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First-level Spells Further new spells First-Level
Spells Astral
Celerity (Alteration) Sphere:
Astral Range:
0
Components: V, S Duration:
1 hr./level
Casting Time: 4 Area
of Effect: The caster
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
None
Critical: None
This spell enhances the caster’s movement capabilities in extraplanar
settings by attuning him to his new surroundings. While very few 1st‑level
priests find themselves in this situation, higher level characters often make
use of this spell. Astral celerity doubles the character’s movement
rate on the Astral Plane; normally, characters move at a rate of 30 times their
Intelligence score in feet per round, but this spell increases this to 60 feet
times their Intelligence score. As an incidental benefit, the caster also
attunes himself to the plane much faster and suffers no penalties for missile
fire while astral.
While astral celerity is most often used in the astral plane, it
also offers a small benefit to ethereal characters, too: their movement rates
are increased by 50%, so a character with a movement rate of 12 would enjoy a
movement rate of 18 while this spell was in effect. Of course, time and distance
have little meaning in the overall scheme of the Astral or Ethereal Planes, but relative
speed could be very important in avoiding an unpleasant encounter or
escaping from pursuit of some kind. Battlefate (Alteration) Sphere:
Chaos Range:
20 yds.
Components: V, S, M Duration:
2 rds./level
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
None
Critical: None
This spell alters probability to favor one character or creature locked
in battle. His opponent may stumble at an awkward time, a clumsy parry might
catch the enemy’s weapon at just the right angle, or he happens to notice the
foe moving in for a flank attack. The more powerful the priest, the more potent
the aid; combat modifiers provided by battlefate equal +1 per three
levels, so a 1st‑level caster provides a +1 bonus, a 4th‑level
caster a +2 bonus, a 7th‑level caster a +3, and so on to a maximum of +5
for a 13th‑level priest. The exact form of the aid or assistance varies
from round to round—roll a d6 to see which aspect of the subject’s combat
abilities are affected in any given round. d6
Effect 1
Nothing happens 2
Defenses enhanced, apply bonus to subject AC 3
Luck enhanced, apply bonus to saving throws 4
Accuracy enhanced, apply bonus to attack rolls 5
Damage enhanced, apply bonus to damage rolls 6
Lucky opening! Subject gains one extra attack with either enhanced
accuracy or
damage (subject’s choice)
If the character does not make a roll of the specified type in the round,
he gains no benefit for the spell; for example, if the character gains the
saving throw bonus but doesn’t have to make any saving throws during the round
in question, battlefate doesn’t help him. Of course, in the following
round, the spell may provide him with a different benefit. Note that on a roll
of 1, battlefate does not help the character ththe priest intends to
aid—such is the nature of chaos.
The material component for this spell is an electrum coin tossed by the
priest as he casts the spell. Blessed
Watchfulness (Alteration) Sphere:
Guardian Range:
Touch
Components: V, S Duration:
4 hrs. + 1 hr./level
Casting Time: 4 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
None
Critical: None
By casting this spell, the priest confers exceptional powers of
observation and alertness to one creature for the duration of the spell. While blessed
watchfulness is in effect, the designated sentinel remains alert, awake and
vigilant for the duration of the spell. In fact, it takes a roll of 1 to
surprise someone under this effect. He resists sleep spells and similar
magic as if he were 4 levels or Hit Dice higher than his actual level and gains
a +2 bonus to saving throws against other spells or effects that could lower his
guard or force him to abandon his watch, including charm, beguiling, fear,
emotion, and similar mind‑affecting spells. If the effect normally
allows no saving throw, the watcher gains no special benefit. Calculate (Divination) Sphere:
Numbers Range:
0
Components: S, M Duration:
Instantaneous
Casting Time: 4 Area
of Effect: The caster
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
None
Critical: None
By means of this spell, the priest can accurately estimate the chance of
success of one specific action, such as climbing a dangerous cliff, making a
trick bowshot, crossing a burning room unharmed, or even striking an enemy. The
action in question must be one that would normally be resolved by a die roll,
but the priest doesn’t have to be the person who attempts the feat; he can use
calculate to estimate the odds for anyone taking an action in his sight.
The priest has a 70% chance, +2% per level, of making an accurate estimate.
If successful, the DM reveals to the player the action’s chance for
success or any modifiers that may be in play. For example, he could reveal a
particular opponent’s Armor Class or THAC0, the saving throw an opponent would
require in order to save against a particular spell cast by the priest or the
priest’s wizard companion, or a character’s chance to open doors, bend bars,
or use a thief ability. The priest could even calculate his odds for
actions that might be resolved by a die roll or DM caprice, such as his chance
to avoid detection by hiding behind a rock. This spell takes into account
factors that the priest himself may not be aware of, so from time to time a
character may receive some very confusing results from this spell. For instance,
if the priest doesn’t know that an orc chieftain is actually a polymorphed
tanar’ri masquerading as an orc, he may be astonished to learn that the
“orc” has a THAC0 of 7!
If the priest fails his calculation check with a roll of 99 or 00, his
calculation is wildly skewed in a random fashion. The material component for
this spell is a miniature abacus of ivory worth at least 100 gp. It is not
consumed in the casting of the spell. Calm
Animals (Enchantment/Charm) Sphere:
Animal Range:
60 yds.
Components: V, S Duration:
1 turn + 1 rd./level
Casting Time: 4 Area
of Effect: Special
Saving Throw: Special Subtlety:
+3
Knockdown: None Sensory:
Moderate audio
Critical: None
This spell soothes and quiets normal animals, which renders them docile
and harmless. Only creatures with Intelligence ratings of 1 to 4 (in other
words, animal‑ or semi‑intelligent creatures) can be affected by
this spell. The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per
level, so a 4th‑level priest could affect 2d4+4 Hit Dice of creatures. The
caster can affect any animals he wishes to within the spell’s range, but all
the subjects must be of the same species. The subject creatures are not allowed
a saving throw unless they have magical powers, abilities, or are clearly not
entirely natural; a priest could calm a normal bear, war dog, or wolf with
little trouble, but it’s more difficult to affect a winter wolf, hell hound,
or owlbear.
While under the influence of this spell, the affected creatures remain
where they are and do not attack or flee, unless they are attacked or confronted
by a significant hazard such as a fire or a hungry predator. Once roused, the
spell’s magic is broken and the animals are free to act in whatever fashion
they normally would. Note that creatures affected by this spell are not helpless
and defend themselves normally if attacked. Dispel
Fatigue (Necromancy) Sphere:
Necromantic Range:
30 yds.
Components: V, S, M Duration:
Instantaneous
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
None
Critical: None
This spell removes physical fatigue or exhaustion from the subject by
undoing the physiological effects of his exertions. The subject is instantly
restored to his normal, fully rested level of endurance or vigor. This spell can
be used to negate the penalties of forced marching, long swims, jogging,
running, or sprinting, or even accumulated fatigue points from either the Player’s
Option: Combat & Tactics rules or the magic fatigue rules in Chapter 6.
Once this spell has been cast, the subject may start to accumulate fatigue or
fatigue‑based penalties again, depending on how he continues to exert
himself. The material component is a sprinkle of fresh, blessed springwater. Firelight (Alteration) Sphere:
Elemental Fire Range:
Touch
Components: V, S, M Duration:
4 hrs. + 1 hr./2 levels
Casting Time: 4 Area
of Effect: 1 object
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
Large visual
Critical: None
This variant of the spell log of everburning changes one small
fire no larger than a campfire into firelight. The flame ceases to
produce smoke and becomes much cooler; within 1 turn of the spell’s casting,
the fire cools enough to be handled or touched barehanded without causing harm.
The firelight is resistant to gusts of wind or poor burning conditions
(pouring rain, lack of air, and so on), but complete immersion in water, vacuum,
or magical darkness extinguishes the flame immediately. Firelight burns
brighter and steadier than a normal flame, and a torch enchanted with this spell
sheds light in a 30‑foot radius instead of the normal 15‑foot
radius. The fuel source lasts throughout the duration of the spell. Unlike log
of everburning, this spell is not at all useful for staying warm since firelight
produces very little heat.
Firelight inflicts 1d2 points of damage per caster level if cast
on creatures of living or elemental fire, but has no other effect on these
monsters. The material component is a mix of resins and incense, thrown into the
flame to be affected. Orison (Various
schools) Sphere:
All Range:
10 yds.
Components: V, S Duration:
Special
Casting Time: 4 Area
of Effect: Varies
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
Small visual/audio
Critical: None
The most humble of priestly spells is the orison, a brief prayer or
invocation of a minor nature. Typically, priests learn a number of orisons as
acolytes or students in order to hone their spellcasting skills and emphasize
concepts, ideals, or phrases of particular importance to the faith. Because an orisons
is not even on par with other 1st‑level magic, a priest memorizes a
number of individual orisons equal to three
+1 per level (up to a maximum of nine) when he devotes a 1st‑level
spell slot to orison. In other words, a 1st‑level priest can
memorize four orisons for one 1st‑level spell slot, a
2nd‑level priest can memorize five, and so on.
Unlike cantrip, an orison must have a specific effect,
although the priest need not decide which incantation he will use until he
actually casts the spell. Regardless of the prayer chosen, the orison’s duration
is never more than one round per level. Known orisons include the
following:
Alleviate: A single creature suffering from nausea or pain is
relieved of its discomfort. Magically induced nausea or pain is only alleviated
if the victim passes a saving throw vs. spell with a –2 penalty.
Calm: A single creature that has been startled or frightened is
soothed. Victims suffering from magical fear may attempt a save vs. spell with a
–2 penalty to calm themselves.
Clarity: For the duration of the orison, the priest’s speech is
clear and free of impediment—useful for readings from sacred texts and other
such rites. Magical conditions such as confuse languages cannot be
overcome by this orison.
Courage: The priest gains a +1 bonus to his next attack roll, as
long as the attack is made within the spell’s duration.
Guidance: The priest gains a +1 bonus to a Wisdom or Intelligence
check to determine the right course of action in a moral dilemma or puzzle.
