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-
-
-
- The Great Net Prayerbook.
-
-
-
-
- I'd like to thank the following people for posting all of these
- prayers:
-
- alh92@campus.swarthmore.eduJon Broadfield
- ars3_cif@uhura.cc.rochester.eduPhrixus
- cl2g@andrew.cmu.eduCharles Anthony (Tony) Leone
- dkk@mit.eduDavid Krikorian
- esemeniuk@dahlia.waterloo.eduEd Semeniuk
- f35437c@saha.hut.fiAki Taskinen
- gefagan@uokmax.uucpGeoffrey Fagan
- jarvis@northstar68.dartmouth.eduMark A. Robinson
- j.d.coleman@newcastle.ac.ukJulian Coleman
- mrspock@hubcap.uucp???
- rterrell@ncratl.atlanta.ncr.comRoger Terrell
- sater@cis.ohio-state.eduRonald P. Sater
- tsc0265@rigel.tamu.eduteh "csc outcast" cheng
- walker@dalcsug.uucpPaul D. Walker
- wsbusr@eutws1.win.tue.nlBoudewijn Wayers
- Address unknownBrain Dawson
- Address unknownScott Neilly
-
- When I started out, I was going to put each author's name next to each
- prayer. Then I started getting two and three copies of the same prayer,
- and decided to just put their names here, so if you have a question,
- get in touch with one of these people, not with me.
-
- Note that some of the prayers contained in the Great Net Prayerbook have
- been copyrighted by the author. Permission has been granted by these
- authors to copy and freely distribute copies of their work, so long as
- no commercial or barter considerations are obtained in exchange for
- such copies. All prayers are for personal use only. If you distribute
- these prayers, you must also distribute these copyright conditions and
- the names of the authors and editors.
-
- After receiving these prayers, I have gone through all of them, edited
- them to make the format uniform, and to make them more legible. Note
- that I did not change the wordings in any way, except in some obvious
- cases of spelling errors. Furthermore, when no level was indicated, I
- (or cscon113@uoft02.utoledo.edu) just guessed what level it was to be
- in. Also, in those cases where no school, range, area of effect, or the
- like was supplied, I made one up.
-
- Game Masters should be sure to check these prayers, and make sure they
- are right for the way you run your campaign. Some are awfully powerful
- but some could use a little more kick, that is for you to decide.
-
-
- Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).
-
-
-
- The Great Net Prayerbook!
- Version 3, June 21st 1991.
-
-
- The following is a list of the new prayers, as they were posted to the
- net in the last two years or so.
-
-
- First Level
- -----------
-
- Animal/Bird Call (Conjuration/Summoning)
- Animal Enmity (Enchantment/Charm)
- Animal Tracks (Alteration, Enchantment)
- Coalstone (Alteration)
- Comprehend Languages (Alteration) Reversible
- Conjured Weapon (Conjuration)
- Create Earth (Alteration) Reversible
- Daryana's Holy Shit (Conjuration)
- Detect Enemy (Divination)
- Dieme's Forcing Hand (Alteration)
- Dispel Fatigue (Abjuration)
- Faithfulness (Abjuration)
- Flame Tongue (Enchantment/Charm)
- Gnat Swarm (Conjuration/Summoning)
- Grow (Alteration)
- Guardian Watch (Conjuration/Summoning)
- Itch (Enchantment/Charm)
- Quick Step (Alteration)
- Request Animal (Enchantment/Charm)
- Rock Jump (Conjuration)
- Seedling (Alteration) Reversible
- Sense Direction (Divination)
- Sharpleaf (Alteration, Invocation)
- Striking (Invocation)
- Tracker (Divination)
- Trance (Divination)
- Trip (Alteration)
-
-
- Second Level
- ------------
-
- Bat Sense (Alteration)
- Command II (Enchantment/Charm)
- Cure Moderate Wounds (Necromancy) Reversible
- Detect Invisibility 15' Radius (Divination)
- Detect Phase (Divination)
- Detect Style (Divination)
- Dieme's Forceful Hand (Alteration)
- Efembe's Spitting Image (Conjuration/Summoning)
- Flame/Frost Blade (Invocation)
- Heliot's Healing Sleep (Necromancy)
- Inaudibility (Alteration)
- Nausea (Enchantment/Charm) Reversible (Abjuration)
- Planar Vision (Divination)
- Protection from Charm, 10' Radius (Abjuration)
- Resist Eye Contact (Abjuration)
- Resist Paralysis (Abjuration)
- Specialisation (Alteration, Invocation)
- Stone Message (Invocation)
- Stop (Enchantment/Charm)
- Summon Swarm (Conjuration/Summoning)
- Tracking (Divination)
- Unentangle (Alteration)
- Weakness (Abjuration, Alteration)
- Wild Deer Speed (Alteration, Enchantment)
-
-
- Third Level
- -----------
-
- Aura of Nature (Abjuration, Alteration)
- Berserker (Alteration, Invocation)
- Cure Medium Wounds (Necromancy) Reversible
- Dhalkuir's Diametric Abjuration (Abjuration)
- Etherealness (Alteration)
- Heat (Alteration) Reversible
- Lion's Claw (Alteration)
- Oxen Strength (Alteration)
- Protection from Constriction (Abjuration)
- Protection from Lycanthropes, 10' Radius (Abjuration)
- Protection from Petrification (Abjuration)
- Protection from Undead, 10' Radius (Abjuration)
- Remove Scar (Necromancy) Reversible
- Root (Enchantment/Charm)
- Selective Entangle (Alteration, Invocation)
- Stone Seeds (Alteration)
-
-
