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Animal
Friendship (Enchantment/Charm) Sphere:
Animal Range:
10 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 hr. Area
of Effect: 1 animal
Saving Throw: Neg.
By means of this spell, the caster is able to show any animal of animal
intelligence to semi-intelligence (i.e., Intelligence 1-4) that he desires
friendship. If the animal does not roll a successful saving throw vs. spell
immediately when the spell is begun, it stands quietly while the caster finishes
the spell. Thereafter, it follows the caster about. The spell functions only if
the caster actually wishes to be the animal's friend. If the caster has ulterior
motives, the animal always senses them (for example, the caster intends to eat
the animal, send it ahead to set off traps, etc.).
The caster can teach the befriended animal three specific tricks or tasks
for each point of Intelligence it possesses. Typical tasks are those taught to a
dog or similar pet (i.e., they cannot be complex). Training for each such trick
must be done over a period of one week, and all must be done within three months
of acquiring the creature. During the three-month period, the animal will not
harm the caster, but if the creature is left alone for more than a week, it will
revert to its natural state and act accordingly.
The caster can use this spell to attract up to 2 Hit Dice of animal(s)
per experience level he possesses. This is also the maximum total Hit Dice of
the animals that can be attracted and trained at one time: no more than twice
the caster's experience level. Only unaligned animals can be attracted,
befriended, and trained.
The material components of this spell are the caster's holy symbol and a
piece of food liked by the animal. Bless
(Conjuration/Summoning) Reversible Sphere:
All Range:
60 yds.
Components: V, S, M Duration:
6 rds.
Casting Time: 1 rd. Area
of Effect: 50-ft. cube
Saving Throw: None
Upon uttering the bless spell, the caster raises the morale of
friendly creatures and any saving throw rolls they make against fear
effects by +1. Furthermore, it raises their attack dice rolls by +1. A blessing,
however, affects only those not already engaged in melee combat. The caster
determines at what range (up to 60 yards) he will cast the spell. At the instant
the spell is completed, it affects all creatures in a 50-foot cube centered on
the point selected by the caster (thus, affected creatures leaving the area are
still subject to the spell's effect; those entering the area after the casting
is completed are not).
A second use of this spell is to bless a single item (for example, a
crossbow bolt for use against a rakshasa). The weight of the item is limited to
one pound per caster level and the effect lasts until the item is used or the
spell duration ends.
Multiple bless spells are not cumulative. In addition to the
verbal and somatic gesture components, the bless spell requires holy
water.
This spell can be reversed by the priest to a curse spell that,
when cast upon enemy creatures, lowers their morale and attack rolls by -1. The
curse requires the sprinkling of unholy water. Combine
(Evocation) Sphere:
All Range:
Touch
Components: V, S Duration:
Special
Casting Time: 1 rd. Area
of Effect: Circle of priests
Saving Throw: None
Using this spell, three to five priests combine their abilities so that
one of them casts spells and turns undead at an enhanced level. The
highest-level priest (or one of them, if two or more are tied for highest)
stands alone, while the others join hands in a surrounding circle. The central
priest casts the combine spell. He temporarily gains one level for each
priest in the circle, up to a maximum gain of four levels. The level increase
affects turning undead and spell details that vary with the caster's level. Note
that the central priest gains no additional spells and that the group is limited
to his currently memorized spells.
The encircling priests must concentrate on maintaining the combine
effect. They lose all Armor Class bonuses for shield and Dexterity. If any of
them has his concentration broken, the combine spell ends immediately. If
the combine spell is broken while the central priest is in the act of
casting a spell, that spell is ruined just as if the caster were disturbed.
Spells cast in combination have the full enhanced effect, even if the combine is
broken before the duration of the enhanced spell ends. Note that the combination
is not broken if only the central caster is disturbed. Command
(Enchantment/Charm) Sphere:
Charm Range:
30 yds.
Component: V Duration:
1 rd.
