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Animate
Rock (Alteration) Sphere:
Elemental (Earth) Range:
40 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 1 rd. Area
of Effect: 2 cu. ft./level
Saving Throw: None
By employing an animate rock spell, the caster causes a stone
object of up to the indicated size to move (see the 6th-level animate object
spell.). The animated stone object must be separate (not a part of a huge
boulder or the like). It follows the desire of the caster--attacking, breaking
objects, blocking--while the magic lasts. It has no intelligence or volition of
its own, but it follows instructions exactly as spoken. Only one set of
instructions for one single action can be given to the animated rock, and the
directions must be brief, about a dozen words or so. The rock remains animated
for one round per experience level of the caster. The volume of rock that can be
animated is also based on the experience level of the caster--2 cubic feet of
stone per level, such as 24 cubic feet, a mass of about man-sized, at 12th
level.
While the exact details of the animated rock are decided by the DM, its
Armor Class is no worse than 5, and it has 1d3 hit points per cubic foot of
volume. It uses the attack roll of the caster. The maximum damage it can inflict
is 1d2 points per caster level. Thus, a 12th-level caster's rock might inflict
12 to 24 points of damage. Movement for a man-sized rock is 60 feet per round. A
rock generally weighs from 100 to 300 pounds per cubic foot.
The material components for the spell are a stone and drop of the
caster's blood. Astral
Spell (Alteration) Sphere:
Astral Range:
Touch
Components: V, S Duration:
Special
Casting Time: ½ hour Area
of Effect: Special
Saving Throw: None
By means of this spell, a priest is able to project his astral body into
the Astral plane, leaving his physical body and material possessions behind on
the Prime Material plane. As the Astral plane touches upon the first levels of
all the outer planes, the priest can travel astrally to the first level of any
of these outer planes as he wills. The priest then leaves the Astral plane,
forming a body on the plane of existence he has chosen to enter. It is also
possible to travel astrally anywhere in the Prime Material plane by means of the
astral spell. However, a second body cannot be formed on the Prime Material
plane.
As a general rule, a person astrally projected can be seen only by
creatures on the Astral plane. The astral body is connected at all times to the
material body by a silvery cord. If the cord is broken, the affected person is
killed, astrally and materially, but generally only the psychic wind can cause
the cord to break. When a second body is formed on a different plane, the
silvery cord remains invisibly attached to the new body. If the second body or
astral form is slain, the cord simply returns to the caster's body where the
body rests on the Prime Material plane, reviving it from its state of suspended
animation. Although astral projections are able to function on the Astral plane,
their actions affect only creatures existing on the Astral plane; a physical
body must be materialized on other planes.
The spell lasts until the priest desires to end it, or until it is
terminated by some outside means, such as dispel magic spell or
destruction of the priest's body on the Prime Material plane--which kills the
priest. The priest can project the astral forms of up to seven other creatures
with himself by means of the astral spell, providing the creatures are
linked in a circle with the priest. These fellow travelers are dependent upon
the priest and can be stranded if something happens to the priest. Travel in the
Astral plane can be slow or fast, according to the priest's desire. The ultimate
destination arrived at is subject to the desire of the priest. Changestaff
(Evocation,
Enchantment) Sphere:
Plant, Creation Range:
Touch
Components: V, S, M
Duration:
Special
Casting Time: 4 Area
of Effect: The caster's staff
Saving Throw: None
By means of this spell, the caster is able to change a specially prepared
staff into a treantlike creature of the largest size, about 24 feet tall. When
the priest plants the end of the staff in the ground and speaks a special
command and invocation, the staff turns into a treantlike creature with 12 Hit
Dice, 40 hit points, and Armor Class 0. It attacks twice per round, inflicting
4d6 points of damage with every successful attack. The staff-treant defends the
caster and obeys any spoken commands. However, it is by no means a true treant;
it cannot converse with actual treants or control trees. The transformation
lasts either for as many turns as the caster has experience levels, until the
caster commands the staff to return to its true form, or until the staff is
destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit
points or less, it crumbles to a sawdustlike powder and the staff is destroyed.
