3293 lines
119 KiB
Plaintext
3293 lines
119 KiB
Plaintext
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
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-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 - Supra 14.4 - Sysop: Gug
|
||
A Game Master Support BBS
|
||
RPG, Homebrew Beer, & Fiction Text
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
Hi!
|
||
|
||
|
||
As I promised a while ago, I am sending you (the ASCII version of) The
|
||
Great Net Prayerbook, version 3. I have edited the prayers to make them
|
||
somewhat more legible (for example: SOME OF THEM WERE COMPLETELY
|
||
CAPITALISED, while some of the other prayers contained some lines that did not fit on
|
||
an 80-line screen, while others contianed much speeling missteaks).
|
||
|
||
Anyway, with this introduction you will find 12 other files, with the
|
||
following subjects and approximate length:
|
||
|
||
Net Prayerbook: List of prayers 4149
|
||
Net Prayerbook: Index 1889
|
||
Net Prayerbook: Index-macro 275
|
||
Net Prayerbook: Attributions 2228
|
||
Net Prayerbook: Level 1 21715 23 spells
|
||
Net Prayerbook: Level 2 19734 24 spells
|
||
Net Prayerbook: Level 3 15446 16 spells
|
||
Net Prayerbook: Level 4 18017 19 spells
|
||
Net Prayerbook: Level 5 15427 17 spells
|
||
Net Prayerbook: Level 6 5479 5 spells
|
||
Net Prayerbook: Level 7 10549 7 spells
|
||
Net Prayerbook: Conclusion 662
|
||
|
||
These files contain the names of the prayers, the names of the people
|
||
who posted them, an index to the prayers, a macro to print that index
|
||
using troff, and the prayers themselves, respectively.
|
||
|
||
You are free to redistribute them, and copy them for your own use, as
|
||
long as you do not prevent others to do the same. You may not sell them
|
||
for profit. If you distribute them, make sure that you distribute the
|
||
entire package as you have received it yourself, especially the list
|
||
of contributors, unchanged.
|
||
|
||
One small note about the files containing the prayers: after you've
|
||
removed the headers and the .signature, you can just "cat" them into
|
||
one large file: all of them end with a ^L (page break).
|
||
|
||
I will eventually (re)post these prayers, whenever I think I have
|
||
accumulated enough new ones. I will mark these updates as being another
|
||
version.
|
||
|
||
Well, enough rambling for now, get them and enjoy!
|
||
|
||
|
||
Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
|
||
The Great Net Prayerbook!
|
||
Version 3, June 21st 1991.
|
||
|
||
|
||
The following is a list of the new prayers, as they were posted to the
|
||
net in the last two years or so.
|
||
|
||
|
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First Level
|
||
-----------
|
||
|
||
Animal/Bird Call (Conjuration/Summoning)
|
||
Animal Enmity (Enchantment/Charm)
|
||
Animal Tracks (Alteration, Enchantment)
|
||
Coalstone (Alteration)
|
||
Comprehend Languages (Alteration) Reversible
|
||
Conjured Weapon (Conjuration)
|
||
Create Earth (Alteration) Reversible
|
||
Daryana's Holy Shit (Conjuration)
|
||
Detect Enemy (Divination)
|
||
Dieme's Forcing Hand (Alteration)
|
||
Dispel Fatigue (Abjuration)
|
||
Faithfulness (Abjuration)
|
||
Flame Tongue (Enchantment/Charm)
|
||
Gnat Swarm (Conjuration/Summoning)
|
||
Grow (Alteration)
|
||
Guardian Watch (Conjuration/Summoning)
|
||
Itch (Enchantment/Charm)
|
||
Quick Step (Alteration)
|
||
Request Animal (Enchantment/Charm)
|
||
Rock Jump (Conjuration)
|
||
Seedling (Alteration) Reversible
|
||
Sense Direction (Divination)
|
||
Sharpleaf (Alteration, Invocation)
|
||
Striking (Invocation)
|
||
Tracker (Divination)
|
||
Trance (Divination)
|
||
Trip (Alteration)
|
||
|
||
|
||
Second Level
|
||
------------
|
||
|
||
Bat Sense (Alteration)
|
||
Command II (Enchantment/Charm)
|
||
Cure Moderate Wounds (Necromancy) Reversible
|
||
Detect Invisibility 15' Radius (Divination)
|
||
Detect Phase (Divination)
|
||
Detect Style (Divination)
|
||
Dieme's Forceful Hand (Alteration)
|
||
Efembe's Spitting Image (Conjuration/Summoning)
|
||
Flame/Frost Blade (Invocation)
|
||
Heliot's Healing Sleep (Necromancy)
|
||
Inaudibility (Alteration)
|
||
Nausea (Enchantment/Charm) Reversible (Abjuration)
|
||
Planar Vision (Divination)
|
||
Protection from Charm, 10' Radius (Abjuration)
|
||
Resist Eye Contact (Abjuration)
|
||
Resist Paralysis (Abjuration)
|
||
Specialisation (Alteration, Invocation)
|
||
Stone Message (Invocation)
|
||
Stop (Enchantment/Charm)
|
||
Summon Swarm (Conjuration/Summoning)
|
||
Tracking (Divination)
|
||
Unentangle (Alteration)
|
||
Weakness (Abjuration, Alteration)
|
||
Wild Deer Speed (Alteration, Enchantment)
|
||
|
||
|
||
Third Level
|
||
-----------
|
||
|
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Aura of Nature (Abjuration, Alteration)
|
||
Berserker (Alteration, Invocation)
|
||
Cure Medium Wounds (Necromancy) Reversible
|
||
Dhalkuir's Diametric Abjuration (Abjuration)
|
||
Etherealness (Alteration)
|
||
Heat (Alteration) Reversible
|
||
Lion's Claw (Alteration)
|
||
Oxen Strength (Alteration)
|
||
Protection from Constriction (Abjuration)
|
||
Protection from Lycanthropes, 10' Radius (Abjuration)
|
||
Protection from Petrification (Abjuration)
|
||
Protection from Undead, 10' Radius (Abjuration)
|
||
Remove Scar (Necromancy) Reversible
|
||
Root (Enchantment/Charm)
|
||
Selective Entangle (Alteration, Invocation)
|
||
Stone Seeds (Alteration)
|
||
|
||
|
||
Fourth Level
|
||
------------
|
||
|
||
Adaptation (Abjuration)
|
||
Awake (Alteration, Invocation)
|
||
Beppie's Happy Hour (Enchantment/Charm)
|
||
Cure Serious Wounds (Necromancy) Reversible
|
||
Detect Curse (Divination)
|
||
Double Specialisation (Alteration, Invocation)
|
||
Fearlessness (Abjuration)
|
||
Fish Command (Charm)
|
||
Hallucinatory Plain (Illusion/Phantasm) Reversible
|
||
Meandering Path (Alteration, Illusion)
|
||
Moonlight (Alteration)
|
||
Neutralise Gas (Alteration) Reversible
|
||
Pacify (Enchantment/Charm)
|
||
Possess Animal (Enchantment/Charm)
|
||
Protection (Abjuration)
|
||
Protection From Elementals, 10' Radius (Abjuration)
|
||
Remove Scars (Necromancy) Reversible
|
||
Reptile Command (Enchantment/Charm)
|
||
Sanctum Sigil (Abjuration, Invocation)
|
||
|
||
|
||
Fifth Level
|
||
-----------
|
||
|
||
Avian Command (Enchantment/Charm)
|
||
Cure Critical Wounds (Necromancy) Reversible
|
||
Cure Insanity (Abjuration)
|
||
Dariod's Vestigial Vine (Alteration)
|
||
Entreaty (Conjuration/Summoning)
|
||
Godrage (Alteration, Enchantment)
|
||
Hidden Champion (Alteration, Enchantment)
|
||
Karma (Alteration)
|
||
Kiss of Death (Necromancy)
|
||
Lightning Strike (Invocation)
|
||
Mammal Command (Enchantment/Charm)
|
||
Ostracise (Charm)
|
||
Quench Flame (Invocation)
|
||
Raise Energy (Alteration, Invocation)
|
||
Stonewood (Alteration)
|
||
Viper's Bite (Alteration)
|
||
Warp Metal (Alteration)
|
||
|
||
|
||
Sixth Level
|
||
-----------
|
||
|
||
Adaptation, 10' Radius (Abjuration)
|
||
Mass Cure (Necromancy) Reversible
|
||
Polymorph into Tree (Alteration, Enchantment)
|
||
Protection from Undead (Abjuration) Reversible
|
||
Sacrifice (Necromancy)
|
||
|
||
|
||
Seventh Level
|
||
-------------
|
||
|
||
Avatar (Invocation)
|
||
Awaken Forest (Alteration, Invocation)
|
||
Death Warrior (Invocation)
|
||
Henley's Digit of Disruption (Invocation)
|
||
Lifeforce (Alteration, Invocation)
|
||
Razorwind (Alteration, Invocation)
|
||
Treegrowth (Alteration)
|
||
|
||
1 Animal Enmity
|
||
1 Animal Tracks
|
||
1 Animal/Bird Call
|
||
1 Coalstone
|
||
1 Comprehend Languages
|
||
1 Conjured Weapon
|
||
1 Daryana's Holy Shit
|
||
1 Detect Enemy
|
||
1 Dispel Fatigue
|
||
1 Faithfulness
|
||
1 Flame Tongue
|
||
1 Gnat Swarm
|
||
1 Grow
|
||
1 Itch
|
||
1 Quick Step
|
||
1 Request Animal
|
||
1 Rock Jump
|
||
1 Seedling
|
||
1 Sense Direction
|
||
1 Sharpleaf
|
||
1 Striking
|
||
1 Trance
|
||
1 Trip
|
||
2 Bat Sense
|
||
2 Command II
|
||
2 Cure Moderate Wounds
|
||
2 Detect Invisibility 15' Radius
|
||
2 Detect Phase
|
||
2 Detect Style
|
||
2 Dieme's Forceful Hand
|
||
2 Efembe's Spitting Image
|
||
2 Flame/Frost Blade
|
||
2 Heliot's Healing Sleep
|
||
2 Inaudibility
|
||
2 Nausea
|
||
2 Planar Vision
|
||
2 Protection from Charm, 10' Radius
|
||
2 Resist Eye Contact
|
||
2 Resist Paralysis
|
||
2 Specialisation
|
||
2 Stone Message
|
||
2 Stop
|
||
2 Summon Swarm
|
||
2 Tracking
|
||
2 Unentangle
|
||
2 Weakness
|
||
2 Wild Deer Speed
|
||
3 Aura of Nature
|
||
3 Berserker
|
||
3 Cure Medium Wounds
|
||
3 Dhalkuir's Diametric Abjuration
|
||
3 Etherealness
|
||
3 Heat
|
||
3 Lion's Claw
|
||
3 Oxen Strength
|
||
3 Protection from Constriction
|
||
3 Protection from Lycanthropes, 10' Radius
|
||
3 Protection from Petrification
|
||
3 Protection from Undead, 10' Radius
|
||
3 Remove Scar
|
||
3 Root
|
||
3 Selective Entangle
|
||
3 Stone Seeds
|
||
4 Adaptation
|
||
4 Awake
|
||
4 Beppie's Happy Hour
|
||
4 Cure Serious Wounds
|
||
4 Detect Curse
|
||
4 Double Specialisation
|
||
4 Fearlessness
|
||
4 Fish Command
|
||
4 Hallucinatory Plain
|
||
4 Meandering Path
|
||
4 Moonlight
|
||
4 Neutralise Gas
|
||
4 Pacify
|
||
4 Possess Animal
|
||
4 Protection
|
||
4 Protection From Elementals, 10' Radius
|
||
4 Remove Scars
|
||
4 Reptile Command
|
||
4 Sanctum Sigil
|
||
5 Avian Command
|
||
5 Cure Critical Wounds
|
||
5 Cure Insanity
|
||
5 Dariod's Vestigial Vine
|
||
5 Entreaty
|
||
5 Godrage
|
||
5 Hidden Champion
|
||
5 Karma
|
||
5 Kiss of Death
|
||
5 Lightning Strike
|
||
5 Mammal Command
|
||
5 Ostracise
|
||
5 Quench Flame
|
||
5 Raise Energy
|
||
5 Stonewood
|
||
5 Viper's Bite
|
||
5 Warp Metal
|
||
6 Adaptation, 10' Radius
|
||
6 Mass Cure
|
||
6 Polymorph into Tree
|
||
6 Protection from Undead
|
||
6 Sacrifice
|
||
7 Avatar
|
||
7 Awaken Forest
|
||
7 Death Warrior
|
||
7 Henley's Digit of Disruption
|
||
7 Lifeforce
|
||
7 Razorwind
|
||
7 Treegrowth
|
||
The Great Net Prayerbook.
|
||
|
||
|
||
|
||
|
||
I'd like to thank the following people for posting all of these
|
||
prayers:
|
||
|
||
alh92@campus.swarthmore.edu Jon Broadfield
|
||
ars3_cif@uhura.cc.rochester.edu Phrixus
|
||
cl2g@andrew.cmu.edu Charles Anthony (Tony) Leone
|
||
dkk@mit.edu David Krikorian
|
||
esemeniuk@dahlia.waterloo.edu Ed Semeniuk
|
||
f35437c@saha.hut.fi Aki Taskinen
|
||
gefagan@uokmax.uucp Geoffrey Fagan
|
||
jarvis@northstar68.dartmouth.edu Mark A. Robinson
|
||
j.d.coleman@newcastle.ac.uk Julian Coleman
|
||
mrspock@hubcap.uucp ???
|
||
rterrell@ncratl.atlanta.ncr.com Roger Terrell
|
||
sater@cis.ohio-state.edu Ronald P. Sater
|
||
tsc0265@rigel.tamu.edu teh "csc outcast" cheng
|
||
walker@dalcsug.uucp Paul D. Walker
|
||
wsbusr@eutws1.win.tue.nl Boudewijn Wayers
|
||
Address unknown Brain Dawson
|
||
Address unknown Scott Neilly
|
||
|
||
When I started out, I was going to put each author's name next to each
|
||
prayer. Then I started getting two and three copies of the same prayer,
|
||
and decided to just put their names here, so if you have a question,
|
||
get in touch with one of these people, not with me.
|
||
|
||
Note that some of the prayers contained in the Great Net Prayerbook have
|
||
been copyrighted by the author. Permission has been granted by these
|
||
authors to copy and freely distribute copies of their work, so long as
|
||
no commercial or barter considerations are obtained in exchange for
|
||
such copies. All prayers are for personal use only. If you distribute
|
||
these prayers, you must also distribute these copyright conditions and
|
||
the names of the authors and editors.
|
||
|
||
After receiving these prayers, I have gone through all of them, edited
|
||
them to make the format uniform, and to make them more legible. Note
|
||
that I did not change the wordings in any way, except in some obvious
|
||
cases of spelling errors. Furthermore, when no level was indicated, I
|
||
(or cscon113@uoft02.utoledo.edu) just guessed what level it was to be
|
||
in. Also, in those cases where no school, range, area of effect, or the
|
||
like was supplied, I made one up.
|
||
|
||
Game Masters should be sure to check these prayers, and make sure they
|
||
are right for the way you run your campaign. Some are awfully powerful
|
||
but some could use a little more kick, that is for you to decide.
|
||
|
||
|
||
Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
|
||
|
||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 - Supra 14.4 - Sysop: Gug
|
||
A Game Master Support BBS
|
||
RPG, Homebrew Beer, & Fiction Text
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
The Great Net Prayerbook!
|
||
|
||
Version 3,
|
||
June 21st 1991.
