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Priest
Spells 1st
Level Analyze
Balance Anti-Vermin
Barrier Call
Upon Faith Courage Emotion
Read Know
Age Know
Direction Know
Time Log
of Everburning Mistaken
Missive Morale Personal
Reading Ring
of Hands* Sacred
Guardian Speak
With Astral Traveler Thought
Capture Weighty
Chest 2nd
Level Aura
of Comfort Calm
Chaos Create
Holy Symbol Dissension's
Feast Draw
Upon Holy Might Emotion
Perception Frisky
Chest Hesitation Idea Lighten
Load Mind
Read Moment Music
of the Spheres Mystic
Transfer* Nap Rally
Sanctify* Zone
of Truth 3rd
Level Accelerate
Healing Adaptation Astral
Window Caltrops Choose
Future Create
Campsite Efficacious
Monster Ward Emotion
Control Extradimensional
Detection Helping
Hand Invisibility
Purge Know
Customs Line
of Protection* Memory
Read Miscast
Magic Moment
Reading Random
Causality Rigid
Thinking Slow
Rot Squeaking
Floors Strength
of One Telepathy Telethaumaturgy Thief's
Lament Unearthly
Choir* Zone
of Sweet Air 4th
Level Addition Age
Plant Blessed
Warmth Body
Clock Chaotic
Combat Chaotic
Sleep Circle
of Privacy Compulsive
Order Defensive
Harmony Dimensional
Folding Fire
Purge Focus* Fortify* Genius Inverted
Ethics Join
With Astral Traveler Leadership
Mental
Domination Modify
Memory Probability
Control Rapport Solipsism
Tanglefoot
Thought
Broadcast Tree
Steed Uplift* Weather
Stasis 5th
Level Age
Object Barrier
of Retention Blessed
Abundance Champion's
Strength Chaotic
Commands Clear
Path Cloud
of Purification Consequence Disguise Easy
March Elemental
Forbiddance Extradimensional
Manipulation Extradimensional
Pocket Grounding Illusory
Artillery Impeding
Permission Meld* Memory
Wrack Mindshatter Repeat
Action Shrieking
Walls Thoughtwave* Time
Pool Unceasing
Vigilance of the Holy Sentinel Undead
Ward 6th
Level Age
Creature Crushing
Walls Disbelief Dragonbane Gravity
Variation The
Great Circle * Group
Mind Land
of Stability Legal
Thoughts Monster
Mount Physical
Mirror Reverse
Time Seclusion Skip
Day Sol's
Searing Orb Spiritual
Wrath* 7th
Level Age
Dragon Breath
of Life Divine
Inspiration Hovering
Road Illusory
Fortifications Mind
Tracker Shadow
Engines Spacewarp Spirit
of Power* Tentacle
Walls Timelessness Uncontrolled
Weather Quest
Spells Abundance Animal
Horde Circle
of Sunmotes Conformance Elemental
Swarm Etherwalk Fear
Contagion Health
Blessing Highway Imago
Interrogation Implosion/Inversion Interdiction Mindnet Planar
Quest Preservation Revelation Reversion Robe
of Healing Siege
Wall Shooting
Stars Sphere
of Security Spiral
of Degeneration Stalker Storm
of Vengeance Transformation Undead
Plague Warband
Quest Ward
Matrix Wolf
Spirits Italicized
spells are reversible. An
asterisk (*) indicates a cooperative magic spell. First-Level
Spells Analyze
Balance (Divination) Sphere:
Numbers, Divination Range:
80 yards Components:
V, S, M Duration:
5 rounds+1 round/level Casting
Time: 1 round Area
of Effect: One creature, object, or 10' square Saving
Throw: None
This spell allows a priest to sense how far a character, creature,
object, or area is from a condition of balance -- in other words, the degree to
which its alignment is removed from true Neutral. The spell gives no indication
of the "direction" in which the alignment is removed from true Neutral
except under certain conditions which follow. The spell does, however, indicate
along which axis or axes of alignment the variation lies.
For example, a priest uses this spell to analyze the balance of a Chaotic
Neutral creature. The spell indicates that the creature is removed from Neutral
by one grade, and the variation is along the Law/Chaos axis; thus, the creature
must be either Chaotic Neutral or Lawful Neutral. If the creature were Chaotic
Evil, the spell would indicate that it is removed from balance by two grades,
one along each axis; thus, the creature must be Chaotic Evil, Chaotic Good,
Lawful Evil, or Lawful Good.
A priest has a 5% chance per level of correctly determining the direction
of variation along one randomly chosen axis. This means that a 10th-level priest
evaluating the balance of a Chaotic Neutral creature would have a 50% chance of
learning that the creature is Chaotic (and hence Chaotic Neutral, since it is
only one step away from balance).
Similar to spells such as detect evil, this spell will not yield a
result on a hidden trap. If cast on a creature with an intelligence level of
"animal" or "non-," it will always read true Neutral (i.e.,
zero steps removed from balance).
The material components are four iron coins which the priest tosses in
his hand while concentrating on the spell. The coins are not consumed in the
casting. Anti-Vermin
Barrier (Abjuration) Sphere:
Wards Range:
30 yards Components:
V, S, M Duration:
1 hour/level Casting
Time: 1 Area
of Effect: 10-foot cube/level Saving
Throw: None
With this spell, the caster creates an invisible force field that repels
nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of less
than 1 Hit Die. The spell has no effect on giant-sized versions of these
creatures unless they are less than 1 Hit Die. The barrier affects summoned
creatures, such as those called by a summon insects spell.
Any vermin within the area of effect when the spell is cast are not
affected; however, when these creatures exit the area, they cannot return.
The spell affects a cubic area whose sides are 10 feet times the caster's
level (for instance, a 2nd-level priest could affect a 20'x 20'x 20' cube.
The material components are the caster's holy symbol and a rodent's
whisker. Call
Upon Faith (Invocation) Sphere:
Summoning Range:
0 Components:
V, S, M Duration:
1 round Casting
Time: 1 Area
of Effect: The caster Saving
Throw: None
Before attempting a difficult task, the priest may cast call upon
faith to aid his performance. If the priest has been true to his faith (as
determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll
(his choice) needed to complete the task. The bonus may be used to affect a
saving throw, attack roll, ability check, etc. For example, if a priest were
about to cross a narrow log high above a chasm, he could cast this spell and
gain a +3 bonus to his Dexterity ability check.
The material component is the priest's holy symbol. Courage
(Enchantment/Charm) Sphere:
War Range:
240 yards Components:
V, S, M Duration:
Special Casting
Time: 1 turn Area
of Effect: One unit up to 200 individuals Saving
Throw: None
This spell imbues the target unit with a temporary burst of courage. To
cast this spell, the priest must have an uninterrupted line of sight to the
target unit.
A courage spell enables a unit to automatically pass its first
morale check following the casting of this spell. When circumstances arise that
would necessitate a morale check, no die roll is made and the unit is assumed to
have passed the check. After this occurs, the spell ends and the unit must make
all future morale checks normally.
If a unit under the influence of a courage spell is not forced to
make any morale checks, the spell expires at the first sunset.
When several different events simultaneously trigger morale checks, the
BATTLESYSTEM™ rules apply
penalties to a single morale check. If this occurs to a unit under the influence
of a courage spell, the player commanding the unit selects one such event
and its modifier is ignored.
No more than one courage spell can affect a unit at one time. Once
the spell has expired, a priest can cast the spell again on the same unit.
The material component is a cube of cast iron. Emotion
Read (Divination) Sphere:
Thought Range:
5 yards/level Components:
V, S, M Duration:
Instantaneous Casting
Time: 3 Area
of Effect: One creature Saving
Throw: Neg.
This spell allows the priest to perform an instantaneous reading of a
single subject's emotional state. It can be used on any subject possessing
Intelligence of 3 or better. This reading is neither deep nor specific and
cannot pick out mixed emotions or intricate details. For example, it might tell
the priest that the subject is fearful, but the spell cannot reveal what the
subject is afraid of or why he is afraid.
Emotion read does not reveal individual thoughts or the subject's
motivation. Thus, the spell might reveal that the subject is coldly unemotional
at the moment, but not the fact that the subject is contemplating the
cold-blooded murder of the priest.
Note that this reading is instantaneous. It reveals only the emotion that
is strongest at the instant the spell is used. While this will usually be
related to the subject's overall emotional state, it is always possible that the
subject might be distracted for a moment or remember and respond to past events.
The subject is allowed a normal saving throw vs. spells to resist this
spell. If the saving throw is successful, the priest receives no reading at all.
If the subject's roll exceeds the necessary number by six or more, the priest
perceives an emotion diametrically opposite to the subject's true emotion.
The material component is a square of unmarked white wax. Know
Age (Divination) Sphere:
Time Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 Area
of Effect: One object or creature Saving
Throw: None
This spell enables the caster to instantly know the age of any single
person, creature, or object on which he concentrates. The age is accurate to the
nearest year.
The material component is a calendar page. Know
Direction (Divination) Sphere:
Travelers Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 Area
of Effect: Special Saving
Throw: None
Know direction allows the
caster to instantly know the direction of north. The spell is effective in any
environment, whether underwater, underground, or in darkness (including magical
darkness).
The material component is a small scrap of a parchment map that is at
least 100 years old. Know
Time (Divination) Sphere:
Time Range:
0 Components:
V, S Duration:
Instantaneous Casting
Time: 1 Area
of Effect: The caster Saving
Throw: None
Know time is particularly
useful when the caster has been unconscious. This spell enables the caster to
know the precise time of day to the nearest minute, including the current hour,
day, month, and year. Log
of Everburning (Enchantment) Sphere:
Elemental Fire, Plant Range:
Touch Components:
V, S Duration:
1 hour/level Casting
Time: 1 Area
of Effect: Special Saving
Throw: None
This spell increases the amount of time that a wooden object will burn
before being consumed. Wood that is enchanted in this manner burns brightly
without being consumed for the duration of the spell. When the spell ends, the
wooden object crumbles to ash.
This spell does not cause the wood to catch fire; it must be ignited
normally. While it burns, the wood gives off twice the normal amount of heat;
thus, a single log can make a cozy fire.
The affected wood radiates magic. The priest may enchant up to 1 cubic
foot of wood per level of experience. The spell is effective on torches. Mistaken
Missive (Alteration) Sphere:
Chaos Range:
Touch Components:
V, S, M Duration:
Permanent Casting
Time: 1 Area
of Effect: One page/level Saving
Throw: None
This spell alters the appearance of words written in ink. When the spell
is cast upon a written page, the ink imperceptibly begins to move. Over the next
few days, the message becomes progressively more illegible. If the page is left
undisturbed for six days, an entirely new message forms on the page. The new
message is completely legible and is recognizable as the handwriting of the
original author, but is contrary in content to the original message.
After the spell is cast, the message will appear different every day. The
DM decides the message that the page will carry after the sixth day has passed.
Following is a sample of the changes that could take place in a message.
Day One: The words of the letter appear faint, as if the author of
the letter was running out of ink as he wrote.
Day Two: The words have moved slightly from their original
positions, as if the person writing the letter were shaking or in a moving
carriage when the letter was written.
Days Three and Four: The message is gibberish. Although the ink
forms groups of letters arranged in lines with punctuation, nearly all the words
are meaningless. This may appear to be some sort of code, but it means nothing.
Day Five: The ink has formed real words. However, the sentence
construction is still meaningless (e.g., Egg west worse green!).
Day Six (and beyond): The message is coherent, but the opposite
intent of the original message has been created. If the original letter read,
"Send troops quickly," the new letter reads, "All is fine. Keep
your men in reserve."
If mistaken missive is cast on the pages of a spellbook or a
scroll, the ink on the page reforms into a new spell of the same level as the
original spell. Thus, a darkness spell might become a maze spell.
However, the spell formula will be wrong. Although it will look like a proper
spell, it will not function when cast.
A coded message that is subjected to mistaken missive will appear
as a coded message on the sixth day but will hold a different meaning than the
original message.
A glass of preserved words will allow the original message to be
read correctly. Dispel magic will restore the message to its original
form.
The material component is three drops of ink. Morale (Enchantment/Charm) Sphere:
War Range:
Special Components:
V, S, M Duration:
Special Casting
Time: Special Area
of Effect: One unit up to 200 individuals Saving
Throw: None
This spell can be used in two distinct ways. The first is appropriate for
battlefield use. The priest can cast this spell on any unit within 240 yards in
an uninterrupted line of sight. The casting time for this use is one turn and
the material component is a gem of at least 100 gp value which is consumed
during the casting.
At the conclusion of this use of the spell, the target unit's morale is
modified by 1, either positively or negatively, as the caster desires. This
modification remains in effect for 1d4+2 turns.
The second and more powerful use of the spell requires lengthy
preparations. Casting must take place inside or within 100 yards of a place of
worship dedicated to the casting priest's deity. Both the priest and the unit to
be affected must be present. The casting time for this use is 5 turns. The
material component is the priest's holy symbol.
At the conclusion of this use of the spell, the unit's morale is raised
by 3 (maximum of 19). This morale increase lasts until the next sunset. Only
priests of 10th level or higher can cast this version of the spell. Personal
Reading (Divination) Sphere:
Numbers Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 2 turns Area
of Effect: One creature Saving
Throw: None
This spell allows the priest to mathematically analyze personal
information about one human or demihuman character and learn valuable facts
about that character. To cast this spell, the priest must know the subject's
real name (the name the subject was given as a child) or the date and place of
the character's birth. The priest analyzes this information and is able to build
a rough picture of the character's life history and personal specifics.
The "historical" information discovered through this spell is
generally vague. For example, the priest might learn that the subject was born
in the woods and moved to the city only after hardship made his life untenable.
Specific information is up to the DM. The DM might provide some or all of the
following information.
• The subject's character class
or career
The subject's
approximate level (stated in terms such as "novice," "highly
skilled,"
"moderately competent," etc.)
• The subject's standing in the
community ("highly respected," "mistrusted,"
"considered an
enigma," etc.)
• The subject's success or failure in
his profession
• The subject's prevailing character
traits or mannerisms
If the priest casts the spell based on an alias or incorrect birth
information, the reading will be inaccurate. The DM should develop a history and
personality at odds with the truth. This might allow the priest to determine
whether the name of the subject is correct--a reading giving information that
conflicts with what the priest already knows should be a clue that the name is
incorrect.
The subject need not be present during the casting. The priest can cast
the spell without ever having met the subject.
The material component is a small book of numerological formulae and
notes (different from the book used in telethaumaturgy). The book is not
consumed in the casting.
A DM may rule that this spell can be cast on humanoids or monstrous
creatures. The information available will be similar (considering that words
like "profession" will mean something different when applied to an
ogre). This spell will categorically fail on creatures that have no concept of a
personal name. Ring
of Hands (Abjuration) Reversible Sphere:
Protection Range:
0 Components:
V, S Duration:
2d10 rounds Casting
Time: 5 Area
of Effect: Special Saving
Throw: None
This is a cooperative magic spell. It requires a minimum of two priests
and can accommodate a maximum of ten. Each priest must cast ring of hands
on the same round. At the end of the casting, the priests involved join hands,
thus completing the spell. If any priest breaks the circle, the spell
immediately ceases. The priests may not move from their locations but are free
to speak. They may not cast spells requiring a somatic or material component
while the ring is formed.
