New Magicks
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First-level Spells

Beastmask (Illusion/Phantasm)

Sphere: Animal
Range: Touch
Components: V, S, M
Duration: 12 hours
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: Neg.

Beastmask may affect any single person or animal, or characters may cast it on themselves. It allows the subject to take on the illusory form of a single animal species--but only that species of animal can perceive the illusion. The subject may not assume an animal form more than twice or less than one-quarter the character's size.

The almost perfect illusion the spell creates deceives the animal's sight, hearing, smell, and touch. For instance, once a character casts a "bear" illusion on a subject, bears believe that subject to be a bear, while to humans, other races, and other creatures, the subject remains the same.
Characters normally use beastmask to travel among or hunt a particular species. This spell lets a druid assume the guise of a caribou to move among a herd without causing them to panic. A character also could avoid being attacked by a pack of dire wolves by wearing a wolf's "mask."

Beastmask does not allow communication with the animal species, though it can be used with animal communication spells.
The material component is a miniature wooden mask carved to look like the animal.

Puffball (Alteration)

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: 2 rounds/level of caster
Casting Time: 4
Area of Effect: 1 mushroom, etc.
Saving Throw: Special

A character who casts puffball on a normal mushroom, truffle, or toadstool (up to 6 inches in diameter) transforms the fungus into a magical puffball, which the character may drop or throw. The DM should decide what type of roll, if any, is required to hit the target (Strength, Dexterity, etc.) See the DMG, pgs. 62-63, for rules on grenadelike missiles.

The puffball bursts upon landing, releasing a cloud of spores 10 feet in diameter. Those caught in the spore cloud must save vs. poison or suffer an attack of coughing and choking. Victims can make no attacks and lose all Dexterity bonuses to Armor Class and saving throws. The cloud dissipates in 1d3+1 rounds; residual effects still afflict characters one round after they escape the cloud or it fades.
The spell's effects do not affect undead or similar nonbreathing creatures. If no one throws (or drops) the missile by the time its duration expires, the enchantment is lost.

The caster sprinkles the material component--a pinch of ground puffball--over the fungus to be enchanted.

Whisperward (Alteration)

Sphere: Guardian, Weather
Range: Touch
Components: V, S, M
Duration: Permanent until triggered
Casting Time: 4
Area of Effect: 1 item
Saving Throw: None

Whisperward can be cast on any single item, portal, or closure (such as a book, door, or lid). It may ward up to a 30-foot radius.
The character keys the ward to become activated (like a magic mouth spell) under specific conditions--such as when a certain individual enters the area or opens the warded closure. When the ward is triggered, a soft whispering breeze blows across the caster's face. The caster must stay within 1 mile per experience level of the ward to receive the warning.

The material component is the priest's holy symbol.


Animal Spy (Divination)

Sphere: Animal
Range: 10 yards
Components: V, S
Duration: 1 turn/2 levels of caster
Casting Time: 5
Area of Effect: 1 animal
Saving Throw: Wizard familiars may save vs. spell to negate.

Only a normal (real-world) animal or a giant version of a normal animal species may become an animal spy. This spell enables the caster to share the animal's senses--see through the animal's eyes, hear with its ears, smell with its nose, and so on. The animal is completely unaware of the spell's effect, unless the druid warns the beast before casting. Animal spy grants no control over the creature. However, most casters will use it on a trained animal or one befriended via the animal friendship spell.

For the duration of the spell, the caster remains in a trance, unable to move or use human senses. This consequence can prove dangerous; for instance, characters attacked while using the spell cannot feel injuries to their bodies. However, at the start of any round, the caster may choose to return the animal's senses to the creature and resume control of the human body. This decision ends the spell immediately. The spell also ends if the animal travels more than 100 yards away per level of the caster.

Beastspite (Enchantment/Charm)

Sphere: Animal
Range: 10 yards
Components: V, S
Duration: 1 hour/level of caster
Casting Time: 5
Area of Effect: 1 person
Saving Throw: Neg.

Beastspite afflicts a single person with a magical aura that induces one species of animal to hate and fear the character. The character becomes loathed by any species of normal (real-world) animal. While this range excludes monsters, it includes giant animals of the same real-world species. (For example, if beastspite causes bats to hate the subject, giant bats will react similarly.)