Otherwise, the staff can be used again after 24 hours and the staff-treant is at
full strength.
To cast a changestaff spell, the caster must have either his holy
symbol or leaves (ash, oak, or yew) of the same sort as the staff.
The staff for the changestaff spell must be specially prepared.
The staff must be a sound limb cut from an ash, oak, or yew tree struck by
lightning no more than 24 hours before the limb is cut. The limb must then be
cured by sun drying and special smoke for 28 days. Then it must be shaped,
carved, and polished for another 28 days. The caster cannot adventure or engage
in other strenuous activity during either of these periods. The finished staff,
engraved with woodland scenes, is then rubbed with the juice of holly berries,
and the end of it is thrust into the earth of the caster's grove while he casts
a speak with plant spell, calling upon the staff to assist in time of
need. The item is then charged with a magic that will last for many changes from
staff to treant and back again. Chariot
of Sustarre (Evocation) Sphere:
Elemental (Fire), Creation Range:
10 yds.
Components: V, S, M Duration:
12 hours
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None
When this spell is cast, it brings forth a large, flaming chariot pulled
by two fiery horses from the elemental plane of Fire. These appear in a clap of
thunder amid a cloud of smoke. The vehicle moves at 24 on the ground, 48 flying,
and can carry the caster and up to seven other creatures of man-size or less.
The passengers must be touched by the caster to protect them from the flames of
the chariot. Creatures other than the caster and his designated passengers
sustain 2d4 points of fire damage each round if they come within 5 feet of the
horses or chariot. Such creatures suffer no damage if they evade the area by
rolling successful saving throws vs. petrification, with Dexterity adjustments.
The caster controls the chariot by verbal command, causing the flaming
steeds to stop or go, walk, trot, run or fly, and turn left or right as he
desires. Note that the chariot of Sustarre is a physical manifestation and can
sustain damage. The vehicle and steeds are struck only by magical weapons or by
water (one quart of which inflicts 1 point of damage). They are Armor Class 2,
and each requires 30 points of damage to dispel. Naturally, fire has no effect
upon either the vehicle or its steeds, but magical fires other than those of the
chariot can affect the riders. Other spells, such as a successful dispel
magic or holy word, will force the chariot back to its home plane,
without its passengers. The chariot can be summoned only once per week.
The material components are a small piece of wood, two holly berries, and
a fire source at least equal to a torch. Confusion
(Enchantment/Charm) Sphere:
Charm Range:
80 yds.
Components: V, S, M
Duration:
1 rd./level
Casting Time: 1 rd. Area
of Effect: 1d4 creatures in 40-ft. sq.
Saving Throw: Special
This spell causes confusion in one or more creatures within the area,
creating indecision and the inability to take effective action. The spell
affects 1d4 creatures, plus one creature per two caster levels. Thus, seven to
ten creatures can be affected by a 12th- or 13th-level caster, eight to 11 by a
14th- or 15th-level caster, etc. These creatures are allowed saving throws vs.
spell with -2 penalties, adjusted for Wisdom. Those successfully saving are
unaffected by the spell. Confused creatures react as follows (roll 1d10): d10
Reaction
1 Wander
away (unless prevented) for duration of spell 2-6
Stand confused one round (then roll again) 7-9
Attack nearest creature for one round (then roll again) 10
Act normally for one round (then roll again)
The spell lasts one round for each level of the caster. Those who fail
their saving throws are checked by the DM for actions each round, for the
duration of the spell, or until the "wander away for the duration of the
spell" result occurs.
Wandering creatures move as far from the caster as possible in their most
typical mode of movement (characters walk, fish swim, bats fly, etc.). This is
not panicked flight. Wandering creatures also have a 50% chance of using any
special innate movement abilities (plane shift, burrowing, flight, etc.). Saving
throws and actions are checked at the beginning of each round. Any confused
creature that is attacked perceives the attacker as an enemy and acts according
to its basic nature.
