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Fifth-Level
Spells Age
Object (Alteration) Reversible
Sphere:
Time Range:
10 yards Components:
V, S, M Duration:
Permanent Casting
Time: 1 round Area
of Effect: 1 cubic foot/level Saving
Throw: None
With this spell, the caster can cause an amount of nonliving, nonmagical
matter to age dramatically. Matter can be aged up to 20 years per level of the
caster. The following table gives typical results of 100 years of aging for
various objects, arranged in order of descending severity: Object
Result of Aging
diamond
none silver
becomes tarnished masonry
cracks and weakens iron
rusts and corrodes parchment
cracks, turns brittle wood
rots, crumbles, turns to sawdust
The caster controls the extent of the aging; thus, he could age a book so
its pages become yellowed and brittle but stop short of causing the book to
crumble to dust. As a guideline, each additional 100 years of aging causes an
increasingly severe reaction. Thus, after 200 years, parchment might become
little more than powder, while iron might begin to flake away at a touch.
Many items (especially gems) show little reaction to age. The DM must
adjudicate all effects.
The material components are a flask of seawater and a piece of coal.
The reverse of this spell, youthful object, returns an object
ravaged by the effects of time to its original condition; thus, rusty iron
becomes strong and shiny, crumbled masonry becomes firm, and rotten wood becomes
solid. The age of matter can be reduced by 20 years per level of the caster.
The material components for youthful object are a piece of
eggshell and a hair from the head of a human or humanoid infant. Barrier
of Retention (Abjuration) Sphere:
Wards Range:
Special Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 turn Area
of Effect: 10'-cube/level Saving
Throw: Neg.
This spell creates a one-way invisible force field around the area of
effect. The spell creates one 10' x 10' x 10' cube for every level of the
caster. These can be arranged into any rectangular shape the caster desires.
Intruders entering the protected area suffer no ill effects, but the barrier
of retention prevents them from leaving. The spell affects all creatures who
fail a saving throw vs. spell. The caster can pass in and out of the barrier
freely.
Intruders trapped by the barrier of retention can cast spells out
of the barrier and can use spells such as teleport to escape the
protected area. Objects cannot be hurled out of the barrier but can be carried
out by an escaping creature. Dispel magic and similar spells negate the barrier.
The material component is a small cage made of silver wire. The caster
must walk around the perimeter of the area of effect when casting. Blessed
Abundance (Conjuration) Sphere:
Creation Range:
Touch Components:
V, S, M Duration:
Permanent Casting
Time: 1 round Area
of Effect: 1 cubic foot/level Saving
Throw: None
This spell allows a priest to duplicate a specified amount of animal or
vegetable matter. Magical items and minerals (including rocks, metals, and
gemstones) cannot be duplicated. Although organic materials (such as food or
living plants) can be duplicated, living creatures cannot be copied by this
spell.
The caster can create 1 cubic foot of material per his experience level.
The material to be duplicated must be equal to or less than 1 cubic foot in size
or volume. For example, a 9th-level priest can create up to 9 cubic feet of
animal or vegetable matter. Using a loaf of bread 1 cubic foot in size, he can
produce nine such loaves; using a bucket of apples totaling 1 cubic foot in
volume, he can create nine such buckets.
The material component is the priest's holy symbol. Champion's
Strength (Alteration) Sphere:
Law Range:
0 Components:
V, S, M Duration:
Special Casting
Time: 2 Area
of Effect: Special Saving
Throw: None
Champion's strength bestows one
member of a group with attack and damage bonuses from the rest of the group. The
recipient of the spell can then fight as the group's champion.
The spell draws bonuses from one person for every two levels of the
priest. All characters involved must be within a 30'-radius of the priest. At
the time of casting, the priest designates the recipient of the spell and the
contributors. All characters who contribute to the spell must do so willingly.
When the spell is completed, the designated character (the group's
champion) gains any non-magical bonuses to THAC0 and damage possessed by the
characters who contributed to the spell. Characters without bonuses or with
combat penalties could conceivably be included in the spell; such characters
count against the maximum number of creatures that can be affected. Penalties
are likewise applied to the champion; contributors to this spell must be chosen
carefully.
The bonuses gained through this spell are added to the character's own
bonuses (if any). The champion channels the energy of others through himself,
improving his fighting ability.
The champion must be in the line of sight and within 30 feet of the
characters aiding him. Characters who contribute their bonuses must concentrate
on the champion for the duration of the spell. If this concentration is broken
(by moving more than 10 feet per round, fighting, being struck, or losing sight
of the champion), that character's contribution is immediately lost.
The spell expires when the last character contributing power to the
champion ceases concentration.
A champion may benefit from only one champion's strength spell at
one time. Contributors can aid only one champion at one time.
The material component is a chain of five gold links worth at least 1,000
gp. Chaotic
Commands (Enchantment/Charm) Sphere:
Chaos Range:
Touch Components:
V, S, M Duration:
1 turn/level Casting
Time: 3 Area
of Effect: One creature Saving
Throw: Special
Chaotic commands renders a
creature immune to magical commands. Taunt, forget, suggestion, domination,
geas, demand, succor, command, enthrall, quest, exaction, and other spells
that place a direct verbal command upon a single individual automatically fail.
In addition, anyone casting one of these spells on a creature protected
by chaotic commands must save vs. spell. Failure means that the caster
must obey his own magic; the spell's effect has backfired on the caster.
The material component is a piece of eelskin. Clear
Path (Alteration) Reversible Sphere:
Travelers Range:
0 Components:
V, S, M Duration:
1 hour/level Casting
Time: 5 Area
of Effect: Special Saving
Throw: None
This spell clears away weeds, stones, and other debris in a 10-foot-wide
path extending 10 feet in front of the caster. The caster can create a
continuous path for the duration of the spell, clearing a 10-foot-square ahead
of him as long as he continues to move forward. The spell affects jungles,
forests, rocky ground, and snow.
The result of the cleared path is that movement costs are reduced by
half. This is reflected in a reduction of the penalty against movement in rough
terrain. (See Table 74 of the Dungeon Master's Guide for terrain costs
for movement.) For example, if clear path is used in heavy jungle, the
movement cost is reduced from 8 to 4. In no case can clear path reduce
movement cost below 1.
Clear path has no effect on rivers, lakes, or other bodies of
water, nor does it affect quicksand, lava, or similar natural obstacles. It also
has no effect on magically-created terrain or manmade barricades.
A priest using the clear path spell can be tracked easily.
Tracking proficiency is not required.
The material components are a knife blade and a straw from a broom.
The reverse, clutter path, causes weeds, small stones, and similar
debris to litter a 10-foot path extending 10 feet behind the caster. This hides
a trail, making tracking more difficult. The caster can create a continuous path
for the duration of the spell. The chance to successfully track on a cluttered
path is reduced by 50%.
The material components are a handful of pebbles and a handful of weeds. Cloud
of Purification (Evocation) Sphere:
Elemental Air, Water Range:
30 yards Components:
V, S Duration:
1 round/level Casting
Time: 5 Area
of Effect: 20-foot cube Saving
Throw: None
This spell creates a billowy cloud of magical vapors that moves in the
direction of the prevailing wind at a rate of 20 feet per round. A strong wind
(greater than 15 miles per hour) breaks it up in 4 rounds, and a greater wind
(25 MPH or more) prevents the use of the spell. Thick vegetation disperses the
cloud in 2 rounds.
The cloud of purification transmutes organic filth, garbage, and
vermin (mice, rats, rot grubs, and so on) into an equal quantity of pure water.
For example, a nest of rot grubs caught in the cloud would "melt,"
becoming small puddles of clean water. If the spell is cast over a body of
water, the cloud merges with a portion of the water equal to its own size,
transmuting any filth, microbes, small fish, or other "impurities"
into clean water.
The cloud's vapors are heavier than air, so they sink to the lowest level
of the land (even down holes in the ground). Thus, this spell is perfect for
cleansing a sewer or well.
This spell in no way affects magical creatures or creatures larger than a
normal rat. Consequence
(Divination) Sphere:
Numbers, Divination 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 how one recent event fits into
the "grand scheme." By casting this spell, the priest can determine
whether the sequence or situation that gave rise to the specific event is
complete or whether it is ongoing; whether it was a significant or insignificant
event in the larger picture; or whether it will continue to have repercussions
for the participants.
Using his knowledge of circumstances, the DM communicates these facts to
the caster's player. This "arcane message" is normally straightforward
and easy to understand, but in the case of highly complex circumstances, the
message might be cryptic. In any case, the message will always be truthful.
As an example, consider a priest and his party who are on a holy quest to
retrieve an item of power. On the way to the location of this item, the party is
ambushed by evil creatures from the Inner Planes but manages to defeat them.
Concerned that these creatures might be outlying guards protecting the item of
interest, the priest casts consequence, hoping for guidance. The DM knows
that these creatures have nothing to do with the quest; the encounter was
coincidental. However, the surviving monsters will soon be returning with
reinforcements to avenge their dead. Therefore, the DM tells the priest's
player, "To your goals these have no place, but still they can cause more
woe."
Casting this spell "taints" subsequent castings of the same
spell within a 24-hour span. A second attempt within this period always results
in the same message as the first, regardless of the true situation. If a second
priest casts the spell within 24 hours of another casting, he receives an
accurate reading.
The material component is three special coins or dice made of platinum
(total value of at least 1,000 gp), which the priest tosses in his hand while
concentrating on the spell. The coins or dice are not consumed in the casting. Disguise
(Illusion/Phantasm) Sphere:
War Range:
200 yards Components:
V, S, M Duration:
1 turn/3 levels Casting
Time: 2 turns Area
of Effect: One unit up to 300 individuals Saving
Throw: None
This spell changes the appearance of a single unit so it resembles
another unit. The disguise can cause the affected creatures to appear to
be of another class, nationality, rank, race, alignment, or military affiliation
(i.e., a unit from one army may appear wearing the armor and carrying the colors
of another army). Disguise cannot change the size category of the unit's
members. Thus, a unit of humans may appear to be a unit of elves, but may not
appear as a unit of giants or halflings. The spell does not affect the size of
the overall unit; a unit of 50 creatures will still appear to be a unit of 50
creatures.
The disguised unit may appear to be carrying any melee or personal
missile weapons (e.g., axes, long swords, crossbows, etc.), and may appear to be
wearing any type of armor. In combat, however, the unit attacks and defends with
its real weapons and armor regardless of the gear they may appear to be
carrying.
Disguise is most effective at long range. If another unit moves
within 20 yards of a disguised unit, it automatically sees through the illusion.
The caster automatically sees through the illusion. Members of the
subject unit see no change in their appearance. True seeing or similar
magic is required for other individuals to see through the disguise (unless they
move within 20 yards of the unit).
The material components are a fine silk veil and a length of woven
platinum wire. The wire is consumed during the casting. Easy
March (Invocation) Sphere:
Travelers Range:
50 feet Components:
V, S, M Duration:
1 day/level Casting
Time: 1 turn Area
of Effect: One creature/level Saving
Throw: None
This spell enables a number of creatures equal to the caster's level to
force march for a number of days equal to the caster's level. Creatures affected
by easy march can travel 2 ˝ times their normal movement rate without
any risk of fatigue; thus, they are not required to make a Constitution check at
the end of the day.
All creatures affected by this spell suffer a -1 penalty to their attack
rolls for the duration of the spell; this modifier is not cumulative (that is, a
party experiencing its second day of easy march suffers only a -1
penalty). The modifier cannot be negated by resting.
Easy march has no effect on modifiers to movement due to terrain,
fatigue, weather, or other normal factors. (Refer to Chapter 14 of the Player's
Handbook for more about force marching.)
The material component is a piece of shoe leather. Elemental
Forbiddance (Abjuration) Sphere:
Wards, Elemental--Air, Earth, Fire, Water Range:
Special Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 turn Area
of Effect: 5'-cube/level Saving
Throw: None
This spell prevents the entry of all elementals into the area of effect.
Further, elementals outside the area of effect cannot make physical attacks
against those inside. Spells and missile attacks can be cast into the area by
elementals.
The spell affects a cube whose sides equal the caster's level times 5
feet (a 12th-level priest could affect an area equal to a 60' x 60'x 60' cube).
Elemental forbiddance has no effect on elementals that are within
the area of effect when the spell is cast. If such elementals leave the area of
effect, they cannot reenter.
The material components are the priest's holy symbol and four glass
beads, each of a different color (green, blue, red, and yellow). The priest must
pace out the perimeter of the warded area at the time of casting. Extradimensional
Manipulation (Alteration) Sphere:
Numbers Range:
10 yards Components:
V, S, M Duration:
2d12 rounds+4 rounds/level Casting
Time: 5 Area
of Effect: One extradimensional space up to 20
feet x 20 feet Saving
Throw: Special
This spell allows the priest to alter the characteristics of certain
extradimensional spaces such as those created by rope trick and similar spells
or those contained in items like bags of holding or portable holes.
Extradimensional
manipulation can increase or reduce
the size of a single extradimensional space. The amount of increase or decrease
depends on the level of the caster: Level
Multiplier
Up
to 10 x2 11
to 16
x3 17
or above x4
This means that a 10th-level priest can double the capacity of a bag
of holding or decrease it to half its normal size. A 15th-level priest can
triple the capacity or reduce it to one-third capacity.
If the size and capacity of an extradimensional space is decreased, any
contents of the space that exceed the current capacity are expelled (determined
randomly). These contents are expelled from the space in the same way they
originally entered it, if that path is still open. If the path is closed, as it
would be if a bag of holding were tied shut or a portable hole were folded up,
the "extra" contents are expelled into the Astral plane. Any items in
an enlarged space when the spell duration expires suffer the same fate.
Placing an extradimensional space inside another such space, such as
placing a bag of holding inside a portable hole (see the Dungeon
Master's Guide), is a dangerous undertaking. Extradimensional
manipulation may be cast for the purpose of removing this danger. When used
in this manner, the size of the space cannot be affected. However, while this
version is in effect, the affected extradimensional space can be placed within
another such space (or another extradimensional space may be placed within the
affected space) with no adverse consequences. If one space is within the other
when the spell expires, the usual consequences ensue immediately.
If the space to be affected is being maintained by a spellcaster, as in
the case of a rope trick, that spellcaster receives a saving throw to
resist the manipulation. If the space is created by a magical item, however, no
saving throw is allowed.
