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Aid
(Necromancy,
Conjuration) Sphere:
Necromantic Range:
Touch
Components: V, S, M Duration:
1 rd. + 1 rd./level
Casting Time: 5 Area
of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains the benefit of a bless spell (+1
to attack rolls and saving throws) and a special bonus of 1d8 additional hit
points for the duration of the spell. The aid spell enables the recipient
to actually have more hit points than his full normal total. The bonus hit
points are lost first when the recipient takes damage; they cannot be regained
by curative magic.
For example, a 1st-level fighter has 8 hit points, suffers 2 points of
damage (8-2 = 6), and then receives an aid spell that gives 5 additional
hit points. The fighter now has 11 hit points, 5 of which are temporary. If he
is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit
points are lost. He then receives a cure light wounds spell that heals 4
points of damage, restoring him to his original 8 hit points.
Note that the operation of the spell is unaffected by permanent hit point
losses due to energy drain, Hit Die losses, the loss of a familiar, or the
operation of certain artifacts; the temporary hit point gain is figured from the
new, lower total.
The material components of this spell are a tiny strip of white cloth
with a sticky substance (such as tree sap) on the ends, plus the priest's holy
symbol. Augury
(Divination) Sphere:
Divination Range:
0
Components: V, S, M Duration:
Special
Casting Time: 2 rds. Area
of Effect: Special
Saving Throw: None
The priest casting an augury spell seeks to divine whether an
action in the immediate future (within one-half hour) will benefit or harm the
party. For example, if a party is considering the destruction of a weird seal
that closes a portal, an augury spell can be used to find if weal or woe
will be the immediate result. If the spell is successful, the DM yields some
indication of the probable outcome: "weal," "woe," or
possibly a cryptic puzzle or rhyme. The base chance for receiving a meaningful
reply is 70%, plus 1% for each level of the priest casting the spell; for
example, 71% at 1st level, 72% at 2nd, etc. Your DM determines any adjustments
for the particular conditions of each augury.
For example, if the question is "Will we do well if we venture to
the third level?" and a terrible troll guarding 10,000 sp and a shield
+1 lurks near the entrance to the level (which the DM estimates the party
could beat after a hard fight), the augury might be: "Great risk brings
great reward." If the troll is too strong for the party, the augury might
be: "Woe and destruction await!" Likewise, a party casting several
auguries about the same action in quick succession might receive identical
answers, regardless of the dice rolls.
The material component for an augury spell is a set of gem-inlaid
sticks, dragon bones, or similar tokens of at least 1,000 gp value (which are
not expended in casting). Barkskin
(Alteration) Sphere:
Protection, Plant Range:
Touch
Components: V, S, M Duration:
4 rds. + 1 rd./level
Casting Time: 5 Area
of Effect: 1 creature
Saving Throw: None
When a priest casts the barkskin spell upon a creature, its skin
becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for
every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at
8th, and so on. This spell does not function in combination with normal armor or
any magical protection. In addition, saving throw rolls vs. all attack forms
except magic gain a +1 bonus. This spell can be placed on the caster or on any
other creature he touches.
In addition to his holy symbol, the caster must have a handful of bark
from an oak as the material component for the spell. Chant
(Conjuration/Summoning) Sphere:
Combat Range:
0
Components: V, S Duration:
Time of chanting
Casting Time: 2 rds. Area
of Effect: 30-ft. radius
Saving Throw: None
By means of the chant spell, the priest brings special favor upon
himself and his party, and causes harm to his enemies. When the chant
spell is completed, all attack and damage rolls and saving throws made by those
in the area of effect who are friendly to the priest gain +1 bonuses, while
those of the priest's enemies suffer -1 penalties. This bonus/penalty continues
as long as the caster continues to chant the mystic syllables and is stationary.
However, an interruption (such as an attack that succeeds and causes damage,
grappling with the chanter, or a silence spell) breaks the spell.
Multiple chants are not cumulative; however, if the 3rd-level prayer
spell is spoken while a priest of the same religious persuasion (not merely
alignment) is chanting, the effect is increased to +2 and -2. Charm
Person or Mammal (Enchantment/Charm) Sphere:
Animal Range:
80 yds.
Components: V, S Duration:
Special
Casting Time: 5 Area
of Effect: 1 person or mammal
Saving Throw: Neg.