Healing: By his touch, the priest may heal a creature of 1 point
of damage.
Magic sense: If there is a persistent spell effect or magical item
within 10 yards, the priest feels a recognizable tingle or sensation of some
kind. He has no way to determine what item or spell may have caused the
reaction.
Memory: Any item the priest commits to memory during the spell
duration is more completely and permanently learned; he gains a +2 bonus to any
checks to recall the exact appearance, wording, or meaning of an item, text, or
message.
Resistance to magic: The caster gains a +1 bonus to his next
saving throw against magic of any type, as long as it occurs during the orison’s
duration.
Resistance to poison: The priest gains a +1 bonus to his next
saving throw vs. poison, as long as it occurs during the orison’s duration.
Other orisons of similar power or scope may be permitted by the DM.
Generally, an orison should not affect more than one creature or die roll
at a time, and an orison that can actually cause immediate harm to a
creature should inflict no more than 1 or 2 points of damage. An offensive orison
would be quite rare and most probably associated with an evil or chaotic
priesthood. Protection
from Chaos (Abjuration) Sphere:
Law Range:
Touch
Components: V, S, M Duration:
3 rds./level
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
Small visual
Critical: None
Resembling the spell protection from evil, this abjuration wards
the creature touched from the attacks of minions of chaos. Chaotic creatures
suffer a –2 penalty to attack rolls against the spell recipient, and the
subject gains a +2 bonus to saving throws against spells or other attacks
employed by chaotic creatures. Attempts to possess, dominate, or exercise other
forms of mental control against the recipient are automatically blocked by this
spell.
Protection from chaos also wards the recipient against contact
with extraplanar creatures of chaotic origin, including tanar’ri, slaad, and
eladrin. Unlike protection from evil, this spell does not necessarily
guard against summoned or conjured creatures unless the creatures in question
are chaotic in alignment. However, protection from chaos does protect the
recipient from creatures influenced by confusion and chaos spells and effects.
The natural or bodily attacks of such creatures automatically fail, as long as
the recipient does not use the spell’s power to trap, pin, or drive back the
chaotic creatures in question. The spell ends if the recipient makes a melee
attack against creatures that are prevented from attacking him by this spell.
The material component is a small ring of gold or lead tempered by a
chaotic smith. Note that this spell is not reversible. Strength
of Stone (Invocation/Evocation) Sphere:
Elemental Earth Range:
Touch
Components: V, S, M Duration:
3 rds.+ 1 rd./level
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
None
Critical: None
This spell grants supernatural strength to the recipient by raising his
Strength score by 1d4 points or to a minimum of 16, whichever is higher. Each
10% of exceptional Strength counts as 1 point, so a character with a Strength of
17 could be raised as high as an 18/30, but no higher. Both the priest and the
recipient must be in contact with solid stone or earth when the spell is
cast—standing on the ground will do nicely, but flying or swimming will
not. The spell lasts for 3 rounds plus 1 round per caster level or until the
subject loses contact with the earth. Obviously, this can happen in a number of
ways, including being picked up or grappled by a larger creature, being knocked
through the air by an impact or explosion, or even being magically moved in some
fashion.
The material components are a chip of granite and a hair from a giant. Sunscorch (Invocation/Evocation) Sphere:
Sun Range:
40 yds.
Components: V, S Duration:
Instantaneous
Casting Time: 4 Area
of Effect: 1 creature
Saving Throw: Neg. Subtlety:
+3
Knockdown: d6 Sensory:
Moderate visual,
Critical: Medium (1
moderate tactile
hit) fire
This spell creates a brilliant ray of scorching heat that slants down
from the sky to strike one target of the caster’s choice. The victim is
entitled to a saving throw vs. spell to avoid the ray—a successful save
indicates that it missed altogether. Any creature struck by the ray sustains 1d6
points of damage, plus 1 point per caster level. Undead creatures and monsters
vulnerable to bright light sustain 1d6 points of damage, plus 2 points per
caster level. In addition to sustaining damage, living victims are also blinded
for 1d4 rounds by the spell.
The sun must be in the sky when sunscorch is cast, or the spell
fails entirely. It cannot be cast underground, indoors, or in hours of darkness,
although routine overcasts do not hinder the sunscorch. Wind
Column (Invocation/Evocation) Sphere:
Elemental Air Range:
0
Components: S Duration:
2 rds./level
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None Subtlety:
+1
Knockdown: None Sensory:
Moderate visual
Critical: None
A priest with access to this spell need not fear most routine falls,
since the casting of the wind column creates a pillar of strong winds to
slow his descent. The spell is most effective in areas or regions where a strong
breeze is available, such as the heights of a mountain or the mast of a ship at
sea. In areas of dead, calm air, it is much more difficult to muster the
windpower necessary to arrest the caster’s fall. The caster’s rate of
descent (and risk of damage) varies with the strength of the prevailing winds,
as shown below.
If the wind is very strong, the caster can even choose to gain altitude
instead of falling, although he can rise no higher than 5 feet per level above
his original height before the wind column loses cohesiveness and he
starts to fall again. However, a priest could use this to leap out a castle
window and allow the winds to bear him to the roof of the tower, if the
conditions are right. Wind
Falling
Damage Strength
Rate
Sustained Very
strong
±2 ft./sec. (120 ft./rd.)
None Strong
4 ft./sec. (240 ft./rd.)
None Moderate
8 ft./sec. (480 ft./rd.)
1 per 10 ft.1 Light
16 ft./sec. (960 ft./rd.)
1d2 per 10 ft.2 None
32 ft./sec. (2000 ft./rd.)
1d3 per 10 ft.3 1
Maximum of 8 points 2
Maximum of 10d2 3
Maximum of 12d3
If you prefer to use the combat round scale from Player’s Option:
Combat & Tactics, rounds are approximately one‑tenth as long, and
movement per round is reduced accordingly. For example, in moderate winds, the
caster will fall about 48 feet per round in the Combat & Tactics scale. Second-Level
Spells Astral
Awareness (Divination) Sphere:
Astral Range:
0
Components: V, S Duration:
1 hr./level
Casting Time: 5 Area
of Effect: The caster
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
None
Critical: None
This divination attunes the caster’s perceptions to the silver void of
the Astral Plane or the misty grayness of the Ethereal Plane. While the spell is
in effect, the caster automatically notes the approach of all kinds of astral or
ethereal phenomena, including shifting conduits, the psychic wind, ether
cyclones, demiplanes and debris, color pools, and curtains of vaporous color.
The character has a 90% chance to detect a color pool from its invisible side
and a 5% chance per level to determine which plane a curtain or pool leads to
simply by studying its color.
In addition to his awareness of physical phenomena, the caster gains a +2
bonus to surprise checks against astral or ethereal monsters. He also has a 5%
chance per level to detect the threat of creatures whose gaze extends into the
Ethereal (basilisks, for instance) before he enters the range of the monster’s
gaze weapon. Chaos
Ward (Abjuration) Sphere:
Chaos Range:
Touch
Components: V, S, M Duration:
2 rds./level
Casting Time: 5 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
Small visual
Critical: None
By using this spell, the priest can create a shimmering aura of whirling
light that surrounds the chosen creature. This protective aura makes the spell
recipient more difficult to hit in hand‑to‑hand combat by providing
a –1 bonus to the subject’s Armor Class. Against missile attacks or ranged
spells aimed directly at the recipient, the chaos ward is even more
effective since it provides a –2 bonus to Armor Class and a +2 bonus to any
saving throws required. In addition, there is a chance that missile attacks or
directed spells may be deflected or reflected by the chaotic energy of the
shield, as shown below: d%1
Effect 01–85
No unusual effect, subject gains normal benefits of chaos ward 86–95
Spell or attack automatically defeated 96–99
Spell or attack ricochets, affecting a random creature within 30
feet—normal
attack roll or saving throw needs to be rolled for the random creature to
be
affected 100+
Spell or attack reflected back at originator, normal attack roll or
saving throw
applies 1
Add the caster’s level to
the d% roll.
In order to qualify as a spell aimed directly at the recipient, a spell
must affect only the subject in question; a spell such as hold person or sleep
that happens to include the subject in its area of effect does not count as
a directed spell and does not trigger the chaos ward. The material
component is a playing card used by a rogue of chaotic alignment. Cure
Moderate Wounds (Necromancy) Reversible Sphere:
Healing Range:
Touch
Components: V, S Duration:
Instantaneous
Casting Time: 5 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+3
Knockdown: d8 Sensory:
Moderate visual
Critical: Medium (1 hit) wounding
when reversed
Somewhat less common than the well‑known cure light wounds and
cure serious wounds, this healing spell was created by a priest who found
that his heroic companions required his skill at doctoring more than his advice
and wisdom. By laying his hand on the subject’s body, the priest can heal
1d10+1 points of damage. Noncorporeal, nonliving, or extraplanar creatures
cannot be healed by this spell. The reverse of this spell, cause moderate
wounds, requires the priest to successfully touch the victim and inflicts
1d10+1 points of damage. (The knockdown and critical strike entries above are
for spell’s reverse.) Ethereal
Barrier (Abjuration) Sphere:
Astral, Wards Range:
120 yds.
Components: V, S, M Duration:
1 turn/level
Casting Time: 1 turn Area
of Effect: Two 10‑ft.
Saving Throw: None squares/level Subtlety:
+6
Knockdown: None Sensory:
None
Critical: None
The ethereal barrier is a defense against the passage of
extradimensional creatures, including characters or monsters that are phased,
ethereal, or travelling via dimension door or shadow walk. The
priest creates an imperceptible barrier of 10 square feet per level that may be
arranged in any fashion the priest desires. For example, a 3rd‑level
character can ward six 10‑foot by 10‑foot surfaces, which would be
sufficient to guard a 10‑foot by 10‑foot by 10‑foot room (four
walls, a ceiling, and a floor need to be protected.) Note that some monsters may
be capable of abandoning their ethereal approach in order to simply enter the
barred area on their own feet—the ethereal barrier only bars their
passage as long as they are traveling in the Border Ethereal. Also, while this
spell can’t be worn down by any form of attack, it does not bar teleportation,
gates, or the passage of astral creatures.