The material component is a strip of gold tissue worth at least 5 gp that
is twisted into a Moebius strip. The strip is consumed in the casting. Extradimensional
Pocket (Alteration) Sphere:
Numbers Range:
Touch Components:
V, S, M Duration:
1d12 rounds+2 turns/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
This spell allows the priest to create a single extradimensional space or
pocket like the one inside a bag
of holding. The spell must be cast on a container such as a sack, bag, or
backpack. Once under the influence of the spell, the container opens into a
nondimensional space and is much larger inside than its outside dimensions. The
container always weighs a fixed amount, regardless of what is put inside. This
weight and the capacity of the extradimensional space depend on the level of the
caster:
Apparent
Weight
Volume
Level
Weight
Cap.
Cap. 9-13
15 lbs
250 lbs
30 cu.ft. 14-16
25 lbs
500 lbs
70 cu.ft. 17-19
35 lbs
750 lbs
100 cu.ft. 20+
60 lbs
1,000 lbs
150 cu.ft.
If the container is overloaded or if it is pierced by a sharp object, the
bag immediately ruptures and the contents are lost into the Astral plane. Any
items within the bag when the spell duration ends are also lost in the Astral
plane.
The material components, in addition to the container, are 200 gp worth
of powdered diamond and a sheet of platinum worth 500 gp. The platinum sheet
must be inscribed with a drawing of a Klein bottle (a paradoxical figure with
only one surface--the three-dimensional analogue of the Moebius strip). The
diamond dust is consumed during the casting--the platinum sheet is not. Grounding
(Abjuration) Sphere:
Wards Range:
30 yards Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 turn Area
of Effect: 10-yard square/priest Saving
Throw: None
Grounding offers protection
against normal and magical electrical attacks within the area of effect. The
protected area and creatures within it suffer no damage from normal electrical
attacks (such as those caused by lightning bolts in a thunderstorm and
nonmagical creatures such as electric eels). Magical electrical attacks
(including lightning bolt breath weapons) cause only 50% of their normal damage.
Additionally, creatures within the area of effect receive a +2 bonus to saving
throws made against electrical attacks, regardless of whether the attacks
originate inside or outside the warded area.
The material components are the priest's holy symbol and a coil of silver
wire. Illusory
Artillery (Enchantment/Charm) Sphere:
War Range:
300 yards Components:
V, S, M Duration:
Instantaneous Casting
Time: 1 turn Area
of Effect: 30 yard x 30 yard square Saving
Throw: None
This spell creates a vivid illusion of incoming artillery fire (ballista
bolts, catapult stones, etc.) at a target indicated by the caster. The illusion
is complete, comprising both audial and visual elements. It is impossible for
victims to determine where the missiles were fired from; creatures under attack
notice the missiles only when they are about to strike.
The missiles never actually strike--they vanish inches above the victims'
heads and do no damage. The illusion is so terrifying, however, that victims
must immediately make a morale check. The first time a group or unit is the
target of this spell, this morale check is made with no modifier. The second and
subsequent times that the same unit is attacked with this spell, the unit
receives a +1 bonus to its morale score (for checks against this effect only) unless
the unit has been the target of real artillery fire in the interim. In
this case, the bonus does not apply.
The material component is a small, empty cylinder made of brass. Impeding
Permission (Enchantment/Charm) Sphere:
Law Range:
150 yards Components:
V, S Duration:
1 turn/level Casting
Time: 3 Area
of Effect: One creature Saving
Throw: Neg.
This spell may be cast only on creatures with Intelligence of 2 or
greater and the ability to communicate with the caster. The spell interferes
with the victim's ability to make decisions. It prevents the victim from
performing any action without first gaining the permission of the caster or a
character designated by the caster. The victim will heed only the person
designated by the caster.
Before the victim undertakes any action, he must gain permission. He will
not follow through with an action until he gains permission. If permission is
denied, the victim cannot act until he thinks of an alternate action and gains
permission for that action.
Every round, the victim must decide his action for that round; at the
victim's initiative, he must ask permission to perform his action. If permission
is denied, the victim can take no other action that round.
The only actions exempt from the need for permission are involuntary
actions such as breathing.
Asking and gaining permission takes only a short amount of time in most
cases. A simple request, such as asking for permission to swing a sword in the
middle of combat, can be accomplished quickly. Complicated requests, such as
getting permission to act on a complicated plan, will naturally take more time.
The DM may consider adding a modifier to the victim's initiative roll in such
cases. Meld (Enchantment) Sphere:
Charm Range:
10 yards Components:
V, S, M Duration:
12 hours Casting
Time: 1 turn Area
of Effect: One priest Saving
Throw: Special
This cooperative spell requires only one priest to cast it, but can be
cast only on another priest of the same faith. The recipient of the spell must
voluntarily surrender himself to the spell. The recipient becomes a host for the
caster. While the recipient does not lose his own persona or ability to act, the
host can be dominated by the caster at any time. For the most part, this
domination is complete.
For the duration of the spell, the caster is essentially detached from
his own body. He can neither move nor act on his own. His mind is connected to
the host's. He sees, hears, smells, tastes, and otherwise senses everything the
host does. He can telepathically communicate with the host. Once the spell is
completed, there is no limit to the range over which it can function. However,
both the caster and host must remain on the same plane. Since the spell relies
on telepathic communication, thin lead sheeting will effectively block the
connection.
When desired, the caster can dominate the host. When this happens, the
host's own mind is pushed to the background and the caster's personality
dominates. The host's personality, memories, proficiencies, and spells are
temporarily replaced by those of the caster. While occupying the host, the
caster can cast any spell he himself has memorized, provided that the necessary
components are on hand. These spells function exactly as if the priest had cast
them from his own body.
The caster can return control to the host at any time, restoring the
character's abilities and personality without harm.
The spell is not without limitations and risks. The domination must be
voluntary. If the host resists the casting of the spell, it automatically fails.
Once the spell is in effect, the host can attempt to resist the domination. He
is then allowed a saving throw. If successful, the spell immediately ends.
Whenever the host suffers damage, the caster must make a saving throw vs.
death to maintain the spell. If the save is failed, a wave of pain is
transmitted to the priest, causing 1d6 points of damage and canceling the spell.
If the host should die, the caster must make a system shock roll with the risk
of suffering instant death.
The material component is a chalice worth no less than 1,000 gp. This
chalice must be given as a gift to the host (who cannot return it to the donor
for any reason). Memory
Wrack (Alteration, Enchantment/Charm) Sphere:
Thought Range:
10 yards Components:
V, S, M Duration:
2 rounds/level Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: Neg.
This nasty spell "disconnects" the subject's short-term and
long-term memory. While the spell is in effect, the subject is incapable of
storing information in long-term memory. Every moment is virtually an
independent event for the subject; he or she can remember recent events,
thoughts, and sensations for no more than a few seconds (the amount of time they
remain in short-term memory).
Memories of events that happened before the onset of the spell are not
affected at all; these are safely stored in long-term memory. This means that
the subject can cast any spells memorized before the memory wrack took
effect, but he is likely to have difficulty casting the spell as described
below.
The subject of this spell has a limited ability to act. He is restricted
to one action at a time and must concentrate mightily to keep the situation and
any planned actions in short-term memory. As long as the subject is able to
maintain concentration, he may act normally within these limits.
If the subject is distracted (he is struck in combat, affected by a
spell, startled, surprised, or a similar event occurs), he forgets everything
that occurred from the onset of the spell to the moment of distraction. The
subject must re-evaluate the situation as if it had just come to pass.
Consider the following example. The subject of the spell is a soldier
assigned to guard the entrance to a building. The priest arrives and casts memory
wrack on the guard. The guard has no problem remembering his orders, since
he received them before the onset of the spell. He also remembers the arrival of
the priest. The priest now tries to convince the guard that he is authorized to
enter the building. The guard refuses him entry. The priest now picks up a rock
and throws it at the guard, striking him and distracting him. The guard forgets
everything that happened between the onset of the spell and the moment the rock
struck. He forgets that the priest has already tried to con him and that he
threw a rock at him. He must reevaluate the situation as though the priest had
just arrived. The priest is free to make another attempt at entering the
building.
When the spell expires, the subject remembers nothing that happened while
the spell was in effect, possibly leading to amusing consequences ("By the
gods, how did I get here?").
The material component is a ruby of at least 200 gp value, which is
crushed during the casting. Mindshatter
(Enchantment/Charm) Sphere:
Thought Range:
3 yards/level Components:
V, S, M Duration:
Special Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: Neg.
This spell allows the priest to create one specific form of insanity in
the subject. Five forms of insanity are possible through this spell.
Schizophrenia: This form of insanity is characterized by
personality loss. The subject has no personality of his own, so he selects a
role model and makes every possible attempt to behave like that character. The
chosen role model will be as different from the subject as possible. (Thus, an
insane wizard might begin to follow the habits of a warrior.) Obviously, a
warrior who believes himself to be a wizard will be unable to cast spells (he
might think that he's casting spells, or he might construct a
sophisticated series of excuses explaining why he's "not in the mood for
magic" at the moment). A character who emulates a member of another class
does not gain any of the skills of that class and makes all attacks and saving
throws as appropriate to his true class. Certain consequences might arise if the
character's emulation causes him to break restrictions of his class. For
example, a priest emulating a warrior might break his deity's prohibition
against edged weapons, or a paladin might emulate a Neutral Evil thief. Both
will suffer the appropriate consequences as if they had been compelled to
violate their beliefs while charmed. Such characters will certainly have
to atone for their actions once they return to normal.
Dementia praecox: The subject is totally uninterested in any
undertaking. Nothing seems worthwhile, and the individual is lethargic and
filled with tremendous feelings of boredom and dissatisfaction. No matter how
important the situation, it is 50% likely that the subject will ignore it as
meaningless.
Delusional insanity: The subject is convinced that he is a famous
figure: a monarch, demi-god, or similar personage. Characters who fail to
recognize the subject with the honor he deserves incur great hostility or
disbelief. The subject acts appropriately to a station that he does not hold. He
directs orders at real and imaginary creatures and draws upon resources that do
not exist.
Paranoia: The subject is convinced that "they" (whoever
they are) are spying on him and plotting against him. Everyone around the
subject, even friends and allies, is part of the plot. If any other character
acts in a way that the subject can interpret as reinforcing this delusion, the
subject has a 20% chance of reacting with violence.
Hallucinatory insanity: The subject sees, hears, and otherwise
senses things that do not exist. The more stressful the situation is to the
subject, the more likely he will hallucinate. Although most hallucinations are
external to the subject (that is, he perceives creatures, objects, and
conditions that do not exist), there is a 10% chance that any hallucination will
involve the subject's self-perception. For example, the subject might suddenly
believe and act as if he had sprouted wings, grown to giant size, etc.
When this spell is cast by a priest of 13th level or lower, the DM
chooses or randomly selects one of these forms of insanity (and should feel free
to invent other interesting symptoms). If the priest is 14th level or higher, he
can personally select the form of insanity to afflict the subject.
While under the effect of this spell, the subject can cast spells and use
innate powers; the use of these abilities will be in accordance with the
symptoms of the insanity, however. Player characters affected by this spell
should be encouraged to role-play the appropriate effects to the limit.
The duration of this spell depends on the sum of the subject's
Intelligence and Wisdom scores. A saving throw is allowed on a periodic basis
depending on this total. The spell is broken if a successful saving throw is
rolled. Refer to the table that follows. Int+Wis
Time Between Checks
8
or less
1 month 9
to 18
3 weeks 19
to 24
2 weeks 25
to 30
1 week 31
to 35
3 days 36
or more
1 day
The effects of this spell can be removed by a limited wish, wish
(or equally powerful magic), or by a heal spell cast for this specific
purpose.
The material component is a small bust of a human head, about 3" in
height, made from fine, delicate china. The priest shatters this bust during the
casting. Repeat
Action (Enchantment/Charm) Sphere:
Time Range:
30 yards Components:
V, S Duration:
Special Casting
Time: 5 Area
of Effect: One creature Saving
Throw: Neg.
This spell compels its victim to repeat the action of the previous round.
The result of the repetition is always identical to the original result.
For example, if a character fired an arrow and inflicted 4 points of
damage, a repeat action spell will cause him to fire a second arrow that
will also inflict 4 points of damage. As long as the victim of the first arrow
is within range, the subject affected by repeat action will adjust his
aim and fire the second arrow at him. If the victim of the arrow moves out of
range, the subject will fire his second arrow in the direction of the recipient.
If the recipient is out of sight, the subject will fire in the direction of the
recipient's original location.
The subject of a repeat action spell must be capable of performing
the indicated action a second time. If a character has no arrows in his quiver,
he cannot fire an arrow. If a wizard were ordered to repeat a spell, he would
attempt the spell only if he had the spell memorized and had sufficient material
components. If a subject discovered a gem during a given round, repeat action
will only compel him to hunt again; he will not recover another gem unless a
second gem is actually present.
An unwilling subject is allowed a saving throw vs. spell to resist the
effects of repeat action.
The material components are two identical glass spheres, each an inch or
less in diameter. Shrieking
Walls (Enchantment) Sphere:
Wards Range:
Touch Components:
V, S, M Duration:
1 day/level Casting
Time: 1 turn Area
of Effect: 20'-cube Saving
Throw: None
This spell enchants any single room no larger than the area of effect.
When any creature larger than a normal rat (larger than one-half cubic foot or
weighing more than three pounds) enters the room, shrill shrieks begin to
emanate from the walls. The shrieks persist for 2-5 (1d4+1) rounds. The walls do
not undergo any physical change.
The shrieks can be heard only by creatures inside the room. Creatures
hearing the shrieks experience no ill effects on the first round, allowing them
time to leave the room or cover their ears. Silence, 15' radius protects
against the effects.
Creatures who remain in the room during the second or subsequent rounds
of the shrieks who have not protected their hearing are penalized as follows:
•Creatures whose levels or Hit Dice are
greater than the level of the caster are stunned for 2-8 (2d4) rounds.
•Creatures whose levels or Hit Dice are
less than or equal to the level of the caster become deaf for 1-4 hours,
suffering a -1 penalty to surprise; deafened spellcasters have a 20% chance of
miscasting any spell with a verbal component.
The material components are a small golden bell and a bee's wing.
Thoughtwave
(Divination) Sphere:
Divination Range:
0 Components:
V, S Duration:
Instantaneous Casting
Time: 1 Area
of Effect: Special Saving
Throw: Special
This cooperative spell can be cast by either a single priest or a group
of priests. Thoughtwave allows the priest to send a short but powerful
message to one or more specific individuals, informing them of his situation and
general location. The spell instantly generates a powerful mental impulse
indicative of the caster's general mental state--anger, fear, pain, despair,
etc.
