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Animate
Dead (Necromancy) Sphere:
Necromantic Range:
10 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: Special
Saving Throw: None This spell creates the lowest of the undead
monsters, skeletons or zombies, usually from the bones or bodies of dead humans,
demihumans, or humanoids. The spell causes these remains to become animated and
obey the simple verbal commands of the caster, regardless of how they
communicated in life. The skeletons or zombies can follow the caster, remain in
an area and attack any creature (or just a specific type of creature) entering
the place, etc. The undead remain animated until they are destroyed in combat or
are turned; the magic cannot be dispelled.
The priest can animate one skeleton or one zombie for each experience
level he has attained. If creatures with more than 1+ Hit Dice are animated, the
number is determined by the monster Hit Dice. Skeletal forms have the Hit Dice
of the original creature, while zombie forms have 1 more Hit Die. Thus, a
12th-level priest could animate 12 dwarven skeletons (or six zombies), four
zombie gnolls, or a single zombie fire giant. Note that this is based on the
standard racial Hit Die norm; thus, a high-level adventurer would be animated as
a skeleton or zombie of 1 or 2 Hit Dice, and without special class or racial
abilities. The caster can, alternatively, animate two small animal skeletons
(1-1 Hit Die or less) for every level of experience he has achieved.
The spell requires a drop of blood, a piece of flesh of the type of
creature being animated, and a pinch of bone powder or a bone shard to complete
the spell. Casting this spell is not a good act, and only evil priests use it
frequently. Call
Lightning (Alteration) Sphere:
Weather Range:
360 yds.
Components: V, S Duration:
1 turn/level
Casting Time: 1 turn Area
of Effect: 10-ft. radius
Saving Throw: ½
When a call lightning spell is cast, there must be a storm of some
sort in the area--a rain shower, clouds and wind, hot and cloudy conditions, or
even a tornado (including a whirlwind formed by a djinn or air elemental of 7
Hit Dice or more). The caster is then able to call down bolts of lightning. The
caster can call down one bolt per turn. The caster need not call a bolt of
lightning immediately--other actions, even spellcasting, can be performed;
however, the caster must remain stationary and concentrate for a full round each
time a bolt is called. The spell has a duration of one turn per caster level.
Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points
for each of the caster's experience levels. Thus, a 4th-level caster calls down
a 6d8 bolt (2d8+4d8).
The bolt of lightning flashes down in a vertical stroke at whatever
distance the spellcaster decides, up to 360 yards away. Any creature within a
10-foot radius of the path or the point where the lightning strikes suffers full
damage unless a successful saving throw vs. spell is rolled, in which case only
one-half damage is taken.
Because it requires a storm overhead, this spell can only be used
outdoors. It does not function under ground or under water. Continual
Light (Alteration) Reversible Sphere:
Sun Range:
120 yds.
Components: V, S Duration:
Permanent
Casting Time: 6 Area
of Effect: 60-ft. radius
Saving Throw: Special
This spell is similar to a light spell, except that it is as
bright as full daylight and lasts until negated by magical darkness or by a dispel
magic spell. Creatures with penalties in bright light suffer them in this
spell's area of effect. As with the light spell, this can be cast into
the air, onto an object, or at a creature. In the third case, the continual
light affects the space about 1 foot behind a creature that successfully rolls
its saving throw vs. spell (a failed saving throw means the continual light is
centered on the creature and moves as it moves). Note that this spell also
blinds a creature if it is successfully cast upon the creature's visual organs.
If the spell is cast on a small object that is then placed in a light-proof
covering, the spell effects are blocked until the covering is removed.
Continual light brought into an area of magical darkness (or vice versa)
cancels the darkness so that the otherwise prevailing light conditions exist in
the overlapping areas of effect. A direct casting of a continual light
spell against a similar or weaker magical darkness cancels both.
This spell eventually consumes the material it is cast upon, but the
process takes far longer than the time in a typical campaign. Extremely hard and
expensive materials might last hundreds or even thousands of years.
The reverse spell, continual darkness, causes complete absence of
light (pitch blackness), similar to the darkness spell but of greater
duration and area. Create
Food & Water (Alteration) Sphere:
Creation Range:
10 yds.