Casting Time: 1 Area
of Effect: 1 creature
Saving Throw: None
This spell enables the priest to command another creature with a single
word. The command must be uttered in a language understood by the creature. The
subject will obey to the best of his/its ability only as long as the command is
absolutely clear and unequivocal; thus, a command of "Suicide!" is
ignored. A command to "Die!" causes the creature to fall in a faint or
cataleptic state for one round, but thereafter the creature revives and is alive
and well. Typical commands are back, halt, flee, run, stop, fall, go, leave,
surrender, sleep, rest, etc. No command affects a creature for more than one
round; undead are not affected at all. Creatures with Intelligence of 13 (high)
or more, or those with 6 or more Hit Dice (or experience levels) are entitled to
a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher
Intelligence and 6 Hit Dice/levels get only one saving throw!) Create
Water (Alteration) Reversible Sphere:
Elemental (Water) Range:
30 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: Up to 27 cu. ft.
Saving Throw: None
When the priest casts a create water spell, up to four gallons of
water are generated for every experience level of the caster (for example, a
2nd-level priest creates up to 8 gallons of water, a 3rd-level priest up to 12
gallons, etc.). The water is clean and drinkable (it is just like rain water).
The created water can be dispelled within a round of its creation; otherwise,
its magic fades, leaving normal water that can be used, spilled, evaporated,
etc. The reverse of the spell, destroy water, obliterates without trace
(no vapor, mist, fog, or steam) a like quantity of water. Water can be created
or destroyed in an area as small as will actually contain the liquid, or in an
area as large as 27 cubic feet (1 cubic yard).
Note that water can neither be created nor destroyed within a creature.
For reference purposes, water weighs about 8 ½ pounds per gallon, and a cubic
foot of water weighs approximately 64 pounds.
The create water spell requires at least a drop of water; the destroy
water spell, at least a pinch of dust. Cure
Light Wounds (Necromancy) Reversible Sphere:
Healing Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 5 Area
of Effect: Creature touched
Saving Throw: None
When casting this spell and laying his hand upon a creature, the priest
causes 1d8 points of wound or other injury damage to the creature's body to be
healed. This healing cannot affect creatures without corporeal bodies, nor can
it cure wounds of creatures not living or of extraplanar origin.
The reverse of the spell, cause light wounds, operates in the same
manner, inflicting 1d8 points of damage. If a creature is avoiding this touch,
an attack roll is needed to determine if the priest's hand strikes the opponent
and causes such a wound.
Curing is permanent only insofar as the creature does not sustain further
damage; caused wounds will heal--or can be cured--just as any normal injury. Detect
Evil (Divination) Reversible Sphere:
All Range:
0
Components: V, S, M Duration:
1 turn + 5 rds./level
Casting Time: 1 rd. Area
of Effect: 10 ft. x 120 yds.
Saving Throw: None
This spell discovers emanations of evil, or of good in the case of the
reverse spell, from any creature, object, or area. Character alignment, however,
is revealed only under unusual circumstances: characters who are strongly
aligned, who do not stray from their faith, and who are of at least 9th level
might radiate good or evil if intent upon appropriate actions. Powerful
monsters, such as rakshasas or ki-rin, send forth emanations of evil or good,
even if polymorphed. Aligned undead radiate evil, for it is this power and
negative force that enable them to continue existing. An evilly cursed object or
unholy water radiates evil, but a hidden trap or an unintelligent viper does
not.
The degree of evil (dim, faint, moderate, strong, or overwhelming) and
possibly its general nature (expectant, malignant, gloating, etc.) can be noted.
If the evil is overwhelming, the priest has a 10% chance per level of detecting
its general bent (lawful, neutral, or chaotic). The duration of a detect evil
(or detect good) spell is one turn plus five rounds per level of the
priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a
2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a
path of detection 10 feet wide in the direction the priest is facing. The priest
must concentrate--stop, have quiet, and intently seek to detect the aura--for at
least one round to receive a reading.
The spell requires the use of the priest's holy symbol as its material
component, with the priest holding it before him. Detect
Magic (Divination) Sphere:
Divination Range:
0
Components: V, S, M Duration:
1 turn
Casting Time: 1 rd. Area
of Effect: 10 ft. x 30 yds.