The ring of hands forms a protective barrier around the priests
and everything within their circle. For each priest, assume a five-foot
circumference of the circle; thus, three priests would create a circle of
15-foot circumference. For easy calculation, assume that for each priest, the
circle can accommodate four persons.
The barrier functions as a protection from evil spell. Attacks by
evil creatures suffer a -1 penalty for every priest forming the circle. Saving
throws made by the priests or anyone in the circle against attacks from such
creatures receive a +1 bonus for every priest in the circle.
Attempts at mental control over protected creatures are blocked.
Extraplanar and conjured creatures are unable to touch the priests and those
within the circle, although melee attacks against such creatures by those within
the ring break the barrier.
Because the priests casting the spell cannot move and must hold hands,
they do not receive any Dexterity bonuses to Armor Class. Furthermore, opponents
gain a +2 bonus on attack rolls against the priests, since there is little they
can do to avoid a blow. Creatures within the ring are free to act as they wish.
Melee attacks by those within the ring are limited to piercing weapons and
suffer a -1 penalty to attack rolls since the priests intervene.
The reverse of this spell, ring of woe, functions as detailed
above except the effect applies to good creatures as would a protection from
good spell. Sacred
Guardian (Enchantment/Charm) Sphere:
Guardian Range:
Touch Components:
V, S, M Duration:
1 day/level Casting
Time: 1 Area
of Effect: Creature touched Saving
Throw: None
By use of this spell, a priest becomes instantly aware when the recipient
of the spell is in danger, regardless of the distance between the priest and the
recipient. The recipient may be on a different plane of existence than the
priest.
When this spell is cast by a priest of at least 3rd level, he receives a
mental image of the endangered person's situation. At no time, however, does the
priest know the person's location through the use of this spell.
The material component is a rose petal that has been kissed by the spell
recipient. Speak
With Astral Traveler (Alteration) Sphere:
Astral Range:
Touch Components:
V, S Duration:
1 round/level Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: None
When a priest casts the 7th-level astral spell, he leaves his
physical body in suspended animation while his astral body travels. By touching
the comatose body and casting speak with astral traveler, a priest can
mentally communicate with the projected individual. Although communication is
mental, it takes the same amount of time as a normal, verbal dialogue. The spell
ends abruptly when its duration expires. Thought
Capture (Divination) Sphere:
Thought Range:
0 Components:
V, S Duration:
Instantaneous Casting
Time: 3 Area
of Effect: 10 yards Saving
Throw: None
One of the more bizarre contentions held by priests of the School of
Thought is generally scoffed at by outsiders. The theory states that once a
thought has occurred in someone's brain, it exists as a "freestanding
mental object." This "thought object" usually remains inside the
brain of the creature that created it, but sometimes it escapes (this supposedly
explains why people forget things). When this happens, the thought object stays
in the geographical area where it was lost. Any receptive brain (usually the
brain of the creature that initially created the thought) can pick it up again
simply by bumping into the invisible, free-floating thought. According to the
theory, this is the reason that people can regain a lost thought by going back
to the location where the thought was lost. This supposedly works because the
free-floating thought is recaptured, not because the locale reminds them of the
thought. Unfortunately for philosophers who disagree with this, thought
capture seems to be extremely strong evidence for this theory.
This spell makes the priest's brain something of a magnet that attracts
thought objects in close proximity. The priest can sense strong thoughts and
emotions and can sometimes even see momentary visions of creatures who died or
suffered some powerful emotion in the immediate vicinity. Thought objects are
always attracted to the priest in the order of the strongest (those attached to
powerful emotions or significant events) to the weakest. Thus, if several
thought objects share the same vicinity, the priest will perceive information
about the most interesting or significant event. The priest might pick up images
of a battle from the point of view of a warrior who died there, or he might gain
information about the victor of the battle.
The DM dictates the information provided to the priest, and thus can use
this spell to provide players with important background information or can add
texture to a campaign world. The information provided might be highly cryptic or
symbolic, perhaps in the form of a rhyme or riddle.
The priest gains one thought object per casting of the spell. The spell
may be cast a number of times in the same locale, with the priest gaining a
different thought object with each casting. A locale contains a finite number of
thoughts, however, and once the priest has gained all of them (per the DM), the
spell will fail in that locale. Weighty
Chest (Alteration) Sphere:
Wards Range:
Touch Components:
V, S, M Duration:
1 day/level Casting
Time: 1 Area
of Effect: 5-foot cube Saving
Throw: None
This spell enables the caster to enchant a chest, book, package, or any
other nonliving object no larger than a 5'x5'x5' cube. When the enchanted object
is touched by anyone other than the caster, the apparent weight of the object
increases, becoming 2-5 (1d4+1) times the weight of the person or persons
touching it. This condition makes the object extremely difficult to move for
anyone but the caster. The caster can move the object normally throughout the
duration of the spell.
The material component is a lead ball. Second-Level
Spells Aura
of Comfort (Evocation) Sphere:
Travelers Range:
Touch Components:
V, S Duration:
1 hour/level Casting
Time: 2 Area
of Effect: Creature touched Saving
Throw: None
When this spell is cast, a faintly shimmering aura surrounds the
recipient. The aura insulates the recipient from the effects of nonmagical heat
and cold in a range of -20 F. to 140 F. Any time a traveler encounters
temperatures in this range, he maintains a comfortable temperature of 70 F.,
regardless of prevailing weather conditions. Additionally, the spell acts as a
shield against rain, snow, and hail, which are blocked by the aura.
If a recipient encounters a temperature above or below the stated range,
the temperature within the aura is altered by an equal number of degrees. For
example, a recipient who encounters a temperature of 150 will actually
experience a temperature of 80°F.
All physical objects other than rain, snow, and hail can pass through the
aura. The recipient can cast spells normally while the aura of comfort is
in effect. The spell offers no protection against magically generated weather,
such as that caused by weather summoning and ice storm. It does
not protect against fire, nor does it shield against fire- or cold-based
attacks. Calm
Chaos (Enchantment/Charm) Sphere:
Law Range:
20 yards Components:
V, S Duration:
Special Casting
Time: 1 Area
of Effect: 1d6 creatures/level Saving
Throw: Special
This spell temporarily calms a chaotic situation involving a group of
people. The situation may involve any range of emotions from violence (as in a
barroom brawl) to joy and merrymaking (as in a festival or carnival).
Unlike the emotion spell, calm chaos does not cause a
change in the emotions of affected creatures--anger, fear, or intense joy remain
in each individual. The emotion is simply restrained rather than released. Thus,
an angry character intent on attacking someone will still feel the desire to do
so, but he will withhold his action as long as the spell remains in effect.
Creatures to be affected are allowed a saving throw vs. spell at a -4
penalty to avoid the effects. If more creatures are present than can be
affected, creatures nearest the caster are affected first.
After casting the spell, the priest makes a Charisma check. If
successful, all characters affected by the spell are compelled to stop what they
are doing. They are filled with the sensation that something important is about
to occur. At this time, the priest or a character of his choosing must gain the
attention of the affected creatures by giving a speech, performing for the
crowd, or casting spells with intriguing visual effects (such as dancing
lights). The attention of the crowd is then held for as long as the
distraction continues. A character could filibuster and maintain control over
the affected characters for hours or days.
Two conditions will cause the group to resume its original actions. In
the first, the method of entertaining the crowd ceases for one round--the speech
ends or the spell expires. If this action is not replaced with another
distraction within one round, the crowd is freed of the spell.
In the second condition, if an event occurs that is more immediate than
the distraction, the crowd will divert its attention to that event. Thus, if the
spell were used to stop a barroom brawl and the building caught fire or was
attacked, the crowd's attention would be diverted and the individuals could act
freely.
Creatures whose attention is held by the spell cannot be instructed to
attack or perform any action. Such creatures will ignore suggestions of this
nature. Depending on the nature of the request, the DM may deem that the
suggestion causes a distraction that ends the spell. Create
Holy Symbol (Conjuration) Sphere:
Creation Range:
0 Component:
V Duration:
Permanent Casting
Time: 2 Area
of Effect: The caster Saving
Throw: None
When the words of this spell are uttered, a holy symbol appropriate to
the priest's deity appears out of thin air. The item appears in the priest's
hands. It may be used as a component for spells or for any other purpose for
which the priest would normally use his holy symbol (such as turning undead). He
may also opt to give it to a lower level priest of the same deity. The holy
symbol is a permanent object. Dissension's
Feast (Enchantment/Charm, Alteration) Sphere:
Chaos Range:
Touch Components:
V, S Duration:
5 turns+2 turns/level Casting
Time: 2 turns Area
of Effect: Special Saving
Throw: Neg.
This spell must be cast by a priest during the preparation of food for a
meal. The spell is cast on any one quantity of food; thus, the priest could cast
the spell on the batter of a wedding cake, or he could cast the spell on a
quantity of onions as they are diced for both a salad and a stew. The spell
affects 10 pounds of food per level of the caster. Anyone who eats the affected
food (even a character who eats the salad but not the stew) is subject to the
effects of the spell.
The effects of the spell begin five rounds after the food has been eaten.
At that time, creatures who have eaten the affected food are allowed a saving
throw; success indicates that a creature is not affected.
Affected creatures quickly become agitated. Petty events ranging from
poor table manners to loud talking bother everyone. After five minutes, tempers
flare, characters feel compelled to shout at and insult one another, and threats
are hurled. Even normally calm characters will feel compelled to vent their
frustrations violently.
Creatures maintain no alliances while under the effect of dissension's
feast. A king and his wife who are normally madly in love will find
themselves bickering with each other in a matter of minutes. Members of a
diplomatic delegation might come to blows with each other within minutes of
eating the food.
At the end of the spell duration, characters undergo the sensation of
waking up. All are free to behave as they wish. Characters at the meal will
still be angry, although they will have no idea why they became angry. Draw
Upon Holy Might (Invocation) Sphere:
Summoning Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 2 Area
of Effect: The caster Saving
Throw: None
When this spell is cast, the priest's body shudders and glows with a
shimmering aura as it becomes a vessel for the power of his god. As a result,
the caster may choose to increase one ability score (only Strength, Dexterity,
Constitution, and Charisma are eligible) by +1 per three levels of his
experience (+1 at 3rd level, +2 at 6th, etc.).
Only one attribute may be increased. The effect lasts for the duration of
the spell. Attributes may be increased above the normal restrictions due to race
and class, to a maximum of +6. All benefits for exceptional attributes listed in
the Player's Handbook apply; however, the divine abilities found in the Legends
& Lore book cannot be gained by use of this spell.
For example, an 18th-level priest with Strength 15 could increase his
Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage
adjustment, etc.
When the spell ends, the energy abruptly leaves the priest's body,
leaving him physically and mentally drained. He is nearly comatose and can do
nothing but rest for the next 4d6 turns. A successful Constitution check (at the
priest's normal attribute score) reduces this time by 50%.
The material components are the priest's holy symbol and a vial of holy
water that has been blessed by the high priest of the character's faith. Emotion
Perception (Divination) Sphere:
War Range:
300 yards Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 turn Area
of Effect: One unit/five levels Saving
Throw: None
This spell allows the caster to sense the emotional state and the level
of determination of one or more military units. The priest must have an
uninterrupted line of sight to the entire target unit. When this spell is cast,
the priest instantly learns the current morale rating and morale status of the
target unit. The DM describes morale using the appropriate term; for example,
steady, elite, etc.
The material component is the priest's holy symbol. Frisky
Chest (Enchantment/Charm) Sphere:
Wards Range:
Touch Components:
V, S, M Duration:
Permanent Casting
Time: 2 Area
of Effect: 10-foot cube Saving
Throw: None
With this spell, the caster can enchant a chest, book, or any other
nonliving object no larger than a 10'x10'x10' cube. When any creature other than
the caster comes within three feet of the enchanted object, it instantly sprouts
appendages and moves away from the creature as quickly as possible. The
enchanted object continues to move until it is at least 10 feet away from the
nearest creatures in the area.
After the enchanted object has moved a satisfactory distance from the
nearest creature, the appendages disappear. When a creature again comes within
three feet of the enchanted object, the enchanted object sprouts appendages and
flees. This process continues until the enchantment is negated (through a dispel
magic or similar spell) or the enchanted object is subdued or destroyed.
The enchanted object can sprout feet (MV 24), wings (Fl 24,
maneuverability class B), or fins (Sw 24), whichever is most advantageous. Thus,
a book on a shelf might sprout wings and fly away, while a table might gallop
around a room. The enchanted object can freely and instantly trade appendages as
necessary.
The enchanted object will move only through open spaces. It will not
crash through windows, shatter a closed door, or dig through the earth. It
cannot attack or take any actions other than movement. If surrounded or
cornered, the enchanted object moves in random directions until it is restrained
or destroyed.
The enchantment ends if the caster voluntarily negates it, if the
enchanted object is destroyed (the object has the same vulnerabilities as it has
in its normal state), or if the enchanted object is restrained for 2-5 (1d4+1)
consecutive rounds. Restraint means that the object is prevented from fleeing;
if a creature is able to grapple, lift, or sit on the object, it is considered
restrained. A creature capable of lifting the object in its normal state is
considered strong enough to restrain it (for instance, a person capable of
lifting a 50-pound box is also capable of restraining such a box enchanted by frisky
chest). The object may also be restrained by tossing a net or heavy blanket
over it or by surrounding it with several characters.
The material components are a dried frog's leg, a feather, and a fish
scale. Hesitation
(Enchantment/Charm) Sphere:
Time Range:
30 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 2 Area
of Effect: 20-foot-radius circle Saving
Throw: Neg.
Creatures affected by this spell hesitate before executing their intended
actions. This causes them to modify their initiative rolls by +4. The initiative
modifier occurs in the round following the round in which hesitation is
cast.
The spell affects 2-8 Hit Dice or levels of creatures, although only one
creature of 4 or more Hit Dice can be affected regardless of the number rolled.
All possible victims are allowed saving throws vs. spells; those failing their
saving throws modify their initiative rolls by +4 for a number of rounds equal
to the caster's level.
The material component is a fragment of a turtle's shell. Idea (Divination) Sphere:
Thought Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 4 Area
of Effect: The caster Saving
Throw: None
This spell stimulates the priest's mind to experience a flash of insight.
In game terms, the DM reminds the priest's player of a fact or event that has
been forgotten, overlooked, or discounted. Thus, the DM might remind the player
about an important clue that the priest discovered but the player did not
consider significant.
If there are no forgotten facts, the DM may, at his discretion, tell the
player of new information relevant to the condition at hand.
The DM must be careful in adjudicating use of this spell. The reminder or
information should always be relevant and useful but should not be unbalancing
to the situation. The reminder can be cryptic, depending on the DM's campaign.