The material component of this spell is a set of three nut shells.
Note: If there are many creatures involved, the DM may decide to assume
average results. For example, if there are 16 orcs affected and 25% could be
expected to successfully roll the saving throw, then four are assumed to have
succeeded, one wanders away, four attack the nearest creature, six stand
confused and the last acts normally but must check next round. Since the orcs
are not near the party, the DM decides that two who are supposed to attack the
nearest creature attack each other, one attacks an orc that saved, and one
attacks a confused orc, which strikes back. The next round, the base is 11 orcs,
since four originally saved and one wandered off. Another one wanders off, five
stands confused, four attack, and one acts normally. Conjure
Earth Elemental (Conjuration/Summoning) Reversible Sphere:
Elemental (Earth), Summoning Range:
40 yds.
Components: V, S Duration:
1 turn/level
Casting Time: 1 turn Area
of Effect: Special
Saving Throw: None
A caster who performs a conjure earth elemental spell summons an
earth elemental to do his bidding. The elemental is 60% likely to have 12 Hit
Dice, 35% likely to have 16 Hit Dice, and 5% likely have 21 to 24 Hit Dice (20 +
1d4). Further, the caster needs but to command it, and it does as desired. The
elemental regards the caster as a friend to be obeyed. The elemental remains
until destroyed, dispelled, sent away by dismissal or a holy word spell
(see the conjure fire elemental spell), or the spell duration expires. Control
Weather (Alteration) Sphere:
Weather Range:
0
Components: V, S, M Duration:
4d12 hours
Casting Time: 1 turn Area
of Effect: 4d4 sq. miles
Saving Throw: None
The control weather spell enables a priest to change the weather
in the local area. The spell affects the weather for 4d12 hours in an area of
4d4 square miles. It requires one turn to cast the spell, and an additional 1d4
turns for the effects of the spell to be felt. The current weather conditions
are decided by the DM, depending on the climate and season. Weather conditions
have three components: precipitation, temperature, and wind. The spell can
change these conditions according to the following chart: Precipitation
Temperature
Wind
CLEAR
HOT
CALM very
clear
sweltering heat dead calm light
clouds or hazy
warm
light wind PARTLY
CLOUDY
WARM
moderate wind clear
weather
hot
MODERATE WIND cloudy
cool
calm mist/light
rain/hail
COOL
strong wind sleet/light
snow
warm
STRONG WIND CLOUDY
cold
moderate wind partly
cloudy
COLD
gale deep
clouds
cool
GALE fog
arctic cold
strong wind heavy
rain/large hail
storm
gale driving
sleet/snow
STORM
hurricane
The upper-case headings represent existing weather conditions. The
lower-case headings below are the new conditions to which the caster can change
the existing conditions. In addition, the caster can control the direction of
the wind. For example, a day that is clear, warm, and with moderate wind can be
controlled to become hazy, hot, and calm. Contradictions are not possible--fog
and strong wind, for example. Multiple control weather spells can be used
only in succession.
The material components for this spell are the priest's religious symbol,
incense, and prayer beads or similar prayer object. Obviously, the spell
functions only in areas where there are appropriate climatic conditions.