This spell affects any single person or mammal it is cast upon. The
creature then regards the caster as a trusted friend and ally to be heeded and
protected. The term person includes any bipedal human, demihuman or
humanoid of man size or smaller, including brownies, dryads, dwarves, elves,
gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans,
kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.
Thus, a 10th-level fighter is included, while an ogre is not.
The spell does not enable the caster to control the charmed creature as
if it were an automaton, but any word or action of the caster is viewed in the
most favorable way. Thus, a charmed creature would not obey a suicide command,
but might believe the caster if assured that the only chance to save the
caster's life is for the creature to hold back an onrushing red dragon for
"just a minute or two" and if the charmed creature's view of the
situation suggests that this course of action still allows a reasonable chance
of survival.
The subject's attitudes and priorities are changed with respect to the
caster, but basic personality and alignment are not. A request that a victim
make itself defenseless, give up a valued item, or even use a charge from a
valued item (especially against former associates or allies) might allow an
immediate saving throw to see if the charm is thrown off. Likewise, a charmed
creature does not necessarily reveal everything it knows or draw maps of entire
areas. Any request may be refused, if such refusal is in character and does not
directly harm the caster. The victim's regard for the caster does not
necessarily extend to the caster's friends or allies. The victim does not react
well to the charmer's allies making suggestions such as, "Ask him this
question. . .," nor does the charmed creature put up with verbal or
physical abuse from the charmer's associates, if this is out of character.
Note also that the spell does not empower the caster with linguistic
capabilities beyond those he normally has. The duration of the spell is a
function of the charmed creature's Intelligence, and it is tied to the saving
throw. A successful saving throw breaks the spell. This saving throw is checked
on a periodic basis according to the creature's Intelligence, even if the caster
has not overly strained the relationship. Intelligence
Score
Period Between Checks
3
or less
3 months 4-6
2 months 7-9
1 month 10-12
3 weeks 13-14
2 weeks 15-16
1 week 17
3 days 18
2 days 19
or more
1 day
If the caster harms, or attempts to harm, the charmed creature by some
overt action, or if a dispel magic spell is successfully cast upon the
charmed creature, the charm is broken automatically.
If the subject of the charm person/charm mammal spell successfully
rolls its saving throw vs. the spell, the effect is negated.
This spell, if used in conjunction with the animal friendship
spell, can keep the animal near the caster's home base, if the caster must leave
for an extended period. Detect
Charm (Divination) Reversible Sphere:
Divination Range:
30 yds.
Components: V, S Duration:
1 turn
Casting Time: 1 rd. Area
of Effect: 1 creature/rd.
Saving Throw: Neg.
When used by a priest, this spell can detect if a person or monster is
under the influence of a charm spell, or similar control such as hypnosis,
suggestion, beguiling, possession, etc. The creature rolls a saving throw
vs. spell and, if successful, the caster learns nothing about that particular
creature from the casting. A caster who learns that a creature is being
influenced has a 5% chance per level to determine the exact type of influence.
Up to 10 different creatures can be checked before the spell wanes. If the
creature is under more than one such effect, only the information that the
charms exist is gained. The type (since there are conflicting emanations) is
impossible to determine.
The reverse of the spell, undetectable charm, completely masks all
charms on a single creature for 24 hours. Dust
Devil (Conjuration/Summoning) Sphere:
Elemental (Air) Range:
30 yds.
Components: V, S Duration:
2 rds./level
Casting Time: 2 rds. Area
of Effect: 5 x 4 ft. cone
Saving Throw: None
This spell enables a priest to conjure up a weak air elemental--a dust
devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of
damage--which can be hit by normal weapons. The dust devil appears as a small
whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at
the top. It moves as directed by the priest, but dissipates if it is ever
separated from the caster by more than 30 yards. Its winds are sufficient to put
out torches, small campfires, exposed lanterns, and other small, open flames of
nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous
form at bay or push it away from the caster (though it cannot damage or disperse
such a cloud). If skimming along the ground in an area of loose dust, sand, or
ash, the dust devil picks up those particles and disperses them in a
10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and
creatures caught within are blinded while inside and for one round after they
emerge. A spellcaster caught in the dust devil or its cloud while casting must
make a saving throw vs. spell to keep his concentration, or the spell is ruined.