When the character comes within 30 yards of an animal from the target species, the creature will make warning signals (barks, growls, etc.). Its further reaction depends on the animal's nature.

· Aggressive animals, including all predators and most trained guard animals, attack the spell recipient.

· Nonaggressive beasts shun the character, fleeing or attacking if approached.

· Owners can restrain their domesticated animals, but the beasts show obvious distress and may become very hostile if the character tries to touch them.

· If the subject was riding when the spell took effect, the mount tries to throw off the character. The subject must make a riding proficiency check each round to stay astride and to avoid a fall if thrown off.

· An animal extremely loyal to the subject, such as a pet dog, a creature influenced by an animal friendship spell, a wizard's familiar, or a paladin's war horse does not become utterly hostile to its owner. Instead it notices something "wrong" about the character and acts unusually nervous.

Fortifying Stew (Necromancy)

Sphere: Healing
Range: Touch
Components: V, S, M
Duration: Stew retains enchantment 1 turn
Casting Time: 5
Area of Effect: 1 bowl of stew, etc./level
Saving Throw: None

Any bowl of broth, porridge, or stew the priest has concocted can become subject to fortifying stew. A character can enchant one bowl of stew (about 8 ounces) per experience level. Someone must consume the enchanted meal within one turn of the casting.

Anyone partaking of an entire bowlful reaps magical benefits. First, the diner gains nourishment for an entire day from the single meal. In addition, for two hours plus one round per the caster's level, the character receives 1d4+1 temporary hit points. Any damage suffered comes off the extra hit points first. The effects of multiple helpings of fortifying stew are not cumulative.
For example, Snapdragon, a 7th-level druid, cooks a meaty broth, casts fortifying stew on it, and eats the bowlful. A roll of 2 gives her 3 extra hit points. When the spell's effects wear off just over three hours, she loses these extra points. If she suffers 5 points of damage in the meantime, she actually loses only 2 hp of her own, since 3 hp came off the extra hit points.

The material component is a vial of stock made of the first fruit of the harvest.

Gift of Speech (Enchantment/Charm)

Sphere: Animal
Range: 10 yards/level of caster
Components: V, S, M
Duration: 1 turn/level of caster
Casting Time: 5
Area of Effect: 1 animal
Saving Throw: None

The gift of speech spell grants a normal animal (or a giant version of a normal animal) the ability to speak any one of the languages the caster knows, whichever the caster chooses, along with the ability to understand words and simple concepts expressed in that language. The affected animal's reactions do not change, nor does its Intelligence increase. The spell has no effect if cast on a creature with an Intelligence score of less than 1.

The material component of this spell is the priest;s holy symbol.

Third-level Spells

Pass Without Trace, 10' Radius (Enchantment/Charm)

Sphere: Plant
Range: 0
Components: V, S, M
Duration: 1 turn/level of caster
Casting Time: 1 round
Area of Effect: Radius 10 feet around caster
Saving Throw: None

Identical in function to pass without trace, pass without trace, 10' radius affects everyone within 10 feet of the caster. The effect moves with the caster, so creatures must stay within 10 feet of the caster to continue to avoid leaving tracks. A creature who leaves the area of effect can then be tracked normally. Creatures moving into the area of effect after casting are unaffected.

The material component is a sprig of pine burned to ash. Upon casting the spell, the character scatters the powder in a circle.

Shape Wood (Alteration)

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 9 cubic feet+1 cubic foot/level
Saving Throw: None

By means of shape wood, the caster can reform wood. For example, the character can cast it upon any appropriate-sized piece of wood to fashion a wooden weapon, make a rough door, or even create a crude figurine.

The spell also allows the caster to reshape an existing wooden door, perhaps to escape imprisonment. Again, the volume of the wooden object must be appropriate to the desired result and fit in the area of effect.
While a character might form a wooden coffer from a tree stump or a door from a wooden wall, the result does not bear high-quality detail. If a shaping has moving parts, there is a 30% chance they do not work.
The alteration endures permanently, at least until the wood rots or is physically destroyed. The caster blows the material component, a pinch of fine sawdust, over the wooden subject of the spell.