The material component is a gold coin. This spell can be cast only once
in any six hour period. Lighten
Load (Alteration) Sphere:
Travelers Range:
30 yards Components:
V, S, M Duration:
1 hour/level Casting
Time: 2 Area
of Effect: 10-foot cube Saving
Throw: None
This spell reduces the weight of equipment, supplies, and other objects
by 50%. Weapons, supplies, and even disabled characters can all be made more
portable by use of a lighten load spell.
This spell affects one pile of objects whose volume is equivalent to a
10-foot cube; after the spell has been cast, the affected objects can be divided
among several characters or mounts. The spell has no effect on magical items.
An object affected by lighten load can be used normally; the spell
has no effect on an object's mass, texture, size, strength, or other physical
features.
The material components are a feather and a slip of paper moistened by a
soap bubble. Mind
Read (Divination) Sphere:
Thought Range:
5 yards/level Components:
V, S Duration:
1 round/level Casting
Time: 2 Area
of Effect: Special Saving
Throw: None
This spell is a sensitive version of the wizard spell ESP. In
addition to detecting the surface thoughts of any creatures in range, the priest
is able to probe deeper into the mind of a single creature. Mind read
will always reveal the kind of creature being probed, although this identity may
be couched in the creature's own language or in a (possibly distorted) body
image. The spell has a 20% chance of revealing the character class of an
individual.
The details and the usefulness of the creature's thoughts will depend on
the intelligence of the subject. While a priest could read the thoughts of an
animal, he would probably receive only a confused jumble of emotions and
instincts. Reading the mind of a highly intelligent wizard, however, would be
much more illuminating; the priest might be amazed by the crystal clarity and
deep insight of the wizard's mental processes.
If mind read is used as part of an interrogation, an intelligent
and wary subject receives a saving throw at a -2 penalty. If successful, the
creature resists the spell's effects and the priest learns no information. If
the saving throw is failed, the priest may learn additional information
according to the DM's ruling. Moment (Divination) Sphere:
Numbers Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: 50-foot radius Saving
Throw: None
Theoretically, every action has a particular moment at which it will have
its greatest possible effect. Using the arcane mathematics of this spell, the
priest can determine the "ideal moment" for any single action in each
round that the spell is in effect. This action must be performed by a character
other than the priest.
In practice, another character informs the priest of an action he wants
to undertake in a round. The priest concentrates on the action, then informs the
character when the "correct moment" has come. The character then gains
a bonus of 20% (+4 on a d20) to the success of his action. The spell can affect
only a single action in a given round. When used in combat, the priest can
advise the best moment to initiate an action (affecting initiative) or what
moment offers the greatest success in striking (affecting the chance to hit).
If the character seeks advice concerning initiative, he gains a -2
modifier to the initiative roll, but only at the cost of -2 on his chance to
hit. Characters who seek the best attack frequently delay their actions. These
characters suffer a +1 on their initiative roll but gain a +4 on their chance to
hit. The spell cannot affect the amount of damage caused, since the act
(striking) has already succeeded at that point.
Characters are not obliged to wait for the moment specified by the
priest. For example, a fighter might decide that striking first is more
important than gaining +4 to hit. The character can act normally, based on his
or her unmodified initiative. The character gains no bonus from the moment
spell, and the priest can affect no other action in that round. Noncombat
actions can also benefit from the moment spell. For example, a thief
planning to climb a wall may wait to start her climb until the priest informs
her that the moment is right. If she waits, she gains a bonus of 20% to her
Climb Walls roll (in this case, the bonus is subtracted from her roll).
While concentrating on this spell, the priest can take no other action. A
break in the priest's concentration--taking damage in combat, for
example--terminates the spell instantly.
The material component is a set of three silver dice, which the priest
tosses in his hand while concentrating on the spell. The dice are not consumed
in the casting. Music
of the Spheres (Enchantment/Charm) Sphere:
Numbers, Charm Range:
50 yards Components:
V, S, M Duration:
1 turn+1 round/level Casting
Time: 4 Area
of Effect: 20-foot-diameter circle Saving
Throw: Neg.
With this spell, the priest creates tones and harmonies of such unearthly
beauty and complexity that they entrance the listener, making it difficult for
the listener to attack or otherwise harm the priest. The listener receives a
normal saving throw against this effect. Failure means that the listener is
entranced and is unable to attack the priest for the duration of the spell.
In addition, the music makes the subject gullible and more susceptible to
charm magics such as charm person, suggestion, and hypnotism.
While the music spell is in effect, the subject saves against charm spells with
a -3 penalty.
This spell does not protect other characters in company with the priest;
listeners who have fallen prey to the music are free to attack anyone else. The
spell effect ends instantly if the priest takes any hostile action against a
creature under the influence of the spell.
Music of the spheres can affect one creature per three levels of
the priest (one subject at 3rd level, two at 6th level, etc.). Subjects must be
within a 20-foot-diameter circle.
Potential victims must have Intelligence of at least 1 (necessary to
understand the concept of music) and must be able to hear the music (i.e., they
cannot be deaf and there can be nothing obstructing the victim's ears). This
also means that the level of background noise must be low enough for the music
to be audible. The DM should assume that the music is the same volume as an
average human's normal speaking voice. If the potential subject could not hear
speech at the appropriate range under prevailing conditions, the spell cannot
affect that subject. The spell would be virtually useless in the midst of a
full-scale battle or during a hurricane.
The material component comprises a set of three small bows made from fine
silver, each costing 100 gp. The lengths of the bows must be in the ratio of 1
to 4 to 9. The priest strokes these bows together in an intricate sequence while
casting the spell. The bows are not consumed in the casting. Mystic
Transfer (Invocation) Sphere:
Charm Range:
0 Components:
V, S Duration:
9 rounds Casting
Time: 1 round Area
of Effect: The caster Saving
Throw: None
This spell is one of the few cooperative spells that requires one priest
to cast the transfer spell, but another priest to use its effect. On one round,
a priest (or priests) casts the mystic transfer. The spell is then active for
the remaining nine rounds of the turn.
Mystic transfer allows a priest to receive spells from another
priest of the same ethos. Any priest of the same religion can cast a spell and
transfer it to a second priest within that spell's maximum range. The spell does
not take effect; instead, it is channelled through the mystic transfer
into the receiving priest. This priest must immediately cast the spell or pass
it to another priest cloaked in a mystic transfer within the spell's
range. Any number of transfers can be made in the same round, provided each new
recipient is within spell range of the previous recipient. If the spell is not
transferred, the spell takes effect.
For example, a 3rd-level priest casts a mystic transfer. On the
following round, a 10th-level priest "passes" a flame strike to
the 3rd-level priest. The two priests could be 60 yards apart (the maximum range
of the flame strike). The 3rd-level priest could then use the flame
strike to attack any target within 60 yards, or could pass the spell on to
another priest who has an active mystic transfer.
The spell passed by the mystic transfer has the range, area of
effect, damage, and other effects equal to the level of the original caster. In
the example above, the flame strike would function as if cast by a 10th-level
priest.
The mystic transfer does not require concentration. However, on
any round in which a priest is receiving and/or transferring a spell, the caster
cannot take any other significant action.
A priest can receive spells only from priests who worship the same deity
and who specifically target spells to him. Area effect spells may be passed. A
priest can never use mystic transfer to pluck an opponent's spells out of
the air. Nap
(Alteration) Sphere:
Time Range:
Touch Components:
V, S, M Duration:
Special Casting
Time: 2 Area
of Effect: One creature/level Saving
Throw: None
Creatures affected by this spell are put to sleep for one hour. Upon
awakening, the creature is as refreshed as if he had slept for eight hours. The
affected person recovers lost hit points as if he rested for a full night.
Wizards can memorize spells as if real time had passed.
Because the rest is so complete and rejuvenating, a character does not
feel fatigued after waking. Attempts to use nap more than once in an
18-hour period are ineffective (the character simply is not sleepy). Only
willing subjects can be affected by nap.
The material components are a scrap of pillow ticking, a feather, and a
pebble that the caster has kept in his pocket for seven nights. Rally (Enchantment/Charm) Sphere:
War Range:
240 yards Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 turn Area
of Effect: One unit of up to 300 individuals Saving
Throw: None
This spell allows the subject unit to make an immediate rally check. It
allows the check during the Magic Phase, rather than forcing the unit to wait
for the Rally Phase in the BATTLESYSTEM™ rules. If the priest casting the
spell is of 12th level or higher, the subject unit receives a +1 bonus to its
rally check die roll. The priest must have an uninterrupted line of sight to the
unit.
The material component is a miniature duplicate of a pennant or standard
that represents the cause for which the unit is fighting (such as a national
flag or the blazon of the unit's liege lord). The pennant is consumed in the
casting. Sanctify
(Conjuration/Summoning) Reversible Sphere:
All Range:
10 yards Components:
V, S, M Duration:
Special Casting
Time: 1 turn Area
of Effect: 10 yard 0 10 yard square/priest Saving
Throw: None
This cooperative spell allows the priests to create a beneficial
atmosphere within a specified area. Companions of similar alignment to the
casters will feel fortified and encouraged while in the sanctified area. The
spell can be cast by a single priest or a group of priests.
After casting sanctify, the affected area is imbued with the
deity's majesty. For followers of that deity, the area radiates a holy aura.
These followers gain a +2 bonus to saving throws against all fear- and
charm-based powers (a +2 to morale for BATTLESYSTEM™ rules units). Persons of
the same alignment as the caster but of different faiths gain a +1 to saving
throws (+1 in BATTLESYSTEM rules). The effect applies only as long as the
characters remain in the sanctified area.
Creatures intent on harming the priest or his followers suffer a -1 on
saving throws vs. fear and charm (-1 to morale for BATTLESYSTEM rules units)
when on sanctified ground.
Undead creatures within the area are easier to turn; any priest standing
on sanctified ground turns undead as if he were one level higher.
Although this spell can be cast by a single priest, it is most effective
when cast by several priests at once. The duration of the spell is equal to one
round per level of the caster. When several priests cast the spell, the level of
the most powerful priest is used, with two rounds added for every contributing
priest. Thus, one 8th-level and three 6th-level priests would give the spell a
duration of 14 rounds (8+2+2+2).
Sanctify is often used in conjunction with focus to protect the
grounds of a temple or encourage men defending a castle.
The material components are the priest's holy symbol and a handful of
dirt from the grounds of an existing temple of the same faith.
The reverse of this spell, defile, functions in an identical
manner with respect to saving throws for charm and fear. However, priests
standing on defiled ground who attempt to turn undead do so at one level lower
than their current level.
The material components for the reverse are the priest's holy symbol and
a handful of earth from a grave. Zone
of Truth (Enchantment/Charm) Sphere:
Wards Range:
30 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 2 Area
of Effect: 5-foot square/level Saving
Throw: Neg.
This spell prevents creatures within the area of effect (or those who
enter it) from speaking any deliberate and knowing lies. Creatures are allowed a
saving throw to avoid the effects; those who fail the save are affected fully.
Affected characters are aware of this enchantment; therefore, they may avoid
answering questions to which they would normally respond with a lie or they may
be evasive as long as they remain within the boundaries of the truth. When a
character leaves the area, he is free to speak as he chooses.
The spell affects a square whose sides are five feet long per level of
the caster; thus, a 4th-level priest could affect a 20 foot by 20 foot square.
The material components are the priest's holy symbol and a phony emerald,
ruby, or diamond. Third-Level
Spells Accelerate
Healing (Alteration) Sphere:
Time Range:
Touch Components:
V, S Duration:
1-4 days Casting
Time: 1 turn Area
of Effect: One creature Saving
Throw: None
This spell enables the affected creature to experience natural healing at
twice the normal rate for 1-4 days. In other words, a person affected by accelerate
healing regains 2 hit points per day of normal rest or 6 hit points per day
spent resting in bed. The spell has no effect on potions of healing or
other magical forms of healing. Adaptation
(Enchantment/Charm, Alteration) Sphere:
War Range:
Special Components:
V, S, M Duration:
Special Casting
Time: Special Area
of Effect: One unit of up to 200 individuals Saving
Throw: None
This spell can be cast in two different ways. The first, appropriate for
battlefield use, has a range of 180 yards, a casting time of one turn, and
duration of 1d4+2 turns. During this period, the affected unit can fight in one
specific type of terrain (specified by the caster) as if it were the favored
terrain (per BATTLESYSTEM™ rules) for that unit. While this spell is in
effect, the unit gains no benefit when fighting in their actual favored terrain;
the magically-enforced favored terrain takes precedence. The priest can cancel
the spell before the duration expires if desired.
The material component is a pinch of clay dust.
The second effect requires preparation in advance. The priest and unit
must be within 100 yards of a place of worship dedicated to the casting priest's
deity. The casting time is 5 turns.
At the conclusion of the casting, the unit gains the benefit described
above, with two main differences. First, the unit does not lose the benefit of
fighting in its own actual favored terrain (the unit effectively has two favored
terrains). Second, the spell endures until the next sunset. Only priests of 12th
level and higher can cast this variation.
The material component is the priest's holy symbol. Astral
Window (Divination) Sphere:
Astral Range:
5 yards Components:
V, S Duration:
2 rounds/level Casting
Time: 3 Area
of Effect: 10'x10' area Saving
Throw: None
When this spell is cast, a "window" appears in the air before
the priest, through which he (and any others present) can see into the Astral
plane. The astral window ranges in size from one square foot up to a 10'x10'
square, at the caster's choosing. The window is not mobile, and if the priest
moves more than 5 yards away from it, it immediately vanishes and the spell
ends.
By stating a subject's name, the priest may view a specific creature or
object in the window. More than one subject may be viewed during the spell's
duration. Each time a new subject is chosen, the window becomes streaked with
grey as the Astral plane flies past. This continues for 1d4 rounds, until the
window finally focuses upon the chosen subject. If the person is not in the
Astral plane, the window instead chooses a random location.
The window operates from both sides; creatures in the Astral plane can
see the priest as easily as he can see them. Verbal communication is not
possible, however.
Normally, creatures cannot pass through the window. If an attempt is
made, there is a base 5% chance of success. This is modified by +1% per level or
Hit Dice of the individual. In order to pass through, the creature or object
must be small enough to fit through the window; otherwise, only a portion of the
subject may reach through (such as a monster's arm or searching tongue).
By casting the astral window spell, a character who subsequently
casts the 7th-level astral spell may choose to arrive in the Astral plane
at the place shown in the window. Caltrops
(Evocation) Sphere:
War Range:
20 yards/level Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: None
This spell allows a priest to plant a section of ground with magically
created caltrops. The
spell can create two kinds of caltrops: infantry and cavalry. The first are of
small size and are designed to harm foot soldiers. The latter are larger and
cause serious damage to cavalry or units composed of size L or larger creatures.
Cavalry caltrops are so large that size M or smaller creatures can easily step
around them. This prevents damage to infantry units.