Any creature native to the Elemental Plane of Air--even another dust devil--can
disperse a dust devil with a single hit. Enthrall
(Enchantment/Charm) Sphere:
Charm Range:
0
Components: V, S Duration:
Special
Casting Time: 1 rd. Area
of Effect: 90-ft. radius
Saving Throw: Neg.
A priest using this spell can enthrall an audience that can fully
understand his language. Those in the area of effect must successfully save vs.
spell or give the caster their undivided attention, totally ignoring their
surroundings. Those of a race or religion unfriendly to the caster's have a +4
bonus to the roll. Any Wisdom adjustment also applies. Creatures with 4 or more
levels or Hit Dice, or with a Wisdom of 16 or better, are unaffected.
To cast the spell, the caster must speak without interruption for a full
round. Thereafter, the enchantment lasts as long as the priest speaks, to a
maximum of one hour. Those enthralled take no action while the priest speaks,
and for 1d3 rounds thereafter while they discuss the matter. Those entering the
area of effect must also successfully save vs. spell or become enthralled. Those
not enthralled are 50% likely every turn to hoot and jeer in unison. If there is
excessive jeering, the rest are allowed a new saving throw. The speech ends (but
the 1d3 round delay still applies) if the priest is successfully attacked or
performs any action other than speaking.
If the audience is attacked, the spell ends and the audience reacts
immediately, rolling a reaction check with respect to the source of the
interruption, at a penalty of -10.
Note: When handling a large number of saving throws for similar
creatures, the DM can assume an average to save time; for example, a crowd of 20
men with a base saving throw of 16 (25% success chance) will have 15 men
enthralled and five not. Find
Traps (Divination) Sphere:
Divination Range:
0
Components: V, S Duration:
3 turns
Casting Time: 5 Area
of Effect: 10 ft. x 30 yds.
Saving Throw: None
When a priest casts a find traps spell, all traps--concealed
normally or magically--of magical or mechanical nature become apparent to him.
Note that this spell is directional, and the caster must face the desired
direction in order to determine if a trap is laid in that particular direction.
A trap is any device or magical ward that meets three criteria: it can
inflict a sudden or unexpected result, the spellcaster would view the result as
undesirable or harmful, and the harmful or undesirable result was specifically
intended as such by the creator. Thus, traps include alarms, glyphs, and similar
spells or devices.
The caster learns the general nature of the trap (magical or mechanical)
but not its exact effect, nor how to disarm it. Close examination will, however,
enable the caster to sense what intended actions might trigger it. Note that the
caster's divination is limited to his knowledge of what might be unexpected and
harmful. The spell cannot predict actions of creatures (hence, a concealed
murder hole or ambush is not a trap), nor are natural hazards considered traps
(a cavern that floods during a rain, a wall weakened by age, a naturally
poisonous plant, etc.). If the DM is using specific glyphs or sigils to identify
magical wards (see the 3rd-level spell glyph of warding), this spell
shows the form of the glyph or mark. The spell does not detect traps that have
been disarmed or are otherwise inactive. Fire
Trap (Abjuration,
Evocation) Sphere:
Elemental (Fire) Range:
Touch
Components: V, S, M Duration:
Permanent until discharged
Casting Time: 1 turn Area
of Effect: Object touched
Saving Throw: ½
Any closeable item (book, box, bottle, chest, coffer, coffin, door,
drawer, and so forth) can be warded by a fire trap spell. The spell is
centered on a point selected by the spellcaster. The item so trapped cannot have
a second closure or warding spell placed upon it. A knock spell cannot
affect a fire trap in any way--as soon as the offending party opens the item,
the trap discharges. As with most magical traps, a thief has only half his
normal find traps score to detect a fire trap. Failure to remove it successfully
detonates it immediately. An unsuccessful dispel magic spell will not
detonate the spell. When the trap is discharged, there will be an explosion of
5-foot radius from the spell's center. All creatures within this area must roll
saving throws vs. spell. Damage is 1d4 points plus 1 point per level of the
caster, and half that total amount for creatures successfully saving. (Under
water, this ward inflicts half damage and creates a large cloud of steam.) The
item trapped is not harmed by this explosion.
The caster can use the trapped object without discharging it, as can any
individual to whom the spell was specifically attuned when cast (the method
usually involves a key word).