Components: V, S Duration:
Special
Casting Time: 1 turn Area
of Effect: 1 cu. ft./level
Saving Throw: None
When this spell is cast, the priest causes food and water to appear. The
food thus created is highly nourishing if rather bland; each cubic foot of the
material sustains three human-sized creatures or one horse-sized creature for a
full day. The food decays and becomes inedible within 24 hours, although it can
be restored for another 24 hours by casting a purify food and water spell
upon it. The water created by this spell is the same as that created by the
1st-level priest spell create water. For each experience level the priest
has attained, 1 cubic foot of food or water is created by the spell. For
example, a 2nd-level priest could create 1 cubic foot of food and 1 cubic foot
of water. Cure
Blindness or Deafness (Abjuration) Reversible Sphere:
Necromantic Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: Special
By touching the creature afflicted, the priest employing the spell can
permanently cure some forms of blindness or deafness. This spell does not
restore or repair visual or auditory organs damaged by injury or disease.
Its reverse, cause blindness or deafness, requires a successful
touch (successful attack roll) on the victim. If the victim rolls a successful
saving throw, the effect is negated. If the saving throw is failed, a
nondamaging magical blindness or deafness results.
A deafened creature can react only to what it can see or feel, and
suffers a -1 penalty to surprise rolls, a +1 penalty to its initiative rolls,
and a 20% chance of spell failure for spells with verbal components. A blinded
creature suffers a -4 penalty to its attack rolls, a +4 penalty to its Armor
Class, and a +2 penalty to its initiative rolls. Cure
Disease (Abjuration) Reversible Sphere:
Necromantic Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: None
This spell enables the caster to cure most diseases by placing his hand
upon the diseased creature. The affliction rapidly disappears thereafter, making
the cured creature whole and well in from one turn to 10 days, depending on the
type of disease and the state of its advancement when the cure took place. (The
DM must adjudicate these conditions.) The spell is also effective against
parasitic monsters such as green slime, rot grubs, and others. When cast by a
priest of at least 12th level, this spell cures lycanthropy if cast within three
days of the infection. Note that the spell does not prevent reoccurrence of a
disease if the recipient is again exposed.
The reverse of the cure disease spell is cause disease. To
be effective, the priest must touch the intended victim, and the victim must
fail a saving throw vs. spell. The severity of the disease is decided by the
priest (debilitating or fatal). The exact details of the disease are decided by
the DM, but the following are typical:
Debilitating: The disease takes effect in 1d6 turns, after which
the creature loses 1 point of Strength per hour until his Strength is reduced to
2 or less, at which time the recipient is weak and virtually helpless. If a
creature has no Strength rating, it loses 10% of its hit points per Strength
loss, down to 10% of its original hit points. If the disease also affects hit
points, use the more severe penalty. Recovery requires a period of 1d3 weeks.
Fatal: This wasting disease is effective immediately. Infected
creatures receive no benefit from cure wound spells while the disease is
in effect; wounds heal at only 10% of the natural rate. The disease proves fatal
within 1d6 months and can be cured only by magical means. Each month the disease
progresses, the creature loses 2 points of Charisma, permanently.
The inflicted disease can be cured by the cure disease spell.
Lycanthropy cannot be caused. Dispel
Magic (Abjuration) Sphere:
Protection Range:
60 yds
Components: V, S Duration:
Special
Casting Time: 6 Area
of Effect: 30-ft. cube or 1 item
Saving Throw: None When a priest casts this spell, it has a
chance to neutralize or negate the magic it comes in contact with as follows:
First, it has a chance to remove spells and spell-like effects (including
device effects and innate abilities) from creatures or objects. Second, it may
disrupt the casting or use of these in the area of effect at the instant the
dispel is cast. Third, it may destroy magical potions (which are treated as 12th
level for purposes of this spell).
Each effect or potion in the spell's area is checked to determine if it
is dispelled. The caster can always dispel his own magic; otherwise, the chance
depends on the difference in level between the magical effect and the caster.
The base chance of successfully dispelling is 11 or higher on 1d20. If the
caster is of higher level than the creator of the effect to be dispelled, the
difference is subtracted from this base number needed. If the caster is
of lower level, the difference is added to the base. A die roll of 20
always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels
higher than the magic he is trying to dispel, only a roll of 1 prevents the
effect from being dispelled.
A dispel magic can affect only a specially enchanted item (such as
a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or
armor) if it is cast directly upon the item. This renders the item
nonoperational for 1d4 rounds. An item possessed or carried by a creature has
the creature's saving throw against this effect; otherwise, it is automatically
rendered nonoperational. An interdimensional interface (such as a bag of
holding) rendered nonoperational is temporarily closed. Note that an item's
physical properties are unchanged: A nonoperational magical sword is still a
sword.
Artifacts and relics are not subject to this spell, but some of their
spell-like effects may be, at the DM's option.
Note that this spell, if successful, will release charmed and similarly
beguiled creatures. Certain spells or effects cannot be dispelled; these are
listed in the spell descriptions.