The caster can designate as many as ten persons to receive this message,
provided they can all be specifically named or grouped in a general category.
Thus, the caster could designate a group of characters by name or could target
"fellow priests," "superiors," "adventuring
companions," "knights of Lord Harcourt," or "villagers of
Dopp." If more than ten individuals are in the group, those closest to the
source will receive the impulse.
There is no range limitation to the spell, although it cannot be
projected outside the plane occupied by the caster.
Creatures receiving the impulse automatically know who sent it (even if
they have never met the priest before) and gain a clear indication of the mood
and situation of the caster. Recipients also intuitively know the general source
of the spell, although they are unable to pinpoint rooms, dungeon levels, or
landmarks. For example, a fighter could suddenly be struck by an image of Father
Rastibon, who is injured and in great pain somewhere along the forest road. A
priest might suddenly sense that his patriarch is being tortured in the dungeons
of Castle Varrack.
The spell can also be cast by more than one priest, allowing them to
either contact greater numbers of individuals or increase the intensity of the
message. If greater numbers are desired, ten characters are contacted per priest
involved in the casting.
Increasing the intensity of the message makes it more compelling.
Doubling the intensity (requiring at least three priests) causes the message to
act as a suggestion. In this case, the effect is limited to a single
target. Tripling the intensity (requiring at least five priests) gives the spell
the force of a quest. This effect is also limited to a single target. In
both cases, the target is allowed a saving throw to avoid the effect of the suggestion
or quest. Time
Pool (Divination) Sphere:
Time Range:
Touch Components:
V, S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
This spell allows the caster to cause a mirror, a pool of water, or any
other reflective surface to reveal a specific event from the past. The image
provides a perfectly clear picture with normal sounds, as if the caster were
present at the scene. The image continues for the duration of the spell.
Time pool will not reveal images from other planes of existence.
The spell's success is not automatic. The caster must know the general
nature of the event he wishes to view (i.e., "Show me the murder of King
Thamak"). The caster's base chance of viewing the desired scene is 50%,
modified as follows, to a maximum of 90%:
•Add 5% for each point of the caster's
Wisdom above 15.
•Add 20% if the caster has successfully
used time pool to observe the same event
before.
Only one of the following may apply:
•Add 20% if the event is one in which
the caster participated.
•Add 10% if the caster is well informed
about the event.
•Add 5% if the caster is slightly
informed about the event.
The caster cannot communicate or otherwise interact with the image.
Spells cannot be cast into the time pool.
The material components are a suitable reflective surface and a pinch of
powdered quartz. Unceasing
Vigilance of the Holy Sentinel
(Alteration) Sphere:
Guardian Range:
0 Components:
V, S, M Duration:
1 hour/level Casting
Time: 1 turn Area
of Effect: 5-foot-radius sphere Saving
Throw: None
This spell enhances a priest's ability to guard a person, place, or
object. The spell's effect must be centered on a specific area, for it creates
an invisible spherical boundary up to 10 feet in diameter. The effect is not
mobile; it cannot move with a living creature.
While within the area of effect of this spell, the priest (and only the
priest) gains several special abilities:
•His sense of sight is magically
enhanced. He can see through normal darkness and can see invisible creatures and
objects. He cannot see through solid objects, however, and the range of his
magical sight is limited to 60 feet.
•The priest has no need for food,
water, or rest. He does not feel fatigue and regenerates 1 hit point per hour
spent within the circle. However, he does not actually rest and therefore cannot
regain spells until he sleeps.
•He is totally immune to the effects of
magical and natural fear, as well as sleep and charm spells.
If the priest leaves the circle, the spell is broken. When the spell
ends, the priest must rest for 1 turn per hour (or portion thereof) spent in the
circle. If the priest is forced into action (by being attacked, for example), he
can move at only half his normal movement rate, has an Armor Class penalty of
-2, an attack penalty of -2, and loses all Dexterity combat bonuses.
To cast this spell, the priest must trace a circle of sigils and runes 10
feet in diameter using a special ink containing the powder of a crushed sapphire
(at least 1,000 gp value) and a drop of holy water. This procedure takes 1 turn
to complete. Undead
Ward (Abjuration, Necromancy) Sphere:
Wards Range:
Special Components:
V, S, M Duration:
1 turn/level Casting
Time: 2 turns Area
of Effect: 5-foot cube/level Saving
Throw: None
This spell prevents most types of undead creatures from entering the area
of effect (a cube whose sides equal the caster's level times 5 feet--a
15th-level caster could affect a cube whose sides equal 75 feet).
When an undead creature attempts to enter the protected area, the
creature is affected by the ward as if it were being turned by a priest two
levels lower than the caster. The casting priest need not have the ability to
turn undead himself. Thus, an undead ward created by a 10th-level priest
would turn creatures as if by an 8th-level priest.
The results of the turning attempt are calculated normally. If a large
number of undead assault the warded area, not all of them are turned by the
spell, since the normal limitations apply. Undead who are unaffected by the
turning attempt ignore the undead ward for its duration. Undead within
the area of effect when the spell is cast are not affected. However, when such
undead leave the area of effect, they are subject to the effects of the spell if
they attempt to reenter.
The material component is the priest's holy symbol, which must be carried
around the perimeter of the area to be warded. Sixth-Level
Spells Age
Creature (Alteration)
Reversible Sphere:
Time Range:
Touch Components:
V, S, M Duration:
Permanent Casting
Time: 1 round Area
of Effect: One creature Saving
Throw: Neg.
This spell ages the targeted creature one year per level of the caster.
Unwilling subjects may attempt a saving throw to resist the spell. Subjects
affected by age creature must make a successful system shock roll to
survive the change.
Subjects cannot be aged beyond their natural life spans. If the priest's
level indicates that a creature would be aged beyond this level, the creature is
aged to one year short of his maximum age. The spell cannot cause a subject to
die.
Human and humanoid characters affected by the spell experience changes in
appearance associated with increased age, such as gray hair and wrinkles. More
significantly, they suffer losses in Strength, Dexterity, and Constitution when
they reach certain age levels. These are summarized in Table 12: Aging Effects
in the Player's Handbook. The Player's Handbook also provides
rules for determining a character's base age.
Nonmagical monsters can be affected by age creature. The DM
determines a monster's current age and natural life span based on its
description in the MONSTROUS COMPENDIUM or based on his own judgment. To
determine the effects of aging on a monster, assume the following: a monster is
middle-aged when it reaches half its natural life span; a monster reaches old
age at two-thirds of its natural life span; a monster reaches venerable age in
the last one-sixth of its years. A monster suffers the penalties which follow
when it reaches these age levels. The penalties are cumulative and permanent
(unless the affected monster becomes younger). Age
Penalty
Middle
Age
-1 to all saving throws Old
Age
-1 to all saving throws
-1 to all attack rolls Venerable
-1 to all saving throws
-1 to all attack rolls
The material component is a pinch of powdered emerald.
The reverse of this spell, restore youth, permanently restores age
that has been lost as a result of magic (such as an age creature spell). Restore
youth reduces the age of the targeted creature by one year per level of the
caster. The subject must make a successful system shock roll to survive the
change. Subjects who become younger regain the lost ability scores described
above. A subject cannot become younger than his actual age as a result of this
spell.
The material component is a pinch of powdered ruby. Crushing
Walls (Enchantment) Sphere:
Wards Range:
Touch Components:
V, S, M Duration:
Permanent until activated Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: None
This spell enables the caster to enchant a floor, ceiling, or single wall
of a room to crush intruders. The enchanted surface can be no larger than a
square whose sides equal the caster's level times 2 feet (a 13th-level priest
could affect a 26' x 26' surface).
The spell activates 1d4 rounds after any creature other than the caster
enters the room. The intruder must be larger than a normal rat (larger than
one-half cubic foot or weighing more than three pounds). When activated, the
enchanted surface moves toward the opposite surface at a rate of 3 feet per
round. Unless the spell is canceled by the caster, the enchanted surface
continues to move until one of the following events occurs:
•A creature with sufficient Strength
(minimum score of 19) stops the enchanted surface from moving by succeeding a
Strength check. Such a creature suffers no damage from the enchanted surface. If
the creature prevents the enchanted surface from moving for three consecutive
rounds, the wall returns to its original position and the spell is negated. If
multiple creatures attempt to stop the wall, the highest strength score is used
as a base score; one point is added to that score for every creature assisting.
Thus, a creature with 16 Strength assisted by three creatures could attempt to
stop the wall.
•A strong or heavy object made of
stone, wood, or metal is placed in the path of the wall. If the item survives a
saving throw vs. crushing blow, the
object successfully braces the wall. If the object holds for three consecutive
rounds, the surface returns to its original position and the spell is negated.
The DM must use discretion in determining the types of objects that will brace
the wall.
•Dispel magic or a similar spell
or magical item is used to cancel the crushing wall.
Creatures can avoid being crushed by using a potion of diminution,
potion of gaseous form, or other devices or spells that reduce size. The crushing
wall almost never touches the opposite wall, usually being stopped by
debris. A gap of two inches or more usually remains between the walls.
If the wall is not stopped, it causes crushing damage to everyone in the
room. All creatures must make a saving throw vs. death. Those who fail are
crushed to death. Those who save successfully suffer 5d10 points of damage. When
the wall can move no farther, it returns to its original position and the spell
is negated.
The material components are a 1-inch iron cube and a walnut shell. Disbelief
(Enchantment/Charm) Sphere:
Thought Range:
0 Components:
V, S Duration:
1 round/level Casting
Time: 5 Area
of Effect: Special Saving
Throw: Special
This spell allows the caster to temporarily convince himself that certain
objects or as many as four creatures within the area of effect do not actually
exist. While disbelief remains in effect, these objects or creatures
cannot harm or hinder the caster. He can pass through them as if they did not
exist and takes no damage from their attacks or actions. However, since these
objects or creatures temporarily do not exist for the priest, he can take no
action against them. If the creatures attack, the caster receives no Dexterity
bonus to armor class (since this bonus represents dodging, and the priest is
unable to dodge a creature that does not exist for him).
The caster can attempt to disbelieve as many as four creatures within 60
feet of his position at the time of casting. He disbelieves the same four
creatures for the duration of the spell. Alternatively, the priest can
disbelieve any or all inanimate objects of up to 20-cubic-yard volume (thus, he
may disbelieve a 12 foot by 15 foot area of 3-foot-thick wall). This volume must
be centered on a point no more than 20 yards from the caster. These two options
are mutually exclusive; the priest can disbelieve only creatures or objects, not
a combination of both.
Disbelieving a creature includes all gear, equipment, or treasure carried
or worn by that creature; it does not include other objects that come into
contact with that creature, such as walls, doors, chairs, etc. Disbelief
is not automatic; it requires an extreme effort. To successfully disbelieve, the
priest must make a saving throw vs. paralyzation. A successful save means
the priest has disbelieved; an unsuccessful check means that the spell
has failed and the priest has not convinced himself of the creatures' or
objects' non-existence.
While this spell is in effect, the DM must record any damage suffered by
the priest from disbelieved creatures. When the spell ends, the caster makes a
saving throw vs. spell. If the saving throw is successful, the priest suffers
only one-eighth of any damage inflicted by the creatures (round all fractions
down); if the priest fails the saving throw, he suffers one-half of any damage
inflicted (round fractions down). Dragonbane
(Abjuration) Sphere:
Wards Range:
10 yards/level Components:
V, S, M Duration:
1d4 rounds+1 round/2 levels Casting
Time: 1 round Area
of Effect: 5'-cube/level Saving
Throw: Neg.
This spell prevents any dragon who fails its saving throw from entering
the area of effect. The spell affects a cubic area whose sides equal the
caster's level times 5 feet; thus, a 16th-level caster could affect a cube whose
sides each equal 80 feet. The dragon can cast spells, blast breath weapon, or
hurl missiles (if possible) into the area of effect.
Dragons within the area of effect when the spell is cast are not
affected. If such dragons leave the area of effect, they must succeed a saving
throw to reenter the area.
The material components are the priest's holy symbol and a dragon scale.
The spell's effectiveness can be greatly increased with the casting of a focus
spell. Gravity
Variation (Alteration) Sphere:
War Range:
10 yards/level Components:
V, S, M Duration:
1 turn/3 levels Casting
Time: 2 turns Area
of Effect: 120-yard x 120-yard square Saving
Throw: None
This spell changes the characteristics of a square region of terrain. The
area can be no more than 120 yards on a side. The priest can effectively turn a
flat plain into a slope of any direction, or may flatten an existing slope. The
spell does not allow the priest to alter the pull of gravity, however.
This spell lets the priest create or negate a height differential of as
much as 20 feet (a 2" slope in BATTLE SYSTEM™ rules measurements) within
the area of effect. This can have various consequences; the best way to discuss
the effects is by example.
Example 1: Two units face each other on a flat plain. The priest
can alter the slope of the terrain so that one unit is 2" of elevation
higher than the other. The unit that is upslope gains the combat benefits for
higher ground, and the unit that is downslope must pay the movement cost for
moving uphill if it wishes to approach the other unit.
Example 2: One unit is on flat terrain; another unit, 6"
away, is on a hill of 2" elevation. Using this spell, the priest can
effectively eliminate this difference in elevation (raising the low ground or
lowering the high ground). All combat and movement involving these two units is
then conducted as if there were no elevation difference (i.e., no movement
penalty, no combat benefit for higher ground, etc.). Alternatively, the priest
could increase the height differential by 2". Combat and movement would now
be conducted as if the total difference in elevation were 4".
Example 3: A unit faces a hill of 3" elevation. The priest
casts gravity variation, decreasing the effective elevation of the hill
to 1". The unit pays a lower movement point cost to climb the hill.
Alternatively, if the unit facing the hill were an enemy unit, the priest could
increase the effective elevation to 5".
The priest must specify the degree and direction of change at the moment
of casting. These parameters cannot be changed while the spell remains in
effect.
Gravity variation can have dramatic effects on siege engines and
towers. Most siege engines can be moved only on the most gentle of slopes. By
raising or lowering the effective elevation of siege engines by 2", the
priest can totally immobilize them by positioning them on a slope too steep to
negotiate. In the case of siege towers, there is a 50% chance that the
structures will topple over (totally destroying them).