Each time a unit moves into a planted area, the unit suffers an attack of
AD4 (for infantry caltrops) or AD6 (for cavalry caltrops). Units charging
through a planted area suffer double damage. If a unit ends its movement in a
caltrop-sown region, it suffers another attack when it moves out of the area.
This spell can create a rectangular field of infantry caltrops up to 160
square yards in area (e.g., 4 yards x 40 yards, 2 yards x 80 yards, etc.), or a
field of cavalry caltrops up to 90 square yards in area (e.g., 3 yards x 30
yards, 2 yards x 45 yards, etc.).
Ordinary caltrops make no distinction between friend or foe; all
creatures entering a caltrop-sown area suffer the same consequences. The same is
true of magical caltrops, with one exception: the casting priest can terminate
the spell at any time, causing the caltrops to vanish and leaving the terrain
clear.
Unlike normal caltrops, a region sown with magical caltrops cannot be
"swept" clear; the magical caltrops remain in place until the spell
terminates.
The material component is a golden caltrop. Choose
Future (Divination) Sphere:
Time Range:
Touch Components:
V, S, M Duration:
1 round Casting
Time: 3 Area
of Effect: One creature Saving
Throw: None
In the round immediately following the casting of this spell, the
affected creature is allowed two rolls for any normal attack roll, initiative
roll, or saving throw. The affected creature can then choose the roll he
prefers. For
example, a priest casts choose future on a warrior companion. In the next
round, the warrior attacks an enemy with his sword. The warrior makes two attack
rolls instead of one, then chooses which roll will determine the outcome of his
attack.
The material components are two grains of sand and a rose petal. Create
Campsite (Conjuration/Summoning)
Reversible Sphere:
Travelers Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 3 Area
of Effect: 50-foot radius Saving
Throw: None
With this spell, the caster generates a squadron of tiny invisible
servants who create a campsite for the caster and his companions. The caster
indicates the desired area for the campsite (an area of 50-foot radius or less)
and the number of persons the campsite is to accommodate (a number of persons
equal to three times the level of the caster).
The servants clear the area of debris, set up tents and bedrolls, start a
campfire, fetch water, and prepare a bland meal. The campsite is so skillfully
prepared that it blends with the surrounding terrain, reducing the chance that
the camp could be noticed by 50%. Campfires, loud noises, and other activities
can negate this.
The entire process takes 4-16 (4d4) rounds to complete.
The servants make camp with the gear and equipment provided for them;
otherwise, the servants will improvise with materials available in the immediate
area (50 yards of the designated campsite). For instance, if the party has no
tents or beds, the servants will construct crude but comfortable beds of weeds
and grass and temporary shelters of leaves and branches. If no materials are
available, such as in the desert or similarly barren terrain, the servants will
do their best to make the party as comfortable as possible within the
environmental limitations.
The servants cannot fight for the party, deliver messages, or take any
other actions other than creating the campsite.
The material components are a piece of string, a bit of wood, and a drop
of water.
The reverse, break camp, causes the invisible servants to strike a
campsite (an area of 50-foot radius or less). The servants extinguish fires,
dispose of debris, and pack gear for a number of people equal to three times the
level of the caster. The entire process takes 4-16 (4d4) rounds to complete.
When completed, all traces of the campsite are eliminated. The material
components are the same as those for create campsite. Efficacious
Monster Ward (Abjuration) Sphere:
Wards Range:
30 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 3 Area
of Effect: 10-foot cube/level Saving
Throw: Neg.
This spell prevents monsters of 2 or fewer Hit Dice from entering the
area of effect. Such creatures are allowed a saving throw; success indicates
that they avoid the spell's effects and are able to enter the area of effect.
The spell affects a cubic area whose sides equal the caster's level times
10 feet (for example, a 9th-level caster could affect an area equal to a 90' x
90'x 90' cube).
Monsters within the area of effect when the spell is cast are not
affected; however, when they leave the area of effect, they cannot return.
Monsters outside the area of effect can hurl rocks, spears, and other missile
weapons at targets inside and can also cast spells into the warded area.
The material components are the priest's holy symbol and a pinch of salt.
Emotion
Control (Alteration, Enchantment/Charm) Sphere:
Thought, Charm Range:
10 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 5 Area
of Effect: One creature/5 levels of the caster within a 20' cube Saving
Throw: Special
This spell can be cast in one of two ways: in a manner that affects the
priest, or in a manner that affects a subject other than the priest.
The first method affects only the priest and allows him to shield his
true emotions from magical examination. Thus, it can block wizard spells such as
ESP or priest spells such as emotion read. While emotion
control is in effect, anyone using one of these spells will sense the
emotion designated by the priest rather than his true emotions. When the priest
casts emotion control, he designates the false emotion he wishes to be
revealed.
This use of emotion control also gives the priest a +2 bonus to
saving throws against the following spells: spook, taunt, irritation, know
alignment, scare, emotion, fear, and phantasmal killer. When any of
these spells are cast on the priest, he is immediately aware of the attempt,
although he does not learn the source of the spell.
If another character casts emotion read, ESP, or a similar spell
on the priest, the priest must make a saving throw vs. spells with a +1 bonus
for each 5 levels of the priest. If the priest successfully saves, the other
spellcaster reads the false emotion; if the priest fails the saving throw, the
spellcaster reads the priest's true emotion.
The second use of this spell allows the priest to create a single
emotional reaction in the subject(s) (similar to the wizard spell emotion).
Some typical emotions follow, but the DM may allow other similar effects.
Courage: The subject becomes berserk, gaining +1 to attack rolls
and +3 to damage, and temporarily gaining 4 hit points (damage against the
subject is deducted from these temporary points first). The subject need never
check morale, and receives a +5 bonus to saving throws against the various forms
of fear. Courage counters (and is countered by) fear.
Fear: The subject flees from the priest for the duration of the
spell, even if this takes him out of spell range. Fear counters (and is
countered by) courage.
Friendship: The subject reacts positively to any encounter; in
game terms, any result of a roll on the Encounter Reactions table (Table 59 in
the DMG ) is moved one column to the left. Thus, a threatening PC becomes
cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is
countered by) hate.
Happiness: The subject experiences feelings of warmth, well-being,
and confidence, modifying all reaction rolls by +3. The subject is unlikely to
attack unless provoked. Happiness counters (and is countered by) sadness.
Hate: The subject reacts negatively to any encounter; in game
terms, any result of a roll on the Encounter Reactions table is moved one column
to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes
threatening, etc.). Hate counters (and is countered by) friendship.
Hope: The subject's morale is improved by +2. His saving throw
rolls, attack, and damage rolls are all improved by +1 while this emotion is in
effect. Hope counters (and is countered by) hopelessness.
Hopelessness: The subject's morale suffers a -10 penalty. In
addition, in the round in which the emotion is initially established, all
subjects must immediately make a morale check. Hopelessness counters (and is
countered by) hope.
Sadness: The subject feels uncontrollably glum and is prone to
fits of morose introspection. All attack rolls suffer a -1 penalty and
initiative rolls suffer a +1 penalty. The subject's chance of being surprised is
increased by -2. Sadness counters (and is countered by) happiness.
All subjects of the second version, even willing targets, must save vs.
spell to resist the emotion. In addition to all other modifiers, the saving
throw is modified by -1 for every three levels of the priest casting the spell. The
material component for both versions of the spell is a small bunch of fleece or
uncarded wool that is consumed in the casting. Extradimensional
Detection (Divination) Sphere:
Numbers, Divination Range:
0 Components:
V, S Duration:
1 round/level Casting
Time: 3 Area
of Effect: One 10'-wide path, 60 feet long Saving
Throw: None
When extradimensional detection is cast, the priest detects the
existence of any extradimensional spaces or pockets in a path 10 feet wide and
60 feet long in the direction he is facing. The priest may turn, scanning a 60
arc each round, or may move slowly while the spell is in effect to change the
sweep of the detection.
Extradimensional spaces include those created by spells such as rope
trick and those contained within such items as bags of holding and portable
holes. The priest does not automatically know the size of the space or its
source.
This spell detects interplanar gates and the "gate" opened by
the spell extradimensional folding.
The spell can be blocked by a stone wall of one foot thickness or more, a
one-inch thickness of solid metal, or one yard or more of solid wood. Helping
Hand (Evocation) Sphere:
Travelers Range:
Special Components:
V, S, M Duration:
1 hour/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
When a priest is trapped or otherwise endangered, this spell can summon
help. The spell creates a hovering, ghostly image of a hand about one foot high.
The caster can command it to locate a character or creature of the caster's
choice based on a physical description. The caster can specify race, sex, and
appearance, but not ambiguous factors such as level, alignment, or class.
After the hand receives its orders, it begins to search for the indicated
creature, flying at a movement rate of 48. The hand can search within a 5-mile
radius of the caster.
If the hand is unable to locate the indicated creature, it returns to the
caster (provided he is still within the area of effect). The hand displays an
outstretched palm, indicating that no such character or creature could be found.
The hand then disappears.
If the hand locates the indicated subject, the hand beckons the subject
to follow it. If the subject follows, the hand points in the direction of the
caster, leading the subject in the most direct, feasible route. The hand hovers
10 feet in front of the subject, moving before him. Once the hand leads the
subject to the caster, it disappears.
The subject is not compelled to follow the hand or help the caster. If
the subject chooses not to follow the hand, the hand continues to beckon for the
duration of the spell, then disappears. If the spell expires while the subject
is en route to the caster, the hand disappears; the subject will have to rely on
his own devices to locate the caster.
If there is more than one subject within a 5-mile radius that meets the
caster's description, the hand locates the closest creature. If that creature
refuses to follow the hand, the hand will not seek out a second subject.
The ghostly hand has no physical form. The hand can be seen only by the
caster and potential targets. It cannot engage in combat or execute any other
task aside from locating the subject and leading him back to the caster. The
hand will not pass through solid objects, but can pass through small cracks and
slits.
The material component is a black silk glove. Invisibility
Purge (Abjuration) Sphere:
Wards Range:
30 yards Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 turn Area
of Effect: 10-foot square/priest Saving
Throw: None
All invisible creatures who enter an area enchanted with invisibility
purge instantly become visible. Invisibility -related spells do not
take effect within the boundaries of the enchanted area, and magical devices
such as potions of invisibility do not function. Creatures with the
natural ability to become invisible are unable to use this ability within the
area of effect. Invisible objects carried into the warded area also become
visible.
Invisible creatures or persons within the area of effect when invisibility
purge is cast remain invisible; however, if such creatures exit the area of
effect and later re-enter, they instantly become visible. Such creatures also
lose any natural ability to turn invisible as long as they remain within the
area of effect.
A creature who consumes a potion of invisibility outside the
warded area becomes invisible normally, but becomes visible when he enters the
area of effect; if the duration of the potion of invisibility has not yet
expired when he exits the area of effect, he becomes invisible again outside the
area.
Creatures who are invisible in their natural state or have no visible
form (such as invisible stalkers) are not affected by this spell.
The material components are the priest's holy symbol and a silver mirror
no more than three inches in diameter.
The invisibility purge can be cast as a cooperative magic spell.
The potency of this spell can be increased if several priests cast it at the
same time. The duration of the spell is then equal to one turn per level of the
most powerful priest, plus one turn for every contributing priest. Each priest
also increases the area of effect by one 10'x 10' square (these areas must be
contiguous). Thus, a 9th-level priest and two 5th-level priests could create a
30'x 10' invisibility purge area having a duration of 11 turns. Know
Customs (Divination) Sphere:
Travelers Range:
Special Components:
V, S Duration:
Special Casting
Time: 3 Area
of Effect: The caster Saving
Throw: Neg.
This spell allows a caster to gain general knowledge of the customs,
laws, and social etiquette of a tribe or village. The caster must be within 30
yards of a member of the tribe or village for the spell to have effect. The
selected villager must possess the knowledge sought by the caster; for instance,
he cannot be an infant, nor can he be mentally unstable or dead (although he can
be asleep or unconscious).
The selected villager is allowed a saving throw; if he succeeds, the
spell fails.
If the saving throw fails, the caster gains a general knowledge of the
villager's local laws and customs, including those that apply to relevant tribal
or clan types (such as customs observed by all giants). Typical information
revealed by know customs includes common courtesies (outsiders must avert
their eyes when addressing local officials), local restrictions (no animals or
unaccompanied elves within the city limits), important festivals, and common
passwords that are known by the majority of citizens (such as a phrase necessary
to pass the guards at the main gate). Additionally, the spell gives the caster a
+1 reaction adjustment to encounters with members of the relevant tribe or
village.
Knowing the local laws and customs does not guarantee that the caster
will conduct himself properly. Know customs is to be used as a guide; the
DM is free to adjust the quality of information provided by a villager. Line
of Protection (Abjuration) Reversible Sphere:
Protection Range:
0 Components:
V, S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: 30-yard line Saving
Throw: Neg.
This cooperative spell requires at least two priests to cast the spell
simultaneously. During the casting, the priests determine whether the line will
be stationary or portable.
If the spell is stationary, each priest must inscribe a magical sigil on
parallel facing surfaces, such as facing walls of a gatehouse or two tree
trunks. If the spell is portable, the priests must stand at each end of the
line, thereby anchoring it.
After the spell is cast, a shimmering field of force appears between the
two anchors (the sigils or priests). The field is 10 feet high and sparkles with
energy. Objects on the opposite side of the translucent field, while
recognizable, are hazy and indistinct.
The field causes 1d3 points of damage to all creatures passing through
it; evil creatures and undead suffer 1d8 points of damage from the field.
Creatures that roll a successful saving throw suffer no damage. Creatures that
can fly over the field, burrow under it, or teleport to the other side
are immune to damage.
If the spell is cast in its portable form, the priests can move at half
their movement rates (limited to the rate of the slower priest). The priests can
take no other action, since all their energy is spent in walking and maintaining
the field.
Once created, the field cannot be increased or decreased in length and
must remain straight. The priests could maneuver by pivoting, but could not walk
toward each other or bend the field around a corner. If the line of sight
between the two priests is blocked by any object of greater than 5' diameter,
the spell immediately fails. Thus, creatures, low walls, young trees, pillars,
and similar objects will not disrupt the spell.
As a cooperative spell, several priests can link together to create a
longer field. Each priest (or sigil) forms the end of one field and the
beginning of another, much like fenceposts. Each section of the spell must
extend in a straight line, but the field can be bent at each junction. Four
priests could form a long line, a square, or a Z pattern. The restrictions on
moving the fields apply as outlined above. The DM may apply movement penalties
depending on the complexity of the pattern.
The material components are the priests' croziers, staves, or religious
standards, held aloft by each caster.
The reverse of this spell, line of destruction, causes 1d3 damage
to all creatures passing through it. It causes 1d8 damage to paladins and
creatures of good alignment who pass through it. Creatures that roll a
successful saving throw suffer no damage. Memory
Read (Divination) Sphere:
Thought Range:
5 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: Neg.
This spell allows the priest to read the memory of a single subject. The
priest experiences the memory with the same intensity as the subject. The time
required to view a memory is one-fiftieth of the time that the actual event
lasted. Thus, a priest can view the memory of an event that lasted for one hour
in a little more than one round. The subject experiences the memory at the same
time the caster reads it.