Fourth-level Spells

Detect Animal Attacker (Divination)

Sphere: Animal
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None

Depending on how it is cast, detect animal attacker gives the druid a visual image either of a creature that injured an animal or of an animal that attacked any victim.
While casting the spell upon any victim of an attack by a natural animal (a victim whose body still bears the marks of claws, fangs, or other natural weapons), the druid touches the victim's wound. This brief touch gives the caster a fleeting vision of the animal that caused the injuries as it looked at the time of the attack.

Likewise, a druid casting the spell upon an injured real-world animal can touch its wound and receive a vision of the person, monster, or animal that harmed it.
Even if the caster receives a vision of an unfamiliar attacker, the character usually can get an idea of its size, primary attack method, and alignment. (The druid senses good, evil, or neutrality.)
In addition, if the creature still lives and fails a saving throw vs. spell, the caster senses its current position, location, and direction of travel.

Detect animal attacker works only within one hour per level of the caster after the victim receives the injury in question. The spell is effective regardless of whether the attack proved fatal.
The material component is the priest's holy symbol.

Earthmaw (Alteration)

Sphere: Elemental (earth)
Range: 50 yards
Components: V, S, M
Duration: 1 round
Casting Time: 7
Area of Effect: 10-foot diameter circle
Saving Throw: Neg.

Earthmaw causes a patch of ground 10 feet in diameter to open and form a gigantic mouth with stalactite teeth. The mouth springs forth on a short serpentine neck, much like a water weird, and attacks once in a direction the caster dictates. Then it retracts into the earth and closes solidly. The site of an earthmaw spell appears as if the ground has been tilled recently.

The mouth can attack one large creature, two man-sized creatures, or four small-sized creatures within 10 feet of its outer edge. It can strike multiple creatures only if they remain clustered within a 10-foot diameter circle adjacent to the maw.
The earthmaw attacks as a monster with Hit Dice equal to the caster's level. Creatures standing on the site of the maw suffer a +3 penalty to Armor Class for purposes of this attack only. Creatures standing next to the maw suffer no AC penalty.

A successful hit inflicts 1d4 points of damage per level of the caster. An unmodified roll of 19 or 20 means the maw has swallowed the victim whole, burying the character 2d4 feet below ground. Victims can be dug out manually, with appropriate spells (such as dig), or with magical items (such as a spade of colossal excavation). A creature trapped underground will suffocate unless freed within a number of rounds equal to one-third its Constitution score.

Earthmaw may be cast on any area of loose or packed earth, sand, or vegetation-covered soil. It may be cast indoors on an earthen surface: for example, on the dirt floor of a barn or basement, but not on the marble floor of a home or temple. It may not be cast on an area containing a tree, any portion of a building, or any type of pavement.
An object present on the site of the maw (such as a campfire or a tent, etc.) counts as a creature of that object's size in attacks.

The material component is a tooth from any predatory creature.

Hunger (Alteration)

Sphere: Animal, Plant
Range: 10 yards
Components: V, S, M
Duration: 1 day/level of caster
Casting Time: 7
Area of Effect: 1 person
Saving Throw: Neg.

Those affected by hunger no longer gain sustenance from food. No matter how much they eat, they still feel hungry. If the spell did not end, victims eventually would starve, visibly wasting away.
After one day under the spell's effect, victims' concentration suffers (due to their preoccupation with their constant hungry feeling), causing them to suffer a -2 penalty to all ability and proficiency checks. On the eighth day without food, victims who have been maintaining normal activity levels lose 1 Strength point; on the ninth day, they lose 1 Constitution point. This alternating pattern continues until one of the character's ability scores falls to 3; at this point, the character becomes comatose. If a score reaches 0 before the hunger spell ends, the recipient dies. The victim regains lost points after the spell ends at a rate of 1 Strength and 1 Constitution point per day.

When casting the spell, the character secretly whispers a particular type of food; by eating the specified food, the victim breaks the spell. It must be a single, natural food (such as lamb, honey, or an apple) but can be exotic (dragon meat) as long as the caster has tasted it personally at some point.
Hunger cannot be dispelled, but can be broken by the remove curse spell. Failing all else, a sufferer must wait to find relief until the spell's duration elapses.