The material component is a tiny plumb bob; the plumb line must be made
of platinum wire while the bob itself must be a gem of at least 1,000 gp value.
The device is consumed in the casting. The
Great Circle (Abjuration)
Reversible Sphere:
Sun Range:
0 Components:
V, S Duration:
1 round Casting
Time: 6 turns Area
of Effect: Special Saving
Throw: Special
The great circle is a powerful
cooperative spell that can be used only by four or more priests, each casting
the spell simultaneously. Because of the nature of this spell and its casting
time, it is often used to cleanse grounds in preparation for the construction of
a temple or sanctuary.
When casting the great circle, the priests stand in a circle of no
more than 20-foot diameter. Each faces inward; when the spell is completed, each
priest faces outward, directing the energy of the spell.
When the casting is complete, the spell takes the form of a radiant halo
of golden light 20 feet above the ground. This halo quickly expands in a
shimmering wave. It can pass through objects, with small arcs of the halo
disappearing momentarily and reappearing on the far side. As the halo moves, it
generates a high-pitched hum that varies in pitch, almost like a chorus. The
halo moves slowly at first, but builds speed, reaching its maximum range at the
end of one round.
The radius of the golden halo is dependent on the number of priests
casting the spell. Each priest adds 60 feet to the radius. Thus, four priests
could generate a halo that extends 240 feet in all directions from the circle of
priests. Theoretically, there is no limit to the number of priests who may
contribute to this spell, but the need for the priests to be within a 20-foot
diameter circle sets a practical limit of 20 casters.
The halo is pure energy tapped from the Positive Material plane. It
causes harm to undead and evil
beings within the area of effect. Undead creatures of 8 or fewer hit dice are
instantly destroyed and are not allowed a saving throw to avoid the effect. More
powerful undead suffer 1d8 points of damage per caster. A successful saving
throw vs. death magic reduces this damage to half. Creatures of evil alignment
suffer 1d6 points of damage per caster (a saving throw is allowed for
half-damage).
The reverse of this spell, the black circle, creates a ring of
shimmering black energy. Paladins and priests of good alignment suffer 1d10
points of damage per priest in the circle. All other good creatures suffer 1d4
points of damage per caster. Affected creatures are allowed a saving throw vs.
death magic to reduce the damage to one-half. Group
Mind (Divination, Enchantment/Charm) Sphere:
Thought Range:
0 Components:
V, S Duration:
1 turn+1 round/level Casting
Time: 1 round Area
of Effect: 30-yard-diameter circle Saving
Throw: None
This spell is a deeper and more extensive version of rapport, in
that it lets the priest communicate silently and instantly with several willing
subjects. The number of subjects (in addition to the priest) depends on the
caster's level: Level
Number of participants
13
and below
2 14-16
4 17
6 18
7 19+
8
As with rapport, the spell lets the participants share thoughts,
emotions, and memories. Each participant sees, hears, and otherwise senses
everything experienced by the other, although such "vicarious"
experiences feel weak and cannot be mistaken for direct sensations. Participants
can shut off these experiences at will if they find them confusing or
distracting.
The participants can share such personal concepts as plans, hopes, and
fears, although they cannot communicate complex or detailed information. It is
impossible to communicate the procedure for casting a spell or picking a lock.
Communication through group mind is approximately 30 times faster
than verbal communication. The priest can maintain only one group mind spell at
any time; thus, he cannot communicate with multiple groups.
This spell cannot be used on unwilling subjects. Land
of Stability (Abjuration) Sphere:
Wards Range:
10 yards/level Components:
V, S, M Duration:
1 day/level Casting
Time: 6 Area
of Effect: 10-foot-cube/level Saving
Throw: None
Land of stability protects the
area of effect and all creatures and objects within it from the following
natural disasters:
•Earthquakes--vibrations do not affect
the warded area and fissures will not open beneath the warded area;
•Floods--the warded area remains dry,
even if submerged;
•Windstorms--the warded area suffers no
damage from strong winds and objects cannot be blown into the warded area;
•Lava and ash eruptions--lava and ash
flow around the warded area; and
•Avalanches--stones and snow will not
fall on the warded area.
Land of stability offers no
protection against magically-generated disasters or spells that duplicate
natural disasters. Disasters in progress in the area when the spell is cast are
not affected.
This spell affects a cubic area whose sides equal the caster's level
times 10 feet; thus, a 15th-level caster could affect a 150' x 150' x 150' cube.
The material components are the priest's holy symbol and a pinch of
volcanic ash. Legal
Thoughts (Enchantment/Charm) Sphere:
Law Range:
10 yards Components:
V, S Duration:
Permanent Casting
Time: 1 turn Area
of Effect: One creature Saving
Throw: Neg.
A priest casting this spell forces the victim of the spell to follow one
specific law. The priest may choose any law prevalent in the area in which the
priest and the victim currently reside. Thus, if a city has no laws about
murder, the priest cannot command the person not to kill.
The victim of the spell is forced to obey the letter of the law to the
best of his ability. Thus, if a victim were commanded not to commit murder, he
would go to any length to avoid murdering someone.
Since the essence of this spell is tied to legal (and not moral)
interpretation, characters may find loopholes that will allow them to work
around the law in specific cases or to ignore the law in light of extenuating
circumstances.
When casting the spell, the priest must speak the law to the recipient in
such a way that he can hear it. The victim is allowed a saving throw vs. spell
to avoid the effect. If the save is failed, the victim will never willingly
violate the stated law as long as the spell is in effect.
Legal thoughts can be negated by dispel magic. The victim
of this spell never perceives anything wrong with adhering to the law, and
therefore never seeks to have the spell removed. Monster
Mount (Enchantment/Charm) Sphere:
Travelers Range:
30 yards Components:
V, S Duration:
1 hour/level Casting
Time: 6 Area
of Effect: 20-foot radius circle Saving
Throw: Neg.
This spell compels one or more living creatures to serve as mounts for
the caster and his companions. The spell affects up to 10 Hit Dice or levels of
creatures with Intelligence of 4 or lower. Creatures used as mounts must be of
suitable size to carry at least one rider; smaller creatures can be used as pack
animals.
Each intended mount receives a saving throw vs. spell. Creatures failing
their rolls become docile and obedient, allowing riders to mount them, and
moving at the speed and direction indicated by the caster.
To maintain the enchantment, the caster must remain within 10 yards of
one of the affected creatures, and each affected creature must remain within 10
yards of another. The affected creatures will do nothing for the caster other
than carrying riders and gear; they will not fight (although they will fight to
defend themselves), nor will they intentionally endanger themselves. Any overtly
hostile act by the caster or a rider against any mount breaks the enchantment
for all the mounts.
When the enchantment ends or is broken, the creatures take no action for
one round, then behave as their natural instincts direct. Physical
Mirror (Alteration) Sphere:
Numbers Range:
30 yards Components:
V, S, M Duration:
1d4+8 rounds Casting
Time: 6 Area
of Effect: Special Saving
Throw: None
This spell causes a localized folding of space. The folded space takes
the form of an invisible disk up to 20 feet in diameter. Any missile weapon or
spell that intersects this disk is instantaneously reversed in direction. Melee
factors such as speed, range, and damage are unaffected; the direction of the
object or force is simply rotated through a 180 degree arc. The sender of the
spell or missile finds himself the target of his own attack.
The physical mirror operates from only one direction; that is,
only one side of the mirror reflects attacks. The caster of the mirror may
direct spells and missile attacks normally through the space occupied by the
mirror.
In the case of physical attacks, the attacker must roll to hit himself
(without the armor class benefits of Dexterity or shield). Spells turned back
may require the caster to make a saving throw vs. his own spell. In both of
these cases, range is important. If
the distance between the initiator of the attack and the physical mirror
is more than twice the range of the attack, the attacker is safe; the attack has
insufficient range to travel from the attacker to the mirror and back again.
When the priest casts the spell, he must specify the location and
orientation of the physical mirror disk. Once it is created, the disk
cannot be moved.
If two physical mirror disks touch or intersect, they
destructively interact and both immediately vanish. The resulting
"ripples" in the space-time continuum are exceedingly destructive and
inflict 3d10 hit points of damage on any creature within 35 yards (a saving
throw is allowed for half-damage). This always includes the casters of the
physical mirror spells.
The material component is a tiny mirror of polished platinum, worth at
least 500 gp. Reverse
Time (Alteration) Sphere:
Time Range:
30 yards Components:
V, S, M Duration:
1-4 rounds Casting
Time: 6 Area
of Effect: One creature Saving
Throw: Neg.
This spell is similar to the 9th-level wizard spell time stop.
When reverse time is cast, time stops within a 30-foot diameter of the
subject. All creatures and items in the area of effect stand motionless, rivers
stop running, and arrows hang suspended in the air. Any creature, person, or
object entering the area of effect is likewise frozen in time. The caster is
affected if he is within the area of effect, unless he is the subject of the
spell.
An unwilling subject is allowed a saving throw vs. spell; if successful,
the spell is immediately negated. Otherwise, the victim is forced to relive all
the actions taken in the previous 1-4 rounds in reverse. Beginning with the most
recent round, the subject moves backward, arrows fired by the subject return to
his bow, and so on. All effects of these actions are negated. At the end of the
spell's duration, normal time resumes and all creatures immediately continue
their activities, picking up right where they had stopped.
Consider the following example. A party is battling a spellcasting red
dragon. In the first round, the dragon breathes fire, roasting the party's
wizard. The rest of the group attacks and injures the dragon. On the second
round, the dragon bites and kills the group's thief. More damage is caused to
the beast, but it is still alive in the third round, when it uses magic
missile to kill the ranger. At this point, the priest casts reverse time on
the beast. Fortunately, it fails its saving throw and is forced to reverse the
last four rounds. While everyone else freezes, the dragon goes into reverse. The
magic missiles zoom back to the dragon (and it regains the ability to
cast that spell), it "unbites" the thief (removing that damage from
the character), and then inhales its fiery breath (leaving the roasted wizard
alive and uncooked). The dragon is then reversed through one more round--the
round before it encounterd the party. The spell then ends and actions resume.
The dragon must now roll for surprise since it is encountering the party
for the first time. The party is immune to surprise, since it was fighting the
beast previously. All damage suffered by the dragon remains, since these actions
were caused by the group and not the beast.
The material component is an etched silver arrow bent into a circle. The
arrow must be no more than 3 inches long and worth no less than 500 gp. The
arrow is destroyed in the casting. Seclusion
(Alteration) Sphere:
Numbers Range:
Touch Components:
V, S, M Duration:
3d12 rounds+4 rounds/level Casting
Time: 6 Area
of Effect: One creature Saving
Throw: Neg.
This spell encloses one individual in an extradimensional space.
Creatures to be affected must be of size M or smaller. The space can contain
only one creature, regardless of size. The priest may use the spell on himself
or any creature he touches. Unwilling targets are allowed a saving throw vs.
spell to avoid the entrapment.
While inside the space, the enclosed character is invisible and totally
undetectable by any form of scrying. Powerful magic such as contact other
plane will indicate that the character is "elsewhere," but will
give no more information.
The creature within the extradimensional space can see and hear
everything that occurs around him. However, he cannot cast spells, and no action
of his can affect anyone or anything in the "real world."
While occupied, the extradimensional space is totally immobile. If the
caster chooses to occupy the space, he can pass in and out of the space at will.
Other creatures can leave or reenter the space only if the caster allows it. To
an outside observer, an enclosed character who exits the space simply appears
from nowhere.
If the space is occupied when the spell terminates, the occupant is
immediately ejected back into the real world and suffers 1d6 hit points of
damage in the process.
Any time the extradimensional space is empty, or when the occupant is
someone other than the priest, the space follows the priest around. Thus, the
priest may seclude a comrade in the extradimensional space, walk past
some guards into a building, then release the comrade.
If any other form of extradimensional space (such as a bag of holding
) is taken into the space created by seclusion, both spaces are ruptured and all
contents are expelled onto the Astral plane. Extradimensional manipulation
can temporarily prevent this.
The material components are a tiny crystal box of the finest workmanship
(worth at least 1,500 gp) and a gem of at least 250 gp value. The gem is
consumed in the casting; the box is not. Skip
Day (Invocation/Evocation) Sphere:
Time Range:
0 Components:
V, S Duration:
Instantaneous Casting
Time: 1 round Area
of Effect: 10-foot radius Saving
Throw: Neg.
When this spell is cast, all persons and intelligent creatures within 10
feet of the caster are instantly transported 24 hours into the future. Creatures
outside the area of effect will believe that the affected characters have
disappeared. Unwilling creatures can attempt a saving throw vs. spell to resist
the effect of skip day.
No time passes for creatures affected by skip day; they are in the
exact condition that they were in before the spell was cast. They are fatigued,
have recovered no hit points, and carry the same spells. Wizards must wait for
actual time to pass before they can memorize spells.
The affected creatures remain in the same location as they were before skip
day was cast. Their immediate environment is likely to have changed; for
instance, fires have burned out, enemies who were attacking have departed, and
weather has changed for better or worse.
Although skip day is a possible substitute for teleporting
out of a dangerous situation, it is not without risk; characters could reappear
in a situation more threatening than the one they left behind (for instance, a
forest fire may have started or a pack of hungry wolves may have arrived). Sol's
Searing Orb (Invocation) Sphere:
Sun Range:
30 yards Components:
V, S, M Duration:
Instantaneous Casting
Time: 6 Area
of Effect: One gem Saving
Throw: Special
This spell must be cast upon a topaz. When the spell is complete, the
stone glows with an inner light. The gem must be immediately thrown at an
opponent, for it quickly becomes too hot to hold. (The acts of casting and
throwing occur in the same round.) It is not possible for the priest to give the
stone to another character to throw.
The stone can be hurled up to 30 yards. The priest must roll normally to
hit; he gains a +3 bonus to his attack roll and suffers no penalty for nonweapon
proficiency. In addition, the glowing gem is considered a +3 weapon for
determining whether a creature can be struck (creatures hit only by magical
weapons, for example). There is no damage bonus, however.
When it hits, the gem bursts with a brilliant, searing flash that causes
6d6 points of fire damage to the target and blinds him for 1d6 rounds. The
victim is allowed a saving throw vs. spell. If successful, only half damage is
sustained and the target is not blinded. Undead creatures suffer 12d6 points of
damage and are blinded for 2d6 rounds (if applicable) if their save is failed.
They receive 6d6 points of damage and are blinded for 1d6 rounds if the save is
successful.