The subject must have an Intelligence score of 5 or more and must remain
within range of the priest throughout the time it takes to read the desired
memory. Priests can cast this spell on unconscious, sleeping, held, or paralyzed
creatures.
The subject receives a saving throw when the priest casts the spell (this
saving throw is allowed even if the subject is asleep or otherwise unaware of
the attempt). In addition, if the memory that the priest wants to view concerns
something the subject wants to keep secret, or is something that the subject is
trying to suppress, the subject receives a +5 bonus to the saving throw. If the
memory the priest wishes to view is more than six months old, the subject
receives a second saving throw, with bonuses depending on the age of the memory
as follows: Age
of Memory
Bonus 6-12
months 0 1
to 4 years +1 5
years or more
+3
If the subject succeeds either of these saving throws, the spell fails.
This spell creates a mental drain on the priest, causing him to
temporarily lose 1-3 points of Constitution. These can be regained only after
eight hours of rest. The spell cannot be cast again until the priest's
constitution is restored.
The material component is a small piece of linen cloth with threads of
gold interspersed throughout its weave. This is consumed during the casting. Miscast
Magic (Invocation/Evocation) Sphere:
Chaos Range:
40 yards+10 yards/level Components:
V, S Duration:
Special Casting
Time: 2 Area
of Effect: One creature Saving
Throw: Neg.
Miscast magic can be cast only
on a wizard. It causes the next spell cast by the affected wizard to be chosen
randomly from his memorized spells of the same or lower level. Thus, if a wizard
affected by miscast magic had four 1st-level spells memorized ( armor,
feather fall, jump, and sleep) and he attempted to cast the sleep
spell, the DM would determine the resulting spell randomly from the wizard's
four memorized spells. The wizard has only a 25% chance of casting the sleep
spell.
Only spells currently memorized are eligible to be exchanged with the
desired spell. If a wizard had only one spell memorized, the miscast magic
would have no effect and the wizard's spell would be cast normally.
The miscast spell operates normally. If a wizard tried to levitate
a companion but a web spell resulted, the companion would be trapped by
the webs and subject to all resulting effects. If the target of the spell were
in range of the levitate spell but not in range of the web, the
spell would be lost in a fizzle of energy and the web spell would be
wiped from the caster's memory.
The wizard who casts the spell performs the proper verbal and somatic
components of the spell he wishes to cast; he does not discover the altered
results until the wrong spell takes effect. The wizard will also discover that
the material component for the resulting spell has vanished (in addition to the
material component for the desired spell).
Wizards who are targets of miscast magic are allowed a saving
throw vs. spell to avoid the effect. Moment
Reading (Divination) Sphere:
Numbers Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
This spell allows the priest to determine the "tenor of the
now"--in other words, to learn the "force" that is most dominant
at the time. To cast the spell, the priest generates a series of random numbers
and then studies the pattern contained in that string of numbers. This pattern
contains information about current conditions.
In game terms, when this spell is cast, the DM communicates to the
priest's player a single word or short phrase (no more than five words)
describing the "tone" of the situation. Examples of suitable
"tones" are "imminent danger" (the DM knows a dragon is
approaching the area); "peace and tranquility" (the woods in which the
PCS camp may look threatening, but the area is actually free of evil influence);
or "betrayal" (one of the PCS' hirelings is actually a spy of their
enemy). The DM can make this comment cryptic, but it should always be accurate
and contain some useful information.
This spell has no specified area of effect. The result of moment
reading will always concern the priest and anyone else in his immediate
vicinity, but the definition of "vicinity" will vary depending on the
circumstances. For example, the tenor of the moment might be "severe
danger" if the priest is entering the territory of a dragon who attacks
interlopers on sight.
The tenor of the moment is always personally applicable to the priest.
For example, even if the priest is in a nation dangerously close to war with its
neighbor, this condition will not appear in the tenor of the moment unless the
priest is personally involved (if he's currently in the direct path of an
invading army, for instance).
One casting of this spell tends to "taint" subsequent castings
of the same spell unless they are separated by a minimum length of time. If a
priest casts this spell twice within 12 hours, the second reading gives the same
result as the first, regardless of the actual situation. If a second priest
casts the spell within 12 hours of another priest's use of the spell, he
receives an accurate reading.
The material component is a set of 36 small disks made of polished bone
engraved with runes that represent numbers. These disks are not consumed in the
casting. Random
Causality (Alteration) Sphere:
Chaos Range:
10 yards Components:
V, S, M Duration:
Special Casting
Time: 3 rounds+1 round/level Area
of Effect: One weapon Saving
Throw: Neg.
This spell creates a rift in the nature of cause and effect. The spell is
cast upon an opponent's weapon. When the weapon is used, it hits and causes
damage normally, but the damage is not applied to the creature struck by the
weapon. Instead, the person wielding the weapon or one of his companions suffers
the damage. If the weapon misses its target on any round, no damage is caused in
that round.
Using a die roll, the DM randomly determines the victim of the damage.
The DM selects a die with a value nearest the number of eligible creatures (the
wielder of the weapon and his companions). If the number of creatures does not
equate to highest value of a die, the wielder of the enchanted weapon takes the
extra chances to be hit. For example, if a goblin wields a sword affected by
this spell, he and his six companions are eligible to receive the damage. The DM
rolls 1d8. On a roll of 1-6, one of the goblin's companions suffers the damage;
on a roll of 7 or 8, the goblin with the affected weapon suffers the damage.
The weapon is affected for 3 rounds+1 round/level of the spell caster. If
the wielder of the weapon changes weapons while the spell is in effect, the
discarded weapon remains enchanted.
The material component is a bronze die. Rigid
Thinking (Enchantment/Charm) Sphere:
Law Range:
60 yards Components:
V, S Duration:
1 round/level Casting
Time: 1 turn Area
of Effect: One creature Saving
Throw: Neg.
Rigid thinking can be cast only
upon a creature with Intelligence of 3 or greater. The creature is allowed a
saving throw to avoid the effects.
The creature affected by rigid thinking is in capable of
performing any action other than the activity he is involved in when the spell
takes effect. The creature's mind simply cannot decide on another course of
action--it becomes frozen into a single thought and cannot change even if new
circumstances would suggest otherwise. Thus, a warrior fighting a kobold will
ignore the arrival of a beholder, and a thief picking a lock will pay no heed to
the arrival of three guards.
The affected creature does not mechanically repeat the action; he is not
an automaton. He will not continue to fire his bow at a dragon if he runs out of
arrows, but will choose another means of attacking the dragon to the exclusion
of all other activities.
A spellcaster in the process of casting a spell when rigid thinking
takes effect will not attempt to repeat the spell (unless the spell has been
memorized more than once). The spellcaster will, however, devote his attention
to the target of that spell until his goal is met (e.g., if the caster were
attacking a creature, he would continue to direct attacks at that creature; if
the caster were trying to open a door, he would continue to work on the door
until it opens).
The spell expires when the creature accomplishes his goal (i.e., the
kobold is killed or the lock is opened) or when the duration of the spell has
ended. Slow
Rot (Abjuration) Sphere:
Plant Range:
Touch Components:
V, S, M Duration:
1 week/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
This spell increases the amount of time that fruits, vegetables, and
grains remain wholesome and ripe. The spell will not take effect upon meat of
any kind.
The caster can affect as much as 100 cubic feet of plant material per
level. Thus, even a low level priest could effectively keep a farmer's grain
from rotting while in storage or keep the fruit on the trees in his orchard ripe
until they are harvested. This spell does not prevent pests (such as rats) from
eating the food.
The material component is a pinch of sugar. Squeaking
Floors (Evocation) Sphere:
Wards Range:
30 yards Components:
V, S, M Duration:
1 hour/level Casting
Time: 3 Area
of Effect: 10-foot square/level Saving
Throw: None
A surface affected by squeaking floors squeaks loudly when any
creature larger than a normal rat (larger than one-half cubic foot or weighing
more than three pounds) steps on it or touches it. The spell affects a square
whose sides equal the caster's level times 10 feet (a 9th-level priest could
affect a square whose sides are 90 feet long).
The squeaks can be heard in a 100-foot radius, regardless of interposing
barriers such as walls and doors. The squeaks occur regardless of the surface,
whether wood, stone, dirt, or any other solid material. Listeners automatically
know the direction of the sounds.
Characters who successfully move silently reduce the radius of the noise
to 50 feet. Those able to fly or otherwise avoid direct contact with the
affected surface will not activate the squeaking floor.
The material component is a rusty iron hinge that squeaks when moved. Strength
of One (Alteration) Sphere:
Law Range:
10 yards Components:
V, S Duration:
2d6 rounds Casting
Time: 3 Area
of Effect: One creature+1creature/2 levels Saving
Throw: None
By casting this spell on a group of lawful creatures, the priest imbues
each creature with a Strength bonus equal to that of the strongest creature in
the group. To be affected by the spell, all creatures must touch the hand of the
priest at the time of casting. Only human, demihuman, and humanoid creatures of
man-size or smaller may be affected. The characters can be a mixed group of
Lawful Neutral, Lawful Good, or Lawful Evil alignments. The spell will not take
effect if any creature of Neutral or Chaotic alignment is included in the group.
Prior to casting, one creature is designated the keystone. There may
never be more than one keystone in a group, even if another creature has equal
strength.
Upon completion of the spell, all affected characters gain a bonus to
damage equal to the keystone's bonus to damage from Strength. Any magical
bonuses belonging to the keystone are not added; only the keystone's natural
strength is conferred on the group.
This bonus supersedes any bonus a character might normally receive. Thus,
a warrior with 16 Strength (a +1 bonus to damage) who benefits from this spell
with a keystone who has Strength 18/07 (a damage bonus of +3) gains a total
bonus of +3 to damage (not +4 to damage). The keystone receives no bonus.
Affected creatures gain no improvements to THAC0, bend bars/lift gates,
or other functions of Strength.
The spell ends if the keystone is killed before the duration expires. The
bonus and duration are not affected if a member of the group is killed within
the duration of the spell. Telepathy
(Divination, Alteration) Sphere:
Thought Range:
30 yards Components:
V, S Duration:
1 turn+2 rounds/level Casting
Time: 5 Area
of Effect: One creature Saving
Throw: Neg.
This spell establishes direct, two-way mental contact between the priest
and a single subject. The subject must have Intelligence of at least 5 for the
spell to take effect. While the spell is in effect, the two participants can
communicate silently and rapidly, regardless of whether they share a common
language.
Telepathy does not give either participant access to the other's
thoughts, memories, or emotions. Participants can only "hear" the
thoughts that the other participant actively "sends."
Mind-to-mind communication is approximately four times faster than verbal
communication. The level of complexity that can be communicated is only that
which can be expressed through language. Gestures, expressions, and body
language cannot be conveyed.
A priest can establish separate "telepathic channels" to
multiple individuals. Each linkage is established through a separate casting of
the spell. There is no network between the channels. For example, Balfas the
priest establishes telepathy with Alra the warrior and Zymor the thief by
casting this spell twice. Balfas can communicate a single thought to both Alra
and Zymor, but Alra and Zymor cannot communicate with each other. Balfas,
however, can "target" a thought so that only one of the two
participants receives it.
If the priest casts this spell on an unwilling subject (for example, if
the priest wants to silently threaten or taunt the subject), the subject
receives a saving throw vs. spell to resist the effect. Willing subjects need
not make a saving throw.
Lead sheeting of more than ˝ " thickness will totally block telepathy.
Telethaumaturgy
(Enchantment/Charm) Sphere:
Numbers Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 2 rounds Area
of Effect: One creature Saving
Throw: None
This spell requires the priest to perform a numerological analysis of a
subject's correct name. The result is that the priest may cast another spell
that affects the subject individual at a range much greater than normal. In
other words, by gaining deep knowledge of the individual, the priest creates a
"channel" to that individual that makes a subsequent spell easier to
cast on that subject.
Only certain spells can benefit from telethaumaturgy: bless* command charm
person or mammal detect
charm hold
person know
alignment remove
curse* probability
control quest confusion
(one creature only) exaction
For spells marked with an asterisk (*),
telethaumaturgy also increases the range of the reversed spell.
Unless indicated, telethaumaturgy does not increase the range of the
reversed spells.
The increase in range depends on the level of the priest casting telethaumaturgy:
Level
Range
Multiplier
1-6
x2 7-11
x3 12-16
x4 17+
x5
Thus, a 12th-level priest who has cast telethaumaturgy on an
individual could subsequently cast charm person on that individual at a range of
320 yards, rather than the normal range of 80 yards.
A spell to be enhanced by telethaumaturgy must be cast on the
round immediately following the completion of telethaumaturgy. Spells
that normally affect more than one individual (such as confusion ) will affect
only the selected subject when cast following telethaumaturgy.
When telethaumaturgy is cast by a priest of 11th level or higher,
it has an additional effect. If the target is within the normal range of the
subsequent spell (e.g., 80 yards for charm person), the subject's saving
throw suffers a penalty of -2.
Like the personal reading spell,
telethaumaturgy functions only if the priest knows the correct name
of his subject. If the priest casts the spell using an alias, he will not know
that telethaumaturgy has not taken effect until the subsequent spell
fails. The priest does not automatically know why the subsequent spell failed
(the subject might simply have made a successful saving throw).
The material component is a small book of numerological formulae and
notes. This book is different from the book used in personal reading. The
book is not consumed in the casting. Thief's
Lament (Alteration) Sphere:
Wards Range:
10 yards/level Components:
V, S, M Duration:
1 hour/level Casting
Time: 3 Area
of Effect: 5-foot cube/level Saving
Throw: Neg.
A thief entering an area enchanted with thief's lament suffers a
great reduction in his thieving skills. The thief is allowed a saving throw to
resist the effects of the spell; failure indicates that he suffers the full
effects of the lament. All attempts to pick pockets, open locks, find/remove
traps, move silently, detect noise, climb walls, and hide in shadows are reduced
by 25% (although a skill cannot be reduced below 5%, presuming the character has
at least a score of 5% in any skill).
The spell affects a cube whose sides equal the caster's level times five
feet (a 10th-level caster could affect a cube whose sides equal 50 feet).
The material components are the priest's holy symbol and a silver key. Unearthly
Choir (Invocation) Sphere:
Combat Range:
0 Component:
V Duration:
Instantaneous Casting
Time: 5 Area
of Effect: Special Saving
Throw: ˝
This cooperative spell requires at least three priests casting the spell
simultaneously. At the time of casting, the priests must be within 10 feet of
each other. Upon completion of the spell, the priests sing a single, dissonant
chord. The result of the spell depends on the number of voices in the choir.
Trio. In this form, the spell projects a cone of sonic force 120
feet long and 40 feet wide at the base. All creatures within the area of effect
must save vs. spells or suffer 2d4 points of damage. Those who successfully save
suffer only 1d4 points. Undead suffer a -2 penalty to their saving throws.