Saving Throw: None
When the detect magic spell is cast, the priest detects magical
radiations in a path 10 feet wide and up to 30 yards long, in the direction he
is facing. The intensity of the magic can be detected (dim, faint, moderate,
strong, or overwhelming). The caster has a 10% chance per level to determine the
sphere of the magic, but unlike the wizard version of the spell, the type of
magic (alteration, conjuration, etc.) cannot be divined. The caster can turn,
scanning a 60 arc per round. The
spell is blocked by solid stone at least 1 foot thick, solid metal at least 1
inch thick, or solid wood at least 1 yard thick.
The spell requires the use of the priest's holy symbol. Detect
Poison (Divination) Sphere:
Divination Range:
0
Components: V, S, M
Duration:
1 turn + 1 rd./level
Casting Time: 4 Area
of Effect: Special
Saving Throw: None This spell enables the priest to determine if
an object has been poisoned or is poisonous. One object, or one 5-foot cubic
mass, can be checked per round. The priest has a 5% chance per level of
determining the exact type of poison.
The material component is a strip of specially blessed vellum, which
turns black if poison is present. Detect
Snares & Pits (Divination) Sphere:
Divination Range:
0
Components: V, S, M Duration:
4 rds./level
Casting Time: 4 Area
of Effect: 10 x 40 ft.
Saving Throw: None
Upon casting this spell, the caster is able to detect snares, pits,
deadfalls and similar hazards along a path 10 feet wide and 40 feet long. Such
hazards include simple pits, deadfalls, snares of wilderness creatures (for
example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps
constructed of natural materials (mantraps, missile trips, hunting snares,
etc.). The spell is directional--the caster must face the desired direction to
determine if a pit exists or a trap is laid in that direction. The caster
experiences a feeling of danger from the direction of a detected hazard, which
increases as the danger is approached. The caster learns the general nature of
the danger (pit, snare, or deadfall) but not its exact operation, nor how to
disarm it. Close examination, however, enables the caster to sense what intended
actions might trigger it. The spell detects certain natural hazards--quicksand
(snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other
hazards, such as a cavern that floods during rain, an unsafe construction, or a
naturally poisonous plant, are not revealed. The spell does not detect magical
traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level
spell trip and the 3rd-level spell snare), nor those that are
mechanically complex, nor those that have been rendered safe or inactive.
The caster must have his holy symbol to complete the spell. Endure
Cold/Endure Heat (Alteration) Sphere:
Protection Range:
Touch
Components: V, S Duration:
1 ½ hrs./level
Casting Time: 1 rd. Area
of Effect: Creature touched
Saving Throw: None
The creature receiving this spell is protected from normal extremes of
cold or heat (depending on which application the priest selects at the time of
casting). The creature can stand unprotected in temperatures as low as -30
F. or as high as 130 F.
(depending on application) with no ill effect. Temperatures beyond these limits
inflict 1 point of damage per hour of exposure for every degree beyond the
limit. The spell is immediately cancelled if the recipient is affected by any
non-normal heat or cold, such as magic, breath weapons, and so on. The
cancellation occurs regardless of the application and regardless of whether a
heat or cold effect hits the character (for example, an endure cold spell
is cancelled by magical heat or fire as well as by magical cold). The recipient
of the spell does not suffer the first 10 points of damage (after any applicable
saving throws) from the heat or cold during the round in which the spell is
broken. The spell ends instantly if either resist fire or resist cold
is cast upon the recipient. Entangle
(Alteration) Sphere:
Plant Range:
80 yds.
Components: V, S, M Duration:
1 turn
Casting Time: 4 Area
of Effect: 40-ft. cube
Saving Throw: ½
By means of this spell, the caster is able to cause plants in the area of
effect to entangle creatures within the area. The grasses, weeds, bushes, and
even trees wrap, twist, and entwine about the creatures, holding them fast for
the duration of the spell. Any creature entering the area is subject to this
effect. A creature that rolls a successful saving throw vs. spell can escape the
area, moving at only 10 feet per round until out of the area. Exceptionally
large (gargantuan) or strong creatures may suffer little or no distress from
this spell, at the DM's option, based on the strength of the entangling plants.