If Weather is a major sphere for the priest (as it is for druids),
duration and area are doubled, and the caster can change the prevailing weather
by two places. For example, he can cause precipitation to go from partly
cloudy to heavy sleet, temperature to go from cool to arctic, and wind to go
from calm to strong. Creeping
Doom (Conjuration/Summoning) Sphere:
Animal, Summoning Range:
0
Components: V, S Duration:
4 rds./level
Casting Time: 1 rd. Area
of Effect: Special
Saving Throw: None
When the caster utters the spell of creeping doom, he calls forth
a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging
arachnids, insects, and myriapods. This carpetlike mass swarms in an area 20
feet square. Upon command from the caster, the swarm creeps forth at 10 feet per
round toward any prey within 80 yards, moving in the direction in which the
caster commands. The creeping doom slays any creature subject to normal attacks,
as each of the small horrors inflicts 1 point of damage (each then dies after
its attack), so that up to 1,000 points of damage can be inflicted on creatures
within the path of the creeping doom. If the creeping doom travels more than 80
yards away from the summoner, it loses 50 of its number for each 10 yards beyond
80 yards. For example, at 100 yards, its number has shrunk by 100. There are a
number of ways to thwart or destroy the creatures forming the swarm. The
solutions are left to the imaginations of players and DMs. Earthquake
(Alteration) Sphere:
Elemental (Earth) Range:
120 yds.
Components: V, S, M Duration:
1 rd.
Casting Time: 1 turn Area
of Effect: 5-ft. diameter/level
Saving Throw: None
When this spell is cast by a priest, a local tremor of fairly high
strength rips the ground. The shock is over in one round. The earthquake affects
all terrain, vegetation, structures, and creatures in its area of effect. The
area of effect of the earthquake spell is circular, with a diameter of 5
feet for every experience level of the priest casting it. Thus a 20th-level
priest casts an earthquake spell with a 100-foot-diameter area of effect.
Solidly built structures with foundations reaching down to bedrock
sustain one-half damage; one-quarter damage if they score above 50% on a saving
throw. An earth elemental opposed to the caster in the area of effect can negate
10% to 100% (roll 1d10, 0 = 100%) of the effect. Other magical protections and
wards allowed by the DM may also reduce or negate this effect. If cast undersea,
this spell may, at the discretion of the DM, create a tsunami or tidal wave.
The material components for this spell are a pinch of dirt, a piece of
rock, and a lump of clay. Earthquake
Effects TERRAIN Cave
or cavern--Collapses
roof Cliffs--Crumble, causing
landslide Ground--Cracks open, causing
the following fractions of creatures to fall in and die:
Size S: 1 in 4
Size M: 1 in 6
Size L: 1 in 8 Marsh--Drains water to form muddy,
rough ground. Tunnel--Caves in VEGETATION Small
growth--No
effect Trees--1 in 3 are uprooted and fall STRUCTURES All
structures--Sustain
5d12 points of structural damage; those suffering full damage are thrown down in
rubble CREATURES
(See TERRAIN entry) Exaction (Evocation,
Alteration) Sphere:
Charm, Summoning Range:
10 yds.
Components: V, S, M Duration:
Special
Casting Time: 1 rd. Area
of Effect: 1 creature
Saving Throw: None
When this spell is employed, the priest confronts some powerful creature
from another plane (including devas and other powerful minions, for instance,
but not demigods or deities of any sort) and requires of it some duty or quest.
A creature of an alignment opposed to the priest (e.g., evil if the priest is
good, chaotic if the priest is lawful) cannot be ordered around unless it is
willing. Note that an absolute (true) neutral creature is effectively opposed to
both good and evil, and both law and chaos.
The spellcaster must know something about the creature to exact service
from it, or else he must offer some fair trade in return for the service. That
is, if the priest is aware that the creature has received some favor from
someone of the priest's alignment, then the exaction spell can name this
as cause. If no balancing reason for service is known, then some valuable gift
or service must be pledged in return for the exaction. The service exacted must
be reasonable with respect to the past or promised favor or reward, and with the
being's effort and risk. The spell then acts, subject to a magic resistance
roll, as a quest upon the being that is to perform the required service.
Immediately upon completion of the service, the being is transported to the
vicinity of the priest, and the priest must then and there return the promised
reward, whether it is irrevocable cancellation of a past debt or the giving of
some service or other material reward. After this is done, the creature is
instantly freed to return to its own plane.