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
First Level Spells
|
||
|
||
========================================================================
|
||
|
||
Animal/Bird Call (Conjuration/Summoning)
|
||
|
||
Sphere: Animal, Summoning
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 12" + 1" per level radius area
|
||
Saving Throw: None
|
||
|
||
This spell allows the cleric to call all animals or birds within the
|
||
spell effect. The animals or birds will converge upon the cleric
|
||
within 1d3 rounds. While the spell is in effect, none of the animals
|
||
or birds will attack each other. While there, the cleric may set one
|
||
small task for the group to perform. When the spell ends, the animals
|
||
or birds will peacefully disperse to whence they came.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Animal Enmity (Enchantment/Charm)
|
||
|
||
Sphere: Animal, Charm
|
||
Range: Touch
|
||
Components: S
|
||
Duration: 1 day
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell simply causes the victim to be offensive to animals for the
|
||
period of one day. Horses will shy or buck, dogs will bark, bulls will
|
||
charge, birds will aim at them, etc. Note that animals with a close
|
||
association to the victim won't do anything to hurt the victim, they'll
|
||
just treat him like you would treat a friend who, for some reason,
|
||
smelled horrible.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Animal Tracks (Alteration, Enchantment)
|
||
|
||
Sphere: Animal
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 3 turns + 1 turn per level
|
||
Casting Time: 2 rounds
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell causes the cleric to leave tracks & scents as as the animal
|
||
specified during casting. The tracks have traces of magic for 3 turns,
|
||
after which they are indistinguishable from normal tracks. Only
|
||
non-mythical creatures can be impersonated. A holly berry and some fur
|
||
from the animal to be impersonated is needed to cast this spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Coalstone (Alteration)
|
||
|
||
Sphere: Elemental (Fire)
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 3 turns
|
||
Area of Effect: One gem
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the cleric enchants a gem, turning it into a
|
||
coalstone. The coalstone glows and gives of heat. It is hot enough to
|
||
start a fire, ignite flammable substances and sheds light in a 5'
|
||
radius. Holding the coalstone will inflict 1 hit point of damage per
|
||
round unless the wielder possesses some form of protection. The
|
||
coalstone will burn for 1 day per GP value of the gem used for a
|
||
maximum of 1 year per level of the caster, after which the coalstone
|
||
crumbles into a fine powder. Another function of the coalstone is that
|
||
the caster may opt to cause it to explode. This will cause 1 point of
|
||
concussion damage for every 100 days left on the duration (save for +)
|
||
and ignite any flammables within a 5' radius. The material component
|
||
for the spell is the gem to be enchanted and a sprig of holly.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Comprehend Languages (Alteration) Reversible
|
||
|
||
Sphere: Divination
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 5 rounds per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature or object touched
|
||
Saving Throw: None
|
||
|
||
This spell is the same as the first level magic-user spell Comprehend
|
||
Languages.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Conjured Weapon (Conjuration)
|
||
|
||
Sphere: Combat
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 turn per level
|
||
Casting Time: 1
|
||
Area of Effect: One weapon
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, it brings into existence a weapon of the
|
||
caster's choice which he can use to fight with. The weapon is a normal
|
||
weapon with the holy symbol of the god engraved upon it. The weapon has
|
||
a dim glow upon it which can be faintly seen. The caster, if he is to
|
||
use the weapon, must be proficient in its use. The weapon can be given
|
||
to another character to use.
|
||
|
||
If a striking spell is used in conjugation with the conjured weapon
|
||
spell, then there will be an additional +1 to hit and to damage rolls
|
||
because of the cumulative effects of the magic of the spells. The
|
||
conjured weapon then counts as a +2 weapon for purposes of special
|
||
defense.
|
||
|
||
The weapon stays into existence until the end of the spell or until the
|
||
caster wishes the spell to end.
|
||
|
||
The verbal component would sound something like, "Oh Great Warrior Kos,
|
||
give me a broadsword to smite down my foes!", then the gestures made
|
||
are those to signify the casters intent.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Create Earth (Alteration) Reversible
|
||
|
||
Sphere: Elemental (Earth), Summoning
|
||
Range: 1"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
By this spell, the caster creates up to 3 pounds per level of stone or
|
||
1 cubic foot per level of sand, dirt, or dust. The stone can be solid
|
||
or lose gravel. The reverse, Destroy Earth, will destroy a like amount
|
||
of earth or stone. Magical creatures are allowed a save vs. magic or
|
||
take 1 point damage per level of the caster.
|
||
|
||
The material component is the cleric's holy symbol.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Daryana's Holy Shit (Conjuration)
|
||
|
||
Sphere: Creation
|
||
Range: 10'
|
||
Components: V
|
||
Duration: Permanent
|
||
Casting Time: 1
|
||
Area of Effect: 3-inch radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell was granted to Daryana, third level priestess of the goddess
|
||
of magic, after she had repeatedly, loudly, requested it.
|
||
|
||
Upon uttering the verbal component - already mentioned in the spell's
|
||
name - two things can happen. If cast consciously, the spell can be
|
||
targeted and takes effect immediately. In this case, some faeces appear
|
||
anywhere within the range of the spell.
|
||
|
||
If this spell was memorised, and cast unconsciously, the spell's effect
|
||
is delayed for up to 1 hour while the place of impact is anywhere
|
||
within 10' around the unfortunate caster, both at the DM's discretion.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Enemy (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 0
|
||
Components: V, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: 1" per level radius area
|
||
Saving Throw: None
|
||
|
||
By casting this spell, the cleric may determine whether there are
|
||
creatures within the area of effect that bear hostile intent toward
|
||
him. The spell will reveal the direction of the creatures, even if
|
||
they are invisible, ethereal, astral, or out of phase. Note that this
|
||
spell does not reveal anything about the alignment or motives of the
|
||
creatures in concern.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dieme's Forcing Hand (Alteration)
|
||
|
||
Sphere: Combat
|
||
Range: 3" + 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: 1/2
|
||
|
||
By this spell, the caster throws a stone hand at the target. The stone
|
||
hand will then make a crackling noise and show blue lightning as it
|
||
flies towards its target. When it hits, it will do 2 points per level
|
||
of impact damage. Upon casting this spell, the caster throws the hand
|
||
and says "to arms". This spell (like "magic missile") always hits.
|
||
|
||
The material component is a carved (or created) stone hand.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dispel Fatigue (Abjuration)
|
||
|
||
Sphere: Healing
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 3 turns per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell removes fatigue from the affected creature and protects it
|
||
from tiring further for the spell duration. However, once the spell
|
||
expires, the recipient must rest for the amount of time spent in
|
||
strenuous activity (i.e., running, melee combat) while under the
|
||
spell. No damage sustained is restored, including broken or sprained
|
||
limbs, i.e., you still can't run on a sprained ankle. The spell is
|
||
also ineffective against magically or psionically caused fatigue (such
|
||
as Ray of Enfeeblement), or against subdual damage.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Faithfulness (Abjuration)
|
||
|
||
Sphere: Guardian, Protection
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 day
|
||
Casting Time: 1 round
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell acts as a Phylactery of Faithfulness in that it will alert
|
||
the cleric to any action or item which will adversely affect his
|
||
alignment and standing with his deity, if a prior moment is taken to
|
||
contemplate the action. Furthermore, if the cleric is forced by some
|
||
form of possession or domination to act contrary to alignment, the
|
||
spell bestows a 10% chance per level of breaking free of the mind
|
||
control, as well as a saving throw to not carry out the offending act.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Flame Tongue (Enchantment/Charm)
|
||
|
||
Sphere: Charm
|
||
Range: 0
|
||
Components: V, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: One or more persons listening
|
||
Saving Throw: Negates
|
||
|
||
This spell grants the caster the ability of fast talking: during the
|
||
spell's duration, the caster is able to talk and talk and talk, thus
|
||
gaining the undivided attention of those listening, provided they can
|
||
understand the caster. Note that all hearing the caster will be
|
||
affected by this fast talking: party members are affected too.
|
||
|
||
The second use of this spell is to increase the morale of hirelings,
|
||
followers and henchmen: prior to a fight, the priest can encourage them
|
||
by talking vividly for one round, thus increasing their morale by two
|
||
points plus one for every two levels above first, up to a maximum of 5.
|
||
Thus, a fifth or sixth level priest will increase the morale by 4
|
||
points.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Gnat Swarm (Conjuration/Summoning)
|
||
|
||
Sphere: Animal, Summoning
|
||
Range: Sight
|
||
Components: S, M
|
||
Duration: 1d4 + 1 rounds
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
The cleric can summon a swarm of gnats to bother and harass the victim
|
||
for the duration of the spell.
|
||
|
||
For example: a man is stalking Bob-the-wonder-druid through the
|
||
forest. The fellow gets closer than Bob would like, and, unless he
|
||
acts fast, is liable to get spotted (a situation he'd like to avoid.)
|
||
The man has a 30% chance to spot Bob normally, but with the swarming
|
||
gnats, his attention is elsewhere, so his chances are cut to 15%.
|
||
The material component for this spell is a dead gnat.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Grow (Alteration)
|
||
|
||
Sphere: Plant
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 2 rounds
|
||
Area of Effect: One plant
|
||
Saving Throw: None
|
||
|
||
The cleric can cause a single plant to show a week's worth of growth in
|
||
one day. This spell can be cast at most once per day per plant. The
|
||
material component for this spell is some furtiliser or humus, and some
|
||
water, to be given to the plant (the components are not consumed by the
|
||
spell, but they are by the plant). If the cleric wishes to continually
|
||
cast this spell, then he should be prepared to furnish additional
|
||
fertiliser and water to sustain the plant.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Guardian Watch (Conjuration/Summoning)
|
||
|
||
Sphere: Elemental (Earth), Summoning
|
||
Range: 3"
|
||
Components: V, S, M
|
||
Duration: 8 hours
|
||
Casting Time: 1 round
|
||
Area of Effect: 2" radius sphere
|
||
Saving Throw: None
|
||
|
||
This spell summons a small quasi-earth-elemental (1d4 HP) to stand
|
||
watch. If some creature moves across or under the ground into the area
|
||
of effect that weighs more than 1 pound, the elemental will cause the
|
||
ground to shiver and wake people up (detection of creatures is by
|
||
movement and vibrations across the ground). The elemental can also form
|
||
a hand and try to trip intruders (the guardian is semi-intelligent and
|
||
can remember simple commands from the caster, i.e. like who the party
|
||
members are). The guardian is hard to detect and will almost always
|
||
trip from surprise. Opponents get a save vs. magic to avoid tripping -
|
||
a save means they just felt something trying to grab their leg.
|
||
|
||
The material components of this spell are the cleric's holy symbol and
|
||
a live worm.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Itch (Enchantment/Charm)
|
||
|
||
Sphere: Charm
|
||
Range: 30 yards
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
Causes the victim to have an irresistible urge to scratch, if he, she
|
||
or it fails its saving throw. This can be cast on any sort of animal
|
||
that might have to scratch, and dogs save at -4. This spell works with
|
||
embarrassing effectiveness on armoured folks. The actual location of
|
||
the itch is semi-random (i.e. GM rolls a dice, pretends it matters,
|
||
then does whatever (s)he likes). Most of the time, though, it's on the
|
||
back, the foot, or, on the odd occasion, less appropriate places.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Quick Step (Alteration)
|
||
|
||
Sphere: Charm
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell allows one creature to be able to run at full speed without
|
||
getting tired over stone, dirt, or grass. At the end of the duration,
|
||
the creature must stop for 1 turn for each hour it was running. During
|
||
this time it can do nothing except drink liquids and small, light
|
||
portions of food. At the end of this resting period, the creature will
|
||
start to regain enough energy to be able to carry on normal activities
|
||
(i.e. eat, walk, etc.). When the creature has stopped for a time equal
|
||
to the time it ran, it will be able to carry on all activities without
|
||
penalty (i.e. fight, run, etc.). This spell will work on horses, pack
|
||
animals, etc.
