
Ideas used from James Young in a chat room
Herb generator by ktrey parker

www.000webhost.com