Quartet. With four voices, the spell has the same area of effect
as described above. However, all those who fail their saving throw suffer 2d4
points of damage and are deafened for one round. Those who successfully save
suffer half damage and are not deafened. Undead creatures are not allowed a
saving throw.
Quintet. Five singers produce a chord of major power. All within
the area of effect suffer 3d4 points of damage (saving throw for half damage).
Undead are not allowed a saving throw. All creatures are deafened for one round.
Furthermore, pottery, glassware, crystal, and similar breakable goods must save
vs. fall or be shattered.
Ensemble. An ensemble of singers consists of six to ten priests.
In this case, the area of effect increases to a cone 180 feet long and 60 feet
wide at the base. All creatures within this area suffer 1d4 points of damage per
priest and are deafened for 1d4 rounds. A successful saving throw vs. spell
reduces the damage and duration of deafness by half. Undead creatures of 3 hit
dice or less are immediately destroyed. All other undead suffer normal damage,
but are not allowed a saving throw. Glass, pottery, crystal, bone, and all
wooden items that are the strength of a door or less (chests, tables, chairs,
etc.) must save vs. crushing blow or be shattered.
Choir. The most powerful group, a choir, requires eleven or more
priests. In this case, the area of effect expands to a cone 300 feet long and
100 feet wide at the base. All within the area of effect suffer 1d6 points of
damage per priest to a maximum of 20d6. A saving throw vs. spells reduces the
damage to half. Those who fail to save are deafened for 1d10 rounds; those who
succeed are deafened only 1d6 rounds. Undead creatures of 5 hit dice or less are
immediately destroyed. Undead with more hit dice are not allowed a saving throw.
Structures within the area of effect are damaged as if they suffered a direct
hit from a catapult (one hit per four priests in the choir). Doors, chests, and
other breakable items are instantly shattered. Zone
of Sweet Air (Abjuration) Sphere:
Wards Range:
10 yards/level Components:
V, S, M Duration:
1 turn/level Casting
Time: 3 Area
of Effect: 10-foot cube/level Saving
Throw: None
Zone of sweet air creates an
invisible barrier around the area of effect that repels all noxious elements
from poisonous vapors, including those created magically (such as a stinking
cloud). The spell offers no protection against poisonous vapors created by a
dragon's breath weapon (such as the chlorine gas of a green dragon). Noxious
gases already within the area of effect when the spell is cast are not affected.
Fresh air passes into the area normally.
If a poisonous vapor is expelled within the area of effect (for example,
a stinking cloud is cast), the spell takes effect normally but dissipates
in half the time normally required.
The spell affects a cube whose sides equal the caster's level times 10
feet (for instance, a 10th-level caster could affect a cube whose sides are 100
feet long). Fourth-Level
Spells Addition
(Alteration) Sphere:
Numbers, Creation Range:
30 yards Components:
V, S, M Duration:
Special Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
The philosophy of the Sphere of Numbers holds that the structure of
reality--the "equation of the moment"--can be analyzed and modified by
someone with sufficient knowledge and power. The addition spell allows a
priest to add a new mathematical term to the equation of the moment. This
effectively allows a new object or even a living creature to be brought into
existence temporarily.
The effect of this spell varies depending on the level of the caster. At
10th level or lower, addition can create a single, inanimate object
weighing up to 10 pounds. The spell gives the priest only rudimentary control
over the creation process, so the object cannot be complex. The object must be
described in a single word or short phrase (e.g., "a water pitcher" or
"a block of stone"). The caster has no control over elements such as
shape or color; thus, the water pitcher might be short, squat, and blue, or
tall, slender, and red.
Objects created with this spell cannot be of any greater mechanical
complexity or technological level than a crossbow. If the priest tries to create
an object that breaks this prohibition, the spell fails and nothing is created.
Thus, if the priest tried to create "a pistol," assuming he had heard
the word somewhere, the spell would fail.
Objects cannot contain any information in an abstract form such as
writing or diagrams. If the priest tries to create an object that breaks this
prohibition, there are two possible results: the spell may fail, or the object
may be created without the information. Thus, if the priest were to attempt to
create "a spellbook," the result would be either a book similar to a
spellbook with blank pages, or nothing at all.
The object appears at whatever location the caster wills, as long as it
is within spell range. The object cannot appear in the same space occupied by
another object or creature, or within a hollow object (for example, the priest
cannot create an object blocking the trachea of an enemy).
The object created by addition remains in existence for 1 turn per
level of the caster. During this time, it obeys all the laws of physics as if it
were a "real" object. The object cannot be disbelieved and spells such
as true seeing cannot distinguish it from a naturally-occurring object.
Priests of 11th to 15th level can create a single inanimate object of up
to 20 pounds in mass or two identical objects, each of up to five pounds in
mass. The object(s) so created remains in existence for two hours (12 turns) per
level of the caster.
Priests of 16th to 19th level can create a single inanimate object of up
to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in
mass. The object(s) is permanent unless destroyed. Since these objects are not
magical constructs, but real additions to the "equation of the
moment," dispel magic has no effect on them. Alternatively, the
caster can create a single normal (nonmonstrous) living creature of up to 20
pounds in weight. The creature, once created, behaves as a normal member of its
species; the caster has no control over its actions. This creature remains in
existence for 5 rounds per level of the caster.
Priests of 20th level and above can create a single inanimate object of
up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds
in mass. The object(s) are permanent. Alternatively, the caster can create a
single normal (nonmonstrous) living creature of up to 100 pounds in weight and
up to 2 hit dice. The creature, once created, behaves as a normal member of its
species; the caster has no control over its actions. This creature remains in
existence for 2 turns per level of the caster.
The material component is a small table of numerological formulae
inscribed on an ivory plaque, plus a length of silken cord. During the casting,
the priest ties the cord into a complex knot. As the magical energy is
discharged, the cord vanishes in a flash of light. The plaque is not consumed in
the casting. Age
Plant (Alteration) Sphere:
Time Range:
30 yards Components:
V, S, M Duration:
Permanent Casting
Time: 1 round Area
of Effect: One plant, seed, or tree/level Saving
Throw: None
This spell enables the caster to affect the aging of any plant, seed, or
tree. The process can operate either forward or backward, causing flowers to
blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to
blossoms, trees to become saplings, and new shoots to turn to seeds.
The change in age, either forward or backward, is chosen by the priest at
the time of casting. The changes associated with normal or reversed growth occur
instantaneously. Plants can be altered in age up to 10 years per level of the
caster. The caster can stop the aging at any point within the limits imposed by
his level; he could cause a tree to grow from a sapling until it withers and
dies from old age or he could stop the tree's growth at a stage at which it
would shelter his home.
The spell does not alter the appearance or characteristics of a plant
except those that result from normal aging (or regression). Age plant has
no effect on magically-generated plants or plant-type monsters.
The material components are the priest's holy symbol and the petal from
an apple blossom. Blessed
Warmth (Alteration) Sphere:
Sun Range:
Touch Components:
V, S Duration:
1 round/level Casting
Time: 4 Area
of Effect: Special Saving
Throw: None
When this spell is cast, a narrow shaft of light shines down upon the
priest, making him immune to the effects of natural cold (such as a blizzard)
and granting him a +3 bonus to saving throws vs. magical cold (such as a white
dragon's breath weapon).
For each level of the priest above 7th, an additional beam of light may
be created to protect another creature, who must be standing within 3' of the
priest. Thus, a 10th-level priest could protect four other creatures in a 3'
radius. Body
Clock (Alteration) Sphere:
Time Range:
Touch Components:
V, S, M Duration:
1 hour/level Casting
Time: 4 Area
of Effect: One creature Saving
Throw: None
Body clock affects a subject in
the following ways.
• The subject's need for sleep is
reduced. For every hour that a subject sleeps, he is as refreshed as if he slept
10 hours. For every two hours that a subject sleeps during the spell (20 hours
of rest), he regains hit points as if he spent a day of complete rest. However,
wizards are not able to memorize spells; "real" time must pass for
this to occur.
• The subject's need to breathe is
reduced. He breathes only 10% as often as normal for the duration of the spell,
enabling him to hold his breath 10 times longer than normal and use less air in
enclosed situations.
• The subject can set an internal
"alarm clock" to alert him when a specific amount of time has passed.
The subject then hears a brief ringing in his ears, audible only to him. The
ringing is loud enough to wake the subject. He can set as many internal alarm
clocks as he wishes, as long as they all occur within the duration of the spell.
The spell has no effect on movement, spellcasting, or any other normal
activities.
The material components are a kernel of corn, a drop of water, and a
stoppered glass bottle. Chaotic
Combat (Invocation/Evocation) Sphere:
Chaos Range:
30 yards Components:
V, S Duration:
1 round/level Casting
Time: 3 Area
of Effect: One creature Saving
Throw: None
When chaotic combat is cast on a fighter, he is inspired beyond
his years of training and is suddenly struck with numerous insights for
variations on the standard moves of attack and defense. The spell affects only
warriors.
Unfortunately, these insights are helpful in only two-thirds of the
warrior's attacks. In the remaining attacks, the spell actually impairs the
warrior's standard performance. At the beginning of each round, after the player
has declared his character's actions, 1d6 is rolled for the affected warrior. On
a roll of 1, 2, 3, or 4, the warrior gains bonuses of +2 to attack rolls and +2
to armor class. On a roll of 5 or 6, the warrior suffers a -2 penalty to attack
rolls and a -2 penalty to armor class. This must be determined at the beginning
of the round so that both the warrior and his opponents can apply the necessary
changes.
The insight imparted by this spell is lost after the spell expires. The
insight is generated by chaos, which is nearly impossible to contain. After the
spell expires, the warrior remembers the battle but not the specifics of his
actions. He is unable to duplicate the maneuvers. Chaotic
Sleep (Alteration) Sphere:
Chaos Range:
Touch Components:
V, S, M Duration:
Permanent Casting
Time: 1 turn Area
of Effect: One creature Saving
Throw: Neg.
After casting this spell, the priest must successfully touch his victim.
The victim is then allowed a saving throw to avoid the spell's effect. If the
saving throw is failed, the spell takes effect at the next sunrise or sunset
(whichever comes first).
From the time the spell takes effect until the spell is negated, the
sleeping pattern of the victim is randomly disrupted. At sunset and sunrise of
every day, a check is made to determine the effects of chaotic sleep. In
the 12-hour period that follows the check, there is an equal chance that the
character will be unable to sleep or unable to remain awake (roll 1d6; on a roll
of 1-3, the character is awake, on a roll of 4-6, he sleeps). This condition
lasts until the next sunrise (or sunset) when the check is made again.
For example, a fighter fails to save against chaotic sleep. For
the next few hours, the spell has no effect. At sundown, the first check is
made, resulting in a 2. The fighter does not notice anything until he tries to
sleep that night, at which time he is wide awake, fidgeting and restless. At
sunrise, another die roll is made, resulting in a 6. The fighter is suddenly
exhausted and sleeps until sunset.
Characters who sleep as a result of this spell can be roused only by
physical stimuli--a slap or a wound, for example. Once awake, the character
remains conscious only as long as there are active stimuli around him, such as a
fight. Walking through caves or riding a horse will not keep the character
awake. Unlike a sleep spell, characters affected by chaotic sleep
doze off as soon as they are left relatively undisturbed. Keeping an affected
character awake is difficult at best.
Lack of sleep will eventually take a physical toll on any character under
the influence of the spell. For every 12-hour period that a character remains
awake beyond the first, he suffers a -1 penalty to THAC0. Such characters do not
regain hit points as a result of normal healing. Spellcasters cannot memorize
spells until they have had sufficient sleep.
Chaotic sleep can be removed with a remove curse.
The material components are a pinch of sand and three coffee beans. Circle
of Privacy (Alteration) Sphere:
Travelers Range:
Special Components:
V, S, M Duration:
1 hour/level Casting
Time: 4 Area
of Effect: 50-foot-diameter circle Saving
Throw: None
This spell helps to discourage predators and trespassers from disturbing
a campsite. The caster sprinkles salt in a circle enclosing an area up to 50
feet in diameter. For the duration of the spell, all sounds and scents generated
within the circle are muted, making the area less noticeable to those outside
the circle. Therefore, the group's chance of encounter is reduced by 50% for the
duration of the spell. The spell provides no protection against infravision or
other forms of magical detection.
The material components are a hair from a skunk, a whisker from a mouse,
and enough salt to make a 50-foot-diameter circle. Compulsive
Order (Enchantment/Charm) Sphere:
Law Range:
10 yards Components:
V, S, M Duration:
Permanent Casting
Time: 5 Area
of Effect: One creature Saving
Throw: Neg.
The victim of compulsive order is compelled to place everything he
encounters into perfect order. If he discovers treasure, he divides it into tidy
piles or containers of silver, gold, and copper. He is reluctant to enter a
dungeon because it is a messy place, but once inside, he is obsessed with
cleaning it. A character under the power of this spell will sweep dirt from
dungeon corridors into neat piles, arrange the corpses of a defeated orc band
according to size, dash forward to remove a bit of lint on clothing, and insist
that the party organize themselves alphabetically, then by size, and then by
age. While the spell does not affect a character's abilities, the overwhelming
desire for order impairs the character's usefulness in most adventures.
When a character afflicted by this spell attempts to undertake a new
event (begin a battle, haggle with the merchant, etc.), the player must
rationalize the action on the basis of his compulsion for order. Thus, the
character cannot simply attack a goblin; he must announce a condition such as
attacking the tallest goblin and fighting his way down according to size. Once
stated, the character must follow through with this plan.
If the player cannot conceive a rationale for his character's behavior,
the character is forced to delay his actions for 1d6 rounds, with the time spent
in preparation for the subsequent action. The character spends time arranging
spell components artistically, deciding how to hold his sword, cleaning his
weapon, etc.
Anyone affected by compulsive order may become violent if he is
prevented from being neat. He will do what he must to make the world around him
more orderly. If he is allowed to organize his surroundings, he will quickly
calm down again. The victim will constantly petition the people around him to be
neat and organized.
The victim is allowed a saving throw to avoid the effects of the spell. Compulsive
order can be removed with a dispel magic spell.
The material component is a perfect cube made of metal. Defensive
Harmony (Enchantment/Charm) Sphere:
Law Range:
5 yards Components:
V, S Duration:
1 round+2d4 rounds Casting
Time: 1 Area
of Effect: One creature/two levels Saving
Throw: None
This spell must be cast on at least two creatures. The priest may affect
one creature per two levels of his experience, and all creatures to be affected
must be within three feet of each other at the time of casting. After the spell
is completed, affected characters may move about freely.
Defensive harmony grants affected creatures a defensive bonus by
bestowing an enhanced coordination of their attacks and defenses. The affected
creatures must be involved in a single battle so that their efforts harmonize to
the benefit of all involved. For example, the affected creatures can attack one
dragon or a group of orcs in a single area. They can also attack additional
enemy forces that arrive in the same combat. If the enemy forces divide and
flee, the affected creatures can follow, continue to attack, and benefit from
the spell. If the affected group is split into two smaller groups when attacked,
however, it gains no benefit from defensive harmony.