|
||
|
||
The material component for this spell is a small piece of leather.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Request Animal (Enchantment/Charm)
|
||
|
||
Sphere: Animal, Charm
|
||
Range: 10 feet
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: Special
|
||
Area of Effect: One animal
|
||
Saving Throw: Special
|
||
|
||
By casting this spell, a cleric can ask a particular animal for a
|
||
favour. The caster must have some sort of enticement for the animal to
|
||
actually perform the favour, because the animal can opt not to carry
|
||
out the cleric's wishes. The casting time of this spell is 1 plus the
|
||
time necessary to make the request, which may take no longer than one
|
||
turn. This spell does not empower the priest to actually speak the
|
||
animal's language.
|
||
|
||
For example: If a cleric spotted an owl, the cleric could request the
|
||
owl to, if it saw any other humanoids around, fly back and alert the
|
||
cleric. An appropriate offering might be some choice part of a rabbit,
|
||
a mouse, or some other form of owl snack food. If the owl was actually
|
||
required to fly patrol all night (and forego hunting, a favourite owl
|
||
activity) then probably the owl would turn him down no matter what the
|
||
cleric offered.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Rock-Jump (Conjuration)
|
||
|
||
Sphere: Creation
|
||
Range: 100 yards
|
||
Components: S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
With this spell, the cleric can cause a rock to find its way into the
|
||
shoe of the victim. If the victim has no shoes, the spell causes a
|
||
thorn or something to stick into the foot of the victim. The material
|
||
component for this spell is a small stone of thorn, that is to be
|
||
thrown in the direction of the victim. It is consumed in the victim's
|
||
shoe or foot.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Seedling (Alteration) Reversible
|
||
|
||
Sphere: Plant
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: Special
|
||
Area of Effect: Special
|
||
Saving Throw: Special
|
||
|
||
This spell causes one tree seed or seedling per level of the caster to
|
||
be specially blessed by the caster's god. When the spell is cast upon a
|
||
seed or seedling and planted in the ground, it will immediately start
|
||
to grow at an astonishing rate. It will grow to a total height of 2'+ 1
|
||
foot per level of the caster in the period of one turn. A tree thus
|
||
"blessed" by this spell will grow to be a large, healthy tree, highly
|
||
resistant to both parasites and disease, and will have a much longer
|
||
lifespan than the ordinary trees of its type.
|
||
|
||
The reverse of this spell, tree shrink, causes one tree to be reduced
|
||
in height by the above amount. If this is cast upon a "monster" tree
|
||
then it gets a save vs. spells. If the tree saves, there is no effect.
|
||
If the tree fails, then the tree is reduced in HD by the level of the
|
||
caster.
|
||
|
||
The spell can be cast in two ways. The first way takes 1 round per seed
|
||
or seedling to cast and be planted. The other way takes 9 segments per
|
||
seed or seedling to cast. The spell is then finished at a later time by
|
||
completing the final gestures (1 segment per seed or seedling) and then
|
||
planting the seeds or seedlings. There is no limit to the time in
|
||
between the original casting and completion in this variation. Anybody
|
||
can complete the final gestures needed to complete this spell.
|
||
|
||
The seeds or seedlings are most commonly used for gifts or
|
||
reforestation projects as needed. The trees around a cleric grove tend
|
||
to be of this type.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sense Direction (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 6
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
By use of this spell, the cleric is able to divine exactly what
|
||
direction his home grove is in relation to his current position. Only
|
||
direction is known, not distance. The component for this spell is a
|
||
oak leaf (from the home grove) suspended by a spider silk thread.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sharpleaf (Alteration, Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: 2"
|
||
Components: S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: 3 leaves per 4 levels
|
||
Saving Throw: None
|
||
|
||
Using this spell, the cleric causes oak leaves to become rigid and
|
||
extremely sharp. These Sharpleaves can now be wielded or thrown as
|
||
daggers. If the leaves are crumbled before the spell is cast, then the
|
||
resulting pieces are similar to caltrops, doing 1d2 points each. One
|
||
leaf can cover 5' square, with 1d4 hitting the first creature to
|
||
enter.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Striking (Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: 0
|
||
Components: V, M
|
||
Duration: 5 rounds + 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One weapon per 4 levels
|
||
Saving Throw: None
|
||
|
||
The use of this spell calls down upon a specially consecrated weapon of
|
||
a believer, the benediction of his deity. This spell only works for
|
||
those of the same faith as the caster and the weapons used must have
|
||
been previously dedicated to that deity through a Ceremony spell. Once
|
||
these conditions have been met, the spell endows the weapon with a
|
||
glowing, magical aura that inflict an additional 1d6 points of damage
|
||
per blow struck. This additional damage will affect creatures that are
|
||
struck only by magic weapons of +2 or less (while the weapon itself may
|
||
do no damage to these creatures). Note: this spell will not affect
|
||
weapons which are +2 or better. The material components are the
|
||
cleric's (un)holy symbol and the consecrated weapon.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Tracker (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 1' per level
|
||
Components: V, S, M
|
||
Duration: 2 hours per level
|
||
Casting Time: 1 round
|
||
Area of Effect: One object
|
||
Saving Throw: Negates
|
||
|
||
This spell allows the caster to place an enchantment on an object. The
|
||
caster will then know, for the duration, the direction and relative
|
||
distance to the object. The object can be up to a mile away before the
|
||
spell fades away. The spell will last until the spell duration expires
|
||
or it is dispelled. If the object is on a unknowing recipient at the
|
||
time of casting, then (and only then) does the carrier get a save.
|
||
|
||
The material component is the object to be tracked.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Trance (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 0
|
||
Components: S
|
||
Duration: 8 rounds
|
||
Casting Time: 1 round
|
||
Area of Effect: 100 yards radius area
|
||
Saving Throw: None
|
||
|
||
The cleric goes into a meditative trance, and, after being in this
|
||
trance for one round, can feel the presence of the spirits in the area
|
||
-- including the spirits of the animals in the area.
|
||
|
||
For example: If, say, a troll happened to be within 100 yards of the
|
||
caster, the caster would certainly know that something large and fell
|
||
is in the area, but, unless the caster had come into contact with the
|
||
spirit of a troll before, wouldn't know what it was.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Trip (Alteration)
|
||
|
||
Sphere: Plant
|
||
Range: 100 yards
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: One 10-foot per level long square
|
||
Saving Throw: None
|
||
|
||
Actually, this is a low-budget Entangle spell. However, the
|
||
effectiveness of this spell depends upon the amount of underbrush in
|
||
the area of effect. In a bramble of thorn-bushes, it is as effective
|
||
as an entangle spell. On a putting green, it has no effect at all.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Second Level Spells
|
||
|
||
========================================================================
|
||
|
||
Bat Sense (Divination, Alteration)
|
||
|
||
Sphere: Divination
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 3 turns + 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, it enables the recipient to be able to sense
|
||
objects, creatures, etc. around him as a bat would (i.e. by the
|
||
reflection of sound waves). To use this ability, the recipient must
|
||
spend one round "switching" his sensory input. While using this
|
||
capability, he must keep his eyes closed. This spell will reduce a
|
||
thief's move silently percentages by 50%. Also invisible creatures
|
||
may be "seen" using this spell.
|
||
|
||
The recipient can "see" things up to 60' away from him.
|
||
|
||
When using this ability, if the recipient is within the effect of a
|
||
shout spell, horn of blasting, or similar phenomenon, then he must make
|
||
a save versus death or be stunned for 1d6 rounds and have a 40% chance
|
||
of becoming deaf (eardrum ruptures).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Command II (Enchantment/Charm)
|
||
|
||
Sphere: Charm
|
||
Range: 3" + 1" per level (and within hearing range)
|
||
Components: V
|
||
Duration: 2 rounds
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This spell is an improved version of the Command spell (see the first
|
||
level priest spell Command). The differences are: the range (as noted
|
||
above), the duration (as noted above), and that only those creatures
|
||
with a 15 and above intelligence or 6 HD get a save.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cure Moderate Wounds (Necromancy) Reversible
|
||
|
||
Sphere: Healing
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 6
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is a more potent form of Cure Light Wounds. When the caster
|
||
lays his hands upon the creature to be touched the spell cures 3-17
|
||
(2d8+1) HP of damage.
|
||
|
||
The reverse of this spell, cause moderate wounds, does the above amount
|
||
of damage if the caster succeeds in touching the victim.
|
||
|
||
Otherwise this spell is the same in all respects as a Cure Light Wounds
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Invisibility 15' Radius (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 5 rounds per level
|
||
Casting Time: 4
|
||
Area of Effect: 15' radius sphere
|
||
Saving Throw: None
|
||
|
||
Except as noted above, this spell is the same as the second level
|
||
magic-user spell, Detect Invisibility. Note the spell allows only the
|
||
cleric to see invisible creatures, and only those within the specified
|
||
radius. The material component of this spell is a pinch of any fine
|
||
powder such as talc.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Phase (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 12"
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: Person touched
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the person touched can see and perceive any
|
||
creature that is out of or in a different phase than that of the spell
|
||
recipient. This means that the person touched will see clearly such
|
||
creatures with special defenses such as displacement, blinking,
|
||
duo-dimension, astral, or etherealness and those who can shift out of
|
||
phase, such as a phase spider. Furthermore, if the person touched has
|
||
means to attack such creatures, he will have none of the ill effects
|
||
that normally occur when trying to attack (i.e. the person touched
|
||
would know the exact location of a displacer beast, or where the phase
|
||
spider is etc.). The information cannot be communicated to his fellows
|
||
by words.
|
||
|
||
The material component of this spell requires, in addition to the
|
||
caster's holy symbol, a lens of calcite crystal which must be viewed
|
||
through for the spell to have effect. It does not disappear at the end
|
||
of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Style (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 30 yards
|
||
Components: M
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: One or more creatures
|
||
Saving Throw: Special
|
||
|
||
This spell has two uses: if cast on more than one creature, this spell
|
||
will make the one, highest in rank, known to the caster. If all
|
||
creatures, which must be in sight, are of equal rank, or there is a tie
|
||
for the highest rank, no one will be detected. Note that the highest in
|
||
rank need not be the most powerful of the scanned creatures. In this
|
||
case, there is no applicable saving throw.
|
||
|
||
The second use of this spell is to determine the exact rank of a
|
||
specific creature: if the spell is cast on one creature only, the
|
||
caster will know the rank of the targeted creature. If the caster is
|
||
unfamiliar with the hierarchical structure of the victim's society or
|
||
organisation, he will only feel a general indication: something like
|
||
"no rank", "officer" or "very high rank" would be appropriate
|
||
descriptions. Note that nothing is revealed about the victim's level of
|
||
experience e.a. The target gets a saving throw, that will negate the
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dieme's Forceful Hand (Alteration)
|
||
|
||
Range: 4" + 1" per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
This spell is like the first level spell except the fist is a lot
|
||
larger (about 6' high) and more forceful. The base damage is 2d6 +1 per
|
||
level for small or medium, and 3d6 + 1 per level for large creatures.
|
||
The creature saves for 1/2 damage, and those that fail are affected as
|
||
follows:
|
||
|
||
Large: Creature falls down.
|
||
Medium: Creature pushed back 4+1d4 feet, Dex check to stay on feet.
|
||
Small: Creature thrown back the number of feet equal to the damage
|
||
they took. They also take another 1d6 points of damage when
|
||
they land.
|
||
|
||
This spell does not insure a safe landing, and if the creature is in a
|
||
position where a fall would do extra damage, like mounted on a horse
|
||
for example, extra damage may occur.
|
||
|
||
The material component is a carved (or created) stone hand.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Efembe's Spitting Image (Conjuration/Summoning)
|
||
|
||
Sphere: Protection (reversed)
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 week per level
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
Upon casting this spell, the caster spits on his fingertips and smears
|
||
some spittle on the target's forehead. This bestows a curse on the
|
||
victim: every time he looks into a mirror or another reflecting surface
|
||
during the spell's duration, his mirror image will spit into his face.
|
||
Note that a Remove Curse will dispel this spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Flame/Frost Blade (Invocation)
|
||
|
||
Sphere: Combat, Creation
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: 3' long, sword-like blade
|
||
Saving Throw: None
|
||
|
||
When a cleric casts this spell, he causes a blazing ray or red-hot fire
|
||
or a freezing icicle to spring forth from his hand. This blade is
|
||
actually wielded as if it were a scimitar (but it is not a scimitar),
|
||
and is the cleric scores a successful hit while employing the blade,
|
||
the creature struck will take 2d6 points of damage - with a damage
|
||
bonus of +2 if the creature is especially vulnerable to that attack
|
||
form (i.e. fire vs. undead, ice para-elementals and frost vs. red
|
||
dragons or fire elementals). The flame blade will ignite combustible
|
||
materials. The blade will not affect creature that can be hit by magic
|
||
weapons except with respect to undead monsters. In addition to
|
||
mistletoe, the cleric must have a leaf of sumac in order to cast this
|
||
spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Heliot's Healing Sleep (Necromancy)
|
||
|
||
Sphere: Healing
|
||
Components: V, S, M
|
||
Range: 0
|
||
Duration: 4 hours + 2 hours per level
|
||
Area of Effect: One person
|
||
Casting Time: Special
|
||
Saving Throw: None
|
||
|
||
This spell causes the healing benefits of sleep to be threefold (i.e.
