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
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
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):  rounds,  minutes,  hours,  days,  months,  years,  decades, or  centuries
2. Travel into the future, 1d100 (and roll 1d8):  rounds,  minutes,  hours,  days,  months,  years,  decades, or  centuries
3-5. Travel in a random direction (correcting for elevation and/or obstacles), 1d100 (and roll 1d8):  feet,  yards,  quarter miles,  miles,  ten miles,  hundred miles,  thousand miles, or  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!