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Air
Walk (Alteration) Sphere:
Elemental (Air) Range:
Touch
Components: V, S, M Duration:
1 hour + 1 turn/level
Casting Time: 8 Area
of Effect: 1 creature
Saving Throw: None
This spell enables a creature, which can be as big as the largest giant,
to tread upon air as if it were walking on solid ground. Moving upward is
similar to walking up a hill. A maximum upward angle of 45 degrees is possible
at one-half the creature's movement rate, as is a maximum downward angle of 45
degrees at the normal movement rate. An air-walking creature is in control of
its movement, except when a strong wind is blowing. In this case, the creature
gains or loses 10 feet of movement for every 10 miles per hour of wind velocity.
The creature can, at the DM's option, be subject to additional penalties in
exceptionally strong or turbulent winds, such as loss of control of movement or
suffering physical damage.
The spell can be placed upon a trained mount, so it can be ridden through
the air. Of course, a mount not accustomed to such movement would certainly need
careful and lengthy training, the details for which are up to the DM.
The material components for the spell are the priest's holy symbol and a
bit of thistledown. Animal
Growth (Alteration) Reversible Sphere:
Animal Range:
80 yds.
Components: V, S, M Duration:
2 rds./level
Casting Time: 8 Area
of Effect: Up to 8 animals
Saving Throw: None in
a 20-ft. sq.
When this spell is released, the caster causes up to eight animals within
a 20-foot-square area to grow to twice their normal size. The effects of this
growth are doubled Hit Dice (with resultant improvement in attack potential),
doubled hit points (except hit points added to Hit Dice), and doubled damage in
combat. Movement and AC are not affected. The spell lasts for two rounds for
each level of the caster. The spell is particularly useful in conjunction with a
charm person or mammal spell.
The reverse reduces animal size by one-half, and likewise reduces Hit
Dice, hit points, attack damage, etc.
The material component for this spell and its reverse is the caster's
holy symbol and a scrap of food. Animal
Summoning II (Conjuration/Summoning) Sphere:
Animal, Summoning Range:
60 yds./level
Components: V, S Duration:
Special
Casting Time: 8 Area
of Effect: Special
Saving Throw: None
By means of this spell, the caster calls up to six animals of 8 Hit Dice
or less, or 12 animals of 4 Hit Dice or less--of whatever sort the caster names.
Only animals within range of the caster at the time the spell is cast will come.
The caster can try three times to summon three different types of animals. For
example, suppose that wild dogs are first summoned to no avail, then hawks are
unsuccessfully called, and finally the caster calls for wild horses. The DM
determines the chance of a summoned animal type being within range of the spell.
The animals summoned aid the caster by whatever means they possess, staying
until a fight is over, a specific mission is finished, the caster is safe, he
sends them away, etc. Only normal or giant animals can be summoned; fantastic
animals or monsters cannot be effected by this spell (no chimerae, dragons,
gorgons, manticores, etc.). Anti-Plant
Shell (Abjuration) Sphere:
Plant, Protection Range:
0
Components: V, S Duration:
1 turn/level
Casting Time: 8 Area
of Effect: 15-ft. diameter
Saving Throw: None
The anti-plant shell spell creates an invisible, mobile barrier
that keeps all creatures within the shell protected from attacking plants or
vegetable creatures such as shambling mounds or treants. Any attempt to force
the barrier against such creatures shatters the barrier immediately. The spell
lasts for one turn for each experience level of the caster. Atonement (Abjuration) Sphere:
All Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 1 turn Area
of Effect: 1 person
Saving Throw: None
This spell is used by the priest to remove the burden of unwilling or
unknown deeds from the person who is the subject of the atonement. The spell
removes the effects of magical alignment changes as well. The person seeking the
atonement spell must either be truly repentant or not have been in command
of his own will when the acts to be atoned for were committed. The DM will judge
this spell in this regard, noting any past instances of its use upon the person.
Deliberate misdeeds and acts of knowing and willful nature cannot be atoned for
with this spell (see the quest spell). A character who refuses to accept
an atonement is automatically considered to have committed a willful misdeed.