Ethereal barrier may be cast as cooperative magic by several
priests working together. As long as all involved characters can cast the spell,
the areas of effect of each priest are added together. Total the levels of all
priests involved and multiply by two to find the number of 10‑foot by
10‑foot squares that may be warded. For example, four 6th‑level
casters (24 total levels) can ward 48 10‑foot by 10‑foot squares.
The duration is determined by the highest level priest involved, plus 1 turn for
each additional priest. In the previous example, this would be 6 turns plus 3
turns for three additional priests for a total of 9 turns.
This spell is also suitable for focus magic (see the spell focus in
the Tome of Magic). The material component is a special compound of rare
earths and lead worth at least 10 gp per application. One application is
required for each 10‑foot by 10‑foot square to be warded. Iron
Vigil (Alteration) Sphere:
Guardian Range:
0
Components: V, S Duration:
1 week + 1 day/level
Casting Time: 1 turn Area
of Effect: The caster
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
None
Critical: None
This spell allows the priest to ignore hunger, thirst, and extremes of
climate for an extended period of time. While the spell is in effect, the priest
requires no food or drink. He is effectively immune to exposure, dehydration,
and heat or cold injury, since no naturally occurring climatic condition will
cause him harm. (Lightning, floods, tornadoes, earthquakes, and other such
hazardous phenomena can still cause physical injury, of course.)
During the iron vigil, the priest is able to ignore the need to
sleep by choosing to meditate instead. While meditating, the priest can keep
watch on his surroundings, but he suffers a +1 penalty to any surprise checks.
If the character wishes to memorize spells, he must sleep normally.
At the vigil’s end, the priest must eat and drink; if no food or water
is available, the character must make a Constitution check once every four hours
at a cumulative –1 penalty or fall into a coma and perish within 1d3 days if
he receives no aid. He also requires at least four hours of rest for each day
that he did not eat, drink, or sleep during his vigil. Resist
Acid and Corrosion (Abjuration) Sphere:
Protection Range:
Touch
Components: V, S Duration:
1 rd./level
Casting Time: 5 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
None
Critical: None
This spell provides a subject with a better resistance to acid,
corrosives, and caustic substances of all kinds. Mild corrosives cannot harm the
subject at all, although they can still damage his gear. More intense acids and
corrosives (black dragon breath, Melf’s acid arrow, and the natural
attacks of various puddings, oozes, slimes, and jellies) inflict only half the
normal damage on the protected character. If the attack requires a saving throw,
the subject gains a +3 bonus, sustaining half damage with a failed save or
one‑quarter damage with a successful saving throw. Restore
Strength (Necromancy) Sphere:
Necromantic Range:
Touch
Components: V, S Duration:
Instantaneous
Casting Time: 5 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
Moderate visual
Critical: None
This spell removes unnatural weakness, debilitation, or exhaustion from
the creature touched and restores him to his normal strength and stamina. It is
useful in countering the effects of chill touch, ray of enfeeblement, ray of
fatigue, the touch of a shadow or roper, and any similar spell or effect.
Only temporary ability score losses may be alleviated by this spell; if a
character suffers an incapacitating, physical injury, restore strength cannot
help him. Also, loss of strength or stamina from purely natural causes such as
exposure, disease, or exertion is not repaired by restore strength. The
duration is permanent in that the subject remains at his maximum strength and
endurance only until he is drained (or
exerts himself) again. Soften
Earth and Stone (Alteration) Sphere:
Elemental Earth Range:
10 yds./level
Components: V, S, M Duration:
Permanent
Casting Time: 5 Area
of Effect: 10‑ft. square/level
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
Moderate visual
Critical: None
When this spell is cast, all natural, undressed earth or stone in the
area of effect is softened. Wet earth becomes thick mud; dry earth becomes loose
sand or dirt; and stone becomes soft clay, easily molded or chopped. The priest
affects a 10‑foot square area to a depth of 1 to 4 feet, depending on the
toughness or resilience of the ground at that spot (DM option). Magical or
enchanted stone cannot be affected by this spell, nor can dressed or worked
stone.
Creatures attempting to move through an area softened into mud are
reduced to a move of 10 feet per round. Any creatures caught within the mud when
the spell takes effect must make a saving throw vs. paralyzation or lose the
ability to move, attack, or cast spells for 1d2 rounds as they flounder about in
the muck. Loose dirt is not as troublesome as mud, and creatures are only
reduced to half their normal movement rate, with no chance of being caught for a
round or two. However, it is impossible to run, sprint, or charge over either
surface.
Stone softened into clay does not hinder movement, but it does allow
characters to cut, shape, or excavate areas they may not have been able to
affect before. For example, a party of PCs trying to break out of a cavern might
use this spell to soften a wall.
While soften earth and stone does not affect dressed or worked
stone, vertical surfaces such as cliff faces or cavern ceilings can be affected.
Usually, this causes a moderate collapse or landslide as the loosened material
peels away from the face or roof and falls. A moderate amount of structural
damage can be inflicted to man‑made structures by softening the ground
beneath a wall or tower, causing it to settle. However, most well‑built
structures will only be damaged by this spell, not destroyed. The material
component is a bit of slip (wet clay) from the wheel of a master potter. Watery
Fist (Conjuration/Summoning) Sphere:
Elemental (Water) Range:
60 yds.
Components: V, S, M Duration:
1 rd./level
Casting Time: 5 Area
of Effect: Special
Saving Throw: None Subtlety:
+4
Knockdown: d10 Sensory:
Moderate visual
Critical: Medium (1 hit) crushing
This spell conjures a coherent pseudopod of water from any suitable body
of water at least 5 feet across and 2 feet deep (for streams) or 10 feet in
diameter and 2 feet deep (for ponds or pools). The pseudopod can stretch up to
10 feet plus 1 foot per caster level from its source, so a 3rd‑level
priest could command watery fist to strike at a creature hovering
thirteen feet above a lake or standing on the shore 13 feet from the water. The
pseudopod obeys the priest’s mental commands, although the priest must
concentrate each round in order to maintain control of the watery member.
The pseudopod is incapable of fine manipulation, but it can be used to
make bludgeoning or constricting attacks. When used to strike at opponents, it
attacks with the caster’s THAC0 and inflicts damage as shown below. The priest
may add his magical attack adjustment (from his Wisdom score) to his THAC0, but
Strength‑based adjustments or special weapon skills don’t help the
priest to control watery fist. The pseudopod may be able to make rear or
flank attacks if the priest can direct it into the proper position.
If used to encircle and constrict, the pseudopod must first make an
attack roll as described above, inflicting damage based on the priest’s level.
However, in following rounds, the pseudopod automatically strikes its grappled
target for constricting damage, +1 point per round of constricting. In other
words, in the first round the victim sustains listed damage, in the second round
he sustains listed damage +1, in the third he sustains listed damage +2, and so
on. The pseudopod holds its target with an effective Strength equal to the
priest’s Wisdom score. Caster
Striking
Constricting Level
Damage
Damage 1–4
1d6
1d3 5–8
1d10
1d6 9–12
1d12
1d8 13+
2d8
1d10
Watery fist can be released by the priest any time he cares to
stop concentrating on maintaining it. The pseudopod immediately resumes its
normal state, possibly drenching a grappled creature or extinguishing a small
fire if the caster wishes. The pseudopod is AC 6 and has 15 hp plus 1 hp per
caster level, but it can only be damaged by magical weapons, fire, or cold; all
other attacks simply pass through the water. Transmute water to dust, part
water, lower water, and Otiluke’s freezing sphere all destroy watery
fist on contact.
The material component is a vial full of blessed water or a sprig of
mistletoe that is thrown onto the body of water from which the fist will be
summoned. Third-Level
Spells Control
Animal (Enchantment/Charm) Sphere:
Animal Range:
60 yds. + 10 yds./level
Components: V, S Duration:
1 round/level
Casting Time: 6 Area
of Effect: 1 animal
Saving Throw: Neg. Subtlety:
+3
Knockdown: None Sensory:
Small audio/tactile
Critical: None
When a priest casts this spell, he forces an animal to do his bidding.
The creature is entitled to a saving throw vs. spell; if it fails, the caster
may direct the creature with simple commands to act in any fashion desired.
Sample commands include attack, run, fetch, etc. Suicidal or
self‑destructive commands grant the subject another saving throw to break
free of the caster’s control, with a +1 to +4 bonus depending on the extremity
of the caster’s orders. Ordering an animal to engage in combat is not
necessarily self‑destructive, as long as the prospective opponent is not
more than three times the animal’s Hit Dice or more than two size categories
larger than the subject. For example, a wolf (3 Hit Dice, size M) would attack a
troll (6+6 Hit Dice, size L) without hesitation, but it might break free of the
caster’s control if ordered to attack a size H dragon or an 8+8 HD umber hulk.
Control animal establishes a mental link between the caster and
the subject, and the animal can be directed by silent mental command as long as
it remains within range. Because the caster’s intelligence directs the animal,
the creature may be able to take actions normally beyond its own comprehension,
such as manipulating objects with its paws and mouth. The caster need not
concentrate in order to maintain control of the creature unless he is trying to
direct it to do something it normally couldn’t.
Control animal only works on normal or giant‑sized animals
with Intelligence ratings between 1 and 4. Magical animals, monsters, and
creatures of low Intelligence or higher are immune to the effects of this spell.
Druids always avoid using this spell. Detect
Spirits (Divination) Sphere:
Divination Range:
0
Components: V, S, M Duration:
1 turn + 1 turn/level
Casting Time: 6 Area
of Effect: 10 x 60 ft. path
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
Moderate visual
Critical: None
This divination reveals the presence of disembodied or noncorporeal
spirits of all types, including wraiths, ghosts, spectres,
astrally‑projecting creatures, characters or monsters employing magic
jar or possession, and (of course) animal spirits and spirits of nature.