The spell's material component is a pinch of the food that can end the spell.

Knurl (Alteration)

Sphere: Plant
Range: 5 yards/level of caster
Components: V, S, M
Duration: 1 turn/level of caster
Casting Time: 7
Area of Effect: 1 person
Saving Throw: Neg.

Casting a knurl spell transforms a creature's arm into a tree branch of the same thickness, covered with bark and twigs. The new limb possesses neither elbow nor wrist joints not even a hand. The "arm" remains attached to the shoulder. The spell's recipient can use it as a club but not to manipulate tools, weapons, or spell components.

The caster chooses which of the recipient's arms to affect. A character could use multiple knurl spells to transform both arms of a humanoid. The arm is treated for all purposes as a tree branch: It becomes subject to fire, wood-altering spells, and tree diseases. Dispel magic ends the spell's effects.
The material component is a small twig.

Needlestorm (Alteration)

Sphere: Plant
Range: 60 yards
Components: V, S, M
Duration: Instantaneous

Casting Time: 7
Area of Effect: 1 tree or plant
Saving Throw: Save vs. spell for half damage

A favorite of cold-forest and desert druids, needlestorm causes the spines on any pine tree or similar needle-bearing plant to spray out in a deadly barrage. The shower of needles has a radius of approximately 1 foot for every 2 feet of the subject plant's height.
Everyone within this area suffers one attack, which inflicts 1d12 points of damage for every three full levels the caster has achieved. Thus, a spruce tree enchanted by a 7th-level character attacks with a THAC0 of 16 and inflicts 2d12 points of damage.

The material component is a spine from a needle-bearing tree or plant.

Fifth-level Spells

Cloudscape (Alteration)

Sphere: Weather
Range: 120 yards
Components: V, S
Duration: 3 turns/level of caster
Casting Time: 8
Area of Effect: 1,000 cubic feet/level of caster
Saving Throw: None

A character can cast cloudscape on a single cloud or part of a cloud bank, usually from a nearby mountaintop or while flying. It causes 1,000 cubic feet of cloud per level of the caster to become solid enough to support any weight. The solidified clouds remain airborne and feel like a thick carpet.

A creature that falls onto the magically strengthened cloud sustains falling damage per the PH, p. 104. An animal or individual that flies into the solidified cloud falls, stunned, for a round and must make a successful Dexterity check to recover. If a creature is flying through a cloud at the moment it becomes solidified, it may make a saving throw vs. petrification. Those who succeed escape the cloud in time. Creatures that fail the save become trapped as the cloud solidifies around them. However, as the cloud is porous, they can continue to breathe until the spell's duration elapses.

The solidified cloud itself continues to drift with the wind as usual. While the caster cannot use this particular spell to propel the cloud at all, a control winds spell can summon a great gust of air to turn the cloudscape into a unique flying conveyance easily enough.

Nature's Charm (Enchantment/Charm)

Sphere: Elemental (earth, water)
Range: Touch
Components: V, S, M
Duration: 2 hours/level of caster
Casting Time: 1 round
Area of Effect: 15-foot radius/level of caster

Saving Throw: Creatures native to the area of effect are not affected.

Nature's charm causes a particular place to exert a special fascination beyond mere beauty to anyone entering the area except the spellcaster.
This spell must target a site of notable natural splendor that possesses both edible plants and fresh water. The spot may not be larger than the spell's area of effect. For instance, a 12th-level druid could cast this spell on a forest glade up to 360 feet across, with flowers and fruit-bearing trees centered around a waterfall.

Anyone coming upon the enchanted region must save vs. spell; those who fail invariably make up excuses to remain there long after they should have left. They say they want only to bathe, rest, admire the beauty a bit longer, eat the berries or fruit, paint a picture of the area, or defend the spot jealously from others.
Whatever the reason, those who fall victim to the enchantment forcefully resist all attempts to make them leave until the spell's duration ends.
The spell's material component is the druid's holy symbol.