- Fourth Level
- ------------
-
- Adaptation (Abjuration)
- Awake (Alteration, Invocation)
- Beppie's Happy Hour (Enchantment/Charm)
- Cure Serious Wounds (Necromancy) Reversible
- Detect Curse (Divination)
- Double Specialisation (Alteration, Invocation)
- Fearlessness (Abjuration)
- Fish Command (Charm)
- Hallucinatory Plain (Illusion/Phantasm) Reversible
- Meandering Path (Alteration, Illusion)
- Moonlight (Alteration)
- Neutralise Gas (Alteration) Reversible
- Pacify (Enchantment/Charm)
- Possess Animal (Enchantment/Charm)
- Protection (Abjuration)
- Protection From Elementals, 10' Radius (Abjuration)
- Remove Scars (Necromancy) Reversible
- Reptile Command (Enchantment/Charm)
- Sanctum Sigil (Abjuration, Invocation)
-
-
- Fifth Level
- -----------
-
- Avian Command (Enchantment/Charm)
- Cure Critical Wounds (Necromancy) Reversible
- Cure Insanity (Abjuration)
- Dariod's Vestigial Vine (Alteration)
- Entreaty (Conjuration/Summoning)
- Godrage (Alteration, Enchantment)
- Hidden Champion (Alteration, Enchantment)
- Karma (Alteration)
- Kiss of Death (Necromancy)
- Lightning Strike (Invocation)
- Mammal Command (Enchantment/Charm)
- Ostracise (Charm)
- Quench Flame (Invocation)
- Raise Energy (Alteration, Invocation)
- Stonewood (Alteration)
- Viper's Bite (Alteration)
- Warp Metal (Alteration)
-
-
- Sixth Level
- -----------
-
- Adaptation, 10' Radius (Abjuration)
- Mass Cure (Necromancy) Reversible
- Polymorph into Tree (Alteration, Enchantment)
- Protection from Undead (Abjuration) Reversible
- Sacrifice (Necromancy)
-
-
- Seventh Level
- -------------
-
- Avatar (Invocation)
- Awaken Forest (Alteration, Invocation)
- Death Warrior (Invocation)
- Henley's Digit of Disruption (Invocation)
- Lifeforce (Alteration, Invocation)
- Razorwind (Alteration, Invocation)
- Treegrowth (Alteration)
-
-
-
- ========================================================================
-
- First Level Spells
-
- ========================================================================
-
- Animal/Bird Call (Conjuration/Summoning)
-
- Sphere: Animal, Summoning
- Range: 0
- Components: V, S
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: 12" + 1" per level radius area
- Saving Throw: None
-
- This spell allows the cleric to call all animals or birds within the
- spell effect. The animals or birds will converge upon the cleric
- within 1d3 rounds. While the spell is in effect, none of the animals
- or birds will attack each other. While there, the cleric may set one
- small task for the group to perform. When the spell ends, the animals
- or birds will peacefully disperse to whence they came.
-
- ------------------------------------------------------------------------
-
- Animal Enmity (Enchantment/Charm)
-
- Sphere: Animal, Charm
- Range: Touch
- Components: S
- Duration: 1 day
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell simply causes the victim to be offensive to animals for the
- period of one day. Horses will shy or buck, dogs will bark, bulls will
- charge, birds will aim at them, etc. Note that animals with a close
- association to the victim won't do anything to hurt the victim, they'll
- just treat him like you would treat a friend who, for some reason,
- smelled horrible.
-
- ------------------------------------------------------------------------
-
- Animal Tracks (Alteration, Enchantment)
-
- Sphere: Animal
- Range: 0
- Components: V, S, M
- Duration: 3 turns + 1 turn per level
- Casting Time: 2 rounds
- Area of Effect: Caster
- Saving Throw: None
-
- This spell causes the cleric to leave tracks & scents as as the animal
- specified during casting. The tracks have traces of magic for 3 turns,
- after which they are indistinguishable from normal tracks. Only
- non-mythical creatures can be impersonated. A holly berry and some fur
- from the animal to be impersonated is needed to cast this spell.
-
- ------------------------------------------------------------------------
-
- Coalstone (Alteration)
-
- Sphere: Elemental (Fire)
- Range: Touch
- Components: V, S, M
- Duration: Special
- Casting Time: 3 turns
- Area of Effect: One gem
- Saving Throw: None
-
- When this spell is cast, the cleric enchants a gem, turning it into a
- coalstone. The coalstone glows and gives of heat. It is hot enough to
- start a fire, ignite flammable substances and sheds light in a 5'
- radius. Holding the coalstone will inflict 1 hit point of damage per
- round unless the wielder possesses some form of protection. The
- coalstone will burn for 1 day per GP value of the gem used for a
- maximum of 1 year per level of the caster, after which the coalstone
- crumbles into a fine powder. Another function of the coalstone is that
- the caster may opt to cause it to explode. This will cause 1 point of
- concussion damage for every 100 days left on the duration (save for +)
- and ignite any flammables within a 5' radius. The material component
- for the spell is the gem to be enchanted and a sprig of holly.