The priest needs his religious symbol, prayer beads or wheel or book, and
burning incense. Commune
(Divination) Sphere:
Divination Range:
0
Components: V, S, M Duration:
Special
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None
By use of a commune spell, the priest is able to contact his
deity--or agents thereof--and request information in the form of questions that
can be answered by a simple "yes" or "no." The priest is
allowed one such question for every experience level he has attained. The
answers given are correct within the limits of the entity's knowledge. "I
don't know" is a legitimate answer, as powerful outer planar beings ar not
necessarily omniscient. Optionally, the DM may give a single short answer of
five words or less. The spell will, at best, provide information to aid
character decisions. Entities communed with structure their answers to further
their own purposes. It is probable that the DM will limit the use of commune
spells to one per adventure, one per week, or even one per month, for the
greater powers dislike frequent interruptions. Likewise, if the caster lags,
discusses the answers, or goes off to do anything else, the spell immediately
ends.
The material components necessary for a commune spell are the
priest's religious symbol, holy (unholy) water, and incense. If a particularly
potent commune is needed, a sacrifice proportionate with the difficulty of
obtaining the information is required. If the offering is insufficient, no
information or only partial information is gained. Commune
With Nature (Divination) Sphere:
Divination, Elemental Range:
0
Components: V, S Duration:
Special
Casting Time: 1 turn Area of Effect: Special
Saving Throw: None
This spell enables the caster to become one with nature, thus being
empowered with knowledge of the surrounding territory. For each level of
experience of the caster, he can "know" one fact--ahead, left, or
right, about the following subjects: the ground, plants, minerals, bodies of
water, people, general animal population, presence of woodland creatures, etc.
The presence of powerful unnatural creatures also can be detected, as can the
general state of the natural setting. The spell is most effective in outdoor
settings, operating in a radius of one-half mile for each level of the caster.
In natural underground settings--caves, cavern, etc.--the range is limited to 10
yards per caster level. In constructed settings (dungeons and towns), the spell
will not function. The DM may limit the casting of this spell to once per month. Control
Winds (Alteration) Sphere:
Weather Range:
0
Components: V, S Duration:
1 turn/level
Casting Time: 8 Area
of Effect:40-ft./level radius
Saving Throw: None
By means of a control winds spell, the caster is able to alter
wind force in the area of effect. For every three levels of experience, the
caster can increase or decrease wind force by one level of strength. Wind
strengths are as follows: Wind
Force
Miles Per Hour
Light
Breeze
2-7
Moderate
Breeze
8-18 Strong
Breeze
19-31 Gale
32-54 Storm
55-72 Hurricane
73-176
Winds in excess of 19 miles per hour drive small flying creatures--those
eagle-sized and under--from the skies, severely affect missile accuracy, and
make sailing difficult. Winds in excess of 32 miles per hour drive even
man-sized flying creatures from the skies and cause minor ship damage. Winds in
excess of 55 miles per hour drive all flying creatures from the skies, uproot
small trees, knock down wooden structures, tear off roofs, and endanger ships.
Winds in excess of 73 miles per hour are of hurricane force.
An "eye" of 40-foot radius, in which the wind is calm, exists
around the caster. Note that while the spell can be used underground, if the
spell is cast in an area smaller
than the area of effect, the eye shrinks 1 foot for every foot of confinement.
For example, if the area of effect is a 360-foot area, the eye shrinks by 10
feet to a 30-foot radius; a space under 320 feet in a radius would eliminate the
eye and subject the spellcaster to the effects of the wind. Once the spell is
cast, the wind force increases or decreases by 3 miles per hour per round until
the maximum or minimum speed is attained. The caster, with one round of complete
concentration, can stabilize the wind at its current strength, or set it to
increase or decrease. However, the rate of the change cannot be altered. The
spell remains in force for one turn for each level of experience of the caster.
When the spell is exhausted, the force of the wind wanes or waxes at the same
rate, until it reaches the level it was at before the spell took effect. Another
caster can use a control winds spell to counter the effects of a like
spell up to the limits of his own ability. Cure
Critical Wounds (Necromancy) Reversible Sphere:
Healing Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 8 Area
of Effect: 1 creature
Saving Throw: None
The cure critical wounds spell is a very potent version of the cure
light wounds spell. The priest lays his hand upon a creature and heals 3d8+3
points of damage from wounds or other damage. The spell does not affect
creatures without corporeal bodies, those of extraplanar origin, or those not
living.