The material component is the caster's holy symbol. Faerie
Fire (Alteration) Sphere:
Weather Range:
80 yds.
Component: V, M Duration:
4 rds./level
Casting Time: 4 Area
of Effect: 10 sq. ft/level
Saving Throw: None within
a 40-ft. radius
This spell enables the caster to outline one or more objects or creatures
with a pale glowing light. The number of subjects outlined depends upon the
number of square feet the caster can affect. Sufficient footage enables several
objects or creatures to be outlined by the faerie fire spell, but one
must be fully outlined before the next is begun, and all must be within the area
of effect. Outlined objects or creatures are visible at 80 yards in the dark and
40 yards if the viewer is near a bright light source. Outlined creatures are
easier to strike; thus, opponents gain a +2 bonus to attack rolls in darkness
(including moonlit nights) and a +1 bonus in twilight or better. Note that
outlining can render otherwise invisible creatures visible. However, it cannot
outline noncorporeal, ethereal, or gaseous creatures. Nor does the light come
anywhere close to sunlight. Therefore, it has no special effect on undead or
dark-dwelling creatures. The faerie fire can be blue, green, or violet according
to the word of the caster at the time of casting. The faerie fire does not cause
any harm to the object or creature thus outlined.
The material component is a small piece of foxfire. Invisibility
to Animals (Alteration) Sphere:
Animal Range:
Touch
Components: S, M Duration:
1 turn + 1 rd./level
Casting Time: 4 Area
of Effect: 1 creature/level
Saving Throw: None
When an invisibility to animals spell is cast, the creature
touched becomes totally undetectable by normal animals with Intelligences under
6. Normal animals includes giant-sized varieties, but it excludes any with
magical abilities or powers. The enchanted individual is able to walk among such
animals or pass through them as if he did not exist. For example, this
individual could stand before the hungriest of lions or a tyrannosaurus rex and
not be molested or even noticed. However, a nightmare, hell hound, or winter
wolf would certainly be aware of the individual. For every level the caster has
achieved, one creature can be rendered invisible. Any recipient attacking while
this spell is in effect ends the spell immediately (for himself only).
The material component of this spell is holly rubbed over the recipient. Invisibility
to Undead (Abjuration) Sphere:
Necromantic Range:
Touch
Components: V, S, M
Duration:
6 rds.
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: Special
This spell causes affected undead to lose track of and ignore the warded
creature for the duration of the spell. Undead of 4 or fewer Hit Dice are
automatically affected, but those with more Hit Dice receive a saving throw vs.
spell to avoid the effect. Note that a priest protected by this spell cannot
turn affected undead. The spell ends immediately if the recipient makes any
attack, although casting spells such as cure light wounds, augury, or chant
does not end the ward.
The material component is the priest's holy symbol. Light
(Alteration) Reversible Sphere:
Sun Range:
120 yds.
Components: V, S Duration:
1 hr. + 1 turn/level
Casting Time: 4 Area
of Effect: 20-ft.-radius globe
Saving Throw: Special
This spell causes a luminous glow within 20 feet of the spell's center.
The area of light thus caused is equal in brightness to torchlight. Objects in
darkness beyond this sphere can be seen, at best, as vague and shadowy shapes.
The spell is centered on a point selected by the caster, and he must have a line
of sight or unobstructed path to that point when the spell is cast. Light can
spring from air, rock, metal, wood, or almost any similar substance. The effect
is immobile unless it is specifically centered on a movable object or mobile
creature. If this spell is cast upon a creature, any applicable magic resistance
and saving throws must be rolled. Successful resistance negates the spell, while
a successful saving throw indicates that the spell is centered immediately
behind the creature, rather than upon the creature itself. A light spell
centered on the visual organs of a creature blinds it, reducing its attack and
saving throw rolls by 4 and worsening its Armor Class by 4. The caster can
extinguish the light at any time by uttering a single word. Light spells
are not cumulative--multiple castings do not provide a brighter light.