Characters or monsters who are simply invisible, phased, or ethereal do
not count as spirits, since they are physically present in the flesh despite
their unusual status. The caster detects spirits in a path 10 feet wide and 60
feet long; any within the area of effect are revealed in their preferred form or
appearance for all to see. Simply detecting a spirit doesn’t give the caster
any special ability to communicate with or attack the entity.
The material component for this spell is a small pendant of copper wire
worth at least 20 gp. Dictate (Enchantment/Charm) Sphere:
Charm, Law Range:
30 yds.
Components: V Duration:
1 rd./level
Casting Time: 6 Area
of Effect: Up to 6 creatures
Saving Throw: Neg. in
a 20‑ft. cube Subtlety:
+2
Knockdown: None Sensory:
Small audio
Critical: None
Originally developed by the Harmonium faction of the Outer Planes, this
useful spell has come into more widespread use in recent years. While the spell
is available as a 2nd‑level enchantment for members of the Harmonium, the
general version is not quite as efficient and is considered a 3rd‑level
spell.
The dictate spell is an improved version of command, affecting up
to 6 creatures in a 20‑foot cube. The caster is not limited to a single
word and can issue an order of no more than a dozen words in length. All the
specified targets who fail their saving throws must attempt to obey the
caster’s instructions. For example, a priest could issue a dictate such as
“Stay here until I return,” “Throw down your weapons,” or “Seize that
elf!” The subjects will continue to obey nonimmediate orders for up to one
round per experience level of the caster.
Subjects who cannot understand the caster are not affected, so characters
who do not understand the caster’s language are immune to this spell. In
addition, the order must create an immediate and obvious course of action for
the subject; a dictate to “Die!” or “Feel sorry for him!” would
simply cause the subject to stand still in confusion for one round. Poorly
worded or confusing commands grant the subjects a +1 to +4 bonus on their saving
throws at the DM’s discretion. Similarly, if after the subject fails his
saving throw he is given an obviously self‑destructive dictate, the
subject simply loses his next round as he fights off the compulsion. Etherealness (Alteration) Sphere:
Numbers
Range:
0
Components: V, S Duration:
1 turn + 1 rd./level
Casting Time: 1 Area
of Effect: The caster
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
None
Critical: None
This spell resembles the 5th‑level wizard spell etherealness in
many respects, but there are a few important differences. First, the priest may
not leave the Border Ethereal and venture into the Deep Ethereal; therefore, at
the end of the spell’s duration, he must return to the Prime Material Plane
whether he wants to or not. Secondly, the priest may not use this spell on an
unwilling target and can only make another creature ethereal if the subject is
willing and in physical contact with the priest when the spell is cast. Besides
himself, the caster can bring one creature per two experience levels (three at
5th, four at 7th, five at 9th, and so on) to the Ethereal Plane. Even if the
priest abandons his charges in the Border Ethereal, the stranded characters will
automatically materialize when the spell ends.
While ethereal, the priest cannot be detected by any means short
of a true seeing or detect phase spell. He perceives his
surroundings as misty, gray, and otherworldly. No action he takes can affect the
physical world, but he can pass through walls, doors, and other solid objects
without hindrance. The priest can choose to end the spell voluntarily at any
time, materializing in the physical world in one round. If the caster occupies a
solid object when the spell ends, he is hurled into the Deep Ethereal and
stranded in a catatonic stupor until he can be rescued. Fortify (Alteration) Sphere:
War Range:
60 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 1 round Area
of Effect: 10 ft. cube/2 levels
Saving Throw: None Subtlety:
+6
Knockdown: None Sensory:
Moderate visual
Critical: None
By means of this spell, the priest prepares an area as a defensive
position. Fortify may be used to prepare an open outdoors area such as a
field, road, or grassland, or a rough or broken outdoors area such as a
hillside, forest, or boulder‑fall. Large rooms or chambers such as a
cavern or a great hall may be fortified as well. The exact effects of the
spell depend on the nature of the site to be fortified.
A. Open Outdoors Site: A rampart or dike of earth and loose stone
rises from the ground along the perimeter of the site, leaving a shallow ditch
on the outward face. Creatures defending the dike receive 50% cover against
missile fire (+4 bonus to AC), or 25% cover (+2 bonus) if they expose themselves
by engaging in melee combat or firing missiles out of the dike. Attackers cannot
charge, run, or sprint over the ditch‑and‑dike. Large, open rooms or
chambers with few features may fall into this category.
B. Rough Outdoors Site: Loose stones and boulders, deadwood, and
patches of dense briars are arranged to form a defensible wall or rampart along
the perimeter of the area of effect. Characters hiding behind the wall receive
75% cover (+7 bonus to AC), or 50% cover if they expose themselves by firing
missiles or defending the wall. In hand‑to‑hand combat, the wall’s
defenders receive a +1 bonus to attack rolls; man‑sized attackers must
spend one full round in climbing over the wall in order to enter the fortified
area. Natural caverns and large, cluttered chambers fall into this category,
as well.
C. Marshy or Low‑lying Site: In areas such as swamp, marsh,
bog, or tundra, fortify cannot raise a wall or dike to cover the
defenders. Instead, the spell creates a water‑filled ditch around the
perimeter of the area of effect. This ditch is 10 feet wide and 2 to 4 feet
deep; most creatures require 1 full round to negotiate the ditch, and defenders
gain a +1 bonus to attack rolls against enemies who are wading the ditch or
climbing up the other side.
The fortifications are permanent, although erosion, weathering, and
excavations, clearing, or filling can quickly raze the site, returning it to its
original state. The material component is the shell of a snail dusted with 100
gold pieces worth of diamond powder. In Battlesystem® rules, fortify provides
a defending unit with a +2 bonus to its AR against missile and melee attacks,
but no bonus against missile attacks in marshy or low‑lying areas. Summon
Animal Spirit (Necromancy) Sphere:
Summoning Range:
10 yds./level
Components: V, S, M Duration:
1 round/level
Casting Time: 6 Area
of Effect: Special
Saving Throw: None Subtlety:
+4
Knockdown: d8 Sensory:
Moderate visual
Critical: Medium (1 hit)
slashing
This spell summons a minor spirit or entity to the caster’s aid.
Clerics usually summon minor elementals of some kind, while shamans typically
conjure an animal spirit or spirit of nature. Regardless of the spirit’s
origin, it appears as a ghostly beast of some kind—wolves, bears, tigers, or
lions are most common. The animal spirit obeys the mental commands of the
priest, attacking his enemies or performing any other task that it could
reasonably accomplish. The creature is incorporeal and cannot handle or
manipulate objects of any kind, but it can see and hear as a normal animal of
its archetype and could be used to scout a dangerous area or act as a
distraction of some kind.
In combat, the animal spirit has the following statistics: MV 24;
AC 4; THAC0 15; Dmg 2d4. It can only be injured by magical weapons and can
strike monsters hit only by +1 or better weapons. The spirit has a number of hit
points equal to 10 plus the caster’s level, so a 6th‑level priest
conjures a animal spirit with 16 hit points. The creature is not affected by charm,
sleep, hold, or other mind‑affecting spells and suffers no damage from
cold‑based attacks. However, it is vulnerable to dispel magic or
turning as an undead monster of the caster’s Hit Dice. If the animal spirit
is turned, destroyed, or dispelled, the priest who summoned it must make a
saving throw vs. spell or be stunned for 1d4 rounds.
Because the spirit is intelligent and free‑willed under the
caster’s direction, the priest need not concentrate in order to direct its
attacks—an animal spirit could be ordered to attack a spellcaster in
the back of an enemy party, while the cleric waded into hand‑to‑hand
combat. The animal spirit makes use of flank or rear attacks when it can
and gains any normal combat bonuses that a living creature in its position would
be entitled to. The priest enjoys instantaneous, silent communication with the animal
spirit and can order it to stop attacking, to change its target, or to
undertake almost any conceivable action desired. However, the spirit must remain
within the spell’s range; if it is ever more than 10 yards per caster level
away from the priest, it dissipates harmlessly.
The material component is a small whistle carved from a bone taken from
the appropriate type of animal. Hold
Poison (Necromancy) Sphere:
Healing Range:
Touch
Components: V, S, M Duration:
1 day/level
Casting Time: 1 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
None
Critical: None
This spell is an improved version of slow poison, with a duration
measured in days rather than hours. When cast upon a victim who has been
poisoned by any means, hold poison arrests the venom and prevents it from
doing any additional damage to the victim. (In most cases, the spell must be
cast during the poison’s onset time in order to be effective.) Damage that has
already been inflicted is not restored, but as long as the hold poison is
in effect, the victim can be cured or healed of damage caused by poison by any
normal means.
This spell can be used to indefinitely postpone the onset of a poison if
the caster chooses to continue to cast it on the poisoned character before the
previous hold poison wears off. However, each time a new hold poison is
used to stop the venom’s advance for another few days, there is a 2%
cumulative chance that the spell fails and the poison runs its course. Evil
priests have been known to deliberately poison a person and then use this spell
to grant the victim a stay of death for a few days. This can be an extremely
effective threat if the victim doesn’t have access to a neutralize poison spell.
The material component is the priest’s holy symbol and a bud of garlic,
crushed and smeared on the injury (or eaten if the poison was ingested). Repair
Injury (Necromancy) Sphere:
Healing Range:
Touch
Components: V, S Duration:
Instantaneous
Casting Time: 1 turn Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
None
Critical: None
Repair injury is intended for use in campaigns featuring the
critical hit or critical strike rules. This spell addresses one specific injury
or wound (see Chapter 8). It can be used to knit a broken bone, alleviate the
swelling and pain of a sprain or a twist, or repair soft‑tissue damage
such as an injured eye, ear, or a severed tendon. If used as a simple curing
spell, repair injury restores 1d10+1 hit points to the injured character,
but if used to address the effects of a specific injury, repair injury automatically
removes one grazed, struck, injured, or broken condition, and alleviates any
combat, movement, or maximum hit point penalties associated with the injury in
question. The spell does not restore any lost hit points to the victim, other
than the 1d10+1 that are incidental to the working of the spell.