To place this spell, the caster must trace the outline of the closure
with a stick of charcoal and touch the center of the effect. Attunement to
another individual requires a hair or similar object from the individual.
The material components are holly berries. Flame
Blade (Evocation) Sphere:
Elemental (Fire) Range:
0
Components: V, S, M Duration:
4 rds. + 1 rd./2 levels
Casting Time: 4 Area
of Effect: 3-ft. long blade
Saving Throw: None
With this spell, the caster causes a blazing ray of red-hot fire to
spring forth from his hand. This bladelike ray is wielded as if it were a
scimitar. If the caster successfully hits with the flame blade in melee combat,
the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2
(i. e., 7-10 points) if the creature is undead or is especially vulnerable to
fire. If the creature is protected from fire, the damage inflicted is reduced by
2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack
form suffer no damage from the spell. The flame blade can ignite combustible
materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a
magical weapon in the normal sense of the term, so creatures (other than undead)
struck only by magical weapons are not harmed by it. This spell does not
function under water.
In addition to the caster's holy symbol, the spell requires a leaf of
sumac as a material component. Goodberry
(Alteration,
Evocation) Reversible Sphere:
Plant Range:
Touch
Components: V, S, M Duration:
1 day + 1 day/level
Casting Time: 1 rd. Area
of Effect: 2d4 fresh berries
Saving Throw: None
Casting a goodberry spell upon a handful of freshly picked berries
makes 2d4 of them magical. The caster (as well as any other caster of the same
faith and 3rd or higher level) can immediately discern which berries are
affected. A detect magic spell discovers this also. Berries with the
magic either enable a hungry creature of approximately man size to eat one and
be as well-nourished as if a full normal meal were eaten, or else cure 1 point
of physical damage from wounds or other similar causes, subject to a maximum of
8 points of such curing in any 24-hour period.
The reverse of the spell, badberry, causes 2d4 rotten berries to
appear wholesome, but each actually delivers 1 point of poison damage (no saving
throw) if ingested.
The material component of the spell is the caster's holy symbol passed
over the freshly picked, edible berries to be enspelled (blueberries,
blackberries, raspberries, currants, gooseberries, etc.). Heat
Metal (Alteration) Reversible Sphere:
Elemental (Fire) Range:
40 yds.
Components: V, S, M Duration:
7 rds.
Casting Time: 5 Area
of Effect: Special
Saving Throw: Special
By means of the heat metal spell, the caster is able to make
ferrous metal (iron, iron alloys, steel) extremely hot. Elven chain mail is not
affected, and magical metal armor receives an item saving throw vs. magical fire
to avoid being heated. The material component is a holy symbol.
On the first round of the spell, the metal merely becomes very warm and
uncomfortable to touch (this is also the effect on the last melee round of the
spell's duration). During the second and sixth (next to the last) rounds, heat
causes blisters and damage; in the third, fourth, and fifth rounds, the metal
becomes searing hot, causing damage to exposed flesh, as shown below:
Metal Temperature Damage
per Round
very warm none
hot 1d4 points
searing* 2d4 points
* On the final round of searing, the afflicted creature must roll a
successful saving throw vs. spell or suffer one of the following disabilities:
hand or foot--becomes unusable for 2d4 days; body--becomes disabled for 1d4
days; head--fall unconscious for 1d4 turns. This effect can be completely
removed by the 6th-level priest spell heal spell or by normal rest.
Note also that materials such as wood, leather, or flammable cloth
smolder and burn if exposed to searing hot metal. Such materials cause searing
damage to exposed flesh on the next round. Fire resistance (spell, potion, or
ring) or a protection from fire spell totally negates the effects of a heat
metal spell, as does immersion in water or snow, or exposure to a cold
or ice storm spell. This version of the spell does not function under
water. For every two experience levels of the caster, the metal of one man-sized
creature can be affected (i.e., arms and armor, or a single mass of metal equal
to 50 pounds of weight). Thus, a 3rd-level caster would affect one such
creature, a 4th- or 5th-level caster two, etc.