-
- ------------------------------------------------------------------------
-
- Comprehend Languages (Alteration) Reversible
-
- Sphere: Divination
- Range: Touch
- Components: V, S, M
- Duration: 5 rounds per level
- Casting Time: 1 round
- Area of Effect: Creature or object touched
- Saving Throw: None
-
- This spell is the same as the first level magic-user spell Comprehend
- Languages.
-
- ------------------------------------------------------------------------
-
- Conjured Weapon (Conjuration)
-
- Sphere: Combat
- Range: 0
- Components: V, S
- Duration: 1 turn per level
- Casting Time: 1
- Area of Effect: One weapon
- Saving Throw: None
-
- When this spell is cast, it brings into existence a weapon of the
- caster's choice which he can use to fight with. The weapon is a normal
- weapon with the holy symbol of the god engraved upon it. The weapon has
- a dim glow upon it which can be faintly seen. The caster, if he is to
- use the weapon, must be proficient in its use. The weapon can be given
- to another character to use.
-
- If a striking spell is used in conjugation with the conjured weapon
- spell, then there will be an additional +1 to hit and to damage rolls
- because of the cumulative effects of the magic of the spells. The
- conjured weapon then counts as a +2 weapon for purposes of special
- defense.
-
- The weapon stays into existence until the end of the spell or until the
- caster wishes the spell to end.
-
- The verbal component would sound something like, "Oh Great Warrior Kos,
- give me a broadsword to smite down my foes!", then the gestures made
- are those to signify the casters intent.
-
- ------------------------------------------------------------------------
-
- Create Earth (Alteration) Reversible
-
- Sphere: Elemental (Earth), Summoning
- Range: 1"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- By this spell, the caster creates up to 3 pounds per level of stone or
- 1 cubic foot per level of sand, dirt, or dust. The stone can be solid
- or lose gravel. The reverse, Destroy Earth, will destroy a like amount
- of earth or stone. Magical creatures are allowed a save vs. magic or
- take 1 point damage per level of the caster.
-
- The material component is the cleric's holy symbol.
-
- ------------------------------------------------------------------------
-
- Daryana's Holy Shit (Conjuration)
-
- Sphere: Creation
- Range: 10'
- Components: V
- Duration: Permanent
- Casting Time: 1
- Area of Effect: 3-inch radius sphere
- Saving Throw: None
-
- This spell was granted to Daryana, third level priestess of the goddess
- of magic, after she had repeatedly, loudly, requested it.
-
- Upon uttering the verbal component - already mentioned in the spell's
- name - two things can happen. If cast consciously, the spell can be
- targeted and takes effect immediately. In this case, some faeces appear
- anywhere within the range of the spell.
-
- If this spell was memorised, and cast unconsciously, the spell's effect
- is delayed for up to 1 hour while the place of impact is anywhere
- within 10' around the unfortunate caster, both at the DM's discretion.
-
- ------------------------------------------------------------------------
-
- Detect Enemy (Divination)
-
- Sphere: Divination
- Range: 0
- Components: V, M
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: 1" per level radius area
- Saving Throw: None
-
- By casting this spell, the cleric may determine whether there are
- creatures within the area of effect that bear hostile intent toward
- him. The spell will reveal the direction of the creatures, even if
- they are invisible, ethereal, astral, or out of phase. Note that this
- spell does not reveal anything about the alignment or motives of the
- creatures in concern.
-
- ------------------------------------------------------------------------
-
- Dieme's Forcing Hand (Alteration)
-
- Sphere: Combat
- Range: 3" + 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: 1/2
-
- By this spell, the caster throws a stone hand at the target. The stone
- hand will then make a crackling noise and show blue lightning as it
- flies towards its target. When it hits, it will do 2 points per level
- of impact damage. Upon casting this spell, the caster throws the hand
- and says "to arms". This spell (like "magic missile") always hits.
-
- The material component is a carved (or created) stone hand.
-
- ------------------------------------------------------------------------
-
- Dispel Fatigue (Abjuration)
-
- Sphere: Healing
- Range: Touch
- Components: V, S, M
- Duration: 3 turns per level
- Casting Time: 1 round
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell removes fatigue from the affected creature and protects it
- from tiring further for the spell duration. However, once the spell
- expires, the recipient must rest for the amount of time spent in
- strenuous activity (i.e., running, melee combat) while under the
- spell. No damage sustained is restored, including broken or sprained
- limbs, i.e., you still can't run on a sprained ankle. The spell is
- also ineffective against magically or psionically caused fatigue (such
- as Ray of Enfeeblement), or against subdual damage.
-
- ------------------------------------------------------------------------
-
- Faithfulness (Abjuration)
-
- Sphere: Guardian, Protection
- Range: 0
- Components: V, S, M
- Duration: 1 day
- Casting Time: 1 round
- Area of Effect: Caster
- Saving Throw: None
-
- This spell acts as a Phylactery of Faithfulness in that it will alert
- the cleric to any action or item which will adversely affect his
- alignment and standing with his deity, if a prior moment is taken to
- contemplate the action. Furthermore, if the cleric is forced by some
- form of possession or domination to act contrary to alignment, the
- spell bestows a 10% chance per level of breaking free of the mind
- control, as well as a saving throw to not carry out the offending act.