The spell is reversible, causing darkness in the same area and under the
same conditions as the light spell, but with half the duration. Magical
darkness is equal to that of an unlit interior room--pitch darkness. Any normal
light source or magical light source of lesser intensity than full daylight does
not function in magical darkness. A darkness spell cast directly against
a light spell cancels both, and vice versa. Locate
Animals or Plants (Divination) Sphere:
Divination (Animal, Plant) Range:
100 yds. + 20 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 1 rd. Area
of Effect: 20 yds./level x 20 ft.
Saving Throw: None The caster can find the direction and
distance of any one type of animal or plant he desires. The caster, facing in a
direction, thinks of the animal or plant, and then knows if any such animal or
plant is within range. If so, the exact distance and approximate number present
is learned. During each round of the spell's duration, the caster can face in
only one direction (i.e., only a 20-foot-wide path can be known). The spell
lasts one round per level of experience of the caster, while the length of the
path is 100 yards plus 20 yards per level of experience. (At the DM's option,
some casters may be able to locate only those animals [or plants] associated
closely with their own mythos.)
While the exact chance of locating a specific type of animal or plant
depends on the details and circumstances of the locale, the general frequency of
the subject can be used as a guideline: common = 50%, uncommon = 30%, rare =
15%, and very rare = 5%. Most herbs grow in temperate regions, while most spices
grow in tropical regions. Most plants sought as spell components or for magical
research are rare or very rare. The results of this spell are always determined
by the DM.
The material component is the caster's holy symbol. Magical
Stone (Enchantment) Sphere:
Combat Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 4 Area
of Effect: 3 pebbles
Saving Throw: None
By using this spell, the priest can temporarily enchant up to three small
pebbles, no larger than sling bullets. The magical stones can then be hurled or
slung at an opponent. If hurled, they can be thrown up to 30 yards, and all
three can be thrown in one round. The character using them must roll normally to
hit, although the magic of the stones enables any character to be proficient
with them. The stones are considered +1 weapons for determining if a creature
can be struck (those struck only by magical weapons, for instance), although
they do not have an attack or damage bonus. Each stone that hits inflicts 1d4
points of damage (2d4 points against undead). The magic in each stone lasts only
for half an hour, or until used.
The material components are the priest's holy symbol and three small
pebbles, unworked by tools or magic of any type. Pass
Without Trace (Enchantment/Charm) Sphere:
Plant Range:
Touch
Components: V, S, M Duration:
1 turn/level
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: None
When this spell is cast, the recipient can move through any type of
terrain--mud, snow, dust, etc.--and leave neither footprints nor scent. The area
that is passed over radiates magic for 1d6 turns after the affected creature
passes. Thus, tracking a person or other creature covered by this spell is
impossible by normal means. Of course, intelligent tracking techniques, such as
using a spiral search pattern, can result in the trackers picking up the trail
at a point where the spell has worn off.
The material component of this spell is a sprig of pine or evergreen,
which must be burned and the ashes powdered and scattered when the spell is
cast. Protection
From Evil (Abjuration) Reversible Sphere:
Protection Range:
Touch
Components: V, S, M Duration:
3 rds./level
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: None
When this spell is cast, it creates a magical barrier around the
recipient at a distance of 1 foot. The barrier moves with the recipient and has
three major effects:
First, all attacks made by evil or evilly enchanted creatures against the
protected creature receive a penalty of -2 to each attack roll, and any saving
throws caused by such attacks are made by the protected creature with a +2
bonus.
Second, any attempt to exercise mental control over the protected
creature (if, for example, it has been charmed by a vampire) or to invade and
take over its mind (as by a ghost's magic jar attack) is blocked by this spell.
Note that the protection does not prevent a vampire's charm itself, nor end it,
but it does prevent the vampire from exercising mental control through the
barrier. Likewise, an outside life force is merely kept out, and would not be
expelled if in place before the protection was cast.