|
||
3 HP per day rested). Additionally this spell causes any and all
|
||
curative spells cast during its duration to have maximum effect plus 1
|
||
HP. The individual to be effected must be able to sleep, and must be
|
||
asleep during the spells effect. The casting time of this spell is 6
|
||
turns minus the caster's level, with a minimum of one turn.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Inaudibility (Alteration)
|
||
|
||
Sphere: Protection
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 5 rounds per level
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell causes the cleric's movements to become completely silent
|
||
for the duration of the spell. All sounds made by his equipment from
|
||
the neck down are muted into inaudibility. Intentional shouting or
|
||
spell casting can be heard, and will negate the inaudibility for the
|
||
duration of said noise. Attacking completely negates the spell effect
|
||
(Cf. Invisibility). The material component is a piece of sea sponge.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Nausea (Enchantment/Charm, Abjuration) Reversible
|
||
|
||
Sphere: Charm, Healing, Protection
|
||
Range: 30 yards
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
This spell causes the recipient to fall to its knees and choke, gag and
|
||
vomit for 1 round per level of the caster. No actions are allowed other
|
||
than crawling. The material component for this spell is a bucket.
|
||
|
||
The reverse of this spell removes nausea or protects a character from
|
||
such things as Stinking Clouds and seasickness for 1 turn per level of
|
||
the caster. The material component for the reverse is some food.
|
||
|
||
The reverse of this spell belongs to the Abjuration school, while
|
||
Nausea itself belongs to the Enchantment/Charm school.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Planar Vision (Divination)
|
||
|
||
Sphere: Astral, Divination
|
||
Range: 0
|
||
Components: V, S
|
||
Duration: 1 turn
|
||
Casting Time: 2
|
||
Area of Effect: Sight
|
||
Saving Throw: None
|
||
|
||
Using this spell, the priest can perceive creatures in the Border
|
||
Ethereal, out of phase beings (i.e. phase spiders), Dimension Doors,
|
||
creatures viewing his location through Colour Pools, and boundaries of
|
||
plane-travel-proof areas; he can also identify portals to other planes
|
||
(but he cannot say what plane is on the other side).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Charm, 10' Radius (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 5
|
||
Area of Effect: 10' radius sphere
|
||
Saving Throw: None
|
||
|
||
While this spell is in operation, all creatures in the area of effect
|
||
have a percentage immunity to all forms of charm (spell, item, or
|
||
whatever) equal to 20% plus 5% per level of the cleric. Thus, if cast
|
||
by a 5th level cleric, any creature in the area of effect targeted by a
|
||
charm spell would not need to make a saving throw if 45% or lower was
|
||
rolled on percentile dice. The material component is a miniature cloth
|
||
blindfold.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Resist Eye Contact (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 2
|
||
Area of Effect: One creature per level
|
||
Saving Throw: None
|
||
|
||
This spell gives +4 on all saving throws versus gaze weapons for each
|
||
creature touched. Note: this does not apply to beings whose gaze
|
||
weapons do not require the victim to meet the attacker's gaze. The
|
||
material component is a small disc of translucent material such as mica
|
||
or smoked glass.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Resist Paralysis (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 4
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
For the duration of this spell, the recipient is immune to all forms of
|
||
paralysis, including gaze attacks, paralytic poison, hold spells and
|
||
dragon induced fear paralysis.
|
||
|
||
This spell does not remove paralysis already in effect, it just
|
||
prevents the recipient from being paralysed in the future.
|
||
|
||
The material component of this spell is a feather, and an infusion of
|
||
tea and ginger which is consumed by the caster.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Specialisation (Alteration, Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 4 rounds per level
|
||
Casting Time: 5
|
||
Area of Effect: Caster's weapon
|
||
Saving Throw: None
|
||
|
||
When the specialisation spell is cast, a small part of their god's
|
||
power is invested into themselves. This power allows the caster to
|
||
fight better in combat. The benefit the caster receives is
|
||
specialisation in the god's preferred weapon, if the god has one.
|
||
Otherwise the benefits apply to a weapon of the caster's choice. This
|
||
specialisation occurs whether or not the caster is proficient with the
|
||
weapon. There are no minuses to hit because of non- weapon proficiency
|
||
penalties. (Note: Clerics will tend to be proficient with their god's
|
||
preferred weapon.)
|
||
|
||
This spell is typical of spell given to clerics of warrior gods.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Stone Message (Invocation)
|
||
|
||
Sphere: Divination
|
||
Range: Special
|
||
Components: V, S, M
|
||
Duration: 1 minute
|
||
Casting Time: 1 round
|
||
Area of Effect: Special
|
||
Saving Throw: None
|
||
|
||
The caster casts this spell directly into the prism on his holy symbol
|
||
(this spell was created for a diety whose symbol is a hand grasping a
|
||
prism). The caster then names (not by truename) the person he wants to
|
||
talk to. If this target person is within 1" of a holy symbol to the
|
||
same diety (thus that holy symbol also has a prism in it), then the
|
||
target person will notice that the prism flashes. Only the target
|
||
person will notice the flashes of light. When the target person touches
|
||
the holy symbol, the prism will show the face of the caster, and the
|
||
caster's prism will show the face of the target person. The caster can
|
||
then talk into his prism and hold a short conversation with the target
|
||
person.
|
||
|
||
If the target person is not within 1" of a specified holy symbol, the
|
||
caster will feel like the spell was a dud. The spell will wait one
|
||
minute for the person answer. If the person did not answer, the caster
|
||
will know that the person did not answer.
|
||
|
||
Idle chatter is not being appreciated by the diety (noise pollution on
|
||
his holy waves). Quick conversations are appreciated. There is also a
|
||
5% chance that someone or something associated with the diety (one of
|
||
his clerics or minions) will notice and remember the conversation.
|
||
This does not mean the cleric or minion will do anything, just that
|
||
others may be listening in.
|
||
|
||
The material components for this spell are the two needed holy symbols,
|
||
and are obviously not consumed in the casting.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Stop (Enchantment/Charm)
|
||
|
||
Sphere: Charm
|
||
Range: 3"
|
||
Components: V, S
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: One 1" per level long, 2" per level wide at base cone
|
||
Saving Throw: Negates
|
||
|
||
This spell is intended for those times an army is racing toward you in
|
||
a charge. Each creature in the cone will have to save vs. spell or
|
||
come to a sudden full stop as if it ran into a solid wall (no damage
|
||
is caused, they just stop). For the rest of the duration, those that
|
||
did not save can not move towards caster. Those that did make their
|
||
save can move towards the caster only at half rate.
|
||
|
||
To cast this spell, the cleric puts his open hand forward and yells
|
||
stop (like a traffic cop).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Summon Swarm (Conjuration/Summoning)
|
||
|
||
Sphere: Animal, Summoning
|
||
Range: 3" + 1" per level above fifth
|
||
Components: V, S, M
|
||
Duration: 1 round + 1 round per level above third
|
||
Casting Time: 2
|
||
Area of Effect: 1" per level radius sphere
|
||
Savings Throw: None
|
||
|
||
This spell is similar to Insect Plague, but the insects summoned are of
|
||
a specific type (with specific effects) depending on the cleric's
|
||
deity, for example:
|
||
|
||
Deity Insect Effect
|
||
--------- ------- ---------------------------------------------
|
||
Beelzebub Flies 15% + 2% per level chance of causing disease
|
||
Seth Locusts 2 HP per round to creatures caught in swarm +
|
||
infestation of food.
|
||
|
||
For other effects, see the fifth level cleric spell Insect Plague.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Tracking (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 turn per level
|
||
Casting Time: 2 rounds
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
With this spell, the casting cleric is temporarily endowed with
|
||
tracking ability similar to that of a ranger. However the tracking
|
||
spell is better. Using this spell, the cleric becomes not only aware of
|
||
all physical traces, but psychic traces too. Thus a creature who has
|
||
travelled using pass without trace. This makes almost anything
|
||
trackable, even aerial creatures (those who leave strong enough psychic
|
||
impressions at least). There are some restrictions though. The cleric
|
||
must have an item that belonged to the creature being tracked.
|
||
Furthermore tracking with this spell must begin at a point that the
|
||
creature has been within the past half hour. The other component for
|
||
the spell is mistletoe of course.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Unentangle (Alteration)
|
||
|
||
Sphere: Plant
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 3
|
||
Area of Effect: One person per 2 levels
|
||
Saving Throw: Special
|
||
|
||
An unentangle spell is used to allow creatures to pass through an
|
||
entangle spell cast by the same caster. If the spell is used to pass
|
||
another caster's entangle spell then the effects are as follows: normal
|
||
movement if a save vs. spells is made or 1/2 normal movement if the
|
||
saving throw fails.
|
||
|
||
This spell also allows normal movement through the densest of forests,
|
||
briar thickets, wall of thorns, etc.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Weakness (Abjuration, Alteration)
|
||
|
||
Sphere: Charm
|
||
Range: 6"
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 5
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
This is a defensive spell which causes the target creature to lose (0-3
|
||
+ 1 per level of the caster) points of strength. The creatures strength
|
||
cannot be lowered past 3 due to the effects of the spell. If the
|
||
creature has exceptional strength, then the loss of strength is on a
|
||
10% per point ratio. A strength of 18/01 to 18/09 will drop to 18
|
||
before dropping to 17.
|
||
|
||
Creatures, who are successfully subjected to this spell, will tend to
|
||
lose the urge to attack the caster if their strength is dropped an
|
||
appreciable amount.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Wild Deer Speed (Alteration, Enchantment)
|
||
|
||
Sphere: Animal
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn + 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell confers the speed of a deer upon the spell caster. It
|
||
allows the cleric to increase his running rate (double normal movement
|
||
speed, usually 18" or 24") by 1" per 2 levels of the cleric. Also,
|
||
while under this spell's effect, the cleric does not become fatigued or
|
||
winded by running at such a fast pace. Furthermore, the cleric can leap
|
||
forward for 10' + 1' per level when running. The material component for
|
||
this spell is mistletoe plus a chip of deer's hoof.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Third Level Spells
|
||
|
||
========================================================================
|
||
|
||
Aura of Nature (Abjuration, Alteration)
|
||
|
||
Sphere: Plant
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: 1-12 HD of undead per level
|
||
Saving Throw: Special
|
||
|
||
When this spell is cast, it surrounds the caster with an overwhelming
|
||
aura of life. This aura is comforting to woodland creatures (+25% on
|
||
reaction roles) for it is the sensation of life which puts the animals
|
||
at ease with the caster.
|
||
|
||
This, however, is not the principle purpose for the spell. Its primary
|
||
use is to turn undead. Undead creatures find this sensation emanating
|
||
from the caster's aura very distasteful. When undead encounter this
|
||
sensation, they are usually repulsed. This occurs if the caster
|
||
succeeds in turning undead as a cleric does. If the die roll "to turn
|
||
undead" does not succeed then the undead are not repulsed.
|
||
|
||
The caster's level is the level used to determine the effect of the
|
||
turning. This is only the case if the caster is in natural
|
||
surroundings (such as forest, underground caverns and caves, or plains
|
||
etc.).
|
||
|
||
If the caster in in his own consecrated grove, then the caster gets a
|
||
+4 modifier to the die roll to turn undead and in addition is allowed
|
||
to turn twice the normal number of undead.
|
||
|
||
If the caster is in an unnatural surrounding (such as buildings or the
|
||
astral and ethereal planes of existence) then he turns undead as a
|
||
cleric two levels lower then his current level. This is because the
|
||
influence of nature is reduced in these surroundings (note: in some
|
||
man-made surroundings there may not be a reduction because of the
|
||
circumstances - a man-made garden for example).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Berserker (Alteration, Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: One believer per level
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, it invokes the caster's deity to instill
|
||
battle madness upon his followers. This causes them to turn into
|
||
berserkers. When in this state they only attack enemies and not each
|
||
other or their allies.
|
||
|
||
The effects of this state gives the warriors a large moral bonus (+60),
|
||
a to hit/damage bonus (+1/+2), and additional attacks per round
|
||
(+1/2).
|
||
|
||
The major restriction for this spell is that the recipients of this
|
||
spell must be true followers of the caster's god. Also they will tend
|
||
to fight until the spell finishes or there is a severe morale failure.
|
||
|
||
This spell is used exclusively by warrior clerics.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cure Medium Wounds (Necromancy) Reversible
|
||
|
||
Sphere: Healing
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 7
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is a more potent version of cure moderate wounds. The spell
|
||
cures (or causes) 6-27 (3d8+3) hit points per application. Otherwise
|
||
this spell is the same in all respects as a Cure Light Wounds spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dhalkuir's Diametric Abjuration (Abjuration)
|
||
|
||
Sphere: Combat
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Weapon touched
|
||
Saving Throw: Special
|
||
|
||
By means of this spell, the cleric causes a single weapon to have a
|
||
+1/+3 to hit/damage bonus when used against creatures whose alignment
|
||
is opposed to that of the cleric. Thus, if a lawful good cleric cast
|
||
the spell, neutral evil, chaotic evil, and chaotic neutral creatures
|
||
would be affected. In the case of a neutral good cleric, opposing
|
||
alignments are lawful/neutral/chaotic evil, and so on for other
|
||
clerics. If the concerned creature attempts to touch the weapon, it
|
||
takes damage equal to one point per level of the spell caster (half if
|
||
a save is made). In the case of outer-plane creatures, the to
|
||
hit/damage bonus is +3/+5.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Etherealness (Alteration)
|
||
|
||
Sphere: Astral
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 3
|
||
Area of Effect: 2 people per 3 levels maximum
|
||
Saving Throw: Negates
|
||
|
||
The priest can take himself and others into the Border Ethereal. From
|
||
there the travellers are on their own (DM's, you may want to read the
|
||
Dungeon Master's Guide, second edition, or the Manual of the Planes).