While the spell is in effect, each affected creature gains a +1 bonus to
armor class for every other creature benefitting from the spell, to a maximum
bonus of +5 (although more than five characters may be affected by the spell).
Thus, if four creatures are affected by defensive harmony, each creature
gains a +3 bonus to armor class.
This bonus represents a mystical coordination of effort on the part of
all affected creatures. A fighter will naturally wage his attack to distract the
troll attacking the thief. The ranger will instinctively block the swing of an
orc, thereby protecting the wizard. Creatures affected by the spell are not
consciously aware of these efforts, and they are unable to create specific
strategies and tactics. Dimensional
Folding (Alteration) Sphere:
Numbers Range:
5 feet Components:
V, S, M Duration:
1 round Casting
Time: 1 round Area
of Effect: 10-foot circle Saving
Throw: None
This spell allows the caster to selectively warp the fabric of space,
folding it into higher dimensions.
This effect can be best explained through an example. If an ant crawling
along the west edge of a map decided to travel to the east edge of the map, it
would have to crawl the full width of the map. But if the map were folded in two
so that the east and west edges were touching, the ant would travel almost no
distance at all. The ant's world (the map) would have been folded through the
third dimension. The dimensional folding spell does something similar
with the three-dimensional world: it folds it through a higher dimension (the
fourth), allowing instantaneous travel between two locales on the same plane of
existence.
Although this effect may seem similar to the wizard spell teleport,
in practice, it is much different. The dimensional folding spell opens a
gate that allows instantaneous, bidirectional access to a distant locale on the
same plane. This gate is circular, of any size up to 10' in diameter, and
remains in existence for up to 1 full round. The caster and any other creatures
can pass through the gate in either direction while it remains open. Missile
weapons and magic spells can also pass through the gate.
The gate appears as a shimmering ring, glowing with a faint light
equivalent to starshine. Vision through the gate is clear and unobstructed in
both directions, allowing the priest to "look before he leaps."
However, anyone on the other side of the gate is able to see the priest and his
point of origin.
The "near side" of the gate always appears within 5 feet of the
priest. The location of the "far side" of the gate always opens within
5 feet of the place the priest desires. Thus, there is no chance of arriving at
the wrong destination, as with the wizard spell teleport.
There is a risk involved in using dimensional folding, however.
Many philosophers believe that what we know as time is simply another dimension,
and the behavior of this spell seems to support this thesis. Unless the priest
is extremely familiar with the destination, there is a significant chance that
any creature passing through a dimensional folding gate will suffer
instantaneous aging. Theorists believe that this is the same kind of
"slippage" that can cause a teleporting wizard to land high or
low, except that in this case, the slippage is in the time dimension.
The chance of this instantaneous aging occurring depends on how familiar
the priest is with the destination. The table that follows outlines the
conditions and effects of aging.
Chance of
Amount of
Destination
is:
aging
aging Very
familiar* 2%
1 year Studied carefully
5%
1d2 years
Seen
casually
10%
1d3 years Viewed
once
15%
1d6 years Never
seen
25%
1d10 years *
Use this row if the desired location is within view of
the priest.
If the die roll indicates that aging occurs, every creature that passes
through the gate in either direction suffers the aging effect. Multiple
creatures passing through the gate in the same direction all age by the same
amount determined by a single die roll. Although the chance of aging is low and
the potential amount of aging is minimal for familiar destinations, the effects
can add up and become significant over time.
Although the word "destination" is used to refer to the
"far end" of the gate, the priest need not be the one doing the
traveling. For example, a priest may open the gate near a distant ally so he may
travel instantaneously to join the priest.
The material component is a sheet of platinum "tissue" worth at
least 15 gp, which the priest folds intricately during the casting. The tissue
is consumed when the gate closes. Fire
Purge (Abjuration) Sphere:
Wards Range:
10 yards/level Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 turn Area
of Effect: 10-yard square/priest Saving
Throw: None
An area enchanted with fire purge is protected against all types
of normal and magical fires. Normal fires (including camp fires, torches, and
oil fires) cannot burn in the area of effect. Magical fires (including fiery
dragon breath, other creature-generated fires, and spell-related fires such as burning
hands and fireball) cause only 50% of their normal damage.
Additionally, creatures within the area of effect receive a +4 bonus to saving
throws made vs. fire attacks, regardless of whether the attacks originate inside
or outside the warded area.
Fire purge has no effect on fires that are within the area of
effect when the spell is cast, (i.e., it does not extinguish existing fires).
The material components are the priest's holy symbol and a scorched
sliver of wood.
Fire purge can be cast as cooperative magic. If a number of
priests cast this spell simultaneously, its effectiveness is significantly
increased. The duration of the spell is then equal to 1 turn per level of the
most powerful priest plus 1 turn for every other contributing priest. The area
of effect is a square whose sides equal the number of priests times 10 yards
(thus, six priests could create a 60-yard by 60-yard square of protection). Focus
(Invocation) Sphere:
All Range:
10 feet Components:
V, S, M Duration:
Special Casting
Time: 1 day Area
of Effect: Special Saving
Throw: None
This spell creates the necessary conditions for devotional energy to be
used. For faith magic to work, the priest must create a focus to harness the
necessary devotional energy. This spell creates that focus. A focus cannot
function without a source of devotional energy.
The focus gathers devotional energy and reshapes it in order to amplify
other spells cast by the priest (or priests). The same energy keeps the focus in
existence. If the spell is cast and there is no immediate source of devotional
energy within 100 feet, the focus immediately fails.
Once created, most foci cannot be moved. This condition and the need for
a constant supply of devotional energy tends to limit the use of foci to
temples, churches, monasteries, shrines, and seminaries--permanent structures
where followers of the religion gather on a regular basis. Sometimes a focus is
created for a special gathering such as a holy day, conclave, grand wedding, or
yearly festival.
Not all foci are identical. The particular form of the focus depends on
the power and nature of the spell being amplified. All foci can be seen by detect
magic. There are three basic types of foci: site, item, and living.
Site foci are connected to a place, whether a room, building,
field, or forest. Once cast, the foci cannot be moved. It causes no disturbance
in the surroundings; it is invisible and intangible.
Item foci are centered on a single object. Customarily, this
object is large and immovable, such as an altar, but it is possible for the
focus to be as small as is practical. The item can be as elaborate or plain as
desired, but should have some significance to the religion.
Living foci are the rarest of all types. In this case, the focus
is created on a living plant, animal, or person. Detect charm reveals the
person is somehow enchanted, although not under the influence of a typical charm
spell.
The type of focus created (site, item, or living) depends on the religion
and nature of the spell amplified. These choices are listed in Table 3: Focused
Spell Effects.
Casting the focus spell is a long and complicated process,
accompanied by many ceremonies and rituals. During the day spent casting the
spell, the priest will need the assistance of at least two other priests of the
same faith. These aides need not memorize the spell (or even be capable of
casting it). Their duty is to provide the extra hands and voices needed at
specific points of the casting. A large number of worshipers must also be
present since the focus requires their energy. Not surprisingly, the casting of
this spell is often incorporated into important holy festivals or special
occasions.
The duration of the focus is one year. If the devotional energy falls
below a minimum level, the spell ends sooner. A focus requires the devotional
energy of at least 100 devout worshipers. Lay monks (those dedicated to the
religion but not priests) count as two worshipers, while priests (of any level)
count as ten. A focus could be maintained by a congregation of 100, a monastery
of fifty, or a seminary of as few as 10 priests (or any combination of the
above). The focus must receive this energy for at least 10 hours out of every
day. If these conditions are not met, the focus weakens. The area of effect of
the amplified spell decreases by 20% each day until it fades away completely.
Once the focus is created, the priest or priests have 1 turn in which to
cast the desired spell upon the focus. A focus can amplify only one spell, and
each item, creature, or place can receive only one focus. Spells that can be
cast upon a focus are listed on Table 3. Table
3: FOCUSED SPELL EFFECTS
Possible Focus
Spell
Type Anti-animal
shell
S/I/L Anti-plant
shell
S/I/L Bless
S/I Control
temperature, 10' radius
S* Control
winds
S/I* Cure
disease
I/L Cure
blindness or deafness
I/L Detect
poison
S/I Detect
lie
I Detect
magic
I Dispel
evil
S/I Endure
cold/endure heat
S* Know
alignment
I/L Negative
plane protection
S/I Protection
from evil
S/I Protection
from lightning
S Protections
from fire
S Purify
food and drink
I Remove
fear
S/I/L Remove
curse
I Repel
insects
S/I Resist
fire/resist cold
S Speak
with animals
S/I/L Tongues
S/I True
seeing
S
* The caster must state a desired range (temperature, wind strength,
etc.) within the spell's normal limitations at the time it is cast.
Once the spell is cast, the normal duration and area of effect for that
spell are ignored. The focus begins to increase these factors of the spell's
power. After one day, the amplified spell reaches its full area of effect.
Thereafter, it remains over that area until the focus fails.
The area affected by the focus (and its amplified spell) depends on the
level of the caster. The spell expands in a radius from the focus, 20 feet per
level of the caster, although it can deliberately be created smaller. Within
that area of effect, the amplified spell exerts its normal effect. A 13th-level
priest could create a focus up to 260 feet in diameter.
The material components are many, including special vestments, incense,
oils, waters, and other equipment the DM deems appropriate. The cost of these
materials is never less than 1,000 gp plus 100 gp per level of spell being
amplified. These items are given up as offerings to the deity (perhaps to be
distributed to the poor), and new ones must be obtained each time the spell is
cast. Fortify
(Necromancy) Sphere:
Healing Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 6 Area
of Effect: Creature touched Saving
Throw: None
This is a simple cooperative magic spell. Only one priest can cast the
spell, but like mystic transfer, another priest is required for the spell
to have any effect. Through this spell, the priest improves the quality of
another priest's healing spells.
For the fortify spell to work, it must be cast simultaneously with
a cure light wounds, cure serious wounds, or cure critical wounds.
The priest casting fortify must lay his hand on the priest attempting the
cure. When both spells are cast, additional energy flows through the second
priest and into the creature being healed. Fortify automatically causes
the cure spell to function at maximum effect. Thus, a cure serious wounds
would automatically heal 17 points of damage and a cure critical wounds
would heal 27 points of damage.
The material component is the priest's holy symbol. Genius (Divination) Sphere:
Thought Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 5 Area
of Effect: Caster Saving
Throw: None
This spell is similar to idea, except that the priest's player can
ask the DM one question about any event occurring at the moment. The question
must be somehow related to evaluation of the current situation, such as
"What are these monsters?" Speculation about the future, such as
"What's on the other side of the door?" is not permitted.
As with idea, the DM must be careful in adjudicating this spell.
The answer to the question should always be relevant and correct, although not
necessarily complete, and should not be unbalancing to the situation. The answer
can also be cryptic, in the form of a riddle or rhyme, depending on the DM's
assessment of the situation. In general, the answer will be a single word or a
short phrase of no more than five words.
The material component is a gem of at least 50 gp value. This spell can
be cast only once in any 12-hour period. Subsequent attempts to cast the spell
result in no answer. Inverted
Ethics (Enchantment/Charm) Sphere:
Chaos Range:
120 yards Components:
V, S, M Duration:
1 turn Casting
Time: 1 Area
of Effect: Special Saving
Throw: Neg.
This spell reverses the ethics of a person or group of people. While
under the influence of this spell, a creature behaves in a manner opposite to
the way he normally would behave. Thus, a shopkeeper influenced by inverted
ethics will think it perfectly normal for someone to pick up an item from his
shop and walk out the door without paying for it. If someone tried to pay for an
item, he would be insulted. If the spell is cast on a shopper in a store, he
would find it natural to steal the item, thinking that he is behaving in a
proper way. If the spell is cast on a professed thief, he will no longer steal,
choosing to pay for his goods instead.
Inverted ethics does not cause a creature to actively commit evil
deeds (or good deeds). Thus, an affected creature will not go on a shoplifting
rampage; he will steal only as the opportunity presents itself.
The spell affects one character per level of the caster within a 20'
radius. Each target of the spell is allowed a saving throw vs. spell to avoid
the effect.
The material component is a miniature golden balance (i.e., similar to
the scales of justice). Join
With Astral Traveler (Alteration) Sphere:
Astral Range:
0 Components:
V, S Duration:
Special Casting
Time: 1 turn Area
of Effect: The caster Saving
Throw: None
When a priest casts the 7th-level astral spell, he leaves his
physical body in suspended animation while his astral body travels. By touching
the comatose body and casting join with astral traveler, a priest can
cause his own astral body to leave his physical body in suspended animation. His
astral body then travels along the silver cord of the originally projected
priest. The caster joins the projected priest as if he were part of the original
casting of the astral spell; i.e., his own silver cord is connected to
the priest's silver cord, and he is dependent upon the originally projected
priest.
A priest who casts the 7th-level astral spell can project as many
as seven other creatures along with himself. However, priests casting join
with astral traveler are an exception to this limit. Any number of priests
may join another priest in the Astral plane by use of this spell. Leadership
(Enchantment/Charm, Alteration) Reversible Sphere:
War Range:
Special Components:
V, S, M Duration:
Special Casting
Time: Special Area
of Effect: One creature Saving
Throw: None
This spell can be cast in one of two variations. The first, appropriate
for battlefield use, has a range of 240 yards, duration of 1d4+6 turns, and a
casting time of 1 turn. The priest can cast the spell on any single individual
(a commander or hero) within his line of sight.
While under the influence of this spell, the subject's command radius is
increased by 50% (round fractions up).
The reverse of this variation, doubt, requires the target to make
a saving throw vs. spell. If failed, doubt halves the command radius
(round fractions down) of the targeted individual for 1d3+4 turns.
The material component for this variation is a pinch of steel dust.
The second variation must take place in or within 100' of a place of
worship officially dedicated to the casting priest's deity. Both the priest and
the individual to be affected must be present. The casting time is 5 turns and
involves an intricate ritual and many prayers. At the conclusion of the spell,
the subject's command radius is doubled. This effect lasts 2d12 hours.
The priest can cast either aspect (but not both at once) on himself. No
individual can be the subject of more than one casting of this spell at one
time, whether different aspects or cast by different priests. If more than one
spell is attempted on the individual, only the most recent casting takes effect.
The material component for the second variation is the priest's holy
symbol. Mental
Domination (Enchantment/Charm) Sphere:
Thought Range:
50 yards Components:
V, S, M Duration:
3 rounds/level Casting
Time: 4 Area
of Effect: One creature Saving
Throw: Neg.
This spell is similar to the wizard spell domination in that it
establishes a telepathic link between the priest and the subject through which
the priest can control the subject's bodily movements. There are some
significant differences between the spells, however.
Elves and half-elves have no innate resistance to this spell. Priest and
subject need not share a common language. The priest can force the subject into
combat, but the subject's attack rolls suffer a -2 penalty. The priest cannot
force the subject to cast spells or use any innate magical or magiclike
abilities. The priest can force the subject to speak, although the priest cannot
inject a full range of emotions into the subject's voice (everything said by the
subject is in a monotone).