Third, the spell prevents bodily contact by creatures of an extraplanar
or conjured nature (such as aerial servants, elementals, imps, invisible
stalkers, salamanders, water weirds, xorn, and others). This causes the natural
(body) weapon attacks of such creatures to fail and the creature to recoil if
such attacks require touching the protected creature. Animals or monsters
summoned or conjured by spells or similar magic are likewise hedged from the
character. This protection ends if the protected character makes a melee attack
against or tries to force the barrier against the blocked creature.
To complete this spell, the priest uses holy water or burning incense.
This spell can be reversed to become protection from good, with
the second and third benefits remaining unchanged.
The material components for the reverse are a circle of unholy water or
smoldering dung. Purify
Food & Drink (Alteration) Reversible Sphere:
All Range:
30 yds.
Components: V, S Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: 1 cu. ft./level,
Saving Throw: None in
10 sq. ft.
When cast, this spell makes spoiled, rotten, poisonous, or otherwise
contaminated food and water pure and suitable for eating and drinking. Up to 1
cubic foot of food and drink per level can be thus made suitable for
consumption. This spell does not prevent subsequent natural decay or spoilage.
Unholy water and similar food and drink of significance is spoiled by purify
food and drink, but the spell has no effect on creatures of any type nor
upon magical potions.
The reverse of the spell is putrefy food and drink. This spoils
even holy water; however, it likewise has no effect upon creatures or potions. Remove
Fear (Abjuration) Reversible Sphere:
Charm Range:
10 yds.
Components: V, S Duration:
Special
Casting Time: 1 Area
of Effect: 1 creature/4 levels
Saving Throw: Special
The priest casting this spell instills courage in the spell recipient,
raising the creature's saving throw rolls against magical fear attacks by
+4 for one turn. If the recipient has recently (that day) failed a saving throw
against such an attack, the spell immediately grants another saving throw, with
a +4 bonus to the die roll. For every four levels of the caster, one creature
can be affected by the spell (one creature at levels 1 through 4, two creatures
at levels 5 through 8, etc.).
The reverse of the spell, cause fear, causes one creature to flee
in panic at maximum movement speed away from the caster for 1d4 rounds. A
successful saving throw against the reversed effect negates it, and any Wisdom
adjustment also applies. Of course, cause fear can be automatically
countered by remove fear and vice versa.
Neither spell has any effect on undead of any sort. Sanctuary
(Abjuration) Sphere:
Protection Range:
Touch
Components: V, S, M Duration:
2 rds. + 1 rd./level
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: None
When the priest casts a sanctuary spell, any opponent attempting
to strike or otherwise directly attack the protected creature must roll a saving
throw vs. spell. If the saving throw is successful, the opponent can attack
normally and is unaffected by that casting of the spell. If the saving throw is
failed, the opponent loses track of and totally ignores the warded creature for
the duration of the spell. Those not attempting to attack the subject remain
unaffected. Note that this spell does not prevent the operation of area attacks
(fireball, ice storm, etc.). While protected by this spell, the subject cannot
take direct offensive action without breaking the spell, but may use nonattack
spells or otherwise act in any way that does not violate the prohibition against
offensive action. This allows a warded priest to heal wounds, for example, or to
bless, perform an augury, chant, cast a light in the area (but not upon an
opponent), and so on.
The components of the spell include the priest's holy symbol and a small
silver mirror. Shillelagh
(Alteration) Sphere:
Combat, Plant Range:
Touch
Components: V, S, M Duration:
4 rds. + 1 rd./level
Casting Time: 2 Area
of Effect: 1 oak club
Saving Throw: None
This spell enables the caster to change his own oak cudgel or unshod
staff into a magical weapon that gains a +1 bonus to its attack roll and
inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of
damage on larger opponents. The spell inflicts no damage to the staff or cudgel.
The caster must wield the shillelagh, of course.
The material components of this spell are a shamrock leaf and the
caster's holy symbol. |