Summary of Dispel
Effects Source
of Effect
Resists As
Result of Dispel Caster
None
Dispel automatic
Other
caster/
Level/HD of
Effect negated
innate ability other caster
Wand
6th level
Effect negated Staff
8th level
Effect negated Potion
12th level
Potion destroyed Other
magical item
12th, unless special
* Artifact
DM discretion
DM discretion
*
Effect negated; if cast directly on item, item becomes nonoperational for
1d4 rounds. Feign
Death (Necromancy) Sphere:
Necromantic Range:
Touch
Components: V Duration:
1 turn + 1 rd./level
Casting Time: 1/2½ Area
of Effect: Person touched
Saving Throw: None
By means of this spell, the caster or any other willing person can be put
into a cataleptic state that is impossible to distinguish from actual death.
Although the person affected can smell, hear, and know what is going on, no
feeling or sight of any sort is possible; thus, any wounding or mistreatment of
the body is not felt, no reaction occurs, and damage is only one-half normal. In
addition, paralysis, poison, or energy level drain does not affect a person
under the influence of this spell, but poison injected or otherwise introduced
into the body becomes effective when the spell recipient is no longer under the
influence of this spell, although a saving throw is permitted. However, the
spell offers no protection from causes of certain death--being crushed under a
landslide, etc. Only a willing individual can be affected by a feign death
spell. The priest is able to end the spell effect at any time, but it requires a
full round for bodily functions to begin again.
Note that, unlike the wizard version of this spell, only people can be
affected, and that those of any level can be affected by the priest casting this
spell. Flame
Walk (Alteration) Sphere:
Elemental (Fire) Range:
Touch
Components: V, S, M Duration:
1 rd. + 1/level
Casting Time: 5 Area
of Effect: Creature(s) touched
Saving Throw: None
By means of this spell, the caster empowers one or more creatures to
withstand nonmagical fires of temperatures up to 2,000
F. (enabling them to walk upon molten lava). It also confers a +2 bonus
to saving throws against magical fire and reduces damage from such fires by
one-half, even if the saving throw is failed. For every experience level above
the minimum required to cast the spell (5th), the priest can affect an
additional creature. This spell is not cumulative with resist fire spells
or similar protections.
The material components of the spell are the priest's holy symbol and at
least 500 gp of powdered ruby per affected creature. Glyph
of Warding (Abjuration,
Evocation) Sphere:
Guardian Range:
Touch
Components: V, S, M Duration:
Until discharged
Casting Time: Special Area
of Effect: Special
Saving Throw: Special
A glyph of warding is a powerful inscription magically drawn to prevent
unauthorized or hostile creatures from passing, entering, or opening. It can be
used to guard a small bridge, to ward an entry, or as a trap on a chest or box.
The priest must set the conditions of the ward; typically any creature
violating the warded area without speaking the name of the glyph is subject to
the magic it stores. A successful saving throw vs. spell enables the creature to
escape the effects of the glyph. Glyphs can be set according to physical
characteristics, such as creature type, size, and weight. Glyphs can also be set
with respect to good or evil, or to pass those of the caster's religion. They
cannot be set according to class, Hit Dice, or level. Multiple glyphs cannot be
cast on the same area; although if a cabinet had three drawers, each could be
separately warded.
When the spell is cast, the priest weaves a tracery of faintly glowing
lines around the warding sigil. For every 5 square feet of area to be protected,
one round is required to trace the warding lines of the glyph. The caster can
affect an area equal to a square the sides of which are the same as his level,
in feet. The glyph can be placed to conform to any shape up to the limitations
of the caster's total square footage. Thus, a 6th-level caster could place a
glyph on a 6-foot x 6-foot square, a 4-foot x 9-foot rectangle, a 2-foot x
18-foot band, or a 1-foot by 36-foot strip. When the spell is completed, the
glyph and tracery become invisible.
The priest traces the glyph with incense, which, if the area exceeds 50
square feet, must be sprinkled with powdered diamond (at least 2,000 gp worth).
Typical glyphs shock for 1d4 points of electrical damage per level of the
spellcaster, explode for a like amount of fire damage, paralyze, blind, deafen,
and so forth. The DM may allow any harmful priest spell effect to be used as a
glyph, provided the caster is of sufficient level to cast the spell. Successful
saving throws either reduce effects by one-half or negate them, according to the
glyph employed. Glyphs cannot be affected or bypassed by such means as physical
or magical probing, though they can be dispelled by magic and foiled by
high-level thieves using their find-and-remove-traps skill.