The DM adjudicates when an equitable arrangement has been reached. If the
caster requests too much, the creature is free to depart or to attack the priest
(as if the agreement were breached) according to its nature. If circumstances
leave the situation unbalanced (for example, the creature dies while achieving a
result that was not worth dying for), then this might create a debt owed by the
caster to the creature's surviving kith and kin, making the caster vulnerable to
a future exaction spell from that quarter. Agreeing to a future exaction
or release in the event of catastrophic failure or death are common caster
pledges in securing an exaction.
Failure to fulfill the promise to the letter results in the priest being
subject to exaction by the subject creature or by its master, liege, etc., at
the very least. At worst, the creature can attack the reneging priest without
fear of any of his spells affecting it, for the priest's failure to live up to
the bargain gives the creature immunity from the priest's spell powers.
The material components of this spell are the priest's holy symbol, some
matter or substance from the plane of the creature from whom an exaction is
expected, and knowledge of the creature's nature or actions that is written out
on a parchment that is burned to seal the pledge. Fire
Storm (Evocation) Reversible Sphere:
Elemental (Fire) Range:
160 yds.
Components: V, S
Duration:
1 rd.
Casting Time: 1 rd. Area
of Effect: two 10-ft. cubes/level
Saving Throw: ½
When a fire storm spell is cast, the whole area is shot through
with sheets of roaring flame that equal a wall of fire spell in effect.
Creatures within the area of fire and 10 feet or less from the edge of the
affected area receive 2d8 points of damage plus additional damage equal to the
caster's level (2d8 +1/level). Creatures that roll successful saving throws vs.
spell suffer only one-half damage. The damage is inflicted each round the
creature stays in the area of effect. The area of effect is equal to two 10-foot
x 10-foot cubes per level of the cater--e.g., a 13th-level caster can cast a
fire storm measuring 130 feet x 20 feet x 10 feet. The height of the storm
is 10 or 20 feet; the imbalance of its area must be in length and width.
The reverse spell, fire quench, smothers twice the area of effect
of a fire storm spell with respect to normal fires, and the normal area
of effect with respect to magical fires. Fire-based creatures, such as
elementals, salamanders, etc., of less than demigod status have a 5% chance per
experience level of the caster of being extinguished. If cast only against a flametongue
sword, the sword must roll a successful saving throw vs. crushing blow or be
rendered nonmagical. Such a sword in the possession of a creature first receives
the creature's saving throw, and if this is successful, the second saving throw
is automatically successful. Gate
(Conjuration/Summoning) Sphere:
Summoning Range:
30 yds.
Components: V, S Duration:
Special
Casting Time: 5 Area
of Effect: Special
Saving Throw: None
Casting a gate spell has two effects: it causes an
interdimensional connection between the plane of existence the priest is in and
the plane in which dwells a specific being of great power. The result of this
connection is that the sought-after being can step through the gate or portal,
from its plane to that of the priest. Uttering the spell attracts the attention
of the dweller on the other plane. When casting the spell, the priest must name
the entity he desires to make use of the gate and to come to his aid. There is a
100% chance that something steps through the gate. The actions of the
being that comes through depend on many factors, including the alignment of the
priest, the nature of those accompanying him, and who or what opposes or
threatens the priest. The DM will decide the exact result of the spell, based on
the creature called, the desires of the caster and the needs of the moment. The
being gates in either returns immediately or remains to take action. Casting
this spell ages the priest five years. Holy
Word (Conjuration/Summoning) Reversible Sphere:
Combat Range:
0
Components: V Duration:
Special
Casting Time: 1 Area
of Effect: 30-ft. radius
Saving Throw: None
Uttering a holy word spell creates magic of tremendous power. It
drives off evil creatures from other planes, forcing them to return to their own
planes of existence, provided the speaker is in his home plane. Creatures so
banished cannot return for at least a day. The spell further affects creatures
of differing alignment as shown on the following table: Effects
of Holy Word Creature's Hit
Dice or
Attack
Level
General
Move
Dice
Spells Less
than 4
Kills
--
--
-- 4
to 7+
Paralyzes 1d4 turns
--
--
-- 8
to 11+
Slows 2d4 rounds
-50%
-4*
-- 12
or more
Deafens 1d4 rounds
-25%
-2
50% chance
of failure
* Slowed creatures attack only on even-numbered rounds until the effect
wears off.