Strengthen Stone (Alteration)

Sphere: Elemental (earth)
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 1 building or wall
Saving Throw: None

Strengthen stone can reinforce any stone construction (house, tower, wall segment, aqueduct, etc.), against physical damage. The DM adds +4 to the structure's saving throw against any kind of damage, from siege engines to natural earthquakes. The stone object gains a saving throw vs. the earthquake spell. (See the PH, p. 233.) The spell may be cast only once on any stone object.

If a character casts this spell on a stone golem or other animated stone being (like one created by animate rock), the creature receives a -1 bonus to its Armor Class and adds a +1 bonus to its saving throws for the duration of the spell. Strengthen stone has no effect on earth elementals or galeb duhr.
The material component, a diamond chip worth at least 500 gp, must be crushed and sprinkled on the construction.

Thornwrack (Alteration)

Sphere: Plant
Range: Touch

Components: V, S
Duration: 1 thorn/level of caster
Casting Time: 8
Area of Effect: 1 person
Saving Throw: Neg.

Thornwrack causes long, painful thorns to grow out of the spell recipient's flesh, piercing the skin from the inside. One thorn appears each round, inflicting 1d3 points of damage, until all the thorns have appeared. When the number of thorns exceeds the subject's experience level or HD, a victim still conscious becomes immobilized by the pain, unable to take any action.

One round after the last thorn erupts from the victim's flesh, the first one disappears. The thorns continue receding at a rate of one per turn. Immobilized subjects can move again once the number of thorns falls below their HD or experience level. For instance, say the body of a 4th-level character has seven thorns. After four turns had passed, only three thorns would remain, so the victim would no longer be immobile.
Cure spells can restore hit points but do not eliminate the thorns. Dispel magic will end the spell but prevents existing thorns from receding. A heal spell cancels the thornwrack, eliminates all existing thorns, and cures all damage. Without the benefit of magical remedies, the spell ends when the last thorn has receded.

Copyright 1999 TSR Inc.Fifth-level Spells

Cloudscape (Alteration)

Sphere: Weather
Range: 120 yards
Components: V, S
Duration: 3 turns/level of caster
Casting Time: 8
Area of Effect: 1,000 cubic feet/level of caster
Saving Throw: None

A character can cast cloudscape on a single cloud or part of a cloud bank, usually from a nearby mountaintop or while flying. It causes 1,000 cubic feet of cloud per level of the caster to become solid enough to support any weight. The solidified clouds remain airborne and feel like a thick carpet.

A creature that falls onto the magically strengthened cloud sustains falling damage per the PH, p. 104. An animal or individual that flies into the solidified cloud falls, stunned, for a round and must make a successful Dexterity check to recover. If a creature is flying through a cloud at the moment it becomes solidified, it may make a saving throw vs. petrification. Those who succeed escape the cloud in time. Creatures that fail the save become trapped as the cloud solidifies around them. However, as the cloud is porous, they can continue to breathe until the spell's duration elapses.

The solidified cloud itself continues to drift with the wind as usual. While the caster cannot use this particular spell to propel the cloud at all, a control winds spell can summon a great gust of air to turn the cloudscape into a unique flying conveyance easily enough.

Nature's Charm (Enchantment/Charm)

Sphere: Elemental (earth, water)
Range: Touch
Components: V, S, M
Duration: 2 hours/level of caster
Casting Time: 1 round
Area of Effect: 15-foot radius/level of caster

Saving Throw: Creatures native to the area of effect are not affected.

Nature's charm causes a particular place to exert a special fascination beyond mere beauty to anyone entering the area except the spellcaster.
This spell must target a site of notable natural splendor that possesses both edible plants and fresh water. The spot may not be larger than the spell's area of effect. For instance, a 12th-level druid could cast this spell on a forest glade up to 360 feet across, with flowers and fruit-bearing trees centered around a waterfall.

Anyone coming upon the enchanted region must save vs. spell; those who fail invariably make up excuses to remain there long after they should have left. They say they want only to bathe, rest, admire the beauty a bit longer, eat the berries or fruit, paint a picture of the area, or defend the spot jealously from others.
Whatever the reason, those who fall victim to the enchantment forcefully resist all attempts to make them leave until the spell's duration ends.
The spell's material component is the druid's holy symbol.