The reversed spell, cause critical wounds, operates in the same
fashion as other causes wounds spells, requiring a successful touch to
inflict the 3d8+3 points of damage. Caused wounds heal via the same methods as
do wounds of other sorts. Dispel
Evil (Abjuration) Reversible Sphere:
Protection, Summoning Range:
Touch
Components: V, S, M
Duration:
1 rd./level
Casting Time: 8 Area
of Effect: 1 creature
Saving Throw: Neg.
The priest using this spell causes a summoned creature of evil nature, an
evil creature from another plane, or a creature summoned by an evil caster, to
return to its own plane or place when the caster successfully strikes it in
melee combat. Examples of such creatures are aerial servants, djinn, efreet,
elementals, and invisible stalkers. An evil enchantment (such as a charm
spell cast by an evil creature) that is subject to a normal dispel magic
spell can be automatically dispelled by the dispel evil spell. This spell
lasts for a maximum of one round for each experience level of the caster, or
until expended. While the spell is in effect, all creatures that could be
affected by it fight with a -7 penalty to their attack rolls when engaging the
spellcaster.
The reverse of the spell, dispel good, functions against summoned
or enchanted creatures of good alignment or creatures that have been sent to aid
the cause of good.
The material components for this spell are the priest's religious object
and holy (or unholy) water. Flame
Strike (Evocation) Sphere:
Combat Range:
60 yds.
Components: V, S, M Duration:
Instantaneous
Casting Time: 8 Area
of Effect: 5 ft. radius
Saving Throw: ½ x
30 ft. column
When the priest evokes a flame strike spell, a vertical column of
fire roars downward in the location called for by the caster. Any creatures
within the area of effect must roll a saving throw vs. spell. Failure means the
creature sustains 6d8 points of damage; otherwise, the damage is halved.
The material component of this spell is a pinch of sulphur. Insect
Plague (Conjuration/Summoning) Sphere:
Combat Range:
120 yds.
Components: V, S, M
Duration:
2 rds./level
Casting Time: 1 turn Area
of Effect: 180 ft. x 60 ft. cloud
Saving Throw: None
When this spell is cast by the priest, a horde of creeping, hopping, and
flying insects gather and swarm in a thick cloud. In an environment free of
normal insects, the spell fails. The insects obscure vision, limiting it to 10
feet. Spellcasting within the cloud is impossible. Creatures in the insect
plague, regardless of Armor Class, sustain 1 point of damage for each round they
remain within, due to the bites and stings of the insects. Invisibility is no
protection. All creatures with 2 or fewer Hit Dice will automatically move at
their fastest possible speed in a random direction until they are more than 240
yards away from the insects. Creatures with fewer than 5 Hit Dice must check
morale; failure means they run as described above.
Heavy smoke drives off insects within its bounds. Fire also drives
insects away. For example, a wall of fire in a ring shape keeps a subsequently
cast insect plague outside its confines, but a fireball spell
simply clears insects from its blast area for one round. A single torch is
ineffective against this vast horde of insects. Lightning, cold, or ice are
likewise ineffective, while a strong wind that covers the entire plague area
disperses the insects and ends the spell. The plague lasts two rounds for each
level of the caster, and thereafter the insects disperse. The insects swarm in
an area that centers around a summoning point determined by the spellcaster. The
point can be up to 120 yards away from the priest. The insect plague does not
move thereafter for as long as it lasts. Note that the spell can be countered by
a dispel magic spell.
The material components of this spell are a few granules of sugar, some
kernels of grain, and a smear of fat. Magic
Font (Divination) Sphere:
Divination Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 1 hour Area
of Effect: Special
Saving Throw: None
The spell causes a holy water font to serve as a scrying device. The
spell does not function unless the priest is in good standing with his deity.
The basin of holy water becomes similar to a crystal ball. For each vial
of capacity of the basin, the priest may scry for one round, up to a maximum of
one hour. Thus, the duration of the magic font spell is directly related
to the size of the holy water receptacle. The DM will know the chances of a
character being able to detect scrying.