Affected creatures are those within the 30-foot-radius area of effect,
which is centered on the priest casting the spell. The side effects are negated
for deafened or silenced creatures, but such are still driven off if
other-planar.
The reverse, unholy word, operates exactly the same way but
affects creatures of good alignment. Regenerate (Necrmancy) Reversible Sphere:
Necromatic Range:
Touch
Components: V,S,M
Duration:
Permanent
Casting Time: 3 rounds Area
of Effect: Creature touched
Saving Throw: None
When a regenerate spell is cast, body members (fingers, toes,
hands, feet, arms, legs, tails, or even heads of multi-headed creatues), bones,
and organs grow back. The process of regeneration requies but one round if the
severed member(s) is (are) present and touching the creature, 2d4turns
otherwise. The creature must be lving to receive the benefits of this spell. If
the severed member is not present, or if the injury isolder than ond day per
caste level, the recipient must roll a successful system shock check to survive
the spell.
The revers, wither, causes the member or organ touched to cease
functioning in one round, dropping off into dust in 2d4 turns. Creatures must be
touched for the harmful effect to occur.
The material components of this spell are a prayer device and holy water
(or unholy water for the reverse). Reincarnate
(Necromancy) Sphere:
Necromantic Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 1 turn Area
of Effect: 1 person
Saving Throw: None
With this spell, the priest can bring back a dead person in another body,
if death occurred no more than one week before the casting of the spell.
Reincarnation does not require any saving throw, system shock, or resurrection
survival roll. The corpse is touched, and a new incarnation of the person
appears in the area in 1d6 turns. The person reincarnated recalls the majority
of his former life and form, but the character class, if any, of the new
incarnation might be very different indeed. The new incarnation is determined on
the following table or by DM choice. If a player character race is indicated,
the character must be created. At the DM's option, certain special (expensive)
incenses can be used that may increase the chance for a character to return as a
specific race or species. A wish spell can restore a reincarnated
character to its original form and status. D100 Roll
Incarnation 01-03
Badger 04-08
Bear, black 09-12
Bear, brown 13-16
Boar, wild 17-19
Centaur 20-23
Dryad 24-28
Eagle 29-31
Elf 32-34
Faun/satyr 35-36
Fox 37-40
Gnome 41-44
Hawk 45-58
Human 59-61
Lynx 62-64
Owl 65-68
Pixie 69-70
Raccoon 71-75
Stag 76-80
Wolf 81-85
Wolverine 86-00
DM's choice
If an unusual creature form is indicated, the DM can (at his option only)
use the guidelines for new player character races to allow the character to earn
experience and advance in levels, although this may not be in the same class as
before. If the reincarnated character returns as a creature eligible to be the
same class as he was previously (i.e., a human fighter returns as an elf), the
reincarnated character has half his previous levels and hit points. If the
character returns as a new character class, his hit points are half his previous
total, but he must begin again at 1st level. If the character returns as a
creature unable to have a class, he has half the hit points and saving throws of
his previous incarnation. Restoration
(Necromancy) Reversible Sphere:
Necromantic Range:
Touch
Components: V, S Duration:
Permanent
Casting Time: 3 rds. Area
of Effect: 1 creature
Saving Throw: None
When this spell is cast, the life energy level of the recipient creature
is raised by one. This reverses any previous life energy level drain of the
creature by a force or monster. Thus, if a 10th-level character had been struck
by a wight and drained to 9th level, the restoration spell would bring
the character up to exactly the number of experience points necessary to restore
him to 10th level once again, restoring additional Hit Dice (or hit points) and
level functions accordingly. Restoration is effective only if the spell is cast
within one day of the recipient's loss of life energy, per experience level of
the priest casting it. A restoration spell restores the intelligence of a
creature affected by a feeblemind spell. It also negates all forms of
insanity. Casting this spell ages both the caster and the recipient by two
years.