The DM may decide that the exact glyphs available to a priest depend on
his religion, and he might make new glyphs available according to the magical
research rules. Hold
Animal (Enchantment/Charm) Sphere:
Animal Range:
80 yds.
Components: V, S
Duration:
2 rds./level
Casting Time: 6 Area
of Effect: 1-4 animals in 40-ft. cube
Saving Throw: Neg. By means of this spell, the caster holds one
to four animals rigid. Animals affected are normal or giant-sized mammals,
birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga,
etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar
animals are subject to this spell. The hold lasts for two rounds per caster
level. The caster decides how many animals can be affected, but the greater the
number, the better chance each has to successfully save against the spell. Each
animal gets a saving throw: If only one is the subject of the spell, it has a
penalty of -4 on its roll; if two are subject, each receives a penalty of -2 on
its roll; if three are subject, each receives a penalty of -1 on its roll; and
if four are subject, each gets an unmodified saving throw.
A maximum body weight of 400 pounds (100 pounds for nonmammals) per
animal per caster level can be affected--for example, an 8th-level caster can
affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals,
such as birds or reptiles. Locate
Object (Divination) Reversible Sphere:
Divination Range:
60 yds. + 10 yds./level
Components: V, S, M Duration:
8 hrs.
Casting Time: 1 turn Area
of Effect: 1 object
Saving Throw: None
This spell helps locate a known or familiar object. The priest casts the
spell, slowly turns, and will sense when he is facing in the direction of the
object to be located, provided the object is within range--for example, 90 yards
for 3rd-level priests, 100 yards for 4th, 110 yards for 5th, etc. The spell
locates such objects as apparel, jewelry, furniture, tools, weapons, or even a
ladder or stairway. Once the caster has fixed in his mind the items sought, the
spell locates only that item. Attempting to find a specific item, such as a
kingdom's crown, requires an accurate mental image. If the image is not close
enough to the actual item, the spell does not work; in short, desired but unique
objects cannot be located by this spell unless they are known by the caster. The
spell is blocked by lead.
The casting requires the use of a piece of lodestone.
The reversal, obscure object, hides an object from location by
spell, crystal ball, or similar means for eight hours. The caster must
touch the object being concealed.
Neither application of the spell affects living creatures. Magical
Vestment (Enchantment) Sphere:
Protection Range:
0
Components: V, S, M Duration:
5 rds./level
Casting Time: 1 rd. Area
of Effect: The caster
Saving Throw: None
This spell enchants the caster's vestment, providing protection at least
the equivalent of chain mail (AC 5). The vestment gains a +1 enchantment for
each three levels of the priest beyond 5th level, to a maximum of AC 1 at 17th
level. The magic lasts for five rounds per level of the caster, or until the
caster loses consciousness. If the vestment is worn with other armors, only the
best AC (either the armor or the vestment) is used; this protection is not
cumulative with any other AC protection.
The material components are the vestment to be enchanted and the priest's
holy symbol, which are not expended. Meld
Into Stone (Alteration) Sphere:
Elemental (Earth) Range:
0
Components: V, S, M Duration:
8 rds. + 1d8 rds.
Casting Time: 6 Area
of Effect: The caster
Saving Throw: None
This spell enables the priest to meld his body and possessions into a
single block of stone. The stone must be large enough to accommodate his body in
all three dimensions. When the casting is complete, the priest and not more than
100 pounds of nonliving gear merge with the stone. If either condition is
violated, the spell fails and is wasted.
While in the stone, the priest remains in contact, however tenuous, with
the face of the stone through which he melded. The priest remains aware of the
passage of time. Nothing that goes on outside the stone can be seen or heard,
however. Minor physical damage to the stone does not harm the priest, but its
partial destruction, if enough so that the caster no longer fits, expels the
priest with 4d8 points of damage. The stone's destruction expels the priest and
slays him instantly, unless he rolls a successful saving throw vs. spell.
The magic lasts for 1d8+8 rounds, with the variable part of the duration
rolled secretly by the DM. At any time before the duration expires, the priest
can step out of the stone through the stone surface he entered. If the duration
runs out, or the effect is dispelled before the priest exits the stone, he is
violently expelled and suffers 4d8 points of damage.