The priest's holy symbol and the font and its trappings are not consumed
by the spell. Moonbeam
(Evocation,
Alteration) Sphere:
Sun Range:
60 yds. + 10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 7 Area
of Effect: 5 ft. radius + special
Saving Throw: None
By means of this spell, the caster is able to cause a beam of soft, pale
light to strike down from overhead and illuminate whatever area he is pointing
at. The light is exactly the same as moonlight, so that colors other than shades
of black, gray, or white are vague. The spellcaster can easily make the moonbeam
move to any area that he can see and point to. This makes the spell an effective
way to spotlight something, an opponent, for example. While the moonbeam
spell does not eliminate all shadows, a creature centered in a moonbeam is most
certainly visible. The reflected light from this spell enables dim visual
perception 10 yards beyond the area of effect, but it does not shed a telltale
glow that would negate surprise. The light does not adversely affect
infravision. The caster can dim the beam to near darkness if desired. The beam
has, in addition, all the properties of true moonlight and can induce a
lycanthropic change (of a creature in the beam), unless the DM rules otherwise.
The material components are several seeds of any moonseed plant and a
piece of opalescent feldspar (moonstone). Pass
Plant (Alteration) Sphere:
Plant Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 8 Area
of Effect: Special
Saving Throw: None
By using this spell, the caster is able to enter a tree and move from
inside it to inside another tree. The second tree must lie in approximately the
direction desired by the spell user and must be within the range shown in the
following table. Type
of Tree
Range of Area of Effect
Oak
600 yards Ash
540 yards Yew
480 yards Elm
420 yards Linden
360 yards deciduous
300 yards coniferous
240 yards other
180 yards
The tree entered and that receiving the caster must be of the same type,
must both be living, and of girth at least equal to that of the caster. Note
that if the caster enters a tree, an ash, for example, and wishes to pass north
as far as possible (540 yards), but the only appropriate ash in range is to the
south, the caster will pass to the ash in the south. The pass plant spell
functions so that the movement takes only one round. The caster can, at his
option, remain within the receiving tree for a maximum of one round per level of
experience. Otherwise, he can step forth immediately. Should no like tree be in
range, the caster simply remains within the first tree, does not pass elsewhere,
and must step forth in the appropriate number of rounds. If the occupied tree is
chopped down or burned, the caster is slain if he does not exit before the
process is complete. Plane
Shift (Alteration) Sphere:
Astral Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 8 Area
of Effect: 1 creature (special)
Saving Throw: Neg.
When the plane shift spell is cast, the priest moves himself or some
other creature to another plane of existence. The recipient of the spell remains
in the new plane until sent forth by some like means. If several persons link
hands in a circle, up to eight can be affected by the plane shift at the same
time.
The material component of this spell is a small, forked metal rod. The
size and metal type dictates to which plane of existence, including sub-planes
and alternate dimensions, the spell sends the affected creatures. The DM will
determine specifics regarding how and what planes are reached.
An unwilling victim must be touched (successful attack roll) to be sent.
In addition, the creature is also allowed a saving throw. If the saving throw is
successful, the effect of the spell is negated. Note that pinpoint accuracy is
rarely achieved; arriving at a random distance from an intended destination is
common.
The metal rod is not expended when the spell is cast. Forked rods keyed
to certain planes may be difficult to come by, as decided by the DM. Quest
(Enchantment/Charm) Sphere:
Charm Range:
60 yds.
Components: V, S, M Duration:
Until fulfilled
Casting Time: 8 Area
of Effect: 1 creature
Saving Throw: Neg.
The quest spell enables the priest to require the affected
creature to perform a service and return to the priest with proof that the deed
was accomplished. The quest can, for example, require that the creature locate
and return some important or valuable object, rescue a notable person, release
some creature, capture a stronghold, slay a person, deliver some item, and so
forth. If the quest is not properly followed, due to disregard, delay, or
perversion, the creature affected by the spell loses 1 from its saving throw
rolls for each day of such action. This penalty is not removed until the quest
is properly pursued or the priest cancels it. There are certain circumstances
that will temporarily suspend a quest, and others that will discharge or cancel
it. The DM will give you appropriate information as the need to know arises.
If cast upon an unwilling subject, the victim is allowed a saving throw.
However, if the person quested agrees to a task--even if the agreement is gained
by force or trickery--no saving throw is allowed. If a quest is just and
deserved, a creature of the priest's religion cannot avoid it, and any creature
of the priest's alignment saves with a -4 penalty to the saving throw. A quest
cannot be dispelled, but it can be removed by a priest of the same religion or
of higher level than the caster. Some artifacts and relics might negate the
spell, as can direct intervention by a deity. Likewise, an unjust or undeserved
quest grants bonuses to saving throws, or might even automatically fail.