If the gem misses its target, it explodes immediately, causing 3d6 points
of damage (or 6d6 against undead) to all creatures within a 3' radius. It blinds
them for 1d3 rounds (1d6 rounds vs. undead). All victims are allowed a saving
throw vs. spell, with success indicating half damage and no blindness. The DM
should use the rules for grenade-like missiles found in the Dungeon Master
Guide for determining where the stone hits.
The material component is a topaz gemstone worth at least 500 gp.
Spiritual
Wrath (Invocation) Sphere:
Combat Range:
300 yards Components:
V, S Duration:
Instantaneous Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: 1/2
This powerful cooperative spell is rarely invoked since it requires the
concerted effort of six or more high-level priests. The casting effort severely
weakens the priests, discouraging casual use of this spell.
To cast the spell, six or more priests must be within a 15-foot radius.
Each priest must cast spiritual wrath at the same time. Before beginning
the spell, the priests must decide upon the area of effect. The spell causes
10d6+1d6 points of damage per priest casting the spell. (The minimum damage,
therefore, is 16d6.) Creatures within the area of effect are allowed a saving
throw vs. spell to reduce the damage to half.
The spell strikes as a great wave of force that descends from the sky.
Small objects must save vs. crushing blow. Structures suffer damage as if hit by
a heavy catapult (2d12). The force of this spell often raises a great cloud of
dirt and dust, obscuring the area for 1d4+1 rounds.
The spell's area of effect is determined by the number of casters. Each
priest contributes 10 feet to the radius of the spell. Six casters would create
a spell with a radius of 60 feet. No more than twelve casters can cooperate to
cast this spell (maximum of 22d6 damage and a 120-foot radius area of effect).
This converts to an 8-inch circle in the BATTLESYSTEM™ rules ground scale.
The spell is difficult to cast, physically taxing the spellcasters so
much that each caster suffers 3d10 points of damage from the effort. There is no
saving throw allowed to avoid this damage. Seventh-Level
Spells Age
Dragon (Alteration) Sphere:
Time Range:
30 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 1 round Area
of Effect: One dragon Saving
Throw: Neg.
This spell allows the caster to cause any dragon to temporarily gain or
lose one age level per five levels of the caster. For instance, a 14th-level
caster could cause a dragon to gain or lose two age levels; a mature adult
dragon could be temporarily transformed into a young adult dragon or into a very
old dragon. A dragon's age cannot be reduced below hatchling or increased beyond
great wyrm.
Unwilling dragons are allowed a saving throw vs. spells with a -4 penalty
to avoid the effect.
A dragon affected by age dragon temporarily acquires the armor
class, hit points, spell abilities, combat modifiers, size, and other attributes
of his new age level. The dragon retains his memories and personality. At the
end of the spell's duration, the dragon returns to his normal age level.
If the dragon suffered damage while experiencing his modified age, these
hit points remain lost when he resumes his normal age. If the dragon loses more
hit points at his modified age than he has at his actual age, he dies when the
spell expires. For example, a young
adult bronze dragon with 110 hit points is aged to a mature adult with 120 hit
points. The dragon suffers 115 hit points in combat. Unless the dragon is healed
of 6 points of damage before the spell expires, the dragon dies at the end of
the spell since his damage is greater than his actual hit points.
If a dragon is killed while under the effect of age dragon, he is
dead at the end of the spell's duration.
The material component is a handful of dirt taken from a dragon's
footprint. Breath
of Life (Necromantic)
Reversible Sphere:
Necromantic Range:
0 Components:
V, S, M Duration:
1 hour/level Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: None
This powerful spell enables the caster to cure many persons (even an
entire community) who are afflicted with a nonmagical disease. The priest need
not touch or even see the diseased people for the spell to be effective,
although recipients must be within the area of effect.
This spell does not cure all diseases in the community at one time; the
caster must specifically state which disease is to be eliminated (black plague
or yellow fever, for example) with each casting of the spell.
When the spell is cast, the priest exhales a sweet-smelling breath. This
forms into a breeze that radiates outward, forming a circle that expands in a
50-yard radius per hour. During this time, the caster must remain at the center
of the area of effect. For example,
after 12 hours, the breath of life would cover a circle 1200 yards in
diameter (600-yard radius). The breath is of a magical nature rather than a
physical nature; therefore, it is unaffected by prevailing winds.
The breeze blows through the community, instantly eliminating the
specified disease from all afflicted citizens. The breath of life spell
does not destroy parasitic monsters (such as green slime, rot grubs, and
others), nor does it cure lycanthropy or other magical afflictions. The spell
does not prevent recurrence of a disease if the recipients are again exposed.
The material components are the priest's holy symbol and a cone of
incense that has been blessed by the highest priest of the character's religion.
The breath of death, which produces a foul-smelling wind, is the
reverse of this spell. Victims who fail a saving throw vs. death magic are
afflicted with a nonmagical, fatal disease. To determine the results of this
spell, the DM should roll saving throws for major NPCs in the area of effect.
The effect on the rest of the community can be calculated as a percentage, based
on the saving throw.
Infected creatures do not heal hit points until the disease is cured. The
disease is fatal within 1d6 weeks (the duration varies from person to person).
The material components are the priest's holy symbol and a handful of
dust taken from a mummy's corpse. Divine
Inspiration (Divination) Sphere:
Thought, Divination Range:
0 Components:
V, S, M Duration:
Instantaneous Casting
Time: 5 Area
of Effect: The caster Saving
Throw: None
This spell is a more powerful version of the genius spell. The
priest's player may ask the DM one question about the current situation or about
events that will occur within the next five rounds. Questions about the future
must relate to external events, such as "Will the guards respond to the
sentry's yell?" Questions cannot refer to the outcome of combat, such as
"Will we win the battle?" The priest's player is allowed to use this
spell to ask the DM for advice. In this case, the spell is the equivalent of
asking the gods, "Okay, how do we get out of this one?"
Like the genius spell, the DM must be careful in adjudicating this
spell. The answer to the question is always relevant and correct, although not
necessarily complete. The answer can also be cryptic, in the form of a riddle or
rhyme, depending on the DM's assessment of the situation and how potentially
unbalancing the answer might be. In general, the answer will be a short phrase
of no more than eight to ten words.
The material component is a gem of at least 500 gp value. This spell can
be cast only once in any 24-hour period. Hovering
Road (Conjuration/Summoning) Sphere:
Travelers Range:
0 Components:
V, S, M Duration:
1 turn/level Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
This spell enables the caster to create a magical 10-foot-wide road
extending 10 feet in front of him. The caster can create an unbroken road for
the duration of the spell, creating a 10-foot area ahead of him as long as he
continues to move forward.
The road is approximately one foot thick and hovers in the air. It has
the texture and color of black granite. Characters and creatures can move on the
hovering road at their normal movement rate, ignoring the effects of
surrounding terrain.
The hovering road must originate from a solid surface. Once
anchored, the caster controls the contour of the road, causing it to rise and
fall as he wishes. The road can thus be used to traverse rivers (if the road is
anchored on the shore), swamps, and similarly hostile terrain. The caster can
cause the hovering road to rise over a jungle or cross a chasm.
The road has AC 0. It is impervious to non-magical weapons. If the road
suffers 100 points of damage (from magical weapons or other magical forces), it
dissipates in a black mist; all those on the road fall to the ground below.
Unless the road is destroyed, the entire hovering road remains
intact from beginning to end for the duration of the spell, even if the caster
is killed or incapacitated. At the end of the spell's duration, the entire road
dissipates.
The material components are a chunk of black marble and a loop of gold
wire. Illusory
Fortification (Illusion/Phantasm) Sphere:
War Range:
240 yards Components:
V, S, M Duration:
Special Casting
Time: 10 turns Area
of Effect: Special Saving
Throw: None
The ritual required to cast this spell is time-consuming and extremely
complex. As its name implies, illusory fortification creates an illusion
of a wall of heavy stonework up to 30 feet tall and 160 yards long, topped with
crenellations. The illusory wall can be of any color and apparent age,
potentially allowing the caster to match the false wall with the real walls of
an existing castle. The illusory wall must be continuous (it cannot form two or
more shorter walls), but it can follow any corners or bends that the caster
desires.
In addition to the wall, the spell creates the illusion of constant
movement among the crenellations, as if defending troops were moving atop the
wall. The formation of the crenellations makes it impossible for a distant
observer to determine exactly how many and what types of defenders are present
on the illusory fortification.
The illusory wall remains in existence for 2d12 hours unless the spell is
terminated earlier.
The spell has one very significant limitation: it is strictly
two-dimensional and is visible from only one side (the side that the caster
deems to be the "outside"). When viewed from the outside, the wall
appears real; when viewed from the end, from above, or from the
"inside," the wall is totally invisible except for a faint outline of
the shape of the wall. This means that friendly troops, concealed from enemy
view by the illusory wall, can see their opponents clearly. The wall is most
effective if friendly troops are informed of the wall's presence and are careful
not to walk through the illusion. Such an occurrence does not end the spell, but
it will probably advise the enemy of the nature of the wall.
Spells cast at the wall and shots fired at the illusory fortification
by siege engines appear to strike the wall and inflict normal damage. In
reality, the missiles or spells pass through the illusion, possibly striking
troops or real fortifications beyond. Such "hits" do not disturb the
illusion.
As soon as an enemy unit moves within 10 yards of the illusory
fortification, the spell terminates and the wall vanishes.
There are two ways in which the spell can be terminated before it
expires. First, the priest can terminate the spell at any time. Second, if a
friendly unit makes an attack, whether melee or missile combat, through the
illusory wall from the "inside" to the "outside," the spell
terminates instantly.
Once the illusory fortification has been created, the priest does
not need to concentrate on the wall. The spell remains in effect even if the
casting priest is killed in the interim.
The material components are the priest's holy symbol, a handful of
stones, powdered mortar, and a gem worth at least 3,000 gp. All components
except the holy symbol are consumed in the casting. Mind
Tracker (Divination) Sphere:
Divination Range:
Special Components:
V, S, M Duration:
Special Casting
Time: 1 turn/3 Area
of Effect: One creature Saving
Throw: Special
The mind tracker is a magically-created creature which exists only on the
Ethereal plane. It is called into existence when the first portion of this spell
is cast.
When seen (which is seldom), the mind tracker has an indistinct body. It
seems to be a near-solid coalescence of the vaporous atmosphere of the Ethereal
plane itself. It is a roughly elliptical body with three or more limbs
protruding at seemingly random locations. The number and size of these
appendages shifts slowly, however, as new ones appear from the mist and old ones
disappear. The body of the creature averages 2 feet across and 3 feet long,
though this, too, tends to vary from minute to minute. The mind tracker has no
discernible eyes, ears, nose, or other organs. It cannot be engaged in combat;
if attacked, it simply disappears, to reappear after the danger has passed, or
somewhere else entirely if its quarry has moved on.
The ceremony which creates the mind tracker takes one turn to perform.
Its material components are a whiff of the Ethereal plane's atmosphere and the
brain of a lizard.
Once the tracker is manifested, it must be assigned a quarry within one
hour. If no quarry is designated, the tracker dissipates and the spell is
wasted.
To assign a quarry to the tracker, the priest must have the quarry within
his sight. This includes magical sight such as true seeing, but not remote
sighting devices such as crystal balls. With the quarry in sight, the priest
mouths the final phrases of the spell. From that point on, the mind tracker is
mentally tethered to the victim. It follows its quarry (staying always in the
Ethereal plane) wherever it goes. It constantly relays information about the
subject to the priest: what it is doing, where it is. The priest does not
actually see an image of the quarry, he receives `reports' from the mind
tracker. These reports contain only such information as the tracker can gather
by looking. It cannot identify people the quarry is talking to, but can describe
them in great detail. Nor can it hear anything the quarry or anyone else says,
or read writing, but it recognizes and can report the fact that speaking or
reading is happening.
While the tracker is dogging its quarry, its presence can be felt as an
eery, creepy sensation of being watched. If the victim makes an initial save vs.
paralyzation, each of the following stages lasts three hours instead of two. For
the first two hours, the quarry has a general feeling of ill ease. In the third
and fourth hours, the victim is distracted and nervous, and suffers a -1 penalty
on all saving throws. In the fifth and sixth hours, the victim is convinced
someone or something is following him and suffers a -3 penalty on saving throws
and a -2 (or -10%) penalty on all other dice rolls. After six hours the victim
is near his breaking point. He is unable to concentrate to cast spells or use
any of his class's special abilities. All die rolls have a -5 (or -25%) penalty.
After eight hours, he must make a saving throw vs. paralyzation. If he fails, he
collapses, fevered and delirious. This state persists until the tracker ceases
to exist.
The mind tracker continues to exist for as long as the priest remains
conscious of its input. If the priest is knocked out or falls asleep, or simply
dismisses his creation, the tracker dissipates. Shadow
Engines (Illusion/Phantasm) Sphere:
War Range:
240 yards Components:
V, S, M Duration:
8 turns Casting
Time: 3 turns Area
of Effect: 180-yard x 180-yard square Saving
Throw: None
This spell creates the illusion of as many as four siege engines. The
casting priest may choose from ballistae, siege towers, catapults, rams, or any
combination thereof. Like the creatures created by the spell shadow monsters,
these illusory engines have at least a tenuous reality and can inflict damage on
enemies.
Shadow engines are accompanied by illusory crews of the
appropriate number and race. The engines can move at a rate of 20 yards per turn
and are unaffected by terrain considerations. (The caster can choose to slow
them when passing through rough terrain to aid the illusion of reality.)
Shadow engines cannot carry real troops. They can be fired at the
same rate as real engines of the appropriate type, but a hit causes only
one-half the damage normal for that type of engine (round fractions down).
A shadow engine remains in existence until the spell duration
expires, until an enemy unit approaches within 10 yards, or until it suffers
damage from an enemy missile attack. When any of these conditions occur, the
engine vanishes. If a single spell has created multiple engines, only the engine
struck vanishes; the others remain.
The crew associated with a shadow engine must remain with that
engine; it cannot move more than 5 yards away from the engine itself.
Shadow engines can move independently of other engines created by
the spell as long as they remain within the area of effect and remain within 240
yards of the caster. The caster must maintain concentration to control the shadow
engines. He cannot cast any other spells, and he is limited to a movement
rate of 6. If the caster is struck for damage, the shadow engines vanish.