The following spells harm the priest if cast upon the stone that he is
occupying: stone to flesh expels the priest and inflicts 4d8 points of
damage; stone shape causes 4d4 points of damage, but does not expel the
priest; transmute rock to mud expels and slays him instantly unless he
rolls a successful saving throw vs. spell; and passwall expels the priest
without damage. Negative
Plane Protection (Abjuration) Sphere:
Protection, Necromantic Range:
Touch
Components: V, S Duration:
Special
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: None
This spell affords the caster or touched creature partial protection from
undead monsters with Negative Energy plane connections (such as shadows, wights,
wraiths, spectres, or vampires) and certain weapons and spells that drain energy
levels. The negative plane protection spell opens a channel to the
Positive Energy plane, possibly offsetting the effect of the negative energy
attack. A protected creature struck by a negative energy attack is allowed a
saving throw vs. death magic. If successful, the energies cancel with a bright
flash of light and a thunderclap. The protected creature suffers only normal hit
point damage from the attack and does not suffer any drain of experience or
Strength, regardless of the number of levels the attack would have drained. An
attacking undead creature suffers 2d6 points of damage from the positive energy;
a draining wizard or weapon receives no damage.
This protection is proof against only one such attack, dissipating
immediately whether or not the saving throw was successful. If the saving throw
is failed, the spell recipient suffers double the usual physical damage, in
addition to the loss of experience or Strength that normally occurs. The
protection lasts for one turn per level of the priest casting the spell, or
until the protected creature is struck by a negative energy attack. This spell
cannot be cast on the Negative Energy plane. Plant
Growth (Alteration) Sphere:
Plant Range:
160 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: Special
Saving Throw: Special
The plant growth spell enables the caster to choose either of two
different uses. The first causes normal vegetation to grow, entwine, and
entangle to form a thicket or jungle that creatures must hack or force a way
through at a movement rate of 10 feet per round (or 20 feet per round for
larger-than-man-sized creatures). Note that the area must have brush and trees
in it in order for this spell to take effect. Briars, bushes, creepers, lianas,
roots, saplings, thistles, thorn, trees, vines, and weeds become so thick and
overgrown in the area of effect as to form a barrier. The area of effect is a
square 20 feet on a side per level of experience of the caster, in any square or
rectangular shape that the caster decides upon at the time of the spellcasting.
Thus, an 8th-level caster can affect a maximum area of a 160-foot x 160-foot
square, a 320-foot x 80-foot rectangle, a 640-foot x 40-foot rectangle, a
1,280-foot x 20-foot rectangle, etc. The spell's effects persist in the area
until it is cleared by labor, fire, or such magical means as a dispel magic
spell.
The second use of the spell affects a one-mile square area. The DM
secretly makes a saving throw (based on the caster's level) to see if the spell
takes effect. If successful, the spell renders plants more vigorous, fruitful,
and hardy, increasing yields by 20% to 50% ([1d4+1] x 10%), given a normal
growing season. The spell does not prevent disaster in the form of floods,
drought, fire, or insects, although even in these cases the plants survive
better than expected. This effect lasts only for the life cycle of one season,
the winter "death" marking the end of a life cycle even for the
sturdiest of trees. In many farming communities, this spell is normally cast at
planting time as part of the spring festivals. Prayer
(Conjuration/Summoning) Sphere:
Combat Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 6 Area
of Effect: 60-ft. radius
Saving Throw: None
By means of the prayer spell, the priest brings special favor upon
himself and his party and causes harm to his enemies. Those in the area at the
instant the spell is completed are affected for the duration of the spell. When
the 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. Once the prayer
spell is uttered, the priest can do other things, unlike a chant, which
he must continue to make the spell effective. If another priest of the same
religious persuasion (not merely the same alignment) is chanting when a prayer
is cast, the effects combine to +2 and -2, as long as both are in effect at
once.
The priest needs a silver holy symbol, prayer beads, or a similar device
as the material component of this spell. Protection
From Fire (Abjuration) Sphere:
Protection, Elemental (Fire) Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 6 Area
of Effect: 1 creature
Saving Throw: None
The effect of a protection from fire spell differs according to
whether the recipient of the magic is the caster or some other creature. In
either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete invulnerability
to: normal fires (torches, bonfires, oil fires, and the like); exposure to
magical fires such as fiery dragon breath; spells such as burning hands,
fireball, fire seeds, fire storm, flame strike, and meteor swarm;
hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell
has absorbed 12 points of heat or fire damage per level of the caster, at which
time the spell is negated.
If the spell is cast upon another creature, it gives invulnerability to
normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and
reduces damage sustained from magical fires by 50%.
The caster's holy symbol is the material component. Pyrotechnics
(Alteration) Sphere:
Elemental (Fire) Range:
160 yds.
Components: V, S, M
Duration:
Special
Casting Time: 6 Area
of Effect: 10 or 100 (TS) fire
Saving Throw: Special
A pyrotechnics spell draws on an existing fire source to produce
either of two effects, at the option of the caster.