-
- ------------------------------------------------------------------------
-
- Flame Tongue (Enchantment/Charm)
-
- Sphere: Charm
- Range: 0
- Components: V, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: One or more persons listening
- Saving Throw: Negates
-
- This spell grants the caster the ability of fast talking: during the
- spell's duration, the caster is able to talk and talk and talk, thus
- gaining the undivided attention of those listening, provided they can
- understand the caster. Note that all hearing the caster will be
- affected by this fast talking: party members are affected too.
-
- The second use of this spell is to increase the morale of hirelings,
- followers and henchmen: prior to a fight, the priest can encourage them
- by talking vividly for one round, thus increasing their morale by two
- points plus one for every two levels above first, up to a maximum of 5.
- Thus, a fifth or sixth level priest will increase the morale by 4
- points.
-
- ------------------------------------------------------------------------
-
- Gnat Swarm (Conjuration/Summoning)
-
- Sphere: Animal, Summoning
- Range: Sight
- Components: S, M
- Duration: 1d4 + 1 rounds
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- The cleric can summon a swarm of gnats to bother and harass the victim
- for the duration of the spell.
-
- For example: a man is stalking Bob-the-wonder-druid through the
- forest. The fellow gets closer than Bob would like, and, unless he
- acts fast, is liable to get spotted (a situation he'd like to avoid.)
- The man has a 30% chance to spot Bob normally, but with the swarming
- gnats, his attention is elsewhere, so his chances are cut to 15%.
- The material component for this spell is a dead gnat.
-
- ------------------------------------------------------------------------
-
- Grow (Alteration)
-
- Sphere: Plant
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 2 rounds
- Area of Effect: One plant
- Saving Throw: None
-
- The cleric can cause a single plant to show a week's worth of growth in
- one day. This spell can be cast at most once per day per plant. The
- material component for this spell is some furtiliser or humus, and some
- water, to be given to the plant (the components are not consumed by the
- spell, but they are by the plant). If the cleric wishes to continually
- cast this spell, then he should be prepared to furnish additional
- fertiliser and water to sustain the plant.
-
- ------------------------------------------------------------------------
-
- Guardian Watch (Conjuration/Summoning)
-
- Sphere: Elemental (Earth), Summoning
- Range: 3"
- Components: V, S, M
- Duration: 8 hours
- Casting Time: 1 round
- Area of Effect: 2" radius sphere
- Saving Throw: None
-
- This spell summons a small quasi-earth-elemental (1d4 HP) to stand
- watch. If some creature moves across or under the ground into the area
- of effect that weighs more than 1 pound, the elemental will cause the
- ground to shiver and wake people up (detection of creatures is by
- movement and vibrations across the ground). The elemental can also form
- a hand and try to trip intruders (the guardian is semi-intelligent and
- can remember simple commands from the caster, i.e. like who the party
- members are). The guardian is hard to detect and will almost always
- trip from surprise. Opponents get a save vs. magic to avoid tripping -
- a save means they just felt something trying to grab their leg.
-
- The material components of this spell are the cleric's holy symbol and
- a live worm.
-
- ------------------------------------------------------------------------
-
- Itch (Enchantment/Charm)
-
- Sphere: Charm
- Range: 30 yards
- Components: V, S
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: Negates
-
- Causes the victim to have an irresistible urge to scratch, if he, she
- or it fails its saving throw. This can be cast on any sort of animal
- that might have to scratch, and dogs save at -4. This spell works with
- embarrassing effectiveness on armoured folks. The actual location of
- the itch is semi-random (i.e. GM rolls a dice, pretends it matters,
- then does whatever (s)he likes). Most of the time, though, it's on the
- back, the foot, or, on the odd occasion, less appropriate places.
-
- ------------------------------------------------------------------------
-
- Quick Step (Alteration)
-
- Sphere: Charm
- Range: 0
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- This spell allows one creature to be able to run at full speed without
- getting tired over stone, dirt, or grass. At the end of the duration,
- the creature must stop for 1 turn for each hour it was running. During
- this time it can do nothing except drink liquids and small, light
- portions of food. At the end of this resting period, the creature will
- start to regain enough energy to be able to carry on normal activities
- (i.e. eat, walk, etc.). When the creature has stopped for a time equal
- to the time it ran, it will be able to carry on all activities without
- penalty (i.e. fight, run, etc.). This spell will work on horses, pack
- animals, etc.
-
- The material component for this spell is a small piece of leather.
-
- ------------------------------------------------------------------------
-
- Request Animal (Enchantment/Charm)
-
- Sphere: Animal, Charm
- Range: 10 feet
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: Special
- Area of Effect: One animal
- Saving Throw: Special
-
- By casting this spell, a cleric can ask a particular animal for a
- favour. The caster must have some sort of enticement for the animal to
- actually perform the favour, because the animal can opt not to carry
- out the cleric's wishes. The casting time of this spell is 1 plus the
- time necessary to make the request, which may take no longer than one
- turn. This spell does not empower the priest to actually speak the
- animal's language.
-
- For example: If a cleric spotted an owl, the cleric could request the
- owl to, if it saw any other humanoids around, fly back and alert the
- cleric. An appropriate offering might be some choice part of a rabbit,
- a mouse, or some other form of owl snack food. If the owl was actually
- required to fly patrol all night (and forego hunting, a favourite owl
- activity) then probably the owl would turn him down no matter what the
- cleric offered.