The material component of this spell is the priest's holy symbol. Rainbow
(Evocation,
Alteration) Sphere:
Weather, Sun Range:
120 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 7
Area
of Effect: Special
Saving Throw: None
To cast this spell, the priest must be in sight of a rainbow, or have a
special component (see below). The rainbow spell has two applications,
and the priest can choose the desired one at the time of casting. These
applications are as follows:
Bow: The
spell creates a shimmering, multi-layered short composite bow of rainbow hues.
It is light and easy to pull, so that any character can use it without penalty
for non-proficiency. It is magical: Each of its shimmering missiles is the
equivalent of a +2 weapon, including attack and damage bonuses. Magic resistance
can negate the effect of any missile fired from the bow. The bow fires seven
missiles before disappearing. It can be fired up to four times per round. Each
time a missile is fired, one hue leaves the bow, corresponding to the color of
arrow that is released. Each color of arrow has the ability to cause double
damage to certain creatures, as follows: Red
--fire dwellers/users and fire elementals Orange
--creatures or constructs of clay, sand, earth, stone or similar
materials, and
earth elementals Yellow
--vegetable opponents (including fungus creatures, shambling mounds,
treants,
etc.) Green
--aquatic creatures, electricity-using creatures, and air elementals Indigo
--acid-using or poison-using creatures Violet
--metallic or regenerating creatures
When the bow is drawn, an arrow of the appropriate color magically
appears, nocked and ready. If no color is requested, or a color that has already
been used is asked for, then the next arrow (in the order of the spectrum)
appears.
Bridge: The
caster causes the rainbow to form a seven-hued bridge up to 3 feet wide per
level of the caster. It must be at least 20 feet long and can be as long as 120
yards, according to the caster's desire. It lasts as long as the spell's
duration or until ordered out of existence by the caster.
The components for this spell are the priest's holy symbol and a vial of
holy water. If no rainbow is in the vicinity, the caster can substitute a
diamond of not less than 1,000 gp value, specially prepared with bless
and prayer spells while in sight of a rainbow. The holy water and diamond
disappear when the spell is cast. Raise
Dead (Necromancy) Reversible Sphere:
Necromantic Range:
30 yds.
Components: V, S Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: 1 person
Saving Throw: Special
When the priest casts a raise dead spell, he can restore life to a dwarf,
gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM's
option). The length of time that the person has been dead is of importance, as
the priest can raise persons dead only up to a limit of one day for each
experience level of the priest (i.e., a 9th-level priest can raise a person who
has been dead for up to nine days).
Note that the body of the person must be whole, or otherwise missing
parts are still missing when the person is brought back to life. Likewise, other
ills, such as poison and disease, are not negated. The raised person must roll a
successful resurrection survival check to survive the ordeal (see Table 3:
Constitution) and loses 1 point of Constitution. Further, the raised person is
weak and helpless, needing a minimum of one full day of rest in bed for each day
or fraction he was dead. The person has 1 hit point when raised and must regain
the rest by natural healing or curative magic.
A character's starting Constitution is an absolute limit to the number of
times he can be revived by this means.
The somatic component of the spell is a pointed finger.
The reverse of the spell, slay living, grants the victim a saving
throw vs. death magic. If the saving throw is successful, the victim sustains
damage equal to that of a cause serious wounds spell--i.e., 2d8+1 points.
Failure means the victim dies instantly. Spike
Stones (Alteration,
Enchantment) Sphere:
Elemental (Earth) Range:
30 yds.
Components: V, S, M Duration:
3d4 turns +1/level
Casting Time: 6 Area
of Effect: 10 ft. sq./level,
Saving Throw: None 1
spike/sq. ft.
The spike stones spell causes rock to shape itself into long,
sharp points that tend to blend into the background. It is effective on both
natural rock and worked stone. The spike stones serve to impede progress through
an area and to inflict damage. If an area is carefully observed, each observer
is 25% likely to notice the sharp points of rock. Otherwise, those entering the
spell's area of effect suffer 1d4 points of damage per round. The success of
each attack is determined as if the caster of the spell were actually engaging
in combat. Those entering the area are subject to attack immediately upon
setting foot in the area and for each round spent in the area thereafter. The
initial step enables the individual to become aware of some problem only if the
initial attack succeeds; otherwise movement continues and the spike stones
remain unnoticed until damage occurs. Charging or running victims suffer two
attacks per round.