The reverse of the spell, chill metal, counters a heat metal
spell or else causes metal to act as follows: Metal Temperature
Damage per Round
cold none
icy 1-2 points
freezing* 1d4 points
* On the final round of freezing, the afflicted creature must roll a
successful saving throw vs. spell or suffer from the numbing effects of the
cold. This causes the loss of all feeling in a hand (or hands, if the DM rules
the saving throw was failed badly) for 1d4 days. During this time, the
character's grip is extremely weak and he cannot use that hand for fighting or
any other activity requiring a firm grasp.
The chill metal spell is countered by a resist cold spell,
or by any great heat--proximity to a blazing fire (not a mere torch), a magical flaming
sword, a wall of fire spell, etc. Under water, this version of the
spell inflicts no damage, but ice immediately forms around the affected metal,
exerting an upward buoyancy. Hold
Person (Enchantment/Charm) Sphere:
Charm Range:
120 yds.
Components: V, S, M
Duration:
2 rds./level
Casting Time: 5 Area
of Effect: 1d4 persons in 20-ft. cube
Saving Throw: Neg.
This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly
immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per
caster level, and the priest must be of at least 3rd level to cast the spell).
The hold person spell affects any bipedal human, demihuman, or
humanoid of man size or smaller, including brownies, dryads, dwarves, elves,
gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans,
kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.
Thus, a 10th-level fighter could be held, while an ogre could not.
The effect is centered on a point selected by the caster, and it affects
persons selected by the caster within the area of effect. If the spell is cast
at three persons, each gets a normal saving throw; if only two persons are being
enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast
at only one person, the saving throw die roll suffers a -2 penalty. Saving
throws are adjusted for Wisdom. Those who succeed on their saving throws are
totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events
around them and can use abilities not requiring motion or speech. Being held
does not prevent the worsening of the subjects' condition due to wounds,
disease, or poison. The priest casting the hold person spell can end the
spell with a single utterance at any time; otherwise, the duration is six rounds
at 3rd level, eight rounds at 4th level, etc.
The spellcaster needs a small, straight piece of iron as the material
component of this spell. Know
Alignment (Divination) Reversible Sphere:
Divination Range:
10 yds.
Components: V, S Duration:
1 turn
Casting time: 1 rd. Area
of Effect: 1 creature or object
Saving Throw: Neg.
A know alignment spell enables the priest to exactly read the aura
of a creature or an aligned object (unaligned objects reveal nothing). The
caster must remain stationary and concentrate on the subject for a full round.
If the creature rolls a successful saving throw vs. spell, the caster learns
nothing about that particular creature from the casting. Certain magical devices
negate the power of the know alignment spell.
The reverse, undetectable alignment, conceals the alignment of an
object or creature for 24 hours. Messenger
(Enchantment/Charm) Sphere:
Animal Range:
20 yds./level
Components: V, S
Duration:
1 day/level
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: Neg.
This spell enables the priest to call upon a tiny (size T) creature of at
least animal intelligence to act as his messenger. The spell does not affect
giant animals and it does not work on creatures of low (i.e., 5) Intelligence or
higher. If the creature is within range, the priest, using some type of food
desirable to the animal as a lure, can call the animal to come. The animal is
allowed a saving throw vs. spell. If the saving throw is failed, the animal
advances toward the priest and awaits his bidding. The priest can communicate
with the animal in a crude fashion, telling it to go to a certain place, but
directions must be simple. The spellcaster can attach some small item or note to
the animal. If so instructed, the animal will then wait at that location until
the duration of the spell expires. (Note that unless the intended recipient of a
message is expecting a messenger in the form of a small animal or bird, the
carrier may be ignored.) When the spell's duration expires, the animal or bird
returns to its normal activities. The intended recipient of a message gains no
communication ability. Obscurement
(Alteration) Sphere:
Weather Range:
0
Components: V, S Duration:
4 rds./level
Casting Time: 5 Area
of Effect: (level x 10)-ft.-sq.