First, it can produce a flashing and fiery burst of glowing, colored
aerial fireworks that lasts one round. Creatures in, under, or within 120 feet
of the area that have an unobstructed line of sight to the effect are blinded
for 1d4+1 rounds unless they roll successful saving throws vs. spell. The
fireworks fill a volume 10 times greater than the original fire source.
Second, it can cause a thick, writhing stream of smoke to arise from the
source and form a choking cloud that lasts for one round per experience level of
the caster. This covers a roughly hemispherical volume from the ground or floor
up (or conforming to the shape of a confined area) that totally obscures vision
beyond 2 feet. The smoke fills a volume 100 times that of the fire source.
The spell uses one fire source within the area of effect, which is
immediately extinguished. If an extremely large fire is used as the source, it
is only partially extinguished by the casting. Magical fires are not
extinguished, although a fire-based creature (such as a fire elemental) used as
a source suffers 1d4 points of damage, plus 1 point of damage per caster level.
This spell does not function under water. Remove
Curse (Abjuration) Reversible Sphere:
Protection Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 6 Area
of Effect: Special
Saving Throw: Special
Upon casting this spell, the priest is usually able to remove a curse on
an object, on a person, or in the form of some undesired sending or evil
presence. Note that the remove curse spell does not remove the curse from
a cursed shield, weapon, or suit of armor, for example, although the spell
typically enables the person afflicted with any such cursed item to get rid of
it. Certain special curses may not be countered by this spell, or may be
countered only by a caster of a certain level or more. A caster of 12th level or
more can cure lycanthropy with this spell by casting it on the animal form. The
were-creature receives a saving throw vs. spell and, if successful, the spell
fails and the priest must gain a level before attempting the remedy on this
creature again.
The reverse of the spell is not permanent; the bestow curse spell
lasts for one turn for every experience level of the priest using the spell. The
curse can have one of the following effects (roll percentile dice): 50% of the
time it reduces one ability of the victim to 3 (the DM randomly determines which
ability); 25% of the time it lowers the victim's attack and saving throw rolls
by -4; 25% of the time it makes the victim 50% likely to drop whatever he is
holding (or do nothing, in the case of creatures not using tools)--roll each
round.
It is possible for a priest to devise his own curse, and it should be
similar in power to those given here. Consult your DM. The subject of a bestow
curse spell must be touched. If the victim is touched, a saving throw is
still applicable; if it is successful, the effect is negated. The bestowed curse
cannot be dispelled. Remove
Paralysis (Abjuration) Sphere:
Protection Range:
10 yds./level
Components: V, S
Duration:
Permanent
Casting Time: 6 Area
of Effect: 1d4 creatures in 20-ft. cube
Saving Throw: None
By the use of this spell, the priest can free one or more creatures from
the effects of any paralyzation or from related magic (such as a ghoul touch, or
a hold or slow spell). If the spell is cast on one creature, the
paralyzation is negated. If cast on two creatures, each receives another saving
throw vs. the effect that afflicts it, with a +4 bonus. If cast on three or four
creatures, each receives another saving throw with a +2 bonus. There must be no
physical or magical barrier between the caster and the creatures to be affected,
or the spell fails and is wasted. Snare
(Enchantment/Charm) Sphere:
Plant Range:
Touch
Components: V, S, M
Duration:
Until triggered
Casting Time: 3 rds. Area
of Effect: 2-ft. diameter + 2 in./level
Saving Throw: None
This spell enables the caster to make a snare that is 90% undetectable
without magical aid. The snare can be made from any supple vine, a thong, or a
rope. When the snare spell is cast upon it, the cordlike object blends
with its surroundings. One end of the snare is tied in a loop that contracts
around one or more of the limbs of any creature stepping inside the circle (note
that the head of a worm or snake could be thus ensnared).
If a strong and supple tree is nearby, the snare can be fastened to it.
The magic of the spell causes the tree to bend and then straighten when the loop
is triggered, inflicting 1d6 points of damage to the creature trapped, and
lifting it off the ground by the trapped member(s) (or strangling it if the
head/neck triggered the snare). If no such sapling or tree is available, the
cordlike object tightens upon the member(s), then wraps around the entire
creature, causing no damage, but tightly binding it. Under water, the cord coils
back upon its anchor point. The snare is magical, so for one hour it is
breakable only by cloud giant or greater Strength (23); each hour thereafter,
the snare material loses magic so as to become 1 point more breakable per
hour--22 after two hours, 21 after three, 20 after four--until six full hours
have elapsed. At that time, 18 Strength will break the bonds. After 12 hours
have elapsed, the materials of the snare lose all magical properties and the
loop opens, freeing anything it held. The snare can be cut with any magical
weapon, or with any edged weapon wielded with at least a +2 attack bonus (from
Strength, for example).