Strengthen Stone (Alteration)

Sphere: Elemental (earth)
Range: 10 yards
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: 1 building or wall
Saving Throw: None

Strengthen stone can reinforce any stone construction (house, tower, wall segment, aqueduct, etc.), against physical damage. The DM adds +4 to the structure's saving throw against any kind of damage, from siege engines to natural earthquakes. The stone object gains a saving throw vs. the earthquake spell. (See the PH, p. 233.) The spell may be cast only once on any stone object.

If a character casts this spell on a stone golem or other animated stone being (like one created by animate rock), the creature receives a -1 bonus to its Armor Class and adds a +1 bonus to its saving throws for the duration of the spell. Strengthen stone has no effect on earth elementals or galeb duhr.
The material component, a diamond chip worth at least 500 gp, must be crushed and sprinkled on the construction.

Thornwrack (Alteration)

Sphere: Plant
Range: Touch

Components: V, S
Duration: 1 thorn/level of caster
Casting Time: 8
Area of Effect: 1 person
Saving Throw: Neg.

Thornwrack causes long, painful thorns to grow out of the spell recipient's flesh, piercing the skin from the inside. One thorn appears each round, inflicting 1d3 points of damage, until all the thorns have appeared. When the number of thorns exceeds the subject's experience level or HD, a victim still conscious becomes immobilized by the pain, unable to take any action.

One round after the last thorn erupts from the victim's flesh, the first one disappears. The thorns continue receding at a rate of one per turn. Immobilized subjects can move again once the number of thorns falls below their HD or experience level. For instance, say the body of a 4th-level character has seven thorns. After four turns had passed, only three thorns would remain, so the victim would no longer be immobile.
Cure spells can restore hit points but do not eliminate the thorns. Dispel magic will end the spell but prevents existing thorns from receding. A heal spell cancels the thornwrack, eliminates all existing thorns, and cures all damage. Without the benefit of magical remedies, the spell ends when the last thorn has receded.

Sixth-level Spells

Earthwrack (Alteration)

Sphere: Necromantic, Plant
Range: 20 yards/level of caster
Components: V, S, M
Duration: 2d4+10 years
Casting Time: 1 round
Area of Effect: 30-foot radius/level of caster
Saving Throw: None

This spell causes an area of soil to become barren and blighted. Healthy plants wither and die within 1d4 days of casting. No seed planted there will grow for the duration of the spell. Plant-based creatures entering the despoiled area can see the ruin and feel an intense "wrongness" within the soil. Each round they remain within the area, they suffer 1d4 points of damage.

The blight can be cured using a limited wish, a wish, or by casting a remove curse spell (at the 12th level of experience) and a plant growth spell simultaneously.
Most druids consider earthwrack an abomination, although some Shadow Circle druids use it as last-ditch "scorched earth" vengeance against an unruly hamlet.
The material component is the priest's holy symbol.

Ivy Siege (Enchantment)

Sphere: Plant
Range: 90 yards

Components: V, S, M
Duration: 6 turns
Casting Time: 9
Area of Effect: 1 building or similar structure
Saving Throw: Special

The ivy siege spell must be cast upon a stone or brick building constructed upon the earth; flying castles and the like remain unaffected. Immediately after casting, ivy begins to grow at a fantastic rate, climbing from the ground up the building's walls. At the end of one turn, the ivy has climbed the walls. At the end of the second turn, green creepers have covered the structure. On the third turn, the ivy has deepened to a black-green and begins to squeeze the building.

Starting on the third turn and every turn thereafter, the building must make a saving throw vs. siege damage, as if attacked by a small catapult (DMG, p. 76). Two cubic feet of the building crumbles away for each point by which the saving throw misses each turn. This cycle continues until the spell's duration expires or the building is destroyed. The ivy rots away instantly at the spell's end.
A druid can cast only one ivy siege per building at a time. After the ivy has rotted away, the druid may cast the spell on the same building again. However, multiple druids can cast several ivy siege spells on the same building. In the case of a large, interconnected series of buildings (like a castle), each casting affects only a single tower, keep, or wall segment, to a maximum of 1,000 cubic feet per level of the caster.