The material component is a finely detailed miniature model of a siege
engine (of any type), which is consumed during the casting. Spacewarp
(Alteration) Sphere:
Numbers Range:
50 yards Components:
V, S, M Duration:
1 round/level Casting
Time: 7 Area
of Effect: 50-foot-diameter sphere Saving
Throw: None
According to one view of the universe, what we perceive as gravity is
actually a localized warping of the fabric of space-time. The spacewarp
spell creates a temporary but very intense warping in a limited area.
When the priest casts this spell, he selects a specific point to be the
center of effect. This point may be anywhere within 50 yards of the caster,
including in midair.
When the spell is completed, this center of effect gains a gravity field
equal to the force felt at the surface of the earth. In other words, gravity is
centered at this point; everything within 50 feet of this center that is not
attached to something immovable will fall toward the selected point.
This localized gravity affects only loose objects and creatures capable
of movement (i.e., not trees, whose roots are buried in the ground). It does not
affect the ground itself--soil, plants, desert sand, lake water, etc. are immune
to the effect.
An object falling toward the center of gravity gains speed exactly as it
would if it were falling toward the ground. When the object reaches the center,
it instantly ceases its movement. If objects are already at the center, newly
arriving objects will slam into them, causing normal falling damage (1d6 per 10
feet) to the newly arriving objects. Objects previously at the center must save
vs. paralyzation or suffer half that amount of damage.
Consider the following example. An orc is 10 feet away from the center of
effect when the spell is cast. He falls 10 feet to the center and stops. His
companion, a bandit, is 30 feet from the center. It takes him longer to fall to
the center, so the orc is already there when he arrives, and the two characters
collide forcefully. The bandit suffers 3d6 hit points of damage--the falling
damage associated with a 30-foot fall. The orc must save vs. paralyzation or
suffer half that amount.
Other things are caught in the effect as well. The bandit's horse was 50
feet away from the center of effect, so it arrives at the center after the orc
and the bandit. It falls 50 feet, suffering 5d6 points of damage, and
potentially inflicting half that amount on both the orc and the bandit.
The center of effect can be anywhere within 50 yards of the priest.
Possibly one of the most destructive uses of this spell is to cast it directly
on an enemy creature. Everyone and everything within 50 feet of that creature
falls toward him and strikes him, inflicting damage.
When the spell terminates, gravity returns to normal. If the spell has
lifted any characters or objects off the ground, they immediately fall back to
the ground, suffering the appropriate amount of falling damage.
The material components are a lodestone and a sphere of obsidian, both of
which are consumed in the casting. Spirit
of Power (Summoning, Invocation) Sphere:
Summoning Range:
0 Components:
V, S, M Duration:
1 hour Casting
Time: 3 turns Area
of Effect: The casters Saving
Throw: None
This cooperative spell is rarely used or spoken of, since its
requirements are strict and the outcome is uncertain. The spell must be cast by
six priests of the same faith. All six must touch hands at the time of casting.
At the completion of the spell, the priests fall into a trance. The life
essences of the priests leave their bodies and merge at a point within 10 feet
of the casters. The spirits of the priests meld together to form the avatar of
the priests' deity.
In this manner, the six characters become a single being with all the
powers and abilities allowed to that avatar. The only stipulation is that the
priests' deity cannot have created all avatars allowed to it at that moment. If
this has happened, the spell fails and the priests are drained as described
below.
If the spell succeeds, the priests have completely given their wills over
to their deity, essentially forming the vessel into which it funnels power. In
becoming the avatar, the priests retain the ability to make most of their own
decisions. (The six must work in harmony or allow one of their number to decide
all actions.) However, the deity can assume direct control of the avatar at any
time it desires--the avatar is, after all, an earthly manifestation of the
deity.
Although the spell has a duration of one hour, the deity is not obliged
to release the priests at that time. If the priests are not released at the end
of the spell's duration, they instantly die. A deity can choose to sacrifice its
priests in order to maintain its avatar on the Prime Material plane. Such a
cruel and unjust action is almost never undertaken by good deities or those that
have any respect for life, free will, or mercy. For dark and sinister gods, the
question is much more uncertain. If a deity chooses to maintain the avatar
longer than one hour, control of the avatar instantly and permanently passes to
the DM. (Clearly, a DM should seldom if ever exercise this power.)
While the priests are formed into the avatar, their bodies remain in a
death like trance. The priests have no idea what might be happening to their
real bodies (unless the avatar can observe them). Any damage to a priest's body
requires an instant system shock roll. If successful, the damage is recorded
normally, but the damage does not take effect until the spell ends (at which
point the priest will almost certainly die). If the system shock roll is failed,
the character instantly dies and the spell ends. Characters who die in this
manner cannot be raised, resurrected, or reincarnated. They have been taken to
the ultimate reward (or punishment) for the service they have rendered. If the
bodies are moved from their positions, the spell ends.
Even if the deity releases the priests, they are left severely drained.
All spells memorized are lost until the priest can rest and perform his prayers
once again. The physical drain leaves each priest with only 1 hit point upon
awakening, regardless of the number of hit points the character had when the
spell was cast. Since damage suffered during the spell takes effect instantly,
any priest who is hurt dies immediately (although quick action by others might
save him).
Each priest who survives the spell will be bound by a quest (a duty that
must be completed in exchange for calling upon their god).
The material component is an offering appropriate to the deity. The DM
determines the exact nature of this offering.
Tentacle
Walls (Enchantment) Sphere:
Wards Range:
Touch Components:
V, S, M Duration:
Special Casting
Time: 1 round Area
of Effect: 50-foot cube Saving
Throw: None
Tentacle walls enables the
caster to enchant a single room whose volume is less than or equal to the area
of effect. The spell activates 1d4 rounds after any creature other than the
caster enters the room. The intruder must be larger than a normal rat; that is,
it must be larger than one-half cubic foot or weigh more than three pounds.
When the spell is activated, six black, leathery tentacles sprout inside
the room; the tentacles are evenly divided among the room's surfaces (for
instance, if the room is a cube, one tentacle sprouts from the floor, one
sprouts from the ceiling, and one sprouts from each of the four walls).
The whip-like tentacles grow to the length of the room and swing wildly.
Each round, a tentacle has a 30% chance of striking a random creature in the
room, inflicting 1d6 points of damage (save vs. spell for half damage). Each
tentacle has AC 0 and 25 hit points. When a tentacle is reduced to 0 hit points,
it disappears in a puff of black smoke.
If all creatures are killed or withdraw from the room, the surviving
tentacles withdraw, disappearing into the walls. If the spell is activated
again, six tentacles reappear; new tentacles are created to replace any
destroyed previously. As long as one tentacle survives an encounter, the
tentacles will continue to be replaced. Only when all six tentacles are
destroyed is the spell permanently negated.
The material component is the dried tentacle of an octopus. Timelessness
(Alteration) Sphere:
Numbers Range:
Touch Components:
V, S, M Duration:
1 day/level Casting
Time: 7 Area
of Effect: One creature Saving
Throw: Neg.
This spell totally stops the flow of time for a single individual. All
signs of life stop and the subject is incapable of any movement or thought.
While the spell is in effect, the subject is totally immovable and cannot be
affected by any physical or magical forces. Weapons simply bounce off the
subject as they would bounce off the hardest stone. Spells, including dispel
magic, are totally incapable of affecting the subject in any way. The
subject does not age.
Aside from the fact that the subject remains visible, frozen in place
like a statue, he is effectively no longer part of the universe. (DMs may rule
that the most powerful of magics, such as wishes, and creatures of
demigod or higher status can affect the subject.)
When the priest casts the spell, he or she states the duration for which
the spell will remain in effect (the maximum is one full day per level of the
caster). Once the spell is cast, this duration cannot be changed; the priest
cannot terminate the spell before the stated time has elapsed.
If the subject is unwilling to be affected by the spell, the priest must
touch the victim for the spell to take effect; the subject receives a normal
saving throw to resist the effects. A willing subject need not make a saving
throw.
The priest may cast this spell on himself if desired. This spell can
provide a powerful defensive maneuver; while the spell is in effect, the subject
is totally invulnerable. Timelessness is also an effective form of
long-term imprisonment, as long as the priest is around to cast the spell again
at the appropriate time.
This is an exceptionally powerful spell. Casting it puts a significant
strain on the priest. Each time he casts timelessness, the priest must
make a system shock roll. If the priest fails this throw, he or she permanently
loses 1 point of Constitution. The
material components are a gem worth at least 1,000 gp and a small cylinder of
obsidian. Both are crushed during the casting. Uncontrolled
Weather
(Conjuration/Summoning) Sphere:
Chaos Range:
0 Components:
V, S Duration:
1 turn/level Casting
Time: 1 turn Area
of Effect: 4d4 square miles Saving
Throw: None
This spell allows the caster to summon weather that is either appropriate
or inappropriate to the climate and season of the region. The summoned effects
are always dramatic--cool breezes or light fog will not appear. Instead,
torrential floods will assault a desert, a heat wave will rage in polar
wastelands, and tornadoes and hurricanes will rip across gentle landscapes. A
blizzard might spring up in summer or a tornado might materialize in the winter.
The spellcaster has no influence over the weather pattern that emerges.
He cannot control the area of effect or the duration of the weather.
Four turns after the spell is cast, the trend of the weather will become
apparent--a sudden chill, gust of wind, overcast sky, etc. The uncontrolled
weather arrives on the fifth turn. Once the weather has arrived, it cannot be
dispelled. If the spell is canceled by the caster before the beginning of the
fifth turn, the weather slowly reverts to its original condition.
The effects of the spell are the decision of the DM. The effects should
be grand and impressive. Following are suggested effects of the weather.
Torrential Rain/Blizzard: Visibility is reduced to 100 yards or
less; travel is nearly impossible due to water or heavy snow on the ground.
Storm/Hurricanes: All flying creatures are driven from the skies;
trees are uprooted; roofs are torn off; ships are endangered.
Heat Wave: Intense heat immediately causes ice bridges to melt;
avalanches of snow and ice roll down mountains.
The DM determines the area of effect randomly. The maximum duration of
the spell is one turn per level of the caster; however, the DM may cancel the
effect after a shorter time. Quest
Spells
The quest spells that follow are designed to be used only in
extraordinary circumstances as determined by the DM. Players and the DM should
read the explanatory notes about quest spells in the introduction to this book
before entering these spells into play. Abundance
(Alteration) Sphere:
Creation, Plant Range:
0 Duration:
Permanent Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: None
By casting an abundance spell, the priest quickens the ripening of
a harvest or the growth of woodland. Fields of crops in the affected area will
grow, ripen, and be ready for harvest in a single day. Seed must be sown any
time before the casting of the spell.
An area of woodland will grow as if it had grown for 25 years in one day
plus five years per day for another three days. There must be soil capable of
supporting the woodland for the growth to remain healthy.
The priest must stand anywhere within the area to be affected. The priest
designates the exact size and shape of the area in the casting.
The area of effect is 10 square miles for ripening a harvest and 25
square miles for woodland growth. This spell does not create effects such as
entanglement or enlargement of the flora within the area of effect. Animal
Horde (Conjuration/Summoning) Sphere:
Animal, Summoning Range:
0 Duration:
1 day Casting
Time: 1 turn Area
of Effect: 10-mile radius Saving
Throw: None
This potent spell summons a number of animals to the priest. For each
level of the priest, a number of animals totaling 10 hit dice appear.
The Power who grants the spell enables the priest to know exactly what
types and numbers of animals are within the area of effect. The priest may
specify the numbers of animals he wants; for instance, a 16th-level priest could
summon 60 HD of wolves, 40 HD of bears, and 60 HD of wolverines. The animals
will begin arriving in one round and will be assembled at the priest's location
at the end of three turns.
The animals will not fight among each other even if they are natural
enemies. Monsters (dragons, gorgons, hell hounds, etc.) cannot be summoned with
this spell.
The summoned animals will aid the priest in any means of which they are
capable. They will enter battle, protect the priest and his companions, or
perform a specified mission until the priest dismisses them or the spell
expires. During this time, the priest can automatically communicate with his
animals.
At the end of the spell, the animals instinctively return to their lairs.
For the first three turns after the spell expires, the animals will not attack
the caster, his companions, or other summoned animals. After this time, the
animals will behave normally. Circle
of Sunmotes
(Alteration, Invocation/Evocation, Necromancy) Sphere:
Sun Range:
200 yards Duration:
3 turns Casting
Time: 1 round Area
of Effect: 60-foot-radius hemisphere Saving
Throw: None
By casting circle of sunmotes, the priest creates a hemispherical
shell filled with sparkling, glowing motes of bright sunlight. A one-foot radius
globe of sunlight appears at the height of the caster's head in the exact center
of the circle.
Creatures within the area of effect who are friendly to the cleric
experience the glowing motes as warm, invigorating, inspiring, and healing. They
are healed for 1d6 hit points, gain the benefit of an aid spell for 1
turn after the circle of sunmotes is created, gain +1 bonuses to all
attack and damage rolls, and gain a +2 bonus to morale.
Enemies of the priest experience the same sunmotes as blinding, burning,
and damaging. They must save versus spell or be blinded for 1 turn after the
sunmotes are created. Each enemy is struck by a small fiery mote causing 1d4+1
points of damage (no saving throw is allowed, but creatures with magical fire
resistance suffer only half damage), and suffers a -2 penalty to morale.
Companions of the cleric who step within 10 feet of the glowing miniature
sun at the center of the effect are healed of 1d8+2 hit points. This affects
each creature only once during the spell's duration.
Enemies of the priest who come within 10 feet of the minisun are burned
for 1d8+2 points of fire damage. No saving throw is allowed, but creatures
possessing magical resistance against fire suffer only half damage.
Companions of the priest who are outside the area of effect view enemies
within the circle as if they are affected by golden faerie fire.
Creatures affected by the faerie fire suffer a -2 penalty to armor class
from attacks by creatures outside the circle.
Enemies of the priest outside the circle view the priest's allies as if
obscured by a blinding light and suffer a -2 penalty to missile attacks against
them. Conformance
(Conjuration/Summoning, Invocation) Sphere:
Law Range:
0 Duration:
6 turns Casting
Time: 1 round Area
of Effect: 80-foot-diameter sphere Saving
Throw: None
The conformance spell has a simple principle with a profound
effect: probable events always manifest.
In game terms, this means that events with a probability of 51% or better
always occur. Thus, if a saving throw of 9 is required to avoid an effect, no
roll is necessary; the save is automatically successful. If a warrior must roll
10 or better to hit an enemy, he automatically hits.