Saving Throw: None
This spell causes a misty vapor to arise around the caster. It persists
in this locale for four rounds per caster level and reduces the visibility
ranges of all types of vision (including infravision) to 2d4 feet. The ground
area affected by the spell is a square progression based on the caster's level:
a 10-foot x 10-foot area at 1st level, a 20-foot x 20-foot area at 2nd level, a
30-foot x 30-foot area at 3rd level, and so on. The height of the vapor is
restricted to 10 feet, although the cloud will otherwise expand to fill confined
spaces. A strong wind (such as from the 3rd-level wizard spell gust of wind)
can cut the duration of an obscurement spell by 75%. This spell does not
function under water. Produce
Flame (Alteration) Sphere:
Elemental (Fire) Range:
0
Components: V, S Duration:
1 rd./level
Casting Time: 5 Area
of Effect: Special
Saving Throw: None
A bright flame, equal in brightness to a torch, springs forth from the
caster's palm when he casts a produce flame spell. The flame does not
harm the caster, but it is hot and it causes the combustion of flammable
materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling
the magical flame as a missile, with a range of 40 yards (considered short
range). The flame flashes on impact, igniting combustibles within a 3-foot
diameter of its center of impact, and then it goes out. A creature struck by the
flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a
round extinguishing the fire or suffer additional damage assigned by the DM
until the fire is extinguished. A miss is resolved as a grenadelike missile. If
any duration remains to the spell, another flame immediately appears in the
caster's hand. The caster can hurl a maximum of one flame per level, but no more
than one flame per round.
The caster can snuff out magical flame any time he desires, but fire
caused by the flame cannot be so extinguished. This spell does not function
under water. Resist
Fire/Resist Cold (Alteration) Sphere:
Protection Range:
Touch
Components: V, S, M Duration:
1 rd./level
Casting Time: 5 Area
of Effect: 1 creature
Saving Throw: None
When this spell is placed upon a creature by a priest, the creature's
body is toughened to withstand heat or cold, as chosen by the caster. The spell
grants the creature complete immunity to mild conditions (standing naked in the
snow or reaching into an ordinary fire to pluck out a note). The recipient can
somewhat resist intense heat or cold (whether natural or magical in origin),
such as red-hot charcoal, a large amount of burning oil, flaming swords, fire
storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice
storms, wands of frost, or white dragon's breath. In all of these cases,
the temperature affects the creature to some extent. The recipient of the spell
gains a bonus of +3 to saving throws against such attack forms and all damage
sustained is reduced by 50%; therefore, if the saving throw is failed, the
creature sustains one-half damage, and if the saving throw is successful, the
creature sustains only one-quarter damage. Resistance to fire lasts for one
round for each experience level of the priest placing the spell.
The caster needs a drop of mercury as the material component of this
spell. Silence,
15' Radius (Alteration) Sphere:
Guardian Range:
120 yds.
Components: V, S Duration:
2 rds./level
Casting Time: 5 Area
of Effect: 15-ft.-radius
Saving Throw: None
Upon casting this spell, complete silence prevails in the affected area.
All sound is stopped: Conversation is impossible, spells cannot be cast (or at
least not those with verbal components, if the optional component rule is used),
and no noise whatsoever issues from or enters the area. The spell can be cast
into the air or upon an object, but the effect is stationary unless cast on a
mobile object or creature. The spell lasts two rounds for each level of
experience of the priest. The spell can be centered upon a creature, and the
effect then radiates from the creature and moves as it moves. An unwilling
creature receives a saving throw against the spell. If the saving throw is
successful, the spell effect is centered about 1 foot behind the position of the
subject creature at the instant of casting. This spell provides a defense
against sound-based attacks, such as harpy singing, horn of blasting,
etc. Slow
Poison (Necromancy) Sphere:
Healing Range:
Touch
Components: V, S, M Duration:
1 hr./level
Casting Time: 1 Area
of Effect: 1 creature
Saving Throw: None
When this spell is placed upon a poisoned individual, it greatly slows
the effects of venom, if cast upon the victim before the poison takes full
effect. (This period, known as the onset time, is known to the DM.) While this
spell does not neutralize the venom, it does prevent it from substantially
harming the individual for the duration of its magic in the hope that, during
that spell period, the poison can be fully cured.
The material components of the slow poison spell are the priest's
holy symbol and a bud of garlic that must be crushed and smeared on the wound
(or eaten if poison was ingested). Snake
Charm (Enchantment/Charm) Sphere:
Animal Range:
30 yds.