Those falling into pits affected by spike stones suffer six such attacks
for every 10 feet fallen, each attack having a +2 bonus to the attack roll. In
addition, the damage inflicted by each attack increases by +2 for every 10 feet
fallen. Finally, the creatures also suffer normal falling damage.
The material component of this spell is four tiny stalactites. Transmute
Rock to Mud (Alteration) Reversible Sphere:
Elemental (Earth, Water) Range:
160 yds.
Components: V, S, M Duration:
Special
Casting Time: 8 Area
of Effect: 20-ft. cube/level
Saving Throw: None This spell turns natural rock of any sort
into an equal volume of mud. If it is cast upon a rock, for example, the rock
affected collapses into mud. Magical or enchanted stone is not affected by the
spell. The depth of the mud created cannot exceed 10 feet. Creatures unable to
levitate, fly, or otherwise free themselves from the mud sink at the rate of 1/3
of their height per round and eventually suffocate, save for lightweight
creatures that could normally pass across such ground. Brush thrown atop the mud
can support creatures able to climb on top of it, with the amount required
decided by the DM. Creatures large enough to walk on the bottom can move through
the area at a rate of 10 feet per round.
The mud remains until a successful dispel magic or transmute
mud to rock spell restores its substance--but not necessarily its form.
Evaporation turns the mud to normal dirt at a rate of 1d6 days per 10 cubic
feet. The exact time depends on exposure to the sun, wind, and normal drainage.
The reverse, transmute mud to rock, hardens normal mud or
quicksand into soft stone (sandstone or similar mineral) permanently unless
magically changed. Creatures in the mud are allowed a saving throw to escape
before the area is hardened to stone. Dry sand is unaffected.
The material components for the spell are clay and water (or sand, lime,
and water for the reverse). True
Seeing (Divination) Reversible Sphere:
Divination Range:
Touch
Components: V, S, M Duration:
1 rd./level
Casting Time: 8 Area
of Effect: 1 creature
Saving Throw: None
When the priest employs this spell, he confers upon the recipient the
ability to see all things as they actually are. The spell penetrates normal and
magical darkness. Secret doors become plain. The exact location of displaced
things is obvious. Invisible things become quite visible. Illusions and
apparitions are seen through. Polymorphed, changed, or enchanted things are
apparent. Even the aura projected by creatures becomes visible, so that
alignment can be discerned. Further, the recipient can focus his vision to see
into the Ethereal plane or the bordering areas of adjacent planes. The range of
vision conferred is 120 feet. True seeing, however, does not penetrate
solid objects; it in no way confers X-ray vision or its equivalent. In addition,
the spell effects cannot be further enhanced with known magic.
The spell requires an ointment for the eyes that is made from very rare
mushroom powder, saffron, and fat and costs no less than 300 gp per use.
The reverse, false seeing, causes the person to see things as they
are not: rich is poor, rough is smooth, beautiful is ugly. The ointment for the
reverse spell is concocted of oil, poppy dust, and pink orchid essence.
For both spells, the ointment must be aged for 1d6 months. Wall
of Fire (Conjuration/Summoning) Sphere:
Elemental (Fire) Range:
80 yds.
Components: V, S, M Duration:
Special
Casting Time: 8 Area
of Effect: Special
Saving Throw: None
The wall of fire spell brings forth an immobile, blazing curtain
of magical fire of shimmering color--yellow-green or amber (different from the
4th-level wizard version). The spell creates an opaque sheet of flame up to one
20-foot square per level of the spellcaster, or a ring with a radius of up to 10
feet + 5 feet for every two levels of experience of the wizard, and 20 feet
high.
The wall of fire must be cast so that it is vertical with respect to the
caster. One side of the wall, selected by the caster, sends forth waves of heat,
inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of
damage upon those within 20 feet. In addition, the wall inflicts 4d4 points of
damage, plus 1 point of damage per level of the spellcaster, to any creature
passing through it. Creatures especially subject to fire may take additional
damage, and undead always take twice normal damage. Note that attempting to
directly catch moving creatures with a newly created wall of fire is difficult.
A successful saving throw enables the creature to avoid the wall, while its rate
and direction of movement determine which side of the created wall it is on. The
wall of fire lasts as long as the priest concentrates on maintaining it, or one
round per level of experience of the priest in the event he does not wish to
concentrate upon it.
The material component of the spell is phosphorus. |