Conversely, improbable actions (those with less than a 50% chance) always
fail. If a warrior must roll 12 or better to hit an enemy, he automatically
fails. If a thief's chance to hide in shadows is 49%, he automatically fails.
There are two conditions that affect this spell. First, a prayer
spell is continuously operative in the area of effect, shifting the balance of
combat probabilities toward the favor of the priest who casts this spell and his
companions. Second, probabilities of exactly 50% always shift in favor of the
spellcasting priest. For example, if a roll of 11 or better is needed to save
against a spell effect, this is a 50% chance for success. In such cases, the
priest and his friends always make the save and enemies always fail.
This spell is particularly potent if bless and chant spells
are cast in the area of effect. Elemental
Swarm (Conjuration/Summoning) Sphere:
Elemental, Summoning Range:
240 yards Duration:
6 turns Casting
Time: 3 turns Area
of Effect: Special Saving
Throw: None
This spell enables the caster to open a portal to one elemental plane of
his choice (as appropriate for his patron Power). He can then summon elementals
from that plane.
After the first turn of casting, 3d3 elementals of 12HD each appear;
after the second turn, 2d3 elementals of 16HD each appear; after the third turn,
1d3 elementals of 20HD each appear. Each elemental has at least 5 hit points per
hit die. The elementals remain for six turns from the time they first appear.
These elementals will obey the priest explicitly and cannot be turned
against the caster. The priest does not need to concentrate to maintain control
over the elementals. They cannot be dismissed with spells such as dismissal;
the elementals remain for the duration of the spell. Etherwalk
(Alteration) Sphere:
Astral, Travelers Range:
Special Duration:
Special Casting
Time: 5 rounds Area
of Effect: Special Saving
Throw: Neg.
By casting this spell, the priest transports himself and as many as 50
followers (who must join hands at the time of casting) to the Border Ethereal.
Unwilling creatures are allowed a saving throw at a -4 penalty to avoid
transportation.
The spell then allows the priest and his party to make as many as three
round-trip journeys to and from the Inner Planes. It then allows them to return
to the Prime Material plane.
Travel rates in the Ethereal plane are at four times normal speed. Travel
times for locating or searching along curtains are all at the minimum time
possible. Encounters with monsters occur at one-fifth the normal frequency. The
priest and his party are not affected by the ether cyclone.
The spell expires when the priest and his party return to the Border
Ethereal from an inner plane for the third time. They are then instantly
transported to the Prime Material plane. Fear
Contagion (Abjuration) Sphere:
Charm, War Range:
240 yards Duration:
Special Casting
Time: 1 round Area
of Effect: Special Saving
Throw: Special
A priest casting fear contagion selects a single creature to be
the focus of the spell. The creature is affected by magical fear and receives no
saving throw to avoid the effect. All creatures within 10 yards of the target
creature must make a saving throw versus spell with a -4 penalty; failure
indicates that they are also affected by fear.
If BATTLESYSTEM™ rules are
used, the spell forces the affected unit to make a Morale Check at a -6 penalty.
If this roll fails, the unit automatically routs.
Creatures affected by fear will flee in a direction away from the
spellcaster for as long as they are able to run (refer to Chapter 14 of the Player's
Handbook for rules). Such creatures will then spend one full turn cowering
after being forced to rest. During this time, affected creatures suffer -4
penalties to attack rolls, and all dexterity bonuses are negated.
When using BATTLESYSTEM rules, fear-struck creatures are permitted rally
tests with a -3 penalty and must engage in rout movement until they rally.
However, a rally test is not permitted until two turns of rout movement have
been completed.
As creatures run in fear, their fear is contagious. Any creature that
comes within 10 yards of a creature affected by this spell must make a saving
throw (no penalties) or be forced to flee from the spellcaster. In BATTLESYSTEM™
rules, creatures make a standard Morale Check with a -3 penalty.
Creatures affected by fear no longer cause fear in others after they have
passed one mile from the original center of the spell effect. Health
Blessing (Necromancy) Sphere:
Healing, Necromantic Range:
100 yards Duration:
1 day/level Casting
Time: 1 round Area
of Effect: 50 creatures Saving
Throw: None
Health blessing provides a
number of human, demi-human, or humanoid creatures with protection against ill
health; it also enables subjects to heal others.
Recipients of a health blessing are immune to nonmagical disease,
gain a +4 bonus to saving throws versus poison and death magic, and can cast cure
light wounds on themselves once per day for the duration of the spell. In
addition, a recipient of health blessing can heal one other creature per
day as a paladin does by laying hands. The healing conferred is 1 hit point per
level or hit die of the healer. Highway
(Alteration, Evocation) Sphere:
Travelers Range:
0 Duration:
1 day Casting
Time: 1 turn Area
of Effect: 1,000 square yards Saving
Throw: None
The highway spell creates a shimmering plane of force that acts as
a magical conveyor for the priest. By standing at the forward edge of the 10 x
100 yard plane, the priest and as many followers as can fit onto the square can
travel as outlined below.
The highway travels 30 miles per hour (MV 88) over all terrains.
The priest sets the height of the highway in a range from 1 foot to 100
yards above ground level. The highway moves as the priest wills; if the priest
wishes to fix a destination in his mind, the highway will take the
shortest route to that destination until the priest changes the course in his
mind.
The highway cannot be used offensively. It will automatically
travel over or around obstacles such as buildings and large creatures. It
protects creatures traveling on it from adverse effects of the elements (ice,
rain, gales, etc.). The highway can hover in place, but hovering can be
achieved only at a height of 12 inches above ground level.
When the spell expires or the destination is reached, the highway gently
lowers the priest and his party to the ground. The priest may order the highway
to drop off creatures and collect others at intermediate destinations, although
the priest who cast the spell must remain on the highway or it will
disappear. Imago
Interrogation (Divination,
Enchantment/Charm) Sphere:
Astral, Divination, Time Range:
0 Duration:
Special Casting
Time: 1 turn Area
of Effect: The caster Saving
Throw: None
The imago is a mental image--a form of mental magical body. After casting
this spell (requiring 1 turn), the caster falls asleep. After 1d6 turns of
sleep, the imago of the priest begins to travel. The imago is not subject to any
forms of attack and has no effective attacks.
The imago may travel to as many as four different locations separated by
any distance, even across the planes and/or backward in time. At these
locations, the imago may interrogate the imagos of as many as 10 other sentient
creatures (other than Powers), compelling them to reply truthfully to its
questions. A maximum of 40 questions may be asked during the spell duration.
Asking one question and listening to the reply takes 4 rounds of time in
the caster's world. Each planar/time jump lasts 3 turns in that world.
Imago communications are telepathic. The questions must be able to be
answered in a sentence of reasonable length, or the interrogated creature
becomes confused and cannot answer.
The imagos of interrogated creatures will have no recollection of their
interrogations. As a result, history cannot be changed through backward time
travel using this spell. Implosion/Inversion
(Invocation) Sphere:
Numbers, Combat Range:
120 yards Duration:
Special Casting
Time: 1 round Area
of Effect: One or more creatures Saving
Throw: Neg.
By use of this spectacular spell, the priest rearranges the
extradimensional and spatial geometries of the molecules of one or more
creatures. The result is that the rearrangement of the target creature causes it
to implode (collapse inward upon itself) or invert (its insides become its
outsides and vice versa).
The result is usually inversion, unless the target would not be adversely
affected by this process (e.g., a slime, ooze, golem, elemental, etc.). In this
case, implosion takes place. In either case, the effect kills/destroys the
target instantaneously unless it makes a successful saving throw versus death
magic at a -4 penalty.
The priest can affect one creature per round with this spell. After each
round, the priest must make a Constitution check. If this fails, the priest is
overwhelmed with the effort of sustaining the spell, at which time the spell
terminates, leaving the priest fatigued (the equivalent of being stunned) for
1d4 rounds. The maximum possible duration of the spell is 3 turns. Interdiction
(Abjuration) Sphere:
Chaos, Law, Wards Range:
240 yards Duration:
1 day Casting
Time: 2 turns Area
of Effect: 200-foot cube/level Saving
Throw: Special
This powerful spell affects all enemies of the spellcasting priest who
enter the area of effect. The spell inflicts a -2 penalty on saving throws, a -1
penalty to armor class, and a -1 penalty to attack and damage rolls. Creatures
friendly to the cleric gain corresponding bonuses--+2 to saving throws, +1 to
attack and damage rolls, and a bonus of 1 to AC. Additional effects are
possible, depending on the Power granting the spell; effects must correspond (or
at least not conflict) with the spheres the priest normally uses. Multiple
effects are possible.
The variation for the Sphere of Wards requires that each hostile creature
entering the area of effect make a saving throw vs. spells with a -4 penalty or
suffer 4d6 points of damage. An affected creature must then flee the area; it is
unable to return. The creature must make a second saving throw vs. spell with a
-4 penalty as it leaves the area or be blinded until magically cured.
The variation for the sphere of Law requires that a hostile creature make
a saving throw every time it wishes to change an action. Thus, if a creature
wishes to stop running and draw a weapon, a successful save is needed or the
creature continues to run. Actions that cannot be continued (e.g., firing an
arrow if the archer has no more arrows) are repeated as empty automatisms. In
addition, creatures hostile to the priest automatically fail saving throws
against Enchantment/Charm spells cast by the priest.
The variation for the Sphere of Chaos requires that hostile creatures
make saving throws vs. spells at -4 or be affected by confusion (as per
the spell). Affected creatures have a 5% chance per round of suddenly being
attacked by a phantasmal killer.
All creatures who enter the area of effect are subject to the effects of
the spell. All effects except blindness cease 3 rounds after an affected
creature leaves the area. Creatures reentering the area of effect must make new
saving throws. Mindnet
(Divination, Enchantment/Charm) Sphere:
Thought Range:
0 Duration:
12 turns Casting
Time: Special Area
of Effect: Special Saving
Throw: Special
The priest casting a mindnet spell establishes a telepathic link
with as many as 10 other creatures who may be separated from each other by as
much as 10 miles. Thus, a chain of creatures 100 miles long could be
established.
The Power granting this spell has the final word on the individuals who
may be included in the spell. Most commonly, the spell will be cast to include
individuals familiar to the caster. However, depending on the purpose of the
spell, the Power may allow a stranger known to the caster only by name to be
included in the mindnet.
Unwilling creatures must make a saving throw at a -4 penalty to avoid
being included in the mindnet. Casting
the spell requires one round per two creatures in the mindnet. The
spell's duration begins after all affected creatures have been linked.
Characters of any class may take part in this linkage, benefiting from several
effects.
First, each member of the mindnet benefits from Intelligence,
Wisdom, and Dexterity bonuses. The bonuses are equal to the bonuses held by the
member of the mindnet with the highest ability score. For example, if
five creatures in a mindnet have Wisdom scores of 15, 15, 16, 17, and 18,
each creature would make saving throws, ability checks, and the like as if he
had a Wisdom score of 18. Bonus spells are not gained due to enhanced Wisdom,
however.
Second, spells may be pooled among the spellcasters within the mindnet.
Any priest may use a spell memorized by another priest with two conditions: the
priest who has memorized the spell must allow its use; and a priest
"borrowing" a spell may use only spells of levels he could normally
cast. Such borrowing still causes the spell to be lost from the mind of the
caster who memorized it. A caster may not borrow spells outside his normal class
restrictions. Priests and wizards within a mindnet cannot mix their
priestly and wizardly spells, nor can a specialist borrow a spell from an
opposition school.
Third, each member of the mindnet is in constant mental
communication. Each member knows what is happening at the locations of all other
members.
Finally, twice per turn, the priest casting this spell can instantly
teleport any person linked by the mindnet to any other person who is also
a part of the spell. This massive effort results in a +4 penalty to any
Constitution checks made by the priest.
The priest casting the spell cannot perform any other actions while the mindnet
exists; if he does, the spell is canceled. The priest must make a Constitution
check at the end of each turn in order to sustain the spell. A failed check
cancels the mindnet. The spell can last a maximum of 12 turns. Planar
Quest (Alteration) Sphere:
Astral Range:
Touch Duration:
Special Casting
Time: 5 rounds Area
of Effect: Special Saving
Throw: Neg.
By joining hands with as many as 12 companions and casting this spell,
the priest transports his party to any other plane of existence. The priest and
his party may arrive at a specific location in a plane (if one is known) or at
an unknown destination. Travel time to the destination, whether known or
unknown, will always be at the minimum possible. In an inner plane, a friendly
guide will always be available to the priest. Hostile encounters occur at
one-fifth normal frequency.
Unwilling creatures are allowed a saving throw at a -4 penalty to avoid
being transported.
In the inner planes, the party is magically protected in any means
necessary for survival. The party does not need to eat, drink, or rest if
conditions make these activities impossible. Party members are immune to fire in
the elemental plane of fire, and similar immunities are granted by the Power in
other planes as necessary. The party can move through any terrain (including the
elemental plane of Earth) at its normal movement rate.
In the outer planes, similar immunities apply. The priest is also granted
a power compass (described in Manual of the Plane). Hostile
encounters in an outer plane occur only half as often as normal.
The duration of this spell is decided by the Power who grants it.
Normally, it is sufficient to allow the priest and his party to undertake the
quest that the Power has set forth. When the quest has been completed
successfully or has failed beyond recovery, the priest and his party are
returned to the Prime Material plane. Preservation
(Abjuration) Sphere:
Wards Range:
480 yards Duration:
Special Casting
Time: 1 turn Area
of Effect: One structure Saving
Throw: None
This spell creates a powerful set of protective wards that operate on a
single fortified building, temple complex, tower, or similar structure. These
wards protect the physical integrity of the structure and prevent magical
access.
A building protected by preservation suffers only 25% of normal
structural damage from sources such as siege engines, earthquakes (both natural
and magical), and powerful weather-affecting spells. Spells which directly
affect the physical integrity of the structure (e.g., passwall, stone shape,
transmute rock to mud) simply fail when cast on the protected building.
Preservation creates a permanent protection from evil spell on the
affected building. Every surface of the building benefits from the effects of
the spell.
Magical spells allowing access to the building fail. Thus, creatures
attempting to teleport or fly into the building are stopped. Birds
and creatures with natural flight may enter the building normally.
If the building is a temple (or other consecrated building) dedicated to
the Power that granted the spell, all priests inside it gain the benefit of a sanctuary
spell for the duration of the preservation.