The caster must have a snake skin and a piece of sinew from a strong
animal to weave into the cordlike object from which he will make the snare. Only
the caster's holy symbol is otherwise needed. Speak
With Dead (Necromancy) Sphere:
Divination Range:
1
Components: V, S, M Duration:
Special
Casting Time: 1 turn Area
of Effect: 1 creature
Saving Throw: Special
Upon casting a speak with dead spell, the priest is able to ask
several questions of a dead creature in a set period of time and receive answers
according to the knowledge of that creature. Of course, the priest must be able
to converse in the language that the dead creature once used. The length of time
the creature has been dead is a factor, since only higher level priests can
converse with a long-dead creature. The number of questions that can be answered
and the length of time in which the questions can be asked depend on the level
of experience of the priest. Even if the casting is successful, such creatures
are as evasive as possible when questioned. The dead tend to give extremely
brief and limited answers, often cryptic, and to take questions literally.
Furthermore, their knowledge is often limited to what they knew in life.
A dead creature of different alignment or of higher level or Hit Dice
than the caster's level receives a saving throw vs. spell. A dead creature that
successfully saves can refuse to answer questions, ending the spell. At the DM's
option, the casting of this spell on a given creature might be restricted to
once per week.
The priest needs a holy symbol and burning incense in order to cast this
spell upon the body, remains, or a portion thereof. The remains are not
expended. This spell does not function under water. Caster's
Level
Max. Length
Time
No. of
of
Experience
of Time Dead
Questioned
Questions
1-7
1 week
1 round
2
7-8
1 month
3 rounds
3
9-12
1 year
1 turn
4 13-15
10 years
2 turns
5 16-20
100 years
3 turns
6
21+
1,000 years
1 hour
7 Spike
Growth (Alteration,
Enchantment) Sphere:
Plant Range:
60 yds.
Components: V, S, M Duration:
3d4 turns + 1/level
Casting Time: 6 Area
of Effect: 10-ft. sq./level
Saving Throw: None
Wherever any type of plant growth of moderate size or density is found,
this spell can be used. The ground-covering vegetation or roots and rootlets in
the area becomes very hard and sharply pointed. In effect, the ground cover,
while appearing to be unchanged, acts as if the area were strewn with caltrops.
In areas of bare ground or earthen pits, roots and rootlets act in the same way.
For each 10 feet of movement through the area, the victim suffers 2d4 points of
damage. He must also roll a saving throw vs. spell. If this saving throw is
failed, the victim's movement rate is reduced by 1/3 of its current total (but a
creature's movement rate can never be less than 1). This penalty lasts for 24
hours, after which the character's normal movement rate is regained.
Without the use of a spell such as true seeing, similar magical
aids, or some other special means of detection (such as detect traps or detect
snares and pits), an area affected by spike growth is absolutely
undetectable as such until a victim enters the area and suffers damage. Even
then, the creature cannot determine the extent of the perilous area unless some
means of magical detection is used.
The components for this spell are the priest's holy symbol and either
seven sharp thorns or seven small twigs, each sharpened to a point. Starshine
(Evocation,
Illusion/Phantasm) Sphere:
Sun Range:
10 yds./level
Components: V, S, M Duration:
1 turn/level
Casting Time: 6 Area
of Effect: 10-ft. sq./level
Saving Throw: None
A starshine spell enables the caster to softly illuminate an area
as if it were exposed to a clear night sky filled with stars. Regardless of the
height of the open area in which the spell is cast, the area immediately beneath
it is lit by starshine. Vision ranges are the same as those for a bright moonlit
night--movement noted out to 100 yards; stationary creatures seen up to 50
yards; general identifications made at 30 yards; and recognition at 10 yards.
The spell creates shadows and has no effect on infravision. The area of effect
actually appears to be a night sky, but disbelief of the illusion merely enables
the disbeliever to note that the "stars" are actually evoked lights.
This spell does not function under water.
The material components are several stalks from an amaryllis plant
(especially Hypoxis) and several holly berries. Stone
Shape (Alteration) Sphere:
Elemental (Earth) Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: 9 cu. ft. + 1 cu. ft./level
Saving Throw: None
By means of this spell, the caster can form an existing piece of stone
into any shape that suits his purposes. For example, he can make a stone weapon,
a special trapdoor, or a crude idol. By the same token, it enables the
spellcaster to shape a stone door, perhaps so as to escape imprisonment,
providing the volume of stone involved is within the limits of the area of
effect. While stone coffers can be thus formed, stone doors made, etc., the
fineness of detail is not great. If the shaping has moving parts, there is a 30%
chance they do not work.