The reverse, energy drain, draws away one life energy level (see
such undead as spectre, wight, and vampire, in the Monstrous Manual). The energy
drain requires the victim to be touched. Casting this form of the spell does not
age the caster. Resurrection
(Necromancy) Reversible Sphere:
Necromantic Range:
Touch
Components: V, S, M Duration:
Permanent
Casting Time: 1 turn Area
of Effect: 1 creature
Saving Throw: None
The priest is able to restore life and complete strength to any living
creature, including elves, by bestowing the resurrection spell. The
creature can have been dead up to 10 years per level of the priest casting the
spell. Thus, a 19th-level priest can resurrect the bones of a creature dead up
to 190 years. The creature, upon surviving a resurrection survival check, is
immediately restored to full hit points and can perform strenuous activity. The
spell cannot bring back a creature that has reached its allotted life span
(i.e., died of natural causes). Casting this spell makes it impossible for the
priest to cast further spells or engage in combat until he has had one day of
bed rest for each experience level or Hit Die of the creature brought back to
life. The caster ages three years upon casting this spell.
The reverse, destruction, causes the victim of the spell to be
instantly dead and turned to dust. A wish spell or equivalent is required
for recovery. Destruction requires a touch, either in combat or otherwise, and
does not age the caster. In addition, the victim is allowed a saving throw (with
a -4 penalty). If the save is successful, the victim receives 8d6 points of
damage instead.
The material components of the spell are the priest's religious symbol
and holy water (unholy water for the reverse spell). The DM may reduce the
chances of successful resurrection if little of the creature's remains are
available. Succor
(Alteration,
Enchantment) Reversible Sphere:
Summoning Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 1 day Area
of Effect: 1 person
Saving Throw: None
By casting this spell, the priest creates a powerful magic aura in some
specially prepared object--a string of prayer beads, a small clay tablet, an
ivory baton, etc. This object radiates magic, for it contains the power to
instantaneously transport its possessor to the sanctuary of the priest who
created its magic. Once the item is enchanted, the priest must give it willingly
to an individual, at the same time informing him of a command word to be spoken
when the item is to be used. To make use of the item, the recipient must speak
the command word at the same time that he rends or breaks the item. When this is
done, the individual and all that he is wearing and carrying (up to the maximum
encumbrance limit for the character) are instantly transported to the sanctuary
of the priest, just as if the individual were capable of speaking a word of
recall spell. No other creatures can be affected.
The reversed application of the spell causes the priest to be transported
to the immediate vicinity of the possessor of the item when it is broken and the
command word said. The priest has a general idea of the location and situation
of the item's possessor, and can choose not to be affected by this summons. This
decision is made at the instant when the transportation is to take place.
However, if he chooses not to go, the opportunity is gone forever and the spell
is wasted.
The cost of preparing the special item (for either version of the spell)
varies from 2,000 to 5,000 gp. The more costly items can transport the subject
from one plane of existence to another, if the DM allows. Note that the same
factors that can prevent the operation of the plane shift and teleport
spells can also prevent the use of this spell. Sunray
(Evocation,
Alteration) Sphere:
Sun Range:
10 yds./level
Components: V, S, M Duration:
1+1d4 rds.
Casting Time: 4 Area
of Effect: 5-ft. radius (special)
Saving Throw: Special
With this spell, the caster can evoke a dazzling beam of light each round
in which no action other than movement is performed. The sunray is like a ray of
natural sunlight. All creatures in the 10-foot-diameter area of effect must roll
successful saving throws vs. spell or be blinded for 1d3 rounds, those using
infravision at the time for 2d4 rounds. Creatures to whom sunlight is harmful or
unnatural suffer permanent blindness if the saving throw is failed, and are
blinded for 2d6 rounds if the saving throw is successful. Those within its area
of effect, as well as creatures within 20 feet of its perimeter, lose any
infravision capabilities for 1d4+1 rounds.