The DM may choose to prohibit arctic and desert druids from using this spell if they are not familiar with ivy.
The material component is an ivy leaf.

Seventh-level Spells

Tree Spirit (Necromancy)

Sphere: Plant
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 tree
Saving Throw: None

Tree spirit permanently links the soul of the caster with a tree, usually chosen carefully for its health, vigor, and remote environment. Casting this spell joins the life force of the druid with that of the tree; as long as the tree lives, the caster ages at one-tenth the normal rate. (Because the spell causes the tree to devote all its energy to maintaining health rather than growth, it always remains exactly the size it was at the time of casting.) Moreover, the caster's spirit merges with the tree at the character's death. No form of reincarnation or resurrection (except a wish) on the character's body will work unless it lies within 10 feet of the tree.

One year after the caster dies, the druid's spirit animates the tree as a treant. (DMs should roll up treant statistics for the tree at the time the spell is cast, to determine the tree's Armor Class, Hit Dice, etc.) The chosen tree must be of treant height; the exact size determines the size of the new treant, which possesses the caster's memories and personality but has no granted powers or spellcasting ability. It must communicate as a treant.
The DM decides whether to consider this treant an NPC or allow the player to control it. (DMs should use the guidelines that apply to PCs who become lycanthropes or undead.)

However, when a druid uses tree spirit to link with a tree, the character suffers any physical damage inflicted on the tree. For instance, if someone hacks at the tree with an axe and causes 4 points of damage, the caster also loses 4 hit points; the druid knows the tree has been harmed, but does not know the nature of the injury.
If the tree dies but does not sustain enough damage to kill the caster, the character feels stunned for 1d6 rounds and must make a successful system shock roll to avoid death. Spells that heal the druid do not affect the tree.

Damage to the caster does not affect the tree, as the extra energy the tree expends on strength and health makes any damage the player sustains negligible to the tree. However, it's usually in the druid's best interest to have an animal friend or two guard the tree.
In addition, the druid should choose the tree carefully; if the surrounding land is cleared for construction work or lumber before the druid's prolonged life span finally ends, the character is in trouble.

Casting tree spirit first requires a full month's preparation. The druid lives near the tree during this time of prayer and mediation. Then the character conducts a private bonding ceremony at the height of a solstice. This spell often is cast by ancient druids, who wish to preserve their wisdom or make sure their groves remain defended even after their death.

Unwilling Wood (Enchantment/Charm)

Sphere: Plant
Range: 5 yards/level of caster
Components: V, S, M

Duration: Permanent
Casting Time: 1 round
Area of Effect: 10-yard radius
Saving Throw: Special

A caster can transform one or more living creatures within a 10-yard radius into unwilling wood, causing them to sprout roots, branches, and leaves. The victims become trees of a type native to the region and of the characters' age before the transformation. The spell works only if cast on beings occupying ground that could support a tree; recipients flying or suspended in water at the time of casting remain unaffected.

This spell can mutate a number of creatures equal in total Hit Dice (or levels) to the caster's level within the area of effect, of course. If this area holds a group of creatures with Hit Dice (or levels) totaling a number greater than the caster's experience level, the character may decide the order in which the creatures become affected.
For instance, say a 14th-level druid casts unwilling wood into a target area containing a giant with 12 Hit Dice and two 3rd-level warriors. The druid can transform either the giant or two warriors, but not all three. "Leftover" Hit Dice or levels are lost.

Each creature affected may attempt to save vs. polymorph. The spell mutates all those failing their saving throw, along with any items they carry. A new tree has a height of 5 feet per level (or Hit Die) of the victim. The effect is permanent; a person transformed into a tree ages as a tree and dies as a tree. However, affected characters retain awareness, memories, personality, and intelligence. Only damage severe enough to kill the tree can kill an unwilling wood victim.

Tree-characters can return to normal if a spellcaster of greater level than the original caster uses remove curse. The original caster can release a transformed entity at will.
The material components are a bit of tree root and the priest's holy symbol.

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.

 

Italicized spells are reversible.