The material component of this spell is soft clay that must be worked
into roughly the desired shape of the stone object, and then touched to the
stone when the spell is uttered. Summon
Insects (Conjuration/Summoning) Sphere:
Animal Range:
30 yds.
Components: V, S, M
Duration:
1 rd./level
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: None
The summon insects spell attracts a cloud or swarm of normal
insects to attack the foes of the caster. Flying insects appear 70% of the time,
while crawling insects appear 30% of the time. The exact insects called are
bees, biting flies, hornets, or wasps, if flying insects are indicated; biting
ants or pinching beetles, if crawling insects are indicated. A cloud of the
flying type, or a swarm of the crawling sort, appears after the spell is cast.
This gathers at a point chosen by the caster, within the spell's range, and
attacks any single creature the caster points to.
The attacked creature sustains 2 points of damage if it does nothing but
attempt to flee or fend off the insects during the time it is attacked; it
suffers 4 points of damage per round otherwise. If the insects are ignored, the
victim fights with a -2 penalty to his attack roll and a +2 penalty to his Armor
Class. If he attempts to cast a spell, an initiative roll should be made for the
insects to see if their damage occurs before the spell is cast. If it does, the
victim's concentration is ruined and the spell is lost.
The insects disperse and the spell ends if the victim enters thick smoke
or hot flames. Besides being driven off by smoke or hot flames, the swarm might
possibly be outrun, or evaded by plunging into a sufficient body of water. If
evaded, the summoned insects can be sent against another opponent, but there
will be at least a 1 round delay while they leave the former opponent and attack
the new victim. Crawling insects can travel only about 10 feet per round
(maximum speed over smooth ground) and flying insects travel 60 feet per round.
The caster must concentrate to maintain the swarm; it dissipates if he moves or
is disturbed.
It is possible, in underground situations, that the caster might summon
1d4 giant ants by means of the spell, but the possibility is only 30% unless
giant ants are nearby. This spell does not function under water.
The materials needed for this spell are the caster's holy symbol, a
flower petal, and a bit of mud or wet clay. Tree
(Alteration) Sphere:
Plant Range:
0
Components: V, S, M Duration:
6 turns + 1 turn/level
Casting Time: 6 Area
of Effect: The caster
Saving Throw: None
By means of this spell, the caster is able to assume the form of a small
living tree or shrub or that of a large dead tree trunk with only a few limbs.
Although the closest inspection cannot reveal that this plant is actually a
person, and for all normal tests he is, in fact, a tree or shrub, the caster is
able to observe all that goes on around him just as if he were in normal form.
The Armor Class and hit points of the plant are those of the caster. The caster
can remove the spell at any time, instantly changing from plant to his normal
form and having full capability for any action normally possible (including
spellcasting). Note that all clothing and gear worn or carried change with the
caster.
The material components of this spell are the priest's holy symbol and a
twig from a tree. Water
Breathing (Alteration) Reversible Sphere:
Elemental (Water, Air) Range:
Touch
Components: V, S Duration:
1 hr./level
Casting Time: 6 Area
of Effect: 1 creature
Saving Throw: None
The recipient of a water breathing spell is able to breathe under
water freely for the duration of the spell--i.e., one hour for each experience
level of the caster. The priest can divide the base duration between multiple
characters. Thus, an 8th-level priest can confer this ability to two characters
for four hours, four for two hours, eight for one hour, etc., to a minimum of
one half-hour per character.
The reverse, air breathing, enables water-breathing creatures to
survive comfortably in the atmosphere for an equal duration. Note that neither
version prevents the recipient creature from breathing in its natural element. Water
Walk (Alteration) Sphere:
Elemental (Water) Range:
Touch
Components: V, S, M Duration:
1 turn + 1 turn/level
Casting Time: 6 Area
of Effect: Special
Saving Throw: None
By means of this spell, the caster is able to empower one or more
creatures to tread upon any liquid as if it were firm ground; this includes mud,
quicksand, oil, running water, and snow. The recipient's feet do not touch the
surface of the liquid, but oval depressions of his appropriate foot size and 2
inches deep are left in the mud or snow. The recipient's rate of movement
remains normal. If cast under water, the recipient is borne toward the surface.
For every level of the caster above the minimum required to cast the
spell (5th level), he can affect another creature.
The material components for this spell are a piece of cork and the
priest's holy symbol. |