|
||
The reverse can force a creature out ot the Border Ethereal into your
|
||
plane. Naturally this spell fails if the Ethereal Plane is not
|
||
reachable. Anyone touched by the caster, as long as within the area of
|
||
effect (see above), is also drawn into the Border Ethereal. Unwilling
|
||
victims are allowed a saving throw.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Heat (Alteration) Reversible
|
||
|
||
Sphere: Elemental (Fire)
|
||
Range : 1" per level
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: 1/2" radius globe
|
||
Saving Throw: None
|
||
|
||
This spell causes excitation of air molecules so as to make them emit
|
||
heat. The heat thus created is equal to that of a small fire in
|
||
intensity, but its sphere is limited to 1" in diameter. It lasts for
|
||
the duration indicated, or until the caster utters a word to extinguish
|
||
the heat. The heat will melt 1/12' of ice per round. The spell can
|
||
take effect wherever the caster directs as long as he has a line of
|
||
sight or unobstructed path for the spell.
|
||
|
||
If this spell is cast on a creature, the applicable magic resistance
|
||
and saving throw dice rolls must be made. Success indicates that the
|
||
the spell takes affects the area immediately behind the creature,
|
||
rather than the creature itself. Failure indicates that the target
|
||
creature will take 2 points of damage per melee round from the heat
|
||
unless some means of protection from heat is available. The material
|
||
component for the spell is a tinder box and some wood shavings. Fire
|
||
resistance (potion or ring) totally negates the effects of a heat
|
||
spell, as will immersion in water or snow, or exposure to a cold or ice
|
||
storm spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lion's Claw (Alteration)
|
||
|
||
Sphere: Combat
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1d4 rounds + 1 round per level
|
||
Casting Time: 3
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the cleric causes his fingernails to grow and
|
||
thicken into claws. He is able to attack with these claws twice a
|
||
round, doing 1d4+1 points of damage each plus strength bonuses. Damage
|
||
from these claws will affect creatures that can only be hit by +3 or
|
||
less magic weapons. But, the claws are not magical. Note that the
|
||
claws does not affect the cleric's spell casting ability or his
|
||
capability to hold or manipulate objects. To cast this spell, the
|
||
cleric needs a sprig of mistletoe and a claw from a lion.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Oxen Strength (Alteration)
|
||
|
||
Sphere: Animal
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 hour + 1 turn per level
|
||
Casting Time: 5 rounds
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
Through the use of oxen strength, the cleric is able to endow himself
|
||
or herself with the strength of an ox. The result is that the cleric's
|
||
strength is raised 1 point for every level that he has attained, to a
|
||
maximum of 18. The component for this spell is mistletoe and a strip
|
||
of beef jerky made from an ox that was sacrificed during one of the
|
||
clerical rites.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Constriction (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: 3"
|
||
Components: V, M
|
||
Duration: 1 round per level
|
||
Casting Time: 1
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
When cast, a Protection from Constriction spell will mitigate crushing
|
||
damage taken each round from a single attack form. Up to one point per
|
||
level of the spell caster is deducted from crushing damage. Note that
|
||
this does not mitigate damage from crushing weapons or falling; it will
|
||
protect against constriction, bear hugs, Bigby's Crushing Hand, or any
|
||
similar gradual compression. Example: a sixth level cleric under the
|
||
effect of this spell is hugged by an owlbear on three consecutive
|
||
rounds for 3, 10, and 7 points of damage. Damage accrued over each
|
||
round would be zero, 4, and 1 point(s), respectively. The material
|
||
component is a hard-boiled egg anywhere on the spell recipient.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Lycanthropes, 10' radius (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 4 rounds
|
||
Area of Effect: 10' radius sphere around creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is equal to the fourth level priest spell Protection from
|
||
Evil, 10' radius, except as noted above, and that it protects only from
|
||
lycanthropes. The material component of this spell is a small silver
|
||
dagger.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Petrification (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: One creature per level
|
||
Saving Throw: None
|
||
|
||
This spell gives a +4 bonus on all saving throws versus any
|
||
petrification attack for each creature touched. The material component
|
||
is a jellyfish tentacle.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Undead, 10' radius (Abjuration)
|
||
|
||
Sphere: Necromantic, Protection
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 4 rounds
|
||
Area of Effect: 10' radius sphere around creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is equal to the fourth level priest spell Protection from
|
||
Evil, 10' radius, except as noted above, and that it protects only from
|
||
undead.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Remove Scar (Necromancy) Reversible
|
||
|
||
Sphere: Healing
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 6
|
||
Area of Effect: One creature
|
||
Saving Throw: Negates
|
||
|
||
The purpose of this spell is to remove scars caused by battle or other
|
||
mishaps. Any comeliness that was lost due to scarring is now restored
|
||
from application of this spell. Larger scars may require several
|
||
applications to remove all the effects of the disfigurement.
|
||
|
||
The reverse of this spell causes hideous scars to form on the targets
|
||
face and body causing a loss of 1-3 comeliness points. Multiple
|
||
applications of this spell cannot drop comeliness lower than 0. A save
|
||
vs. spells will negate the effect.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Root (Enchantment/Charm)
|
||
|
||
Sphere: Plant
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1 round
|
||
Area of Effect: 3 creatures maximum
|
||
Saving Throw: Special
|
||
|
||
By means of this spell, the cleric causes a willing recipient's feet,
|
||
paws or hooves to be firmly rooted to the ground, becoming immovable.
|
||
The creature gains an extra saving throw vs. paralysation at +4 to
|
||
avoid being thrown back, picked up, knocked down or blown around.
|
||
Success means the creature remains standing; failure indicates the
|
||
situation is to be handled normally, with another saving throw if
|
||
allowed. The recipient may "root" and "unroot" at will, as long as it
|
||
occurs within the duration of the spell. Rooting or unrooting takes 1
|
||
segment. The recipient may not perform any action requiring legwork
|
||
(walking, running, etc.) while rooted. At he end of the spell's
|
||
duration, the recipient is automatically unrooted.
|
||
|
||
Optionally, the spell may be cast upon an unwilling subject (who must
|
||
be touched by the caster and fail a save vs. spells at -2 to be
|
||
affected). Unlike the caster, the victim has no control over the spell
|
||
once touched and is anchored until released by the cleric, the root
|
||
duration expires or it is dispelled. The material components for this
|
||
spell are mistletoe and a small piece of root from a large tree,
|
||
preferably oak.
|
||
|
||
Root is one of the special prayers granted by Saint Timorel, patron of
|
||
clerical groves and retreats.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Selective Entangle (Alteration, Invocation)
|
||
|
||
Sphere: Plant
|
||
Range: 8"
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 4
|
||
Area of Effect: One person per 2 levels
|
||
Saving Throw: 1/2
|
||
|
||
This spell is very similar to the first level clerical spell Entangle
|
||
except for one major difference. It effects only the creatures targeted
|
||
for the spell effects and no-one else, unlike the entangle spell.
|
||
|
||
When the creature(s), who are effected by this spell, try to walk by
|
||
any form of plant life, the plants will reach out and grab the
|
||
creatures much in the same manner as the Entangle spell. Thus if they
|
||
are trapped by the spell others can then walk up to the entangled
|
||
creatures. In this respect the spell is similar to Hold Person in its
|
||
effects.
|
||
|
||
If the creature fails its saving throw vs. spells then it is held fast
|
||
by the plants. If the save is made then the targeted creature has its
|
||
movement reduced to half normal.
|
||
|
||
If the creature struggles to free themselves from the plants then a new
|
||
saving throw vs. spells can be made every turn (note: this is very
|
||
tiring work). The strength to hit bonus can be used as a positive DM on
|
||
these additional saves. If the creature makes one of these additional
|
||
saving throws then they are "freed" but their movement is still reduced
|
||
by half. If after another turn the creature is still in an area with
|
||
plant life then a save vs. spells is required with the effects outlined
|
||
above occurring.
|
||
|
||
In short, a save must be made every turn when in areas of vegetation to
|
||
determine the effects of the spell if the spell target is actively
|
||
fighting the effects of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Stone Seeds (Alteration)
|
||
|
||
Sphere: Elemental (Earth), Plant
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 month
|
||
Casting Time: Special
|
||
Area of Effect: 5" long square per level
|
||
Saving Throw: None
|
||
|
||
When the stone seed spell is cast, it causes plant seeds to become
|
||
magically enchanted so as to enable them to grow in to solid stone.
|
||
The seeds will grow at quadruple normal rate for 4 weeks. During this
|
||
time the roots will grow down into the stone a distance of 1" per level
|
||
of the caster in hard stone or 2" per level in soft stone. After this
|
||
month (28 days) is over, the plants will grow normally. Thus they will
|
||
require food, light, and sunlight if they are to continue growing after
|
||
this point.
|
||
|
||
The effect of the plants growing into a stone structure are rather
|
||
nasty, for it could remove around 10-90% of the structure's structural
|
||
points, depending upon the thickness of the stone.
|
||
|
||
To cast this spell, the cleric must mix a handful of seeds from
|
||
whatever hardy plants are available (such as crabgrass, ivy, cactus,
|
||
dandelion etc.) with the seeds to be planted. This must be then mixed
|
||
in a leather pouch with sapphire dust of not less than 50 GP value per
|
||
5" square area to be covered. The caster then "sows" the seeds as he
|
||
casts the spell with the seeds magically implanting themselves in the
|
||
stone.
|
||
|
||
The spell takes 1 turn per 5" square area to be covered to cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Fourth Level Spells
|
||
|
||
========================================================================
|
||
|
||
Adaptation (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell exactly duplicates the effects of a Necklace of Adaptation
|
||
for the specified duration. The material component is a vial of holy
|
||
or unholy water ingested by the spell recipient.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Awake (Alteration, Invocation)
|
||
|
||
Sphere: Healing
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 5
|
||
Area of Effect: 3" radius sphere
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, the cleric invokes the blessings of his deity
|
||
and claps his hands sharply once. The sound of the clap allows all
|
||
creatures within the area of effect who hears it to awaken. Sleeping
|
||
(naturally or magically induced) creatures will wake up. Those under
|
||
the influence of mind affecting drugs/substances will become coherent
|
||
for 1 round per level of the caster. Creatures who's minds are under
|
||
some sort of foreign influence (i.e. charmed, hypnotised, dominated,
|
||
enthralled, etc. but not possessed) get a second saving throw. In any
|
||
case, all creatures within the effect will experience a temporary
|
||
clarity of thought. Note, this may make the subject more vulnerable to
|
||
any mind based earsdropping such as ESP or empathy. The material
|
||
component for this spell is a 1,000 GP gem hanging on a chain which
|
||
must be wound around the cleric's hand while he claps.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Beppie's Happy Hour (Enchantment/Charm)
|
||
|
||
Sphere: Charm
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 hour
|
||
Casting Time: 4
|
||
Area of Effect: 100-foot radius area
|
||
Saving Throw: Special
|
||
|
||
Casting this spell can have quite unpredictable effects, i.e. no one
|
||
can predict what will happen after the spell's duration has expired.
|
||
When cast, all creatures within 100 feet of the caster are immediately
|
||
overcome by an enormous feeling of joy and an unresistible desire to
|
||
party. No saving throw is applicable.
|
||
|
||
For exactly one hour, everyone within the area of effect will party:
|
||
they will drink, sing, dance, and otherwise rejoice. Also, all within
|
||
the area of effect will feel no feelings of hatred, fear, or other
|
||
"negative" feelings. All others will be considered friends, for the
|
||
time being.
|
||
|
||
Anyone entering the area of effect must make a saving throw vs. spells
|
||
to avoid being affected. This roll is repeated every round. Those
|
||
leaving the area of effect will remain under the spell's effect, but
|
||
upon noticing that they are leaving the fun place, they will probably
|
||
try to return to the party, since they're really in the mood.
|
||
|
||
Note that the area of effect moves with the caster, that the caster
|
||
himself is always affected by the spell, and that those affected by the
|
||
spell will probably have run out of alcohol at the end of the spell's
|
||
duration.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cure Serious Wounds (Necromancy) Reversible
|
||
|
||
Sphere: Healing
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 8
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is a more potent version of cure medium wounds. The spell
|
||
cures (or causes) 9-37 (4d8+5) hit points per application. Otherwise
|
||
this spell is the same in all respects as a Cure Light Wounds spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Detect Curse (Divination)
|
||
|
||
Sphere: Divination
|
||
Range: 3"
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 1 turn
|
||
Area of Effect: One creature or object
|
||
Saving Throw: None
|
||
|
||
When cast, a detect curse spell enables the cleric to detect the
|
||
existence of a curse on the creature or object, such as a cursed
|
||
sword. The spell will detect the first cursed creature or object that
|
||
lies along the casting cleric's line of sight (and within range) with a
|
||
base chance of 50%. An extra 1% is added to the base chance for each
|
||
level of experience of the casting cleric. Note that stone of more
|
||
than 1' thickness or metal of any thickness will block the spell. The
|
||
material components of the spell are the cleric's holy or unholy symbol
|
||
and a crushed sapphire of at least 1000 GP value.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Double Specialisation (Alteration, Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 4 rounds per level
|
||
Casting Time: 6
|
||
Area of Effect: Caster's weapon
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the second level cleric spell Specialisation
|
||
except for two differences. The first is that it gives the cleric
|
||
double specialisation in the god's preferred weapon, if he has one, or
|
||
the clerics weapon of choice if not. The second difference is that this
|
||
spell can be used to give specialisation to another person in any
|
||
chosen weapon.
|
||
|
||
The material and somatic gestures are the same as for specialisation.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fearlessness (Abjuration)
|
||
|
||
Sphere: Charm
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 turns per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: All followers in a 6" radius sphere
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, it fills the followers of the caster's god
|
||
with bravery. For the duration of the spell, all of the followers will
|
||
be immune to any form of fear.
|
||
|
||
There is one additional material component required. The spell requires
|
||
the ritual slaying of a "brave" animal such as a lion. The cleric then
|
||
drinks the blood of the animal and then "blesses" the followers, thus
|
||
transferring the trait of bravery to them.
|
||
|
||
That material component causes some druids to be upset, so that there
|
||
is sometimes friction between the religion that uses this spell and the
|
||
local sect of druids.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Fish Command (Charm)
|
||
|
||
Sphere: Animal, Charm
|
||
Range: 90-yard radius
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2 rounds
|
||
Area of Effect: One fish
|
||
Saving Throw: None
|
||
|
||
This spell allows the priest to command any fish within range as long
|
||
as the fish can hear him and he does not exploit it. Only normal fishes
|
||
can be affected, including variants in size. Thus catfish, sharks etc.
|
||
can be commanded but dolphins (mammals) or mermaids cannot. The
|
||
command must be given in a short sentence of at most 25 words. The
|
||
fish will automatically understand the language the caster is speaking.
|
||
Since familiars are not considered to be normal animals, they cannot be
|
||
commanded by this spell. The material component of this spell is a
|
||
fish's fin.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hallucinatory Plain (Illusion/Phantasm) Reversible
|
||
|
||
Sphere: Charm
|
||
Range: 8"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 6
|
||
Area of Effect: 4" long square per level
|
||
Saving Throw: None
|
||
|
||
This spell is identical to the hallucinatory forest spell (q.v.) save
|
||
that the caster causes an area to appear as if it is a relatively flat
|
||
plain or clearing.
|
||
|
||
The greatest uses for this spell would be to hide a forest to protect
|
||
or trap others. Other uses would be to hide a chasm, mine, or to extend
|
||
a cliff...