-
- ------------------------------------------------------------------------
-
- Rock-Jump (Conjuration)
-
- Sphere: Creation
- Range: 100 yards
- Components: S, M
- Duration: Instantaneous
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- With this spell, the cleric can cause a rock to find its way into the
- shoe of the victim. If the victim has no shoes, the spell causes a
- thorn or something to stick into the foot of the victim. The material
- component for this spell is a small stone of thorn, that is to be
- thrown in the direction of the victim. It is consumed in the victim's
- shoe or foot.
-
- ------------------------------------------------------------------------
-
- Seedling (Alteration) Reversible
-
- Sphere: Plant
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: Special
- Area of Effect: Special
- Saving Throw: Special
-
- This spell causes one tree seed or seedling per level of the caster to
- be specially blessed by the caster's god. When the spell is cast upon a
- seed or seedling and planted in the ground, it will immediately start
- to grow at an astonishing rate. It will grow to a total height of 2'+ 1
- foot per level of the caster in the period of one turn. A tree thus
- "blessed" by this spell will grow to be a large, healthy tree, highly
- resistant to both parasites and disease, and will have a much longer
- lifespan than the ordinary trees of its type.
-
- The reverse of this spell, tree shrink, causes one tree to be reduced
- in height by the above amount. If this is cast upon a "monster" tree
- then it gets a save vs. spells. If the tree saves, there is no effect.
- If the tree fails, then the tree is reduced in HD by the level of the
- caster.
-
- The spell can be cast in two ways. The first way takes 1 round per seed
- or seedling to cast and be planted. The other way takes 9 segments per
- seed or seedling to cast. The spell is then finished at a later time by
- completing the final gestures (1 segment per seed or seedling) and then
- planting the seeds or seedlings. There is no limit to the time in
- between the original casting and completion in this variation. Anybody
- can complete the final gestures needed to complete this spell.
-
- The seeds or seedlings are most commonly used for gifts or
- reforestation projects as needed. The trees around a cleric grove tend
- to be of this type.
-
- ------------------------------------------------------------------------
-
- Sense Direction (Divination)
-
- Sphere: Divination
- Range: 0
- Components: V, S
- Duration: Instantaneous
- Casting Time: 6
- Area of Effect: Caster
- Saving Throw: None
-
- By use of this spell, the cleric is able to divine exactly what
- direction his home grove is in relation to his current position. Only
- direction is known, not distance. The component for this spell is a
- oak leaf (from the home grove) suspended by a spider silk thread.
-
- ------------------------------------------------------------------------
-
- Sharpleaf (Alteration, Invocation)
-
- Sphere: Combat
- Range: 2"
- Components: S, M
- Duration: 1 turn per level
- Casting Time: 5
- Area of Effect: 3 leaves per 4 levels
- Saving Throw: None
-
- Using this spell, the cleric causes oak leaves to become rigid and
- extremely sharp. These Sharpleaves can now be wielded or thrown as
- daggers. If the leaves are crumbled before the spell is cast, then the
- resulting pieces are similar to caltrops, doing 1d2 points each. One
- leaf can cover 5' square, with 1d4 hitting the first creature to
- enter.
-
- ------------------------------------------------------------------------
-
- Striking (Invocation)
-
- Sphere: Combat
- Range: 0
- Components: V, M
- Duration: 5 rounds + 1 round per level
- Casting Time: 2
- Area of Effect: One weapon per 4 levels
- Saving Throw: None
-
- The use of this spell calls down upon a specially consecrated weapon of
- a believer, the benediction of his deity. This spell only works for
- those of the same faith as the caster and the weapons used must have
- been previously dedicated to that deity through a Ceremony spell. Once
- these conditions have been met, the spell endows the weapon with a
- glowing, magical aura that inflict an additional 1d6 points of damage
- per blow struck. This additional damage will affect creatures that are
- struck only by magic weapons of +2 or less (while the weapon itself may
- do no damage to these creatures). Note: this spell will not affect
- weapons which are +2 or better. The material components are the
- cleric's (un)holy symbol and the consecrated weapon.
-
- ------------------------------------------------------------------------
-
- Tracker (Divination)
-
- Sphere: Divination
- Range: 1' per level
- Components: V, S, M
- Duration: 2 hours per level
- Casting Time: 1 round
- Area of Effect: One object
- Saving Throw: Negates
-
- This spell allows the caster to place an enchantment on an object. The
- caster will then know, for the duration, the direction and relative
- distance to the object. The object can be up to a mile away before the
- spell fades away. The spell will last until the spell duration expires
- or it is dispelled. If the object is on a unknowing recipient at the
- time of casting, then (and only then) does the carrier get a save.
-
- The material component is the object to be tracked.
-
- ------------------------------------------------------------------------
-
- Trance (Divination)
-
- Sphere: Divination
- Range: 0
- Components: S
- Duration: 8 rounds
- Casting Time: 1 round
- Area of Effect: 100 yards radius area
- Saving Throw: None
-
- The cleric goes into a meditative trance, and, after being in this
- trance for one round, can feel the presence of the spirits in the area
- -- including the spirits of the animals in the area.