Beran, a fighter with 44 hit points, is struck by an ogre’s club. The
blow inflicts 12 points of damage, but Beran also suffers a broken hip. This
injury will reduce him to a maximum of 25% of his normal total, so Beran’s
current hit points drop from 32 to 11 after the battle ends. In addition, he is
not capable of moving or attacking due to the effects of the injury.
When the smoke clears, Talmos the priest comes to Beran’s aid. Using repair
injury, he knits Beran’s broken hip. The spell cures 6 hit points in the
process. Beran no longer suffers the movement or attack penalties for a broken
hip and has 17 hit points to his credit. With time or additional healing, he can
regain his normal total of 44.
Repair injury is also helpful in dealing with wounds that fall in
the crushed, shattered, or destroyed category. This spell reduces the severity
of the injury to the broken level, which means it heals as if it were 20d6 lost
hit points. Only one repair injury can be used on any given wound, so a
character with a shattered knee could still require a lot of time to recover
after an application of this spell.
Severed limbs, destroyed eyes or ears, and ability score losses caused by
injuries cannot be healed by this spell. Repair injury is the equivalent of cure
serious wounds for the purpose of slowing or stopping bleeding. Unfailing
Premonition (Divination) Sphere:
Time
Range:
0
Components: V, S Duration:
1 turn + 2 rds./level
Casting Time: 6
Area
of Effect: The caster
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
None
Critical: None
By anticipating possible futures and outcomes of the caster’s actions,
this spell provides the character with a temporary sixth sense or feel for
danger. The spell operates on a subconscious level, and the caster receives
strong intuitive impulses when he contemplates courses of action that may bring
immediate physical injury or harm to him. For example, if the priest was about
to open a trapped chest, the unfailing premonition would create a flash
of insight or a gut feeling telling him that he shouldn’t do so. Similarly,
opening a door that leads into the lair of a ferocious troll may also trigger
the spell’s warning. Threatening a NPC who is likely to respond by drawing a
weapon and attacking the PC would create a warning, but threatening a NPC who
will get even with the priest in an hour or two will not trigger the premonition.
The unfailing premonition is also quite useful in combat, as long
as the priest obeys his instincts and ducks, dodges, or withdraws when his
subconscious tells him to. While the spell is in effect, the priest gains a +2
bonus to his Armor Class and saving throws, but in any given round there is a
25% chance that he will have to forego his intended action in order to obey the
spell’s warning impulses.
The premonition only works on actions undertaken by the priest
himself. If his companion is about to pull a mysterious lever that will drop a
10‑ton block of stone on the priest, he receives no warning. Weather
Prediction (Divination) Sphere:
Weather Range:
0
Components: V, S Duration:
Instantaneous
Casting Time: 1 rd. Area
of Effect: The caster
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
None
Critical: None
By casting this spell, the priest can predict the weather conditions at
his location for a period of time equal to one day per level. The caster becomes
aware of the prevailing conditions, trends, and weather systems that may affect
his present location. Temperature, wind speed and direction, cloud cover, and
precipitation can all be predicted with 95% accuracy for the next day, less 10%
for each day after that. In other words, the priest’s prediction is 95%
accurate for the first day, 85% accurate for the second, 75% accurate for the
third, and so on. In addition, magical or supernatural phenomena cannot be
predicted.
Priests of powers concerned with weather may use this spell to determine
the best time for certain ceremonies or observances. Other priests find weather
prediction useful for planning journeys or selecting campsites. Wind
Servant (Conjuration/Summoning) Sphere:
Elemental (Air) Range:
20 yds./level
Components: V, S Duration:
1 rd./level
Casting Time: 6 Area
of Effect: Special
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
Moderate audio/tactile
Critical: None
This spell allows the priest to exert fine control over air currents and
winds, possibly extinguishing small fires or manipulating light objects as he
sees fit within the spell’s range. Generally, the priest is limited to one
discrete action per round since he must focus his wind servant tightly on any
given task. The wind servant can affect objects or creatures weighing up
to 1 pound per caster level, twice as much if the object is reasonably light or
airy (a cloak, scroll, or haystack, for instance), or 10 times as much if the
object is designed to be carried by the wind, such as a ship’s sail or a bird
in flight.
If an object is within the spell’s weight limit, the caster may direct
the wind servant to carry it along in gusts and air currents at a flying
movement rate of 12 (E). If the object leaves the limits of the spell’s range,
the wind servant fails, and the object drops or falls normally from that
point. Flying creatures of size M or smaller can be forced to land or be driven
away by use of the spell if they fall within the weight limit, or slowed by 50%
if they exceed the weight limit. Employing the wind servant against an
arrow or light missile adds a penalty of –4 to the attack roll.
In dusty, snowy, or sandy regions, the caster can instead use wind
servant to create a vicious zephyr of stinging dust around an enemy. This
zephyr inflicts damage equal to the opponent’s base AC less 2d6 points and
creates a –2 penalty to the victim’s attack rolls. For example, an enemy in
leather armor +1 (AC 7) would suffer 7 – 2d6 damage if attacked by means of
this spell. Note that any use of the wind servant requires the priest’s
undivided attention; he can take no other actions while directing the spell. Fourth-Level
Spells Adamantite
Mace (Alteration) Sphere:
Elemental (Earth) Range:
Touch
Components: V, S, M Duration:
1 rd./level
Casting Time: 7 Area
of Effect: Caster’s weapon
Saving Throw: None Subtlety:
+5
Knockdown: d12 Sensory:
Small visual
Critical: Medium (1 hit)
impact
By means of this spell, the priest transmutes his own cudgel, mace, or
staff into an enchanted weapon of adamantite, the most magical mineral known.
The adamantite mace gains a +2 bonus to attack and damage rolls, but it
can strike creatures normally hit only by +4 or better weapons. As an
incarnation of elemental earth, the mace inflicts up to twice the damage (roll
twice the required damage dice) against creatures of elemental air or magical
avians such as griffons, perytons, pegasi, and winged baatezu or tanar’ri. The
adamantite mace retains its special properties for one round per level of
experience of the caster.
The material component is a special powder made from a diamond worth 100
gp, sprinkled over the weapon. Dimensional
Anchor (Alteration) Sphere:
Guardian Range:
10 yds./level
Components: V, S Duration:
1 turn + 1 rd./level
Casting Time: 1 Area
of Effect: 1 creature
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
Moderate visual
Critical: None
When a priest casts this spell, a green ray springs from his outstretched
hand and unerringly strikes a creature within line of sight and the range of the
spell, covering the subject with a shimmering emerald field that completely
blocks bodily extradimensional travel. Forms of movement barred by the dimensional
anchor include blinking, dimension door, etherealness, gate, phasing,
plane shift, maze, shadow walk, teleportation, and similar spell‑like
or psionic abilities. The field persists for one turn plus one round per caster
level and has no effect other than blocking extradimensional travel. The dimensional
anchor does not interfere with the movement of creatures in astral form, nor
does it block extradimensional perception or attack forms such as a basilisk’s
gaze. Entrench (Alteration,
Invocation/Evocation) Sphere:
War Range:
60 yds.
Components: V, S, M Duration:
Permanent
Casting Time: 3 rds. Area
of Effect: 10‑ft. cube/2 levels
Saving Throw: None Subtlety:
+3
Knockdown: None Sensory:
Moderate visual
Critical: None
An improved version of the fortify spell, entrench has much the
same effect, but prepares an even more formidable set of defenses. Like fortify,
entrench may be used to prepare an open outdoors area such as a field or
grassland, or a rough outdoors area such as a hillside or forest. Large rooms or
chambers may be entrenched as well. In addition to the ditches and
ramparts of the fortify spell, entrench makes use of local materials to
create a small palisade and an array of stakes or sharp stones to discourage
attackers.
A. Open Outdoors Site: A rampart or dike of earth faced by a
staked ditch rises from the ground along the perimeter of the site. Creatures
defending the dike receive 75% cover against missile fire (+7 bonus to AC), or
25% cover (+2 bonus) if they expose themselves by engaging in melee combat or
firing missiles out of the dike. Attackers cannot charge, run, or sprint over
the rampart, and must spend one full round negotiating the defenses in order to
attack. The dike’s defenders receive a +1 bonus to attack rolls against any
creatures trying to move through the stakes or stones.
B. Rough Outdoors Site: Loose stones, deadwood, and briars are
arranged to form a defensible wall along the perimeter of the area of effect,
faced by an array of sharp stakes or stones. Characters hiding behind the wall
receive 90% cover (+10 bonus to AC), or 50% cover (+4 bonus) if they expose
themselves by firing missiles or defending the wall. Attacking creatures cannot
run, charge, or sprint through the defenses, and must spend one full round to
get through the stakes plus an additional round climbing over the wall in order
to enter the fortified area. The wall’s defenders gain a +1 bonus to attacks
against creatures negotiating the defenses.
C. Marshy or Low‑lying Site: In swamps or bogs, entrench creates
a water‑filled ditch around the perimeter of the area of effect. This
ditch is 15 feet wide and 3 to 6 feet deep; most creatures require two full
rounds to negotiate the ditch and climb up the far side, and defenders gain a +1
bonus to attack rolls against enemies who are wading the ditch or climbing up
the other side.
The fortifications created by this spell are permanent, although erosion,
weathering, and clearing or filling can return the site to its original state.
The material component is the shell of a giant nautilus. In the Battlesystem
rules, entrench provides the defending units with a +3 bonus to their AR
versus missile and melee attacks, but only a +1 bonus against missile attacks in
marshy areas. Omniscient
Eye (Divination) Sphere:
Divination Range:
0
Components: V, S, M Duration:
1 turn + 1 rd./level
Casting Time: 7 Area
of Effect: The caster
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
None
Critical: None
This divination enhances the caster’s vision by allowing him to see
through any normal or magical darkness, fog, or mist to a range of 60 feet. In
addition, the caster has a chance of piercing magical illusions, blending, and
invisibility equal to 70% plus 1% per level of experience, less 2% per spell
level. For example, a 7th‑level priest has a 70% + 7% ‑ 4%, or 73%
chance, to spot a wizard concealing himself by using the 2nd‑level spell invisibility.