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Meandering Path (Alteration, Illusion)
|
||
|
||
Sphere: Plant
|
||
Range: 1 mile + 1/2 mile per level
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: Special
|
||
Area of Effect: 10 feet at both sides of path travelled
|
||
Saving Throw: Special
|
||
|
||
With this spell, the cleric causes a path (which appears to be natural,
|
||
old, man-made, etc) to appear. Any who come across this path will
|
||
believe it to be what it appears. To cast the spell, the cleric needs
|
||
two branches from an oak tree. One is planted at the beginning of the
|
||
path. The cleric then walks the route that he wishes the magical path
|
||
to follow. At the end of the path the other branch is planted and the
|
||
spell is cast. Travel upon the path is either easy or hard (depending
|
||
on the cleric's choice of travel). Those who happen on the path must
|
||
make a saving throw. Average the hit dice or levels of the group and
|
||
roll one saving throw (DM does this without the group's knowledge). If
|
||
they fail, the path then appears to be heading in the direction that
|
||
they wish to travel. If the save is made, the path appears as it is
|
||
(i.e. a path in the direction that the cleric walked) and the group may
|
||
still decide to follow it anyway.
|
||
|
||
While travelling on this path, the group will never surprise anyone or
|
||
anything and suffers a penalty of on all rolls (saves, to hit, damage,
|
||
Dex checks, etc.). Those trying to leave the path after travelling
|
||
upon it find that the path is bordered by heavy thorns that block
|
||
passage and writhe and grasp all who enter (cf. Wall of Thorns &
|
||
Entangle). This wall attacks as the cleric doing 1d6+2 points of
|
||
damage. Each 10' section of thorns has 3 attacks. The wall arches
|
||
over the path to prevent exit by flying, leaping, etc. The spell also
|
||
counters the ability of Pass without Trace of other clerics.
|
||
|
||
Fire results in a double strength Wall of Fire in that area (but it
|
||
does not create a passable space, i.e. take fire damage and still be
|
||
attacked by thorns). The only way to leave the path is to follow it to
|
||
its end (or teleport, go ethereal, plane shift). A Dispel Magic is
|
||
possible only on the oak branches at the end of the path (either one).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Moonlight (Alteration)
|
||
|
||
Sphere: Sun
|
||
Range: 12"
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 8
|
||
Area of Effect: 10,000 contiguous square feet or yards (see below)
|
||
Saving Throw: None
|
||
|
||
A Moonlight spell produces, in the area of effect, ambient light equal
|
||
to that of a full moon regardless of cloud or tree cover, although
|
||
objects below tree cover or ceilings will cast normal shadows.
|
||
Underground, the area of effect is in square feet, outdoors, in square
|
||
yards. The material component is a 50 GP moonstone.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Neutralise Gas (Alteration) Reversible
|
||
|
||
Sphere: Protection
|
||
Range: 6"
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 6
|
||
Area of Effect: 1' per level radius sphere
|
||
Saving Throw: Special
|
||
|
||
This spell will detoxify any poisonous gas. Any poisonous gas within
|
||
the area of effect will be turned into a fine watery mist and be
|
||
completely harmless. Even Green Dragon breath will be rendered harmless
|
||
by this spell.
|
||
|
||
If the spell is cast upon an object or creature, then the sphere will
|
||
move with the target. A target creature would get a save vs. spells to
|
||
avoid this effect if they are unwilling. If the target saves then the
|
||
globe will center in the nearby area. Use the thrown missiles table to
|
||
determine where the spell actually centers. This may mean that the
|
||
target is still in the area of effect until it moves.
|
||
|
||
The reverse of this spell, Poison Gas, will create a cloud of poisonous
|
||
gas which will slay outright any creatures in the area of effect that
|
||
are under 2+1 Hit Dice. All other creatures must make a save vs. poison
|
||
at -2 every round that they stay in the cloud or die in 1-3 rounds. If
|
||
the creatures make their save for that round, then they only take 3-18
|
||
damage instead. If the target creature has the spell centered around
|
||
itself, and then has a slow poison cast, then the target only takes 1
|
||
point of damage per round.
|
||
|
||
Regardless of what version of the spell is cast, the caster holy symbol
|
||
and a sprig of belladonna is required to cast the spell. The belladonna
|
||
disappears after the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Pacify (Enchantment/Charm)
|
||
|
||
Sphere: Charm
|
||
Range: 12"
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 4
|
||
Area of Effect: All creatures in a 3" radius sphere
|
||
Saving Throw: None
|
||
|
||
By means of this spell, the cleric dispels feelings of anger and fear
|
||
from the target creatures. Note that this does not produce any
|
||
feelings of goodwill in the subjects: a creature engaged in
|
||
premeditated homicide would be unaffected. The duration is permanent
|
||
until the creatures in concern are again given cause to be angry or
|
||
afraid. Note: magic resistance does not affect this spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Possess Animal (Enchantment/Charm)
|
||
|
||
Sphere: Animal, Charm
|
||
Range: 100" + 10" per level
|
||
Components: V, S
|
||
Duration: 3 turns + 1 turn per level
|
||
Casting Time: 3 rounds
|
||
Area of Effect: One natural creature
|
||
Saving Throw: Negates
|
||
|
||
By use of this spell, the cleric is able to project his spirit into
|
||
that of an animal, forcing the creature to behave according to his
|
||
will. The creature must be a normal creature and have fewer hit dice
|
||
than the cleric. The animal is allowed a saving throw versus spell and
|
||
if successful the spell has no effect. Once the animal is possessed,
|
||
the cleric can cause it to do anything within its ability, regardless
|
||
of the consequences to the animal. However, for every point of damage
|
||
suffered by the animal, the cleric suffers 1/2 a point of damage. In
|
||
addition, should the animal die while under the control of the
|
||
shukenja, a system shock roll must be made. If the roll is failed, the
|
||
cleric also dies. While controlling the animal, the cleric's body
|
||
enters a catatonic state. If the body is disturbed or moved, the spell
|
||
is disrupted. The material component for this spell is a holly leaf
|
||
and some hair from the animal.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 2 per creature touched
|
||
Area of Effect: One creature per level
|
||
Saving Throw: None
|
||
|
||
All creatures affected by this spell are bestowed with the equivalent
|
||
of a +1 Ring of Protection (+1 on armour class and saving throws). This
|
||
is not cumulative with bonuses given by rings or cloaks of protection.
|
||
Each creature may be touched only once, i.e., the protection is not
|
||
stackable.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection From Elementals, 10' radius (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 4 rounds
|
||
Area of Effect: 10' radius sphere around creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is equal to the fourth level priest spell Protection from
|
||
Evil, 10' radius, except as noted above, and that it protects only from
|
||
elementals. The material component for this spell is some substance of
|
||
elementary sort (e.g., a handful of sand, some water, or even just
|
||
blowing into the air). For every element supplied while casting, the
|
||
appropriate elementals will be scared away.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Remove Scars (Necromancy) Reversible
|
||
|
||
Sphere: Healing
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 turn
|
||
Area of Effect: One person
|
||
Saving throw: Special
|
||
|
||
On casting this spell, the cleric is empowered to remove scars or other
|
||
similar marks (burn marks, birth marks, etc.). This will enable the
|
||
recipient of the spell to restore lost charisma caused by such marks.
|
||
Note that this spell will not affect charisma lowered by other means
|
||
(e.g. magical). Charisma can be restored by up to 1/2 point per level
|
||
of the caster, rounded up (4 points at 7th and 8th levels, 5 points at
|
||
9th and 10th levels, etc.). Charisma cannot be restored above its
|
||
former value by means of this spell.
|
||
|
||
Multiple applications will only succeed if the recipient makes a saving
|
||
throw against spells for each application after the first. If the
|
||
saving throw is unsuccessful, then no more points can be restored by
|
||
the use of this spell. Future charisma loss can, however, be
|
||
restored. The reverse of the spell is not permanent, but will reduce
|
||
charisma by 2-5 points for a duration of 1 turn per level of the
|
||
caster. The target of a bestow scars spell must be touched. If the
|
||
victim is touched, a successful saving throw versus spells is necessary
|
||
in order to negate the effects of the spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Reptile Command (Enchantment/Charm)
|
||
|
||
Sphere: Animal, Charm
|
||
Range: 90-yard radius
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2 rounds
|
||
Area of Effect: One reptile
|
||
Saving Throw: None
|
||
|
||
This spell allows the priest to command any reptile within range as
|
||
long as the reptile can hear him and he does not exploit it. Only
|
||
normal reptiles can be affected, including variants in size. Thus
|
||
lizards, giant lizards etc. can be commanded but dragons cannot. The
|
||
command must be given in a short sentence of at most 25 words. The
|
||
reptile will automatically understand the language the caster is
|
||
speaking. Since familiars are not considered to be normal animals, they
|
||
cannot be commanded by this spell. The material component of this
|
||
spell is a reptile's tail.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sanctum Sigil (Abjuration, Invocation)
|
||
|
||
Sphere: Guardian
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1 turn
|
||
Area of Effect: 10" radius sphere centered on the sigil
|
||
Saving Throw: None
|
||
|
||
This spell creates a magical symbol similar to that produced by a Glyph
|
||
of Warding. It is inscribed in the air, does not move, and provides
|
||
protection from either law, chaos, good, or evil, in the following
|
||
manner: should any creature of the specified alignment enter the area
|
||
of effect, the cleric will be mentally alerted to its presence, even
|
||
awakened from sleep, provided that the cleric is himself within the
|
||
area of effect. Note that the warning message to the cleric gives
|
||
neither its alignment nor its location, and only the cleric receives
|
||
said message. The material component is burning incense.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Fifth Level Spells
|
||
|
||
========================================================================
|
||
|
||
Avian Command (Enchantment/Charm)
|
||
|
||
Sphere: Animal, Charm
|
||
Range: 90-yard radius
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2 rounds
|
||
Area of Effect: One avian
|
||
Saving Throw: None
|
||
|
||
This spell allows the priest to command any avian within range as long
|
||
as the avian can hear him and he does not exploit it. Only normal
|
||
avians can be affected, including variants in size. Thus eagles,
|
||
sparrows, doves etc. can be commanded but pegasi and phoenixes cannot.
|
||
The command must be given in a short sentence of at most 25 words. The
|
||
avian will automatically understand the language the caster is
|
||
speaking. Since familiars are not considered to be normal animals, they
|
||
cannot be commanded by this spell. The material component of this spell
|
||
is a feather.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cure Critical Wounds (Necromancy) Reversible
|
||
|
||
Sphere: Healing
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Permanent
|
||
Casting Time: 9
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
This spell is a more potent version of cure serious wounds. The spell
|
||
cures (or causes) 13-48 (5d8+8) hit points per application. Otherwise
|
||
this spell is the same in all respects as a Cure Light Wounds spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Cure Insanity (Abjuration)
|
||
|
||
Sphere: Healing
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 turn
|
||
Area of Effect: Creature touched
|
||
Saving Throw: None
|
||
|
||
The casting of this spell cures one mental malady in the subject.
|
||
Insanity applies to any form of temporary or permanent mental illness,
|
||
even those brought on by psionic attack or spell, such as Feeblemind.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Dariod's Vestigial Vine (Alteration)
|
||
|
||
Sphere: Plant
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration 1 round per level
|
||
Casting Time: 8
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
This spell will allow the caster to grow forth from one of his fingers
|
||
a vine. While any finger from either of the caster's hands is usable,
|
||
the index finger of the caster's primary hand is generally chosen. The
|
||
vine, while a magical extension of the cleric's body, is treated as a
|
||
separate physical entity, therefore having an AC 5 and 30 hit points
|
||
(plus an additional 2 HP per level of the casting cleric).
|
||
|
||
The spell will end when either the maximum duration is reached or the
|
||
vine takes more damage than it has hit points. The vine moves in a
|
||
snaking fashion and is usable in most ways that an arm is. It uses up
|
||
one of the caster's actions to use the vestigial vine, so, if the
|
||
caster had only 1 attack per round and he chose to attack a creature
|
||
with the vine then he would be incapable of performing another action
|
||
until the following round.
|
||
|
||
The vine can attempt to retrieve an object, wield a sickle or similar
|
||
weapon (although at a penalty of -2 "to hit" due to the unwieldiness of
|
||
a man-made weapon in the vine's clutches), or it may be used to whip
|
||
opponents. Whipping is the primary form of attack of the vine and,
|
||
assuming a successful "to hit" roll (no adjustments), the target will
|
||
receive 1d10 points of damage.