The preservation spell expires if the building is destroyed or
after 60 days have passed. Revelation
(Divination) Sphere:
Divination Range:
Special Duration:
1 day Casting
Time: 1 turn Area
of Effect: Special Saving
Throw: None
The revelation spell grants the priest extraordinary divination
powers. He gains the following abilities that are effective to a range of 240
yards.
•The priest gains true seeing as
per the 5th-level priest spell.
•The priest can see and identify all
priest spell effects in the area (assume a line of sight in a 60 arc).
•The priest is instantly aware of any
creature's attempt to lie to him.
•The priest can communicate with
animals, creatures, and monsters of all types. He
can communicate with any number of creatures, but may converse with only
one at a
time.
•The priest can communicate
telepathically with humanoids.
•The priest may use a suitable item as
a crystal ball once per hour, as per the magical item described in the
DMG (including range). He gains a +20% bonus to all rolls to determine success. Reversion
(Alteration, Invocation) Sphere:
Time Range:
0 Duration:
Instantaneous Casting
Time: 1 Area
of Effect: 10-foot-radius sphere Saving
Throw: None
By casting this spell, the priest reverses certain recent events in the
area of effect. The spell affects only creatures friendly to the priest. The
magic takes effect immediately after the spell is completed rather than at the
end of the round.
All damage suffered by the priest's allies during the previous turn is
undone. This includes energy drains, poison, and all special attack forms unless
these resulted in instantaneous death. Death from cumulative physical damage is
undone, however. Any creature brought back to life by the reversion spell
is not required to make a resurrection survival roll.
Any spells cast by the priest's allies during the previous turn are
restored and may be used again. This does not apply to magical or spell-like
effects from magical items or scrolls. Material
components consumed in spellcasting during this time are also restored.
The reversion spell affects only creatures and characters.
Equipment and magical items are not affected.
Casting this spell ages the priest one year. Robe
of Healing (Enchantment, Necromancy) Sphere:
Healing Range:
Touch Duration:
1 hour Casting
Time: 1 round Area
of Effect: One robe Saving
Throw: None
This spell enchants the priest's robe or cloak, enabling him to walk
among wounded creatures and heal them. By touching the robe, a wounded creature
is cured of 1d4+4 hit points. As many creatures as can physically touch the robe
within the spell duration can be healed. A reasonable maximum is 20 creatures
per round, allowing a total of 1,200 creatures to be healed. A creature can be
affected only once per week by the robe of healing. Siege
Wall (Alteration, Invocation) Sphere:
Creation, Guardian Range:
480 yards Duration:
Special Casting
Time: 1 turn Area
of Effect: One building Saving
Throw: None
A siege wall uses magical energy to fortify all external areas of
a fortified building, such as walls, battlements, drawbridges, and gates.
External surfaces to be protected must be contiguous.
The protective effects of the siege wall are compatible with
BATTLESYSTEM™ rules (see Chapter 7). Creatures assaulting the protected
building have their movement rates reduced by half when trying to scale the
exterior surfaces (scaling ladders, etc.). Attackers suffer a -2 penalty to
damage rolls for missile fire.
Damage or AD caused by war machines is reduced by 2 die levels (if normal
damage is 1d12, 1d8 is rolled instead; if damage is 1d10, 1d6 is rolled;
ballista has AD8). Damage caused by crushing engines is rolled at -2 to the
damage roll or ADs. Hits or hit points of crushing engines are reduced by half.
All enemies attacking a building protected by siege wall who enter
an enclosed wall space are out of command unless they are in the line of sight
of their commander, regardless of his control diameter.
All exterior areas of the fortification have their hit points or Hits
doubled (see Hits of Building Features in BATTLESYSTEM™ rules).
The siege wall expires if the building is destroyed; it lasts a maximum
of 24 hours. Shooting
Stars (Conjuration, Invocation) Sphere:
Combat, Sun, Weather Range:
120 yards Duration:
Instantaneous Casting
Time: 1 round Area
of Effect: 40-yard radius Saving
Throw: ˝
A priest casting shooting stars creates a violent turbulence in
the air above the area of effect, from which a number of fiery-orange,
electrically-charged miniature fireballs erupt and shower onto the ground.
Within the area of effect, all creatures suffer 6d10 points of combined fire and
electrical damage. A successful saving throw at a -4 penalty indicates half
damage.
In addition, four large shooting stars materialize within the area of
effect. The priest can individually target these at specific creatures. If
creatures are not specified, the targets are randomly selected. Each shooting
star causes 48 points of damage on impact (no saving throw is allowed). Any
creature within 10 feet of impact suffers 24 points of fire damage (half-damage
if a saving throw at -4 is successful). Sphere
of Security (Abjuration) Sphere:
Protection Range:
0 Duration:
6 turns Casting
Time: Special Area
of Effect: 10-foot-radius sphere Saving
Throw: None
Sphere of security protects the
priest who casts the spell and his companions within the area of effect. Enemy
creatures within the area are unaffected.
The sphere grants affected creatures a +2 bonus to armor class, a +2
bonus to all saving throws vs. magic, and 50% magic resistance. Casting this
portion of the spell requires 1 round.
In addition, the priest can specify as many as four additional specific
protection effects from the List of Protection Scrolls in Appendix 3 of the DMG.
Each additional protection lengthens casting time by 1 round. The priest may
create one effect per 5 levels of his experience, to a maximum of four effects. Spiral
of Degeneration
(Enchantment/Charm, Invocation) Sphere:
Chaos, Thought Range:
0 Duration:
6 turns Casting
Time: 1 round Area
of Effect: 50-foot-diameter sphere Saving
Throw: Special
This potent spell affects all creatures hostile to the priest within the
area of effect. The Power granting the spell causes the spell's effects to
manifest in one of two ways: the Chaos variation or the Thought variation.
In the Chaos variation, the fabric of reality is altered to change
events. Magical items dysfunction because the fabric of magical reality is
changed.
In the Thought variation, the thoughts of the victims of the spell are
distorted and altered so that they find themselves unable to function coherently
and effectively. Magical items dysfunction because the thoughts of their users
are warped to either convince them that the items cannot function or block
thought so that proper commands cannot be given.
The effects on the victims of the spell are the same for both variations.
Each round, there is a 50% chance that a degeneration effect will occur in the
area of effect. When this occurs, two events take place. First, spellcasters
lose one spell from each level of spell currently memorized (e.g., a spellcaster
who has memorized three spells each from levels 1 through 3 loses one spell from
each level for a total of three). Lost spells may be regained normally through
rest and memorization.
Second, magical items are affected in the following ways:
•Weapons and armor lose one level of
enchantment (a sword +3 becomes a sword +2, etc.).
•Magical items that carry charges
(wands, rods, staves, etc.) are drained of 1d10 charges.
•Magical items without pluses or
charges must make a saving throw versus spell (using the saving throw of their
owner) or become nonmagical.
•Potions lose all magic and scrolls
lose one randomly determined spell.
•Permanent magical items (swords,
boots, armor, etc.) temporarily lose all effects until the spell expires or
until the items leave the area of effect and for 1d10 rounds thereafter.
Single-use and charged items are permanently affected by this spell. A
potion destroyed by this spell remains useless even after the spell ends.
Within the area of effect, magical communication is impossible due to
thought blocks and chaotic effects. No communication magic (ESP, sending,
etc.) will function; any spellcaster trying to cast such a spell will be stunned
for 1 round per level of the spell he attempts to cast. A reverse of the
tongues spell operates continuously in the area of effect. Telepathic
communication (e.g., with a familiar) is also impossible.
In the Chaos variation of the spell, the center of the area of effect
moves 10' per round. The direction is randomly determined using 1d8 roll and
compass points (1N, 2NE, 3E, 4SE, 5S, 6SW, 7W, 8NW). The radius of the spell
effect will never exclude the priest who cast the spell; re-roll any result that
leads to this occurrence. Stalker
(Conjuration/Summoning) Sphere:
Creation, Guardian, Plant Range:
30 yards Duration:
Special Casting
Time: 1 round Area
of Effect: Special Saving
Throw: None
A priest casting this spell conjures 1d4+2 plant creatures which have
statistics identical to shambling mounds of 11HD. These creatures will aid the
caster in combat or battle, perform a specific mission, or serve as bodyguards.
The creatures remain with the priest for seven days unless he dismisses them. If
the stalkers are summoned only for guard duty, however, the duration of
the spell is seven months. In this case, the stalkers can only be ordered
to guard a specific site or location.
The stalkers gain resistance to fire as per shambling mounds only
if the terrain is suitable (marshy, close to a body of water, etc.) Storm
of Vengeance (Evocation) Sphere:
Elemental, War, Weather Range:
400 yards Duration:
1 turn Casting
Time: 1 turn Area
of Effect: 120-yard radius circle Saving
Throw: Special
This spell requires the priest to concentrate and cast the spell for the
full duration of the spell. The casting time and duration are simultaneous; both
activities occur in the same turn.
In the first round of casting, the priest summons an enormous black storm
cloud over the area of effect. Lightning and crashing claps of thunder appear
within the storm; creatures in the area of effect must make a saving throw or be
deafened for 1d4 turns.
On the second round, acid rains down in the area, inflicting 1d4+1 points
of damage. No saving throw is allowed.
On the third round, the caster calls six lightning bolts down from the
cloud. Each is directed at a target by the priest (all may be directed at a
single target or they may be directed at six separate targets). Each lightning
bolt strike causes 8d8 points of damage (a successful saving throw indicates
half damage).
On the fourth round, hailstones rain down in the area, causing 3d10
points of damage (no saving throw).
On the fifth through tenth (and final) rounds, violent rain and wind
gusts reduce visibility to five feet. Movement is reduced 75%. Missile fire and
spellcasting from within the area of effect are impossible.
The sequence of effects ceases immediately if the priest is disrupted
from spellcasting during the 1 turn duration of the spell. The priest may opt to
cancel the effects at any time. Transformation
(Alteration, Enchantment, Illusion) Sphere:
Numbers Range:
0 Duration:
3 turns Casting
Time: 1 round Area
of Effect: 100-yard-radius sphere Saving
Throw: None
The transformation spell allows the priest to alter
extradimensional and relative geometries within the area of effect. This enables
the priest and his companions to use extradimensional links to facilitate rapid
movement as follows.
All allies of the priest are able to blink (as per the 3rd-level wizard
spell) once per round, with the ability to select the direction of movement.
As many as 10 creatures (designated by the priest at the time of
spellcasting) can use the teleport without error spell. They may teleport
anywhere within the area of effect of the transformation spell once
during the duration of the spell.
As many as 10 creatures (specified by the priest at the time of
spellcasting) gain abilities as if wearing boots of striding and springing
for the spell duration.
At any time during the spell, the priest and as many as 10 other
creatures can be affected as per a shadow walk spell. Creatures to be
affected must stand in a circle and touch hands. As soon as the priest who cast
the transformation spell leaves the area of effect via the shadow walk,
all other effects of the transformation are canceled. Undead
Plague (Necromancy) Sphere:
Necromantic Range:
1 mile Duration:
Special Casting
Time: 2 rounds Area
of Effect: 100-yard square/level Saving
Throw: None
By means of this potent spell, the priest summons many ranks of skeletons
to do his bidding. The skeletons are formed from any and all humanoid bones
within the area of effect. The number of skeletons depends on the terrain in the
area of effect; a battlesite or graveyard will yield 10 skeletons per 100 square
yards; a long-inhabited area will yield three skeletons per 100 square yards;
and wilderness will yield one skeleton per 100 square yards.
The spell's maximum area of effect is 10,000 square yards. Thus, no more
than 1,000 skeletons can be summoned by this spell.
The skeletons created by this spell are turned as zombies and remain in
existence until destroyed or willed out of existence by the priest who created
them. Warband
Quest (Enchantment/Charm) Sphere:
Charm, War Range:
240 yards Duration:
Special Casting
Time: 1 round Area
of Effect: 200 creatures Saving
Throw: Neg.
A priest may cast warband quest on any group of 200 creatures who
are capable of understanding his commands. The creatures are then affected in a
manner similar to the 5th-level priest spell, quest. Unwilling creatures are
allowed a saving throw with a -4 penalty to avoid the effects.
The specified quest must be related to the reason that the Power granted
this spell (perhaps a quest to slay or overcome a specified enemy).
Warband quest gives subjects of the spell a bonus of 2 hp per
level of the caster (maximum 20 hp). Subjects also gain the effects of a prayer
spell and have Morale of 18 while on the quest. These benefits last for the
duration of the spell; the spell ends when the specified task is completed. A
creature who abandons the quest is subject to the wrath of his deity. Ward
Matrix (Invocation/Evocation) Sphere:
Wards Range:
Special Duration:
60 days Casting
Time: 6 turns Area
of Effect: Special Saving
Throw: None
The ward matrix spell links as many as six locations within the
Prime Material plane. Only locations that have a functioning Wards spell may be
linked. Ward matrix conjoins the different Wards spells so that each
linked site gains the protection of all other wards in the network.
From the place where the ward matrix is cast, magical connections
spread to the other designated sites. These can be seen with a true seeing
or similar spell as tendrils of magical energy running through the air just
above ground level. The connections target their destinations and move toward
them at a rate of 40 miles per turn. They can evade barriers such as anti-magic
shells by moving above or around them. When the connections reach their
destinations, they multiply and spread to connect all other locations in the
network; this secondary linkage is established at a rate of 20 miles per turn.
The conjoining of Wards lasts for 60 days unless a linked area is
destroyed or a Wards spell is dispelled. Any location that is destroyed or has
its Wards spell dispelled is removed from the matrix; other connections remain
intact for the duration. Wolf
Spirits (Conjuration/Summoning,
Invocation) Sphere:
Animal, Guardian, Summoning Range:
30 yards Duration:
Special Casting
Time: 2 turns Area
of Effect: Special Saving
Throw: None
The priest casting this spell calls upon the "spirits" of
wolves (or another animal, if appropriate). The notion of wolf spirits is akin
to the Wild Hunt of Celtic mythology: a pack of enormous magical wolves led by a
human master who range Celtic lands seeking to destroy evil. The wolf spirits
spell summons 2d4+2 such entities to serve the priest as master.
Wolf spirits' statistics are as follows: AC -4; MV 36 Fl 36 (B);
HD 5+5; #AT 1; Dmg 3d6; AL N; SZ M; ML 20; THAC0 14. They are immune to all
forms of mind control, illusions, gases, paralyzation, and spells which affect
only corporeal creatures. They cannot be harmed by weapons of less than +2
enchantment.
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