Unlike the 5th‑level spell true seeing, the omniscient
eye does not grant the caster the ability to perceive secret doors, traps,
lost or misplaced objects, or creature alignments; it simply ensures that the
caster can see the surroundings as they would appear without the interference of
weather, lighting, or illusionary magic. Thus, the omniscient eye can be
deceived by careful camouflage, concealment, or other purely physical
precautions. Other phenomena that may bypass this spell’s power include
psionic invisibility, true transparency, or extradimensional objects or
creatures.
The material component of this spell is a special ointment for the eyes
that is composed of rare powders and herbs. The ointment costs at least 100 gold
pieces for a single application. Recitation (Abjuration,
Invocation/Evocation) Sphere:
Combat Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 7 Area
of Effect: 60‑ft. radius
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
Moderate audio
Critical: None
By reciting a sacred passage or declaration, the priest invokes his
deity’s blessing upon himself and his allies, while causing confusion and
weakness among his enemies. All creatures within the area of effect at the
instant of the spell’s completion are affected. Allies of the priest gain a +2
bonus to attack rolls and saving throws, or a +3 bonus if they are of the same
faith (not just alignment) as the caster. Enemies suffer a –2 penalty to
attack rolls and saving throws. After the recitation, the priest is free
to take further actions during the spell’s duration as he sees fit—he need
not concentrate to maintain the spell. As a result, it is possible for the
priest to cast a prayer spell, which increases the bonuses and penalties
provided to +3 and –3 respectively. If another priest is using chant at
the same time, then the bonuses and penalties given by it are also allowed to
add to the total.
The material spell component is the priest’s holy symbol and a copy of
whatever text or scroll he holds sacred. Neither are consumed by the spell. Suspended
Animation (Necromancy) Sphere:
Necromantic Range:
Touch
Components: V, S, M Duration:
Special
Casting Time: 4 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+8
Knockdown: None Sensory:
None
Critical: None
By using this spell, the caster can place one willing subject in a state
of suspended animation. The victim’s breathing, heartbeat, and other
vital processes slow to the point of nonexistence, although he or she seems to
be deeply asleep, not dead. A caster of 7th to 10th level can maintain the
suspended animation for up to one week plus one day per level; a caster of 11th
to 15th level can maintain the state for up to one month plus one week per
level; and a caster of 16th level or higher can place someone in suspended
animation for one year plus one month per level.
This spell has many useful applications. First, all bodily or mental
afflictions become quiescent during the victim’s slumber. Poison, insanity,
and many curses (lycanthropy, geas, and mummy rot included) can be arrested, if
not cured, and have no effect on the subject while he sleeps. Of course, if the
spell is broken prematurely, all the conditions that were halted by the spell
will start once again. Second, the subject requires no food or water, but he
still needs air and dies if deprived of oxygen. Third, for every month that the
subject is in suspended animation, he recovers one hit point.
The caster can awaken the subject at any time within the spell’s
duration, although he must be in the subject’s presence to do so. Optionally,
the priest may pre‑specify an amount of time within his normal duration or
a special condition to awaken the sleeper. A condition must include a physical
stimulus to the subject, such as a change in temperature, the touch of the sun,
the kiss of a princess, or whatever the priest desires. If the priest
maintaining the spell dies or is not able to awaken the sleeper, then the
subject can be taken to another priest of the same deity to be awakened.
If the subject is attacked, he is completely helpless and can be killed
by a single blow. However, if the subject is attacked without being slain for
some reason, he gains a saving throw vs. spell each round to emerge from his
suspended animation. The subject will be extremely groggy and disoriented if his
slumber is disturbed in this fashion, suffering a –2 penalty to all die rolls
for 1d6 turns, but if he awakens in the normal or prescribed fashion, he is
disoriented for only one round.
Some of the drawbacks to this spell affect the casting priest. First of
all, it takes all of the priest’s concentration to cast and maintain this
spell. This means that the priest cannot cast any other spell while a subject is
being held under the influence of the suspended animation. For each week
that the subject is in suspended animation, the priest loses one point of
Constitution. This happens each week until the priest transfers the spell to
another priest of the same alignment. Transferring this spell requires a
successful saving throw vs. spell. If the saving throw is successful, then the
priest who transfers the spell can start recovering Constitution at a rate of
one point per hour of bedrest. If the saving throw doesn’t succeed, then the
priest loses another point of Constitution and cannot try to transfer the spell
again for 8 hours. Either way, because of the temporary lapse of the spell, the
subject will automatically lose 1 hit point each time a transfer is attempted.
The material component for this spell is a rare herb that must be
prepared with exacting care. The treatment costs at least 200 gold pieces and
requires 1d3 days of the priest’s time and attention. Unfailing
Endurance (Necromancy) Sphere:
Necromantic Range:
Touch
Components: V, S Duration:
1 day/level
Casting Time: 1 round Area
of Effect: 1 creature/level
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
None
Critical: None
This spell enhances the natural hardiness and stamina of the affected
creatures by rendering them virtually immune to fatigue or exhaustion. During
the casting of the spell, the caster must touch each creature to be affected.
While under the spell’s influence, the subjects may force march with no
penalty, engage in up to 12 hours of hard labor per day with no fatigue (or up
to 16 hours with moderate fatigue), and gain a +4 bonus to Strength/Stamina or
Constitution/Fitness checks. In addition, the subjects gain a +4 bonus to saving
throws against spells or magical effects that cause weakness, fatigue, or
enfeeblement. Finally, an affected creature’s fatigue rating (from Player’s
Option: Combat & Tactics) is doubled, and the subject gains a +4 bonus
to his saving throws to recover from a fatigued or exhausted state. Windborne (Conjuration/Summoning) Sphere:
Elemental (Air) Range:
0
Components: V, S, M Duration:
Special
Casting Time: 7 Area
of Effect: The caster
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
Moderate visual
Critical: None
This spell provides a priest of elemental air with the ability to conjure
a powerful column of wind that can bear his weight, permitting him to fly or
glide for long distances. If used from a high place such as a mountainside or
tower, the caster can glide a maximum horizontal distance of 20 feet per foot of
initial altitude—for example, if the priest used this spell and launched
himself from a hilltop 800 feet high, he could glide a maximum distance of
16,000 feet, or about 3 miles.
If windborne is cast by a priest on level ground, the initial gust
carries him aloft to a maximum altitude of 10 feet per caster level. From that
point, he may then glide 10 feet per foot of initial altitude. For example, a
7th‑level priest would ascend to an altitude of 70 feet and thus be able
to glide for a total horizontal distance of 700 feet. He can choose to glide for
a much shorter distance, but never less than his initial altitude.
While gliding, the priest moves at a rate of 15 (or about 450 feet) with
a maneuverability class of D. Each round, he drops between 20 and 40 feet. He
can choose to descend at a much more rapid pace, dropping up to 200 feet per
round without risk of a damaging impact upon landing. The caster doesn’t gain
a mastery of aerial combat with this spell and suffers a –2 penalty to his
attack rolls and Armor Class if he becomes involved in combat while gliding.
The material component for this spell is the feather from a giant eagle . Fifth-Level
Spells Animate
Flame (Alteration) Sphere:
Elemental (Fire) Range:
120 yds.
Components: V, S Duration:
1 rd./level
Casting Time: 8 Area
of Effect: 1‑ft. diameter/level
Saving Throw: None Subtlety:
+4
Knockdown: None Sensory:
Large visual,
Critical: Varies
moderate
tactile/olfactory
While using this spell, the priest can command a flame to leave its
source of fuel and move at his direction. The flame is magically preserved at
the intensity it possessed when animated and does not weaken or fail even if it
has nothing to burn. The priest can affect any natural fire within range, but
magical fires (including breath weapons) can only be animated and controlled on
a roll of 11 or higher on a d20, –1 per level or Hit Dice difference between
the caster and the creature or spellcaster who created the flame in question.
For example, a 9th‑level priest can animate a flaming sphere cast
by a 4th level wizard on a roll of 6 or better on 1d20. In order to animate
instantaneous effects such as a red dragon’s breath or a fireball, the
priest must beat his opponent’s initiative in the round he casts this spell
and succeed in his attempt to take control of the flame.
Under the priest’s direction, an animated flame can move at a rate of
12, although it cannot cross water or wet or muddy ground. If the priest directs
the flame to leave the spell’s range, the spell ends and the flame stops and
burns whatever it may be resting on. Animate flame can be a very
effective weapon; the fire attacks with a THAC0 of 10 and may be able to strike
several creatures in the same round, depending on its size. It inflicts damage
as shown below:
Number of Size
Diameter
Targets
Damage Torch
or lantern
less than 1 ft. 1
1d3 Small
campfire
1–2 ft.
1
1d4
Large
campfire
3–5 ft.
2
1d6 Bonfire
6–10 ft.
4
2d6 Conflagration
11–20 ft.
8
3d6 Inferno
21 ft. or more 20
5d6
Creatures actually caught within the fire’s diameter are automatically
hit (without an attack roll) for the listed damage. Very hot or unusually cold
fires may inflict damage (at the DM’s discretion) as if they were one category
larger or smaller. In addition to attacking the caster’s enemies, the fire
will naturally cause any combustibles it comes into contact with to burn, as
well; an animated fire can easily torch a small town, given a few rounds to move
from building to building.
The animated flame can be dispelled normally. It can also be defeated by
contact with a significant volume of water, ice, cold, or earth or dirt, just as
a normal fire can be drowned or smothered.