-
- For example: If, say, a troll happened to be within 100 yards of the
- caster, the caster would certainly know that something large and fell
- is in the area, but, unless the caster had come into contact with the
- spirit of a troll before, wouldn't know what it was.
-
- ------------------------------------------------------------------------
-
- Trip (Alteration)
-
- Sphere: Plant
- Range: 100 yards
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: One 10-foot per level long square
- Saving Throw: None
-
- Actually, this is a low-budget Entangle spell. However, the
- effectiveness of this spell depends upon the amount of underbrush in
- the area of effect. In a bramble of thorn-bushes, it is as effective
- as an entangle spell. On a putting green, it has no effect at all.
-
- ------------------------------------------------------------------------
-
-
-
-
-
- ========================================================================
-
- Second Level Spells
-
- ========================================================================
-
- Bat Sense (Divination, Alteration)
-
- Sphere: Divination
- Range: Touch
- Components: V, S, M
- Duration: 3 turns + 1 turn per level
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: None
-
- When this spell is cast, it enables the recipient to be able to sense
- objects, creatures, etc. around him as a bat would (i.e. by the
- reflection of sound waves). To use this ability, the recipient must
- spend one round "switching" his sensory input. While using this
- capability, he must keep his eyes closed. This spell will reduce a
- thief's move silently percentages by 50%. Also invisible creatures
- may be "seen" using this spell.
-
- The recipient can "see" things up to 60' away from him.
-
- When using this ability, if the recipient is within the effect of a
- shout spell, horn of blasting, or similar phenomenon, then he must make
- a save versus death or be stunned for 1d6 rounds and have a 40% chance
- of becoming deaf (eardrum ruptures).
-
- ------------------------------------------------------------------------
-
- Command II (Enchantment/Charm)
-
- Sphere: Charm
- Range: 3" + 1" per level (and within hearing range)
- Components: V
- Duration: 2 rounds
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: None
-
- This spell is an improved version of the Command spell (see the first
- level priest spell Command). The differences are: the range (as noted
- above), the duration (as noted above), and that only those creatures
- with a 15 and above intelligence or 6 HD get a save.
-
- ------------------------------------------------------------------------
-
- Cure Moderate Wounds (Necromancy) Reversible
-
- Sphere: Healing
- Range: Touch
- Components: V, S
- Duration: Permanent
- Casting Time: 6
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell is a more potent form of Cure Light Wounds. When the caster
- lays his hands upon the creature to be touched the spell cures 3-17
- (2d8+1) HP of damage.
-
- The reverse of this spell, cause moderate wounds, does the above amount
- of damage if the caster succeeds in touching the victim.
-
- Otherwise this spell is the same in all respects as a Cure Light Wounds
- spell.
-
- ------------------------------------------------------------------------
-
- Detect Invisibility 15' Radius (Divination)
-
- Sphere: Divination
- Range: 0
- Components: V, S, M
- Duration: 5 rounds per level
- Casting Time: 4
- Area of Effect: 15' radius sphere
- Saving Throw: None
-
- Except as noted above, this spell is the same as the second level
- magic-user spell, Detect Invisibility. Note the spell allows only the
- cleric to see invisible creatures, and only those within the specified
- radius. The material component of this spell is a pinch of any fine
- powder such as talc.
-
- ------------------------------------------------------------------------
-
- Detect Phase (Divination)
-
- Sphere: Divination
- Range: 12"
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: Person touched
- Saving Throw: None
-
- When this spell is cast, the person touched can see and perceive any
- creature that is out of or in a different phase than that of the spell
- recipient. This means that the person touched will see clearly such
- creatures with special defenses such as displacement, blinking,
- duo-dimension, astral, or etherealness and those who can shift out of
- phase, such as a phase spider. Furthermore, if the person touched has
- means to attack such creatures, he will have none of the ill effects
- that normally occur when trying to attack (i.e. the person touched
- would know the exact location of a displacer beast, or where the phase
- spider is etc.). The information cannot be communicated to his fellows
- by words.
-
- The material component of this spell requires, in addition to the
- caster's holy symbol, a lens of calcite crystal which must be viewed
- through for the spell to have effect. It does not disappear at the end
- of the spell.
-
- ------------------------------------------------------------------------
-
- Detect Style (Divination)
-
- Sphere: Divination
- Range: 30 yards
- Components: M
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: One or more creatures
- Saving Throw: Special
-
- This spell has two uses: if cast on more than one creature, this spell
- will make the one, highest in rank, known to the caster. If all
- creatures, which must be in sight, are of equal rank, or there is a tie
- for the highest rank, no one will be detected. Note that the highest in
- rank need not be the most powerful of the scanned creatures. In this
- case, there is no applicable saving throw.
-
- The second use of this spell is to determine the exact rank of a
- specific creature: if the spell is cast on one creature only, the
- caster will know the rank of the targeted creature. If the caster is
- unfamiliar with the hierarchical structure of the victim's society or
- organisation, he will only feel a general indication: something like
- "no rank", "officer" or "very high rank" would be appropriate
- descriptions. Note that nothing is revealed about the victim's level of
- experience e.a. The target gets a saving throw, that will negate the
- spell.