This spell gives the priest no access to the subject's thoughts, memory,
or sensory apparatus. Thus, the priest cannot see through the subject's eyes. To
control the subject, the priest must be within the range of the spell and
must be able to see the subject. Breaking either of these conditions causes the
spell to terminate immediately.
This spell requires a moderate level of concentration by the priest.
While maintaining this spell, he can move or enter combat, but cannot cast
another spell. If the priest is wounded, rendered unconscious, or killed, the
spell immediately terminates.
If the priest is 10th level or lower, he or she cannot force the subject
to perform particularly delicate actions, such as picking a lock. At 11th level
or higher, however, this restriction is removed. The priest could thus force a
thief to pick a lock. Any such delicate actions suffer a -15% penalty (or -3 on
1d20) to reflect the "remote control" nature of the action.
The material component is a mesh of fine threads that the priest loops
around the fingertips of one hand and manipulates in the way that a puppeteer
controls a puppet. Modify
Memory (Enchantment/Charm) Sphere:
Time Range:
30 feet Components:
V, S Duration:
Permanent Casting
Time: Special Area
of Effect: One creature Saving
Throw: Neg.
This spell enables the caster to reach into the subject's mind and modify
up to five minutes of his memory in one of the following ways:
•Eliminate all memory of an event the
subject actually experienced. This spell cannot negate charm, suggestion,
geas, quest, or similar spells.
•Allow the subject to recall with
perfect clarity an event he actually experienced. For instance, he could recall
every word from a five-minute conversation or every detail from a passage in a
book.
•Change the details of an event the
subject actually experienced.
•Implant a memory of an event the
subject never experienced.
Casting the spell takes one round. If the subject fails to save vs.
spell, the caster proceeds with the spell by spending up to five minutes
visualizing the memory he wishes to modify in the subject. If the caster's
concentration is disturbed before the visualization is complete, the spell is
lost.
Modified memory will not necessarily affect the subject's actions,
particularly if they contradict his natural inclinations. An illogical modified
memory, such as the subject recalling how much he enjoyed drinking poison,
will be dismissed by the subject as a bad dream or a memory muddied by too much
wine. More useful applications of modified memory include implanting
memories of friendly encounters with the caster (inclining the subject to act
favorably toward the caster), changing the details of orders given to the
subject by a superior, or causing the subject to forget that the caster cheated
him in a card game. The DM reserves the right to decide whether a modified
memory is too nonsensical to significantly affect the subject. Probability
Control (Alteration) Sphere:
Numbers Range:
30 yards Components:
V, S, M Duration:
Special Casting
Time: 4 Area
of Effect: One creature Saving
Throw: Neg.
This spell allows the priest to increase or decrease by a small margin
the probability of success for one action. This action can be anything that
requires a die roll--an attack, a saving throw, an attempt to use thieving
skills, an ability check, or even an attempt to successfully teleport on
target. The action must be something performed by a single creature.
The basic modification is 15% (15 on 1d100 or 3 on 1d20), plus an
additional 5% per five levels of the caster. This modification can be either
positive or negative, as deemed by the spellcaster. Thus, a 10th-level priest
can modify a subject's saving throw or attack roll by +5 or -5, or a thief's
"climb walls" roll by +25% or -25%. The priest may cast this spell on
himself.
For a noncombat action such as an attempt to climb a wall, the priest
simply casts the spell on the subject immediately before the action is
attempted, informing the DM whether the modification is positive or negative. To
use this spell in combat, the priest must specify the action to be affected
(e.g., the target's next attack roll) and whether the modification will be
positive or negative. The spell remains in effect until the subject attempts the
specified action or until a number of rounds equal to the caster's level passes.
If the latter occurs, the spell ends without effect.
Once the spell is cast, the priest does not need to maintain any level of
concentration; the spell will function even if the casting priest is killed
before the spell takes effect.
The subject of the spell has no way of knowing whether any modification
made by this spell is positive or negative (or even whether he was the subject
of the spell at all). Thus, a lying priest could claim to raise a thief's chance
of climbing the wall, while actually lowering it. The thief would be none the
wiser. However, an unwilling subject of this spell receives a normal saving
throw to negate its effect.
The material components are a small cube of a thickened sugar-and-milk
mixture and a cubic die of matching size. Both are consumed in the casting. Rapport
(Divination, Alteration) Sphere:
Thought Range:
30 yards Components:
V, S Duration:
1 turn+1 round/level Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: None
This spell is a deeper and more intense version of telepathy. It
allows the priest to communicate silently and instantly with a single willing
subject. Participants may share deeper thoughts than with telepathy,
including emotions and memories. Each participant sees, hears, and otherwise
senses everything experienced by the other, although such vicarious experiences
feel diluted and cannot be mistaken for direct sensations.
The participants can quickly share such personal concepts as plans,
hopes, and fears, but they cannot share skills or spells. Thus, it is
impossible to communicate the procedure for casting a particular spell or for
picking a lock.
Communication through rapport is approximately 15 times faster
than verbal communication. As with telepathy, the priest can establish
separate "channels" to multiple individuals; each such linkage costs
one casting of the spell. There is no "crosstalk" between the
channels, however.
Rapport cannot be used on unwilling subjects. Solipsism
(Alteration) Sphere:
Thought Range:
10 yards/level Components:
V, S, M Duration:
Special Casting
Time: 1 round Area
of Effect: 100 sq. ft.+100 sq. ft./level Saving
Throw: Special
This unusual spell is similar to phantasmal force and other
illusion magic, except that the priest who casts the spell is the only creature
who automatically believes the results of the spell. The spell creates the
illusion of any object, creature, or force, as long as it is within the
boundaries of the spell's area of effect. The illusion is visual and tactile
(that is, it can be seen and felt), but no other sensory stimuli are created.
Solipsism is the opposite of normal illusions in that anyone other
than the caster must make an active effort to believe (rather than dis
believe) the illusion. Characters trying to believe the reality of a solipsistic
illusion must make a saving throw vs. breath weapon, modified by the magical
defense adjustment for Wisdom. A successful save means that the character
believes the illusion and it is part of reality for him. A failed save means
that the character cannot convince himself of the illusion's reality, and the
illusion has no effect on him. A character can make a single attempt to believe
each round.
Unlike true illusions, the image created by this spell does more than
just duplicate reality. The image formed is real for those who believe in
it. The illusion has all the normal properties that its form and function allow.
Thus, a solipsistic bridge spanning a chasm could be crossed by the priest and
those who believed. All others would see the priest apparently walking out onto
nothingness. Likewise, a solipsistic giant would cause real damage to those who
believed it.
The illusion remains in effect for as long as the priest continues to
concentrate on it, until the priest is struck in combat, or until he is rendered
unconscious. The level of concentration required is not extreme; the
priest can move normally and may engage in combat, but is unable to cast any
spell while maintaining a solipsistic illusion.
Solipsism can create only illusions that are external to the
priest. Thus, the priest cannot create an illusion that he is the size of a
giant, is unwounded, or has sprouted wings.
The material components are a lotus blossom that the priest must swallow
and a bit of fleece. Tanglefoot
(Alteration, Abjuration) Reversible Sphere:
War Range:
240 yards Components:
V, S, M Duration:
2 turns/level Casting
Time: 2 turns Area
of Effect: 100 sq. yards/level Saving
Throw: None
This spell temporarily doubles the movement cost of one region of ground.
Units allied to the priest are unaffected and movement is made at normal cost;
only enemy units suffer the penalty.
A variety of effects result from the spell depending on the terrain:
grass twists hinderingly around troops' ankles, swamp becomes more viscous,
rocks and gravel shift underfoot, etc. The
spell affects only units--that is, groups of soldiers moving in regular or
irregular formation. The spell does not affect individuals or monsters moving
and operating alone. (When using the BATTLESYSTEM™ rules, figures that
represent individual heroes are not affected by this spell.)
When casting this spell, the priest must have an uninterrupted line of
sight to the terrain to be affected. The priest can choose the shape of the
area, up to the maximum area of effect. This spell can create only one
continuous area of tanglefoot. There is no way of detecting that a
particular area is under the influence of this spell simply by looking at the
area. Detect magic will reveal that the area is magically affected.
The reverse of this spell, selective passage, cuts the movement
cost of an area in half (round fractions up) for friendly units. Again,
individual heroes and creatures are not affected by this spell (which means that
advancing troops must be careful not to leave their leader behind!).
The material component is a drop of molasses for tanglefoot, and a pinch
of powdered graphite for selective passage. Thought
Broadcast (Alteration) Sphere:
Thought Range:
30 yards Components:
V, S, M Duration:
1 turn+3 rounds/level Casting
Time: 5 Area
of Effect: One creature Saving
Throw: Neg.
This spell turns the subject into a "thought broadcaster." For
the duration of the spell, everyone within 30 yards of the subject senses the
subject's thoughts, making it impossible for him to lie, keep secrets, conceal
motives, etc. The subject is not automatically aware that his thoughts are being
sensed. Everyone who senses these thoughts, on the other hand, knows their
source.
This spell causes the broadcast of only surface thoughts and motivations,
not memories. There is no need for a common language between broadcaster and
receivers; for this purpose, thoughts are considered to be symbolic, not
dependent on language. The detail level of the thoughts is insufficient for
others to learn specific skills from the subject. Thus, if the subject casts a
spell, everyone within range knows what spell is being cast before it takes
effect, but no one learns any knowledge about how the spell is cast.
If the broadcaster is invisible or hiding in shadows, the
broadcast functions normally, and all receivers are aware that someone is in the
vicinity whom they cannot see. While receivers cannot pinpoint the broadcaster's
location, the broadcaster's thoughts will inevitably reveal his general position
("Oh no, he's looking right at me," etc.). A character hiding in
shadows will be automatically detected, while attacks against an invisible
broadcaster suffer a -2 penalty, rather than the normal -4. This spell totally
negates the chance of surprise by the broadcaster.
The subject must have an Intelligence score of 1 or more to become a
broadcaster, and must have a "normal" mind as understood by PCs.
Thoughts that are broadcast can be received only by individuals with
Intelligence scores of 3 or better. An unwilling subject receives a normal
saving throw vs. spell to avoid the effects. A willing subject can waive this
saving throw.
The material component is small balloon that the priest inflates upon
casting. This balloon is consumed in the casting. Tree
Steed (Alteration, Enchantment/Charm) Sphere:
Travelers Range:
10 yards Components:
V, S, M Duration:
1 hour/level Casting
Time: 4 Area
of Effect: One log or plank Saving
Throw: None
This spell enchants a log, plank, or similar piece of wood to become a
temporary steed. The log or plank must be at least one foot wide, three inches
thick, and three to ten feet long. Any type of wood is suitable.
When the spell is cast, the log sprouts four wooden, horselike legs. The tree
steed may be ridden like a normal horse and may be used to carry equipment.
The tree steed can carry up to 600 pounds of riders and gear before
breaking. If the tree steed breaks under the weight of the riders or
gear, the enchantment instantly ends and the tree steed again becomes a
normal (although broken) log or plank.
The tree steed obeys all of the caster's verbal commands to move,
slow, speed up, stop, and turn. It has a movement rate of 12 on land. It can
move in the water (Sw 6), floating on the surface and paddling with its legs.
The tree steed must remain within 10 yards of the caster in order to
move; if the distance between the tree steed and the caster exceeds 10
yards, the tree steed stops until the caster is again within range.
The tree steed will not fight for the caster and is incapable of
any action other than movement. The tree steed does not become fatigued
and does not eat. It has all the vulnerabilities of normal wood, including fire,
and can be damaged by both magical and physical attacks. It has AC 8 and 20 hit
points.
The material components are a log or plank of suitable size and a
horseshoe. Uplift
(Alteration) Sphere:
All Range:
0 Components:
V, M Duration:
1 turn Casting
Time: 12 hours Area
of Effect: One priest Saving
Throw: None
Uplift bestows increased
spellcasting ability on one priest, including additional spells per level and
use of spells beyond the caster's normal level. This cooperative spell requires
two priests who must spend the day casting this spell. During the casting, the
priests must decide which additional spells (of all levels) are desired. Upon
completion of the casting, the priests touch palms, and the priest of higher
level receives a charge of magical energy. This charge temporarily boosts the
level of the priest for spellcasting purposes. The amount of increase is one
level per five levels of the lower level caster (fractions rounded up). If both
priests are of equal level, the casters must decide who benefits from the spell.
The spell grants the priest the spellcasting ability of the new level. It
does not improve hit points, attack rolls, or other abilities. If the increase
allows more spells per level, the additional spells are instantly placed in the
character's memory. A priest is also enabled to cast spells normally beyond his
level. Range, duration, area of effect, and other variables are all based on the
character's temporary level.
The increased effect lasts only 1 turn. At the end of the turn, all
additional spells are lost and the character reverts to his normal level.
As an example, consider a party with a fallen comrade. The two priests in
the party are 7th and 8th level, both unable to cast raise dead. After a
night's rest, each priest adds uplift to his memorized spells. After
casting the spell, the 8th-level priest suddenly gains the casting abilities of
a 10th-level priest, including the ability to cast raise dead. At the end
of one turn, the priest's abilities revert to 8th-level.
Casting this spell is an arduous task, causing a severe drain on the
priests. When the spell expires, the uplifted character suffers 2d6 points of
damage from mental exhaustion. This damage cannot be healed by any means until
the character has had at least eight hours of rest.
The material components are the priests' holy symbols and an offering
worth at least 500 gp from each priest. Weather
Stasis (Abjuration) Sphere:
Wards, Weather Range:
30 yards Components:
V, S, M Duration:
1 hour/level Casting
Time: 1 turn Area
of Effect: 10-foot cube/level Saving
Throw: None
Weather stasis maintains the
weather conditions prevalent in the area of effect when the spell is cast. The
spell affects a cube whose sides equal the caster's level times 10 feet (a
10th-level caster could affect a 100' x 100' x 100' cube).
An area protected by weather stasis is unaffected by temperature
variations in the surrounding environment. The spell also acts as a shield
against rain, snow, and hail, which cannot enter the protected area. If
conditions of precipitation existed in the area of effect when the spell was
cast, the identical weather will continue for the duration of the spell.
For example, weather stasis is cast in an area where the
temperature is 75 F. and no precipitation is falling. Half an hour later, the
temperature drops to 60 degrees and rain begins to fall. The protected area
remains dry and the temperature stays at 75 degrees. If the spell had been cast
while rain was falling in the area of effect, rain would continue to fall for
the duration of the spell, even after it stopped raining in the surrounding
area.
All physical objects other than rain, snow, and hail can pass into the
protected area. All creatures and characters can move freely into and out of the
area. The spell does not prevent water-based spells or water-based creatures
(such as water elementals) from operating in the area.
The spell protects against both natural and magically generated weather.
Night and day pass normally in the protected area, although temperature
variations associated with night and day do not occur.
The material components are the priest's holy symbol and a drop of rain. |