The priest can affect a single fire of up to 1 foot in diameter per level
of experience; if a natural fire is too large for him to animate, he can animate
a smaller portion of it and command the portion he controls. Magical fires
cannot be divided in this way, so it requires a very high‑level priest to
deflect the breath weapon of a red dragon! Dimensional
Translocation (Alteration) Sphere:
Numbers, Summoning Range:
60 yds.
Components: S Duration:
1 rd./level
Casting Time: 3 Area
of Effect: 1 creature
Saving Throw: Special Subtlety:
+1
Knockdown: None Sensory:
Small visual
Critical: None
By using this spell, the priest seals off the multidimensional existence
of a magical, undead, or extraplanar creature. The affected creature can be
forced entirely into its extraplanar dimension, which removes it from the
physical world, or its extraplanar existence can be severed, forcing it entirely
into the Prime Material Plane. If the priest’s level exceeds the subject’s
level or Hit Dice, the subject is not allowed a saving throw, but creatures of
higher level or Hit Dice than the caster are entitled to a saving throw vs.
spell to negate the effect. Also note that magic resistance may apply, as well.
If used to banish an extraplanar or multidimensional creature, dimensional
translocation prevents the creature from returning to the Prime Material
Plane for the duration of the spell. The creature may be able to take other
actions, such as using magical items or spell‑like abilities on itself
while it waits to return. If the caster instead forces an extradimensional
creature into the Prime Material Plane, one or more of the following effects may
apply, at the DM’s option:
The creature’s Armor Class may be reduced by 1d6 points for the
duration of the
spell.
The quality of a magical weapon needed to strike the creature may be
reduced by
one “plus”; for example, a monster normally hit by +2 or better
weapons may
become vulnerable to +1 weapons for the spell’s duration.
The creature may suffer permanent death upon the loss of all its hit
points.
Use of 1d6 spell‑like powers (such as gating in allies) may
be limited or negated.
Undead creatures lose the ability to drain life energy levels.
This spell does not prevent extradimensional travel on the Prime Material
Plane (i.e., dimension door, blinking, teleport, or similar effects), but
it does prevent the subject from plane shifting or becoming ethereal while
in effect. Impregnable
Mind (Enchantment/Charm) Sphere:
Protection, Thought Range:
Touch
Components: V, S Duration:
1 turn + 1 rd./level
Casting Time: 1 Area
of Effect: Creature touched
Saving Throw: None Subtlety:
+2
Knockdown: None Sensory:
None
Critical: None
This spell guards the spell recipient against magical or psionic attacks
that affect the mind. This includes beguiling, charm, domination, feeblemind,
hold, and similar effects, as well as most telepathic psionic powers and
attacks. Against magical influences, impregnable mind grants a +4 bonus
to saving throws; if the attack normally allows no saving throw, the spell
recipient may attempt one at no modifier. Against telepathic psionics, the spell
inflicts a –6 penalty to the attacking psionicist’s power checks, making it
more likely that a psionic attack or telepathic contact will fail. Impregnable
mind offers no protection against nontelepathic psionics, such as a
telekinetic thrashing or other psionics that affect the body. Othertime (Alteration) Sphere:
Time Range:
0
Components: V, S, M Duration:
Special
Casting Time: 7 Area
of Effect: The caster
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
Small visual
Critical: None
When a priest enters othertime, he steps into a different reality
in which the world around him is frozen at a moment in the future. Until time
catches up to him, he may move about unhindered and observe his surroundings; no
force known can detect his presence or harm him in the alternate reality,
although he in turn cannot affect any creature or object in the physical world.
For instance, he could read a book at the page it was opened to, but he could
not turn the page since that would require him to move an object that is
temporarily immovable for him. To his companions or enemy in real time, the
priest appears to simply vanish altogether, only to reappear at some later
point.
The duration of this spell is a little odd, to say the least. The priest
may choose a duration of up to 1 round at 7th to 9th level, 2 rounds at 10th to
12th level, 3 rounds at 13th to 16th, 4 rounds at 17th to 19th, up to a maximum
of 5 rounds at 20th level or higher. The duration chosen by the priest governs
the length of the othertime; if the priest decides that the spell will
last 2 rounds, then he is instantly transported to that point in time,
surrounded by the frozen still‑life of the world as it will appear 2
rounds after the priest cast othertime. The caster then has 2 rounds to
himself to take any actions he cares to, although he cannot affect the real
world by any physical, magical, or mental means.
While the caster is in the othertime, he is completely unaware of
the intervening events. In the example above, if the caster’s friends were teleported
away 1 round after the caster left and replaced by an identical group of
dopplegangers, the caster would have no chance to detect the switch; all he sees
are the bodies of his “friends,” frozen in the positions they will occupy
when he emerges from the othertime. This also means that nasty things
like dragon breath, cloudkills, or mind blasts that pass through
the spot where the caster happens to be have no effect on him—he simply does
not exist in the real world while he waits for everyone else to catch up to him.
As noted above, the caster gains an amount of subjective time equal to
the duration of the spell. By leaping 3 rounds into the future, the caster gains
3 rounds of actions in the othertime. He could drink a potion, cast a
spell, and then maneuver for an attack, for example, or he could gain a
3‑round head start by running for his life while no one else can pursue
him. If the priest uses this time to study a battle and position himself for an
attack, he gains a –4 bonus to his initiative roll on the round he emerges
from othertime, and a +4 attack bonus with his first strike.
Leaping in and out of the time stream is a dangerous activity; every time
the priest employs this spell, there is a 1% noncumulative chance that he
becomes stuck in othertime, doomed to death by thirst or starvation when
his own rations run out. Only the most extraordinary measures (a wish spell,
divine intervention, etc.) can save a character in this predicament. Once a
priest is in othertime, he cannot pray for further spells. After all, if
the priest is going to attract his deity’s attention by praying for spells,
the deity will most likely allow him out! The material component for this spell
is an hourglass filled with rare salts, worth at least 100 gold pieces. Produce
Ice (Conjuration/Summoning) Sphere:
Elemental (Water) Range:
60 yds.
Components: V, S, M Duration:
2 rds./level
Casting Time: 8 Area
of Effect: Cube 1 ft./level
Saving Throw: Special Subtlety:
+5
Knockdown: None Sensory:
Moderate visual,
Critical: None
small tactile
This spell creates supernatural cold in the area of effect, condensing
all atmospheric and standing water into a thick rime of ice. If there is no
source of water or even enough humidity to support this spell, then the DM can
rule that the spell has no effect. The caster affects a cubic area of 1 foot per
level to a side, so a 12th‑level caster affects a 12‑foot by
12‑foot by 12‑foot cube (up to a maximum of 25 feet to a side). This
can have several effects; first of all, any creature caught in the area of
effect when the temperature is lowered suffers 2d4 damage plus 1 point per level
of the caster (or 2d4+12, for the 12th‑level caster described above), or
half that damage with a successful saving throw vs. spell. Any fires in the area
are suppressed and may (50% chance) be extinguished.
Creatures entering the area of effect after the initial creation of ice
suffer no additional damage, although the air will be noticeably dry and cold.
However, the ice formed by the spell coats all surfaces and may cause creatures
to slip and fall. Any creature moving into or out of the affected area must make
a saving throw vs. spell or fall, losing their action for the round. The ice
lasts at least 2 rounds per caster level, and then begins to melt at whatever
rate nature decrees.
If cast on a body of water, this spell creates an iceberg of the stated
dimensions. A swimmer or aquatic creature could be caught in the ice and trapped
until the ice melts; most air‑breathers will suffocate from this
treatment, but a few aquatic creatures (fish, amphibians, etc.) may survive
being frozen, at the DM’s discretion.
The material component is a scale from a white dragon. Righteous
Wrath of the Faithful (Enchantment/Charm) Sphere:
War Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 8 Area
of Effect: 30‑ft. radius
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
None
Critical: None
When a priest casts this spell, he fires his allies and companions with a
divine madness or fury that greatly enhances their combat ability. Allies who
are fighting on the side of the priest are affected as if they had received an
aid spell, gaining a +1 bonus to attack rolls and saving throws, plus 1d8
additional hit points for the duration of the spell.
Allies who share the same faith (not just alignment) of the caster are
transported into the righteous wrath; they gain one additional melee
attack each round and a +2 bonus to saving throws and attack and damage rolls.
Creatures under the influence of the righteous wrath gain 1d8 additional
hit points, which are the first points lost if the subject sustains any injury
(see aid, on page 257 of the PHB). Characters in a state of divine
frenzy are difficult to charm or hold. Against spells or effects
that target the subject’s mind or emotions, the saving throw bonus increases
to +3.
When the spell ends, all remaining additional hit points are lost.
Characters who fought under the righteous wrath find themselves extremely
fatigued and must rest for one full turn before exerting themselves again; if
forced to fight in this state, they are treated as if they were exhausted under
the Combat & Tactics fatigue rules. The material component of this
spell is the priest’s holy symbol. Sixth-Level
Spells Command
Monster (Enchantment/Charm) Sphere:
Charm Range:
60 yds.
Components: V Duration:
1 rd./2 levels
Casting Time: 1 Area
of Effect: 1 creature
Saving Throw: Special Subtlety:
+1
Knockdown: None Sensory:
Small audio
Critical: None
This spell allows the priest to issue a command to any one
creature within the spell’s range. The magic of the spell translates the
priest’s order into a language or form the subject creature can understand.
The creature must have an Intelligence of at least 1 in order to be affected by
this spell; nonintelligent creatures (those with a score of 0) cannot comprehend
any order, no matter how the priest phrases it. Other creatures gain a saving
throw vs. spell to resist command monster, but only if they have an
Intelligence of Exceptional (15) or better, or the creature’s levels or Hit
Dice are equal to or greater than the caster’s.
Just like the 1st‑level spell command, this spell coerces
the subject into obeying the priest’s one‑word order to the best of its
ability. The order must be absolutely clear and unequivocal; the subject will
continue to obey for one round per two caster levels—six rounds at 12th level,
seven at 14th, and so on. If this action places the subject in mortal peril, he
may attempt a saving throw (whether he was originally entitled to one or not) in
order to break free of the spell’s power. Therefore, ordering a character
standing at the edge of a cliff to “jump” will create an opportunity for the
subject to break free. A command to “die” or “sleep” renders the
creature unconscious for the spell’s duration.