-
- ------------------------------------------------------------------------
-
- Dieme's Forceful Hand (Alteration)
-
- Range: 4" + 1" per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Special
-
- This spell is like the first level spell except the fist is a lot
- larger (about 6' high) and more forceful. The base damage is 2d6 +1 per
- level for small or medium, and 3d6 + 1 per level for large creatures.
- The creature saves for 1/2 damage, and those that fail are affected as
- follows:
-
- Large:Creature falls down.
- Medium:Creature pushed back 4+1d4 feet, Dex check to stay on feet.
- Small:Creature thrown back the number of feet equal to the damage
- they took. They also take another 1d6 points of damage when
- they land.
-
- This spell does not insure a safe landing, and if the creature is in a
- position where a fall would do extra damage, like mounted on a horse
- for example, extra damage may occur.
-
- The material component is a carved (or created) stone hand.
-
- ------------------------------------------------------------------------
-
- Efembe's Spitting Image (Conjuration/Summoning)
-
- Sphere: Protection (reversed)
- Range: Touch
- Components: V, S, M
- Duration: 1 week per level
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Negates
-
- Upon casting this spell, the caster spits on his fingertips and smears
- some spittle on the target's forehead. This bestows a curse on the
- victim: every time he looks into a mirror or another reflecting surface
- during the spell's duration, his mirror image will spit into his face.
- Note that a Remove Curse will dispel this spell.
-
- ------------------------------------------------------------------------
-
- Flame/Frost Blade (Invocation)
-
- Sphere: Combat, Creation
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 3
- Area of Effect: 3' long, sword-like blade
- Saving Throw: None
-
- When a cleric casts this spell, he causes a blazing ray or red-hot fire
- or a freezing icicle to spring forth from his hand. This blade is
- actually wielded as if it were a scimitar (but it is not a scimitar),
- and is the cleric scores a successful hit while employing the blade,
- the creature struck will take 2d6 points of damage - with a damage
- bonus of +2 if the creature is especially vulnerable to that attack
- form (i.e. fire vs. undead, ice para-elementals and frost vs. red
- dragons or fire elementals). The flame blade will ignite combustible
- materials. The blade will not affect creature that can be hit by magic
- weapons except with respect to undead monsters. In addition to
- mistletoe, the cleric must have a leaf of sumac in order to cast this
- spell.
-
- ------------------------------------------------------------------------
-
- Heliot's Healing Sleep (Necromancy)
-
- Sphere: Healing
- Components: V, S, M
- Range: 0
- Duration: 4 hours + 2 hours per level
- Area of Effect: One person
- Casting Time: Special
- Saving Throw: None
-
- This spell causes the healing benefits of sleep to be threefold (i.e.
- 3 HP per day rested). Additionally this spell causes any and all
- curative spells cast during its duration to have maximum effect plus 1
- HP. The individual to be effected must be able to sleep, and must be
- asleep during the spells effect. The casting time of this spell is 6
- turns minus the caster's level, with a minimum of one turn.
-
- ------------------------------------------------------------------------
-
- Inaudibility (Alteration)
-
- Sphere: Protection
- Range: 0
- Components: V, S, M
- Duration: 5 rounds per level
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: None
-
- This spell causes the cleric's movements to become completely silent
- for the duration of the spell. All sounds made by his equipment from
- the neck down are muted into inaudibility. Intentional shouting or
- spell casting can be heard, and will negate the inaudibility for the
- duration of said noise. Attacking completely negates the spell effect
- (Cf. Invisibility). The material component is a piece of sea sponge.
-
- ------------------------------------------------------------------------
-
- Nausea (Enchantment/Charm, Abjuration) Reversible
-
- Sphere: Charm, Healing, Protection
- Range: 30 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: One creature
- Saving Throw: Negates
-
- This spell causes the recipient to fall to its knees and choke, gag and
- vomit for 1 round per level of the caster. No actions are allowed other
- than crawling. The material component for this spell is a bucket.
-
- The reverse of this spell removes nausea or protects a character from
- such things as Stinking Clouds and seasickness for 1 turn per level of
- the caster. The material component for the reverse is some food.
-
- The reverse of this spell belongs to the Abjuration school, while
- Nausea itself belongs to the Enchantment/Charm school.
-
- ------------------------------------------------------------------------
-
- Planar Vision (Divination)
-
- Sphere: Astral, Divination
- Range: 0
- Components: V, S
- Duration: 1 turn
- Casting Time: 2
- Area of Effect: Sight
- Saving Throw: None
-
- Using this spell, the priest can perceive creatures in the Border
- Ethereal, out of phase beings (i.e. phase spiders), Dimension Doors,
- creatures viewing his location through Colour Pools, and boundaries of
- plane-travel-proof areas; he can also identify portals to other planes
- (but he cannot say what plane is on the other side).
-
- ------------------------------------------------------------------------
-
- Protection from Charm, 10' Radius (Abjuration)
-
- Sphere: Protection
- Range: 0
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 5
- Area of Effect: 10' radius sphere
- Saving Throw: None
-
- While this spell is in operation, all creatures in the area of effect
- have a percentage immunity to all forms of charm (spell, item, or
- whatever) equal to 20% plus 5% per level of the cleric. Thus, if cast
- by a 5th level cleric, any creature in the area of effect targeted by a
- charm spell would not need to make a saving throw if 45% or lower was
- rolled on percentile dice. The material component is a miniature cloth
- blindfold.