Undead caught within the sunray's area of effect receive 8d6 points of
damage, one-half if a saving throw vs. spell is successful. Those undead 20 feet
to either side of the sunray's area of effect receive 3d6 points of damage, no
damage if a save is successful. In addition, the ray may result in the total
destruction of those undead specifically affected by sunlight, if their saving
throws are failed. The ultraviolet light generated by the spell inflicts damage
on fungoid creatures and subterranean fungi just as if they were undead, but no
saving throw is allowed.
The material components are an aster seed and a piece of adventuring
feldspar (sunstone). Symbol
(Conjuration/Summoning) Sphere:
Guardian Range:
Touch
Components: V, S, M
Duration:
1 turn/level
Casting Time: 3 Area
of Effect: 60 ft. radius
Saving Throw: Neg.
The priest casting this spell inscribes a glowing symbol in the air upon
any surface, according to his desire. Any creature looking at the completed
symbol within 60 feet must roll a successful saving throw vs. spell or suffer
the effect. The symbol glows for one turn for each experience level of the
caster. The particular symbol used is selected by the caster at the time of
casting. The caster will not be affected by his own symbol. One of the following
effects is chosen by the caster: Hopelessness:
Creatures seeing it must turn back in
dejection or surrender to capture or attack unless they roll successful saving
throws vs. spell. Its effects last for 3d4 turns. Pain: Creatures affected suffer -4
penalties to their attack rolls and -2 penalties to their Dexterity ability
scores due to wracking pains. The effects last for 2d10 turns. Persuasion: Creatures seeing the
symbol become of the same alignment as and friendly to the priest who scribed
the symbol for 1d20 turns unless a saving throw vs. spell is successful.
The material components of this spell are mercury and phosphorous (see
8th-level wizard spell, symbol). Transmute
Metal to Wood (Alteration) Sphere:
Elemental (Earth) Range:
80 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 rd. Area
of Effect: 1 metal object
Saving Throw: Special
The transmute metal to wood spell enables the caster to change an
object from metal to wood. The volume of metal cannot exceed a maximum weight of
10 pounds per experience level of the priest. Magical objects made of metal are
90% resistant to the spell, and those on the person of a creature receive the
creature's saving throw as well. Artifacts and relics cannot be transmuted. Note
that only a wish spell or similar magic can restore a transmuted object
to its metallic state. Otherwise, for example, a metal door changed to wood
would be forevermore a wooden door. Wind
Walk (Alteration) Sphere:
Elemental (Air) Range:
Touch
Components: V, S, M
Duration:
1 hour/level
Casting Time: 1 rd. Area
of Effect: Caster + 1 person/8 levels
Saving Throw: None
This spell enables the priest (and possibly one or two other persons) to
alter the substance of his body to a cloudlike vapor. A magical wind then wafts
the priest along at a movement rate of 60, or as slow as 6, as the spellcaster
wills. The wind walk spell lasts as long as the priest desires, up to a
maximum duration of six turns (one hour) per experience level of the caster. For
every eight levels of experience the priest has attained, up to 24, he is able
to touch another person and carry that person, or those persons, along on the
wind walk. Persons wind walking are not invisible, but rather appear misty and
translucent. If fully clothed in white, they are 80% likely to be mistaken for
clouds, fog, vapors, etc. The priest can regain his physical form as desired,
each change to and from vaporous form requiring five rounds. While in vaporous
form, the priest and companions are hit only by magic or magical weaponry,
though they may be subject to high winds at the DM's discretion. No spellcasting
is possible in vaporous form.
The material components of this spell are fire and holy water. |