|
||
|
||
The material component for the spell is a small strand of vine and the
|
||
juice from half a dozen holly berries (squeezed from said berries).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Entreaty (Conjuration/Summoning)
|
||
|
||
Sphere: Combat
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 5
|
||
Area of Effect: 6" radius area
|
||
Saving Throw: None
|
||
|
||
This spell exactly duplicates the effect of a Chant spell, except that
|
||
the caster need not continue chanting. Its effects are cumulative only
|
||
with a Chant spell, and not Bless, Prayer, or Protection.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Godrage (Alteration, Enchantment)
|
||
|
||
Sphere: Combat
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per level
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
By casting this spell, the cleric calls down the attention of his
|
||
divinity and invokes the righteous wrath of the deity. As the earthly
|
||
consequence of this Godrage, the cleric goes berserk. He will for the
|
||
duration of the spell, instinctively attack in melee combat any
|
||
unbelievers (creatures of a differing alignment) within a 6" radius,
|
||
giving preference to the most extreme alignments first. The spell does
|
||
not give knowledge of specific alignments, only a feeling of who is the
|
||
most worthy of being punished. Note use of this spell may result in
|
||
the cleric attacking his own party members.
|
||
|
||
While under the effects of the spell, the cleric attacks on the fighter
|
||
table and gains a temporary skill level with his weapons (note: in my
|
||
world, specialisation is more developed and certain clerics can
|
||
specialise to some degree, those who are not specialised, gain the
|
||
basic level of specialisation for the Duration of this spell).
|
||
Furthermore, the presence of the divinity surrounds the cleric in the
|
||
form of an aura that reduces all damage taken by the cleric by 2 points
|
||
(1 point minimum). Godrage is a state not unlike the berserkergang,
|
||
but it differs in that while the cleric engages solely in physical
|
||
combat, he is still able to make intelligent decisions on how combat is
|
||
to be conducted. After the spell ends, the cleric must rest 1 round
|
||
for every 2 rounds under the spells effect. The components for this
|
||
spell is the cleric's body, a short verbal sermon given to the
|
||
unbelievers and a consecrated weapon.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Hidden Champion (Necromancy)
|
||
|
||
Sphere: Necromantic
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: 1 day per level
|
||
Casting Time: 1 hour
|
||
Area of Effect: One sentient creature
|
||
Saving Throw: Negates
|
||
|
||
Through the use of this spell, the cleric establishes a link between
|
||
his lifeforce and the subject creature's. The effect of this link is
|
||
that one-half the damage sustained by one, is transferred to the
|
||
other. This link is evidenced by a golden, pulsing thread connecting
|
||
the two through the ethereal plane. When the link is in existence, the
|
||
two creatures cannot be more than 1 mile per level of the spell caster
|
||
apart or the link will snap, ending the spell. Those able to perceive
|
||
the ethereal plane can see this link. Note that the damage transfer is
|
||
two way. A duly consecrated alter, holy or unholy water, an
|
||
appropriate sacrifice (DM's discretion) and the creature to be linked
|
||
with are the material components for this spell.
|
||
|
||
Side note: I used this for an evil cleric the party was trying to
|
||
kill. The cleric kidnapped the betrothed of the paladin and performed
|
||
this ceremony upon her. This really messed up the party since, now
|
||
they couldn't just rush in and hack up the cleric in an orgasm of
|
||
hack-n-slash. They had to capture the cleric and remove him from his
|
||
sanctuary alive. (I run consecrated grounds as being "home field" for
|
||
clerics and very disadvantageous for would be desecrators. Example: -1
|
||
penalty on everything per alignment difference, cumulative bless for
|
||
the clerics and generally "bad luck" for the attackers)
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Karma (Alteration)
|
||
|
||
Sphere: All
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn
|
||
Casting Time: 5
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
With each casting of this spell, the cleric raises his effective level
|
||
by one, to a maximum of two additional levels of effectiveness. The
|
||
increase applies to all clerical actions: spell effects, turning
|
||
undead, saving throws, hit probability, etc. Not affected by this
|
||
spell are hit points, number of spells known and level of spells
|
||
known.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Kiss of Death (Necromancy)
|
||
|
||
Sphere: Necromantic
|
||
Range: Touch
|
||
Components: S, M
|
||
Duration: Permanent
|
||
Casting Time: 3
|
||
Area of Effect: One person
|
||
Saving Throw: None
|
||
|
||
This spell will instantly kill the target. In order for the spell to
|
||
take effect, the caster must kiss the victim. Note that this spell
|
||
grants the victim no saving throw, but has an important prerequisite:
|
||
the victim of the spell must be in love with the caster. This love must
|
||
be non-magical in nature. Furthermore, the victim may not be under the
|
||
influence of any spell from the Enchantment/Charm school.
|
||
|
||
This spell may only be cats by a good-aligned priest if he himself is
|
||
also im love with the victim, and commits suicide immediately after the
|
||
casting.
|
||
|
||
The material component for this spell are the caster's holy symbol and
|
||
some icewater, which is to be smeared upon the caster's lips.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lightning Strike (Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: 12"
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 8
|
||
Area of Effect: 1-foot wide, 12" long beam
|
||
Saving Throw: 1/2
|
||
|
||
This spell is similar in use and effect to a flame strike, except that
|
||
the effect is, of course, lightning. Damage is 6d8, half if a save is
|
||
made.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mammal Command (Enchantment/Charm)
|
||
|
||
Sphere: Animal, Charm
|
||
Range: 90-yard radius
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 2 rounds
|
||
Area of Effect: One mammal
|
||
Saving Throw: None
|
||
|
||
This spell allows the priest to command any mammal within range as long
|
||
as the mammal can hear him and he does not exploit it. Only normal
|
||
mammals can be affected, including variants in size. Thus polar bears,
|
||
whales, etc. can be commanded but sphinxes and xorns cannot. The
|
||
command must be given in a short sentence of at most 25 words. The
|
||
mammal will automatically understand the language the caster is
|
||
speaking. Note that for this purpose, humans, demihumans and humanoids
|
||
are not considered mammals. Since familiars are not considered to be
|
||
normal animals, they cannot be commanded by this spell. The material
|
||
component of this spell is a nail of a mammal.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Ostracise (Charm)
|
||
|
||
Sphere: Protection (reversed)
|
||
Range: 10'
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 1 round
|
||
Area of Effect: One person
|
||
Saving Throw: Negates
|
||
|
||
Upon casting this spell, the victim is effectively ostracised form his
|
||
community: everyone knowing the victim will look upon him with
|
||
disregard, or even disgust. Even good friends and close relatives will
|
||
start neglecting and avoiding the character, eventually resulting in
|
||
total isolation of the victim.
|
||
|
||
This spell only affects reactions of those that knew the character
|
||
before the spell was cast: the victim can, for example, more to another
|
||
town and start a "new life" there. People meeting him there will react
|
||
normally, unless the outcast's reputation has somehow reached them, in
|
||
which case the may act prejudiced.
|
||
|
||
This spell can be remove by a Remove Curse spell, provided it is cast
|
||
by someone of at least two levels higher than the caster of Ostracise.
|
||
Also, a Limited Wish or Wish will remove the effects.
|
||
|
||
To cast this spell, the priest must point at the victim and order him
|
||
to leave the community, informing him that his presence there is no
|
||
longer appreciated. The victim must be able to understand the words of
|
||
the caster. The victim receives a saving throw vs. spells, modified for
|
||
wisdom, with a -1 penalty to the die roll for every three levels of
|
||
experience he has less than the caster. If the victim is of higher
|
||
level, he receives a +1 bonus for every level of difference.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Quench Flame (Invocation)
|
||
|
||
Sphere: Elemental (Fire), Elemental (Water)
|
||
Range: 6"
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 8
|
||
Area of Effect: 1" per level long, 1" per level wide, 1" high block
|
||
Saving Throw: Special
|
||
|
||
When this spell is cast, all normal fires in the area of effect are
|
||
permanently extinguished. All magical fires in the area of effect or
|
||
cast into that area within one round have a percent chance of being
|
||
extinguished equal to the cleric's percent chance to dispel magic. Any
|
||
permanently enchanted fire items (i.e., Sword, Flame Tongue) will have
|
||
the above chance of being extinguished for one round. The material
|
||
component is holy or unholy water.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Raise Energy (Alteration, Invocation)
|
||
|
||
Sphere: Charm
|
||
Range: 3"
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 8
|
||
Area of Effect: One creature
|
||
Saving Throw: None
|
||
|
||
When the caster uses this spell, he invokes a powerful sort of blessing
|
||
on the spell recipient. The recipient will experience a level increase
|
||
of 1 level for every 5 levels of the caster and all the abilities that
|
||
come with the new levels for the duration of the spell.
|
||
|
||
Use of the spell will require special sacrifice afterwards at the
|
||
earliest opportunity.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Stonewood (Alteration)
|
||
|
||
Sphere: Elemental (Earth), Plant
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 3 turns
|
||
Area of Effect: One object
|
||
Saving Throw: None
|
||
|
||
When the cleric casts a Stonewood and touches a wooden object, the wood
|
||
in that object is magically enhanced and given a stonelike strength.
|
||
The altered wood is in every way the same as untreated wood (i.e.
|
||
texture, colour, weight, flexibility, etc.) except for the stonelike
|
||
strength and hardness. An object of up to 100 square feet ' 1 inch per
|
||
level of the cleric of wood can be affected by this spell. To cast this
|
||
spell, the cleric needs mistletoe and a gemstone of at least 500 GP.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Viper's Bite (Alteration)
|
||
|
||
Sphere: Animal
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 round per 3 levels
|
||
Casting Time: 4
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
The Viper's Bite spell causes the cleric's teeth to become
|
||
exceptionally sharp and hollow like the fangs of a viper. He is able to
|
||
bite for 1d4+1 points of damage and inject the victim with a nerve
|
||
poison. The effects of this poison is to paralyse the victim for 3d4
|
||
rounds if a save versus poison is failed. If the save is successful,
|
||
the victim still becomes lethargic and woozy (-1 on STR, DEX and
|
||
initiative rolls). The effects of the poison are cumulative for
|
||
multiple bites. Like the lion's claw spell, this spell allows the
|
||
cleric to bite those creatures hit only by +3 magical weapons. Again,
|
||
the bite is not considered a magical weapon attack. To cast this spell
|
||
the cleric needs mistletoe and a charm made from a poisonous snake's
|
||
fang.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Warp Metal (Alteration)
|
||
|
||
Sphere: Elemental (Earth)
|
||
Range: 1" per 4 levels
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 7
|
||
Area of Effect: 5 pounds per level
|
||
Saving Throw: None
|
||
|
||
This spell is similar to the clerical second level spell warp wood
|
||
except that metal is the substance affected. For those objects that
|
||
possess structural strength, this spell does 1 point of structural
|
||
damage per 3 levels of the caster. Against metal creatures (i.e. iron
|
||
golems) the spell inflicts 1d4+1 points of damage per level of the
|
||
caster (save for 1/2).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Sixth Level Spells
|
||
|
||
========================================================================
|
||
|
||
Adaptation, 10' Radius (Abjuration)
|
||
|
||
Sphere: Protection
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 turn per level
|
||
Casting Time: 1 round
|
||
Area of Effect: All creatures within 10' radius sphere
|
||
Saving Throw: None
|
||
|
||
All those in the area of effect of this spell are affected as per the
|
||
fourth level spell Adaptation, up to a maximum of 2 persons per
|
||
level of the cleric (excluding the cleric, and rounding upwards).
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Mass Cure (Necromancy) Reversible
|
||
|
||
Sphere: Healing
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 7
|
||
Area of Effect: 1" per level radius sphere
|
||
Saving Throw: None
|
||
|
||
When this spell is cast, every creature in the area of effect
|
||
(including the caster) up to one creature per level of the caster is
|
||
cured for 1d8 plus 1/2 the level of the caster points of damage. This
|
||
is as per Cure Light Wounds spell (q.v.). The limitations on what
|
||
creatures can be thus affected is as per that spell. If more creatures
|
||
than can be affected are within the spell radius, preference is given
|
||
to those closest to the cleric. Also, if a near creature is not
|
||
affectable by the spell, it still counts towards the total number of
|
||
possible creatures cured.
|
||
|
||
The reverse of the spell does the same amount of points of damage to
|
||
all within the spell radius. The material Components for this spell is
|
||
a vial of holy or unholy water that must be sprinkled into the air
|
||
above the caster's head while the spell is cast.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Polymorph into Tree (Alteration, Enchantment)
|
||
|
||
Sphere: Plant
|
||
Range: 6"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 8
|
||
Area of Effect: One creature per 2 levels
|
||
Saving Throw: Negates
|
||
|
||
This spell is similar to the polymorph other spell except that target
|
||
creatures can only be turned into trees (usually oak). All creatures
|
||
get a saving throw to avoid the effects of this spell. Those who fail
|
||
turn into trees with their minds trapped within. Clothing, possession,
|
||
etc. are not transformed as part of the spell. Those who save, feel
|
||
their limbs turn wooden and stiff (effects as if a slow spell were cast
|
||
upon them, with duration 2 rounds per level of the cleric). To cast
|
||
this spell, the cleric needs a sprig of holly and tree sap from the
|
||
tree type to which the targets are being polymorphed into. Only a wish
|
||
or a higher level cleric can reverse the effects of this spell.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Protection from Undead (Abjuration) Reversible
|
||
|
||
Sphere: Protection
|
||
Components: V, S, M
|
||
Range: 0
|
||
Casting Time: 1 round
|
||
Duration: 2 rounds per level
|
||
Saving Throw: None
|
||
Area of Effect: 3" radius sphere
|
||
|
||
This spell duplicates an effect of a Helm of Brilliance, causing the
|
||
cleric's holy symbol to glow a bright blue when undead are within 3".