Undead creatures are immune to this spell. Entropy
Shield (Abjuration) Sphere:
Chaos Range:
0
Components: V, S, M Duration:
1 rd./level
Casting Time: 9 Area
of Effect: The caster
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
Moderate visual/tactile
Critical: None
This potent defense surrounds the caster in a chaotic maelstrom of energy
and demimatter that blocks or deflects many attacks. The entropy shield extends
about two feet in all directions from the caster’s body. The warping effect of
the field causes any melee or hand‑to‑hand attack to miss 50% of the
time—even if the roll allows an attack to continue, the priest still gains a
–2 bonus to his Armor Class. Normal missiles or hurled weapons miss
automatically as the entropy shield deflects them from the caster. Even
magical missile attacks (produce flame, magic missile, or Melf’s
acid arrow, for example), siege engines, and giant‑thrown boulders may
be deflected as if they were hand‑to‑hand attacks.
Against spells or effects that produce energy, gas, or other physical
attack forms (fireball, lightning bolt, cloudkill, and other such spells)
the entropy shield provides a 50% chance that the attack simply does not
affect the protected priest. Even if the harmful energy or matter penetrates the
shield, the caster gains a +2 bonus on his saving throw. This does not cause a
spell to fizzle or fail; a priest standing in the middle of a fireball is
simply not touched by the spell, which will inflict its normal damage on anyone
else in the area of effect. Any spell or effect that does not create matter or
energy to harm or hinder the victim can pass through the entropy shield normally,
so mind‑based attacks and magical effects such as petrification,
paralyzation, enfeeblement, or polymorph (to name a few) can still
affect the priest.
In addition to its defensive benefits, the entropy shield has the
ability to repel normal or giant‑sized animals and creatures of lawful
alignment, such as extraplanar monsters from the lawful planes. Any such
creature attempting to attack the shielded priest in hand‑to‑hand
combat must roll a saving throw vs. spell at the end of the round. If the
creature fails, it recoils from the priest and cannot attack him physically for
the remainder of the spell’s duration (although it could decide to turn on one
of the priest’s companions).
The material component for this spell is a gemstone worth at least 100
gold pieces that has been exposed to the chaotic energies of Limbo. Whirlwind (Invocation/Evocation) Sphere:
Elemental (Air) Range:
60 yds. + 10 yds./level
Components: V, S, M Duration:
1 rd./level
Casting Time: 9 Area
of Effect: Cone 10 ft.
Saving Throw: Special
wide at base and 30 ft. tall Subtlety:
+6
Knockdown: d20 Sensory:
Huge visual/audio,
Critical: Large (1d3
large tactile
hits) crushing
This spell creates a powerful cyclone of raging wind that moves as
directed by the priest. The whirlwind can move by zigzagging along the
ground or over water at a movement rate of 6. The whirlwind always moves
after all other creatures have moved, and many creatures can avoid it simply by
keeping their distance. If the cyclone exceeds the spell’s range, it moves in
a random, uncontrolled fashion for 1d3 rounds—possibly endangering the caster
or his allies—and then dissipates.
Any creature of size L (large) or smaller that comes in contact with the whirlwind
must make a saving throw vs. breath weapon or suffer 2d8 damage. Size M
(man‑sized) or smaller creatures who fail their first saving throw must
attempt a second one, or be picked up bodily by the whirlwind and held
suspended in its powerful winds, suffering 1d8 points of damage each round with
no save allowed. The caster may direct the cyclone to eject any carried
creatures whenever he wishes, depositing the hapless souls wherever the whirlwind
happens to be when they are released.
Maintaining the whirlwind requires the caster’s full attention,
and he cannot cast other spells or make any attacks while directing the
spell’s course. If his concentration fails for some reason, he cannot simply
cancel the spell. Instead, the spell becomes uncontrolled as described above and
dissipates after 1d3 rounds.
In truly desperate circumstances, priests of elemental air have been
known to deliberately overrun their companions in order to carry them out of the
path of some certain doom. Few care to repeat the experience. The material
component for this spell is a handful of dust collected from a zephyr or snow
from a williwaw. Seventh-Level
Spells Antimineral
Shell (Abjuration) Sphere:
Protection, Elemental (Earth) Range:
0
Components: V, S, M Duration:
1 turn/level
Casting Time: 1 round Area
of Effect: 10‑ft. radius
Saving Throw: None Subtlety:
+6
Knockdown: None Sensory:
None
Critical: None
When a priest casts this spell, he creates an invisible force field or
barrier that blocks the entrance of animated or living mineral creatures. It is
effective against elementals and creatures of elemental origin such as aerial
servants, djinns, and mephits; golems and other constructs; creatures of living
stone, such as galeb duhr or xorn; and objects, weapons, or armor animated by
some outside force. It does not bar the passage of undead monsters, living
creatures carrying inanimate material, or nonanimated minerals such as a
giant‑thrown boulder or a common rockslide. The antimineral shell moves
with the caster, but if the caster tries to force it against a creature affected
by this spell, the antimineral shell fails. The material component is a
drop of some caustic solvent, such as acid from a black dragon. Conjure
Air or Water Elemental (Conjuration/Summoning) Reversible Sphere:
Elemental (Air/Water) Range:
80 yds.
Components: V, S Duration:
1 turn/level
Casting Time: 6 rds. Area
of Effect: Special
Saving Throw: None Subtlety:
+5
Knockdown: None Sensory:
Moderate visual
Critical: None
Priests of elemental air or elemental water can summon elementals from
their respective spheres, just as druids can conjure fire or earth elementals.
The summoned elemental is 60% likely to have 12 Hit Dice, 35% likely to have 16
Hit Dice, and 5% likely to have 21 to 24 Hit Dice (20+1d4). Unlike the wizard
version of this spell, the caster does not need to concentrate to maintain
control of the elemental since the creature regards the caster as a friend and
obeys him implicitly. The elemental remains until destroyed, dispelled, sent
away by a dismissal or a holy word spell, or the spell duration expires. Impervious
Sanctity of Mind (Abjuration) Sphere:
Protection, Thought Range:
0
Components: V, S, M Duration:
1 turn/level
Casting Time: 1 round Area
of Effect: The caster
Saving Throw: None Subtlety:
+6
Knockdown: None Sensory:
None
Critical: None
When using this spell, the priest renders his mind completely immune to
any mind‑affecting spell, power, or psionic effect. This includes amnesia,
awe, beguiling, charm, command, confusion, domination, emotion, empathy, ESP,
fascination, fear, feeblemind, hold, hypnotism, insanity, magic jar, mind blast,
phantasmal killer, possession, rulership, sleep, soul trapping, suggestion,
telepathy, and any psionic attack or power of the telepathic discipline. In
short, if the spell or effect coerces the priest into taking an action or
forming an impression that he doesn’t wish to, it fails while impervious
sanctity of mind is in effect. The only mind‑affecting spells or
powers that can affect the protected priest are those of exceedingly powerful
creatures or artifacts and relics.
Unlike the wizard spell mind blank, the impervious sanctity of
mind offers no protection against detection or scrying. However, it is effective
against some attacks and powers that mind blank is powerless against. The
spell requires a small ring of lead that was once breathed upon
by a red dragon. Tsunami (Conjuration/Summoning) Sphere:
Elemental (Water) Range:
200 yds. + 50 yds./level
Components: V, S, M Duration:
Special
Casting Time: 3 rds. Area
of Effect: Wave 2 ft. high
Saving Throw: None
and 10 ft. long per level Subtlety:
+6
Knockdown: Special Sensory:
Gargantuan visual,
Critical: None
huge audio
This mighty spell summons a tsunami, or gigantic wave, from any major
body of water. The body of water must be at least 1 mile in width, so in most
circumstances the tsunami can only be summoned from the sea, large lakes,
or extremely big rivers. The wave is 2 feet high and 10 feet long for each level
of experience of the caster, so a 15th‑level priest would summon a tsunami
30 feet high and 150 feet wide. The wave can appear anywhere within the
spell’s range and immediately sweeps forward in the direction specified by the
caster. This may take it out of the allowed range or even back at the casting
priest. The tsunami moves at a rate of 24 (240 yards per round) and lasts
one round at 14th level, two rounds at 18th level, or three rounds at 22nd or
higher level.
Ships caught by the tsunami must make a seaworthiness check (see
Table 77: Ship Types in the DMG) with a penalty equal to the wave’s
height in feet. For example, a tsunami created by a 15th‑level
caster would inflict a –30% penalty to a vessel’s seaworthiness check. If
the check is failed, the vessel capsizes and sinks in 1d10 rounds, with the
possible loss of those aboard. Human or humanoid swimmers caught in the wave
must make a saving throw vs. death magic or be drowned in the wave; any creature
in the water in the wave’s path will be carried along as long as it lasts.
If the priest sent the wave towards the shore, the tsunami loses 5
feet of height for every 20 yards it travels; a 30‑foot wave could wash
120 yards inland before there was nothing left of it. Creatures caught in the
area sustain 1d4 points of damage for every 5 feet of height the tsunami currently
possesses and are carried along until it ends. Air‑breathing creatures
must make saving throws vs. death magic or be drowned outright by this
treatment. Wooden buildings have a chance equal to three times the wave’s
current height of being destroyed by the tsunami (90% for a 30‑foot
wave, for example) while stone buildings have a chance equal to the wave’s
height (or 30% for a 30‑foot wave). Topography may influence or channel
the wave’s advance, so a good‑sized hill could stop a tsunami cold,
although its seaward face may be denuded of creatures and vegetation by the
wave.
Note that this spell in the hands of a high‑level character can
blanket an awesome amount of territory and literally destroy or drown anything
in its path. The tsunami is so strenuous a spell that the priest is
exhausted and helpless for 1d6 hours after summoning it.
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