-
- ------------------------------------------------------------------------
-
- Resist Eye Contact (Abjuration)
-
- Sphere: Protection
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 2
- Area of Effect: One creature per level
- Saving Throw: None
-
- This spell gives +4 on all saving throws versus gaze weapons for each
- creature touched. Note: this does not apply to beings whose gaze
- weapons do not require the victim to meet the attacker's gaze. The
- material component is a small disc of translucent material such as mica
- or smoked glass.
-
- ------------------------------------------------------------------------
-
- Resist Paralysis (Abjuration)
-
- Sphere: Protection
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4
- Area of Effect: Creature touched
- Saving Throw: None
-
- For the duration of this spell, the recipient is immune to all forms of
- paralysis, including gaze attacks, paralytic poison, hold spells and
- dragon induced fear paralysis.
-
- This spell does not remove paralysis already in effect, it just
- prevents the recipient from being paralysed in the future.
-
- The material component of this spell is a feather, and an infusion of
- tea and ginger which is consumed by the caster.
-
- ------------------------------------------------------------------------
-
- Specialisation (Alteration, Invocation)
-
- Sphere: Combat
- Range: 0
- Components: V, S, M
- Duration: 4 rounds per level
- Casting Time: 5
- Area of Effect: Caster's weapon
- Saving Throw: None
-
- When the specialisation spell is cast, a small part of their god's
- power is invested into themselves. This power allows the caster to
- fight better in combat. The benefit the caster receives is
- specialisation in the god's preferred weapon, if the god has one.
- Otherwise the benefits apply to a weapon of the caster's choice. This
- specialisation occurs whether or not the caster is proficient with the
- weapon. There are no minuses to hit because of non- weapon proficiency
- penalties. (Note: Clerics will tend to be proficient with their god's
- preferred weapon.)
-
- This spell is typical of spell given to clerics of warrior gods.
-
- ------------------------------------------------------------------------
-
- Stone Message (Invocation)
-
- Sphere: Divination
- Range: Special
- Components: V, S, M
- Duration: 1 minute
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
-
- The caster casts this spell directly into the prism on his holy symbol
- (this spell was created for a diety whose symbol is a hand grasping a
- prism). The caster then names (not by truename) the person he wants to
- talk to. If this target person is within 1" of a holy symbol to the
- same diety (thus that holy symbol also has a prism in it), then the
- target person will notice that the prism flashes. Only the target
- person will notice the flashes of light. When the target person touches
- the holy symbol, the prism will show the face of the caster, and the
- caster's prism will show the face of the target person. The caster can
- then talk into his prism and hold a short conversation with the target
- person.
-
- If the target person is not within 1" of a specified holy symbol, the
- caster will feel like the spell was a dud. The spell will wait one
- minute for the person answer. If the person did not answer, the caster
- will know that the person did not answer.
-
- Idle chatter is not being appreciated by the diety (noise pollution on
- his holy waves). Quick conversations are appreciated. There is also a
- 5% chance that someone or something associated with the diety (one of
- his clerics or minions) will notice and remember the conversation.
- This does not mean the cleric or minion will do anything, just that
- others may be listening in.
-
- The material components for this spell are the two needed holy symbols,
- and are obviously not consumed in the casting.
-
- ------------------------------------------------------------------------
-
- Stop (Enchantment/Charm)
-
- Sphere: Charm
- Range: 3"
- Components: V, S
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: One 1" per level long, 2" per level wide at base cone
- Saving Throw: Negates
-
- This spell is intended for those times an army is racing toward you in
- a charge. Each creature in the cone will have to save vs. spell or
- come to a sudden full stop as if it ran into a solid wall (no damage
- is caused, they just stop). For the rest of the duration, those that
- did not save can not move towards caster. Those that did make their
- save can move towards the caster only at half rate.
-
- To cast this spell, the cleric puts his open hand forward and yells
- stop (like a traffic cop).
-
- ------------------------------------------------------------------------
-
- Summon Swarm (Conjuration/Summoning)
-
- Sphere: Animal, Summoning
- Range: 3" + 1" per level above fifth
- Components: V, S, M
- Duration: 1 round + 1 round per level above third
- Casting Time: 2
- Area of Effect: 1" per level radius sphere
- Savings Throw: None
-
- This spell is similar to Insect Plague, but the insects summoned are of
- a specific type (with specific effects) depending on the cleric's
- deity, for example:
-
- DeityInsectEffect
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- BeelzebubFlies15% + 2% per level chance of causing disease
- SethLocusts2 HP per round to creatures caught in swarm +
- infestation of food.
-
- For other effects, see the fifth level cleric spell Insect Plague.
-
- ------------------------------------------------------------------------
-
- Tracking (Divination)
-
- Sphere: Divination
- Range: 0
- Components: V, S, M
- Duration: 1 turn + 1 turn per level
- Casting Time: 2 rounds
- Area of Effect: Caster
- Saving Throw: None
-
- With this spell, the casting cleric is temporarily endowed with
- tracking ability similar to that of a ranger. However the tracking
- spell is better. Using this spell, the cleric becomes not only aware of
- all physical traces, but psychic traces too. Thus a creature who has
- travelled using pass without trace. This makes almost anything
- trackable, even aerial creatures (those who leave strong