Components: V, S Duration:
Special
Casting Time: 5 Area
of Effect: 30-ft. cube
Saving Throw: None
When this spell is cast, a hypnotic pattern is set up that causes one or
more snakes to cease all activity except a semierect, swaying movement. If the
snakes are charmed while in a torpor, the duration of the spell is 1d4+2 turns;
if the snakes are not torpid, but are not aroused and angry, the charm lasts 1d3
turns; if the snakes are angry or attacking, the spell lasts 1d4+4 rounds. The
priest casting the spell can charm snakes whose total hit points are less than
or equal to those of the priest. On the average, a 1st-level priest could charm
snakes with a total of 4 or 5 hit points; a 2nd-level priest could charm 9 hit
points, etc. The hit points can be those of a single snake or those of several
of the reptiles, but the total hit points cannot exceed those of the priest
casting the spell. A 23-hit point caster charming a dozen 2-hit point snakes
would charm 11 of them. This spell is also effective against any ophidian or
ophidianoid monster, such as naga, couatl, etc., subject to magic resistance,
hit points, and so forth.
Variations of this spell may exist, allowing other creatures significant
to a particular mythos to be affected. Your DM will inform you if such spells
exist. Speak
With Animals (Alteration) Sphere:
Animal, Divination Range:
0
Components: V, S Duration:
2 rds./level
Casting Time: 5 Area
of Effect: 1 animal within 30 ft.
Saving Throw: None
This spell empowers the priest to comprehend and communicate with any
warm- or cold-blooded normal or giant animal that is not mindless. The priest is
able to ask questions of and receive answers from the creature, although
friendliness and cooperation are by no means assured. Furthermore, terseness and
evasiveness are likely in basically wary and cunning creatures (the more stupid
ones will instead make inane comments). If the animal is friendly or of the same
general alignment as the priest, it may do some favor or service for the priest
(as determined by the DM). Note that this spell differs from the speak with
monsters spell, for this spell allows conversation only with normal or giant
nonfantastic creatures such as apes, bears, cats, dogs, elephants, and so on. Spiritual
Hammer (Invocation) Sphere:
Combat Range:
10 yds./level
Components: V, S, M
Duration:
3 rds. + 1 rd./level
Casting Time: 5 Area
of Effect: Special
Saving Throw: None
By calling upon his deity, the caster of a spiritual hammer spell
brings into existence a field of force shaped vaguely like a hammer. As long as
the caster concentrates upon the hammer, it strikes at any opponent within its
range, as desired. Each round the caster can choose to attack the same target as
the previous round or switch to a new target that he can see anywhere within his
maximum range. The spiritual hammer's chance to successfully hit is equal to
that of the caster, without any Strength bonuses. In addition, it strikes as a
magical weapon with a bonus of +1 for every six experience levels (or fraction)
of the spellcaster, up to a total of +3 to the attack roll and +3 to the damage
roll for a 13th-level caster. The base damage inflicted when it scores a hit is
exactly the same as a normal war hammer (1d4+1 points on opponents of man size
or smaller, or 1d4 points on larger opponents, plus the magical bonus). The
hammer strikes in the same direction as the caster is facing, so if he is behind
the target, all bonuses for rear attack are gained along with the loss of any
modifications to the target's AC for shield and Dexterity.
As soon as the caster ceases concentration, the spiritual hammer
spell ends. A dispel magic spell that includes either the caster or the
force in its area of effect has a chance to dispel the spiritual hammer. If an
attacked creature has magic resistance, the resistance is checked the first time
the spiritual hammer strikes. If the hammer is successfully resisted, the spell
is lost. If not, the hammer has its normal full effect for the duration of the
spell.
The material component of this spell is a normal war hammer that the
priest must hurl toward opponents while uttering a plea to his deity. The hammer
disappears when the spell is cast. Trip
(Enchantment/Charm) Sphere:
Plant Range:
Touch
Components: V, S Duration:
1 turn/level
Casting Time: 5 Area
of Effect: 1 object up to 10 ft. long
Saving Throw: Neg.
This magic must be cast upon a normal object--a length of vine, a stick,
a pole, a rope, or a similar object. The spell causes the object to rise
slightly off the ground or floor it is resting on to trip most creatures
crossing it, if they fail their saving throws vs. spell. Note that only as many
creatures can be tripped as are actually stepping across the enchanted object.
Thus, a 3-foot-long piece of rope could trip only one man-sized creature.