|
||
All undead within this area and exposed to the light will take 1-6
|
||
points of damage per round, no saving throw. Any creature under the
|
||
effects of this pain cannot cast offensive spells. In addition, the
|
||
cleric receives a +1 bonus on his d20 rolls to turn undead in the area
|
||
of effect.
|
||
|
||
The reverse of the spell, Protect Undead, is cast on a single undead
|
||
creature (or paladin; see rules for evil clerics) and will either
|
||
nullify the effects of a Protection from Undead spell, or move the
|
||
spell recipient into one higher category for purposes of turning.
|
||
Example: a lich in spell combat with a 13th level cleric casts Protect
|
||
Undead on himself. He is immune to the effects of any Protection from
|
||
Undead spell the other cleric casts, and requires that the cleric roll
|
||
a 19 on a d20 to turn him.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Sacrifice (Necromancy)
|
||
|
||
Sphere: Necromantic
|
||
Range: Touch
|
||
Components: V, S
|
||
Duration: Special
|
||
Casting Time: 3 hours
|
||
Area of affect: Caster plus one other creature
|
||
Saving throw: Negates
|
||
|
||
This spell allows the Cleric to give up some of HP to another character
|
||
in order that he can be better able to complete a Quest. This is not
|
||
"current HP" but "maximum HP". The condition is reversed when the
|
||
character returns from the Quest successfully. If the character fails,
|
||
the HP return to the Cleric at the rate of 1 per week.
|
||
|
||
Here's an example: Suppose a high level cleric (with 78 HP) wants Sir
|
||
Belvedere (80 HP) to retrieve a magical mace that was stolen. Sir
|
||
Belvedere agrees, but only if the cleric Sacrifices 70 of his HP, to
|
||
ensure good faith and to help complete the mission. The Cleric agrees,
|
||
and Sir Belvedere goes out in search of the mace. At this point Sir
|
||
Belvedere effectively has 150 HP, and, for all intents and purposes his
|
||
maximum HP is now 150. Likewise the Cleric's maximum HP total is 8.
|
||
|
||
Now suppose Sir Belvedere is successful in his mission. When he
|
||
delivers the Mace to the Cleric, they both immediately return to their
|
||
normal maximum HP value. (Although maybe not their current HP value,
|
||
if Sir Belvedere is wounded.) (Current damage to the spell recipient
|
||
is split evenly among the two when HP are returned.)
|
||
|
||
But suppose Sir Belvedere was killed before the mission was complete.
|
||
That means that the Cleric will have to wait 70 weeks until he returns
|
||
to his normal maximum HP total.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
========================================================================
|
||
|
||
Seventh Level Spells
|
||
|
||
========================================================================
|
||
|
||
Avatar (Invocation)
|
||
|
||
Sphere: Charm
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: Special
|
||
Casting Time: 5
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
The use of this spell brings forth very potent energies to the casters
|
||
disposal. The spell actually causes part of the caster's deity to
|
||
inhabit the caster. The caster will then become an Avatar of the god
|
||
with one of the god's aspects.
|
||
|
||
The Avatar will have the powers of a demi-power and will have the
|
||
casters choice of one of the classes the deity has experience in (one
|
||
of the Deity's aspects). In addition to these powers, the caster will
|
||
still retain his own powers and abilities. If the class chosen is the
|
||
same as one of the classes that the caster has, then he will have the
|
||
higher of the two levels.
|
||
|
||
The caster will retain the power until the situation no longer requires
|
||
it (plus a couple of rounds for mopping up), or the Avatar is killed.
|
||
If the Avatar is killed, then the deity loses the abilities of the
|
||
class for 1/10 of the time that the god would normally be "dead" as if
|
||
slain on his home plane.
|
||
|
||
In order to receive this spell at all, the caster must exemplary in his
|
||
faith. The spell, if used, would require special sacrificing
|
||
afterwards. Exactly when and how much depends on the god.
|
||
|
||
If the spell is used to confront another Avatar or Deity, then rather
|
||
than having a confrontation, the Deity may decide to do something else
|
||
instead, such as any form of indirect help. If the deities involved are
|
||
traditional enemies...
|
||
|
||
If the privilege of having this spell is misused in any way, then the
|
||
offending caster will be severely punished, maybe losing the
|
||
opportunity to cast this spell forever, or in a more serious
|
||
transgression, losing all clerical abilities as well forever.
|
||
|
||
The Deity is not enslaved by this spell and thus does not have to
|
||
answer the spell's partial summons. If the need is there, then more
|
||
than likely, the spell will be answered.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Awaken Forest (Enchantment/Charm, Divination)
|
||
|
||
Sphere: Plant
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 1 hour per level
|
||
Casting Time: 2 hours
|
||
Area of Effect: 10-mile + 1 mile per level radius area
|
||
Saving Throw: None
|
||
|
||
With this ceremony, the cleric call upon and wakens the spirit of the
|
||
forest. The effects are that the cleric becomes one with the trees in
|
||
the area of effect. Whatever happens in that area, the cleric
|
||
instantaneously knows. He has the power to cause 1 tree per level
|
||
within that area to animate as if it were a treant. Any real treants
|
||
in the area become aware of him and are receptive to any suggestions
|
||
made by the cleric. A Changestaff (cf. Changestaff spell) is needed to
|
||
if any trees are animated. Each tree animated reduced the Changestaff
|
||
by one hit die.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Death Warrior (Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: 0
|
||
Components: V, S, M
|
||
Duration: 2 rounds per level
|
||
Casting Time: 1
|
||
Area of Effect: Caster
|
||
Saving Throw: None
|
||
|
||
It is only a god of War, Death or a deity that is perverse who will
|
||
allow his followers to use a spell such as this.
|
||
|
||
The spell is cast when the caster has been struck his death blow. The
|
||
spell cannot be cast if the caster is knocked below his level in
|
||
negative hit points in any one round. The spell can be cast even if the
|
||
caster had already cast a spell in the combat round. It is very
|
||
difficult for the caster not to get the spell off.
|
||
|
||
The effects of the spell occur immediately. The caster has all his or
|
||
her spells memorised, and his level and hit points are doubled for the
|
||
duration of the spell. The caster will not have any more spells than
|
||
his normal level would allow. The caster will fight insanely and attack
|
||
all foe in sight until the spell ends, the caster dies again, the
|
||
caster casts another death warrior spell, or the spell duration ends.
|
||
|
||
When the spell finally ends, the caster immediately dies, and the body
|
||
vanishes, not to be found. The Deity personally collects the soul of
|
||
the caster.
|
||
|
||
The caster will use the spell if he thinks that there is a battle that
|
||
he will not survive in and will thus try to use this spell for a last
|
||
revenge.
|
||
|
||
The caster cannot be brought back to life, but if a group of
|
||
adventurers went and petitioned the Deity of the caster, then the Deity
|
||
may decide to free the casters soul in exchange for a service (a
|
||
suitably long quest will do...).
|
||
|
||
The spell, when cast, causes the caster's holy symbol to destroy itself
|
||
in a dramatic manner (blows up in a flash of light and sound, melts,
|
||
etc.) but causes no other effect. If the spell is to be cast a second
|
||
time, then the caster will require a second symbol.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Henley's Digit of Disruption (Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: 1/2" per level
|
||
Components: V, S
|
||
Duration: Instantaneous
|
||
Casting Time: 7
|
||
Area of Effect: One undead
|
||
Saving Throw: Special
|
||
|
||
This spell is a powerful weapon against undead creatures. When it is
|
||
cast, a thin ray about 1 cm in diameter springs forth from the cleric's
|
||
pointing finger and strikes the selected target. Any undead creature
|
||
so struck must save versus magic or take 6d8 of damage and roll on
|
||
percentile dice as if hit with a Mace of Disruption. If the save is
|
||
made, the affected creature takes 4d8 of damage, with the remaining 2d8
|
||
striking the cleric in a backlash of energy.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Lifeforce (Alteration, Invocation)
|
||
|
||
Sphere: Combat
|
||
Range: 9"
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 8
|
||
Area of Effect: Caster and one target creature
|
||
Saving Throw: None
|
||
|
||
Through the use of this spell, the caster is pitting his lifeforce
|
||
against that of the target creature. This is the pure confrontation of
|
||
two being's will to live. Each rolls 1d20 and adds it to his or its
|
||
current hit points. This can be modified by bless, chant, prayer, ring
|
||
of protection, cloak of protection, luckstone, luck sword, wisdom
|
||
bonus, etc.
|
||
|
||
If the target creature's total is less than 1/2 the caster's total,
|
||
then the target creature is overwhelmed and dies (in this case, the
|
||
caster suffers fatigue equal to 1/2 the target's roll in hit points).
|
||
If the target creature's total is less than the caster's total but more
|
||
than 1/2 the caster's total, then the target is stunned for 2d4 rounds
|
||
(-5 to AC, initiatives, saves, "to hit" and damage rolls) and the
|
||
caster suffers fatigue equal to the difference in totals. If the
|
||
target's total is more than the caster's, then the caster dies and the
|
||
target suffers damage equal to the difference in totals. Fatigue is
|
||
recovered at a rate of 1 hit point per round. The material component
|
||
for this spell is the cleric's holy or unholy symbol, a pair of ivory
|
||
six-sided dice (worth 200 GP) and a drop of the caster's blood.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Razorwind (Alteration, Invocation)
|
||
|
||
Sphere: Combat, Elemental (Air)
|
||
Range: 5 yards per level
|
||
Components: V, S, M
|
||
Duration: Instantaneous
|
||
Casting Time: 8
|
||
Area of Effect: One creature
|
||
Saving Throw: Special
|
||
|
||
By means of this spell, the caster brings about a transformation of the
|
||
air about himself, "compressing" large volumes of it into a minute area
|
||
and sending it at a target. Though this wind has no actual "edge," it
|
||
is highly effective when it strikes its target, causing 1d8 points of
|
||
damage per level of the caster. In addition, the victim of the
|
||
Razorwind must make a saving throw vs. Rods or an extremity will be
|
||
severed (as per a blow from a Sword of Sharpness)! This saving throw
|
||
is modified by "+1" for each plus of magical armour the target is
|
||
wearing (only armour: not shields, rings, bracers, etc). In addition
|
||
persons wearing plate mail or better receive an extra "+1" on the
|
||
saving roll.
|
||
|
||
Because such a large volume of air is needed to create the Razorwind,
|
||
this spell can only be cast outdoors or in a chamber of vast size (DM's
|
||
discretion). If it is cast in a smaller, confined area (e.g., indoors
|
||
or underground passage), it will not function and everyone in the area
|
||
will suffer a momentary loss of air.
|
||
|
||
The material components for this spell are the holy symbol of the
|
||
caster, a bloodstone, and a small, flat piece of steel.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
Treegrowth (Alteration)
|
||
|
||
Sphere: Plant
|
||
Range: Touch
|
||
Components: V, S, M
|
||
Duration: Permanent
|
||
Casting Time: 7 rounds
|
||
Area of Effect: One HD per level, one creature, or one building
|
||
Saving Throw: Negates
|
||
|
||
Causes a plant of desired type to start growing upon the target, which
|
||
can be a person, building.. whatever. This plant shall feed on the life
|
||
force of the target creature, or if cast on something that has none,
|
||
then on whatever other energy it can find and use.
|
||
|
||
If the target is a building, then the plant shall simply grow
|
||
in/on/around it, possibly causing structural damage, as specified by
|
||
the cleric. It takes seven hours for the plant to grow to full size, so
|
||
this spell shall not work as an Instant Ladder. It can, on the other
|
||
hand, be used to hide an entrance or make a treasure cache quite
|
||
undetectable.
|
||
|
||
If the target is a creature with life force (or other energy, undeads
|
||
and golems are not immune), the plant shall feed on the life force of
|
||
the target creature, draining one level of energy until the target is
|
||
dropped to -1 hit dice, and dies. The abilities fall as fast as the hit
|
||
dice. So, a ninth level character with strength 18 and intelligence 9
|
||
would lose 2 points of strength, 1 hit die, and 1 point of
|
||
intelligence, among other things, for nine rounds, and then die. The
|
||
corpse of the target creature shall then turn into parts of the plant.
|
||
For this, Raise Dead etc. is not possible, having intelligence zero
|
||
makes Speak with Dead impossible. On the other hand, such a victim can
|
||
Reincarnate, and Talk with Plants is not hindered, as the mind remains
|
||
within the plant.
|
||
|
||
This is a spell that is very seldom used by druids because of its long
|
||
casting time and obvious evilness. It is used on old druids that feel
|
||
that their life is at an end and wish to live on in the grove, or as a
|
||
partial retribution on those who destroy plant life needlessly or
|
||
violate any dryad, supposing either is within the protection of a
|
||
druid.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====Earth's Dreamlands=====-----
|
||
(313)558-5024 - Supra 14.4 - Sysop: Gug
|
||
A Game Master Support BBS
|
||
RPG, Homebrew Beer, & Fiction Text
|
||
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
|
||
|
||
Well,
|
||
|
||
|
||
I hope you've enjoyed the ASCII Net Prayerbook.
|
||
|
||
Anyway, I'm in the process of compiling the same kind of files for the
|
||
occasional Wizard, and I would like to ask you all out there to send me
|
||
every spell you've got for them (don't hesitate to post them if you
|
||
think that's more convenient than e-mailing).
|
||
|
||
Also, any feedback the former files is more than welcome, especially
|
||
comments on the lay-out or on the level the several prayers were listed
|
||
in.
|
||
|
||
Also, if you have any more clerical spells, which I can add to the
|
||
list, please e-mail them to me or post them, so that they can be
|
||
included in my next ASCII Net Prayerbook update.
|
||
|
||
|
||
Boudewijn Wayers.
|
||
|