Creatures moving at a very rapid pace (running) when tripped suffer 1 point of
damage and are stunned for 1d4+1 rounds if the surface they fall upon is very
hard (if it is turf or other soft material, they are merely stunned for the rest
of that round). Very large creatures, such as elephants, are not affected at all
by a trip spell. The object continues to trip all creatures passing over
it, including the spellcaster, for as long as the spell duration lasts. A
creature aware of the object and its potential adds a +4 bonus to its saving
throw roll when crossing the object. The enchanted object is 80% undetectable
unless a means that detects magical traps is employed or the operation of the
spell is observed. This spell does not function under water. Warp
Wood (Alteration) Reversible Sphere:
Plant Range:
10 yds./level
Components: V, S
Duration:
Permanent
Casting Time: 5 Area
of Effect: Special
Saving Throw: Special
When this spell is cast, the priest causes a volume of wood to bend and
warp, permanently destroying its straightness, form, and strength. The range of
a warp wood spell is 10 yards for each level of experience of the caster.
It affects approximately a 15-inch shaft of wood of up to 1-inch diameter per
level of the caster. Thus, at 1st level, a caster might be able to warp a hand
axe handle or four crossbow bolts; at 5th level, he could warp the shaft of a
typical spear. Note that boards or planks can also be affected, causing a door
to be sprung or a boat or ship to leak. Warped missile weapons are useless;
warped melee weapons suffer a -4 penalty to their attack rolls.
Enchanted wood is affected only if the spellcaster is of higher level
than the caster of the prior enchantment. The spellcaster has a 20% cumulative
chance of success per level of difference (20% if one level higher, 40% if two
levels higher, etc.). Thus, a door magically held or wizard locked by a
5th-level wizard is 40% likely to be affected by a warp wood spell cast
by a 7th-level priest. Wooden magical items are considered enchanted at 12th
level (or better). Extremely powerful items, such as artifacts, are unaffected
by this spell.
The reversed spell, straighten wood, straightens bent or crooked
wood, or reverses the effects of a warp wood spell, subject to the same
restrictions. Withdraw
(Alteration) Sphere:
Protection Range:
0
Components: V, S Duration:
Special
Casting Time: 5 Area
of Effect: The caster
Saving Throw: None
By means of a withdraw spell, the priest in effect alters the flow
of time with regard to himself. While but one round of time passes for those not
affected by the spell, the priest is able to spend two rounds, plus one round
per level, in contemplation. Thus, a 5th-level priest can withdraw for seven
rounds to cogitate on some matter while one round passes for all others. (The DM
should allow the player one minute of real time per round withdrawn to ponder
some problem or question. No discussion with other players is permitted.) Note
that while affected by the withdraw spell, the caster can use only the
following spells: any divination spell or any curing or healing spell, the
latter on himself only. The casting of any of these spells in different fashion
(for example, a cure light wounds spell bestowed upon a companion)
negates the withdraw spell. Similarly, the withdrawn caster cannot walk
or run, become invisible, or engage in actions other than thinking, reading, and
the like. He can be affected by the actions of others, losing any Dexterity or
shield bonus. Any successful attack upon the caster breaks the spell. Wyvern
Watch (Evocation) Sphere:
Guardian Range:
30 yds.
Components: V, S, M Duration:
up to 8 hrs.
Casting Time: 5 Area
of Effect: 10-ft. radius
Saving Throw: Neg.
This spell is known as wyvern watch because of the insubstantial
haze brought forth by its casting, which vaguely resembles a wyvern. It is
typically used to guard some area against intrusion. Any creature approaching
within 10 feet of the guarded area may be affected by the "wyvern."
Any creature entering the guarded area must roll a successful saving throw vs.
spell or stand paralyzed for one round per level of the caster, until freed by
the spellcaster, by a dispel magic spell, or by a remove paralysis
spell. A successful saving throw indicates that the subject creature was missed
by the attack of the wyvern-form, and the spell remains in place. As soon as a
subject creature is successfully struck by the wyvern-form, the paralysis takes
effect and the force of the spell dissipates. The spell force likewise
dissipates if no intruder is struck by the wyvern-form for eight hours after the
spell is cast. Any creature approaching the space being guarded by the
wyvern-form may be able to detect its presence before coming close enough to be
attacked; this chance of detection is 90% in bright light, 30% in twilight
conditions, and 0% in darkness.
The material component is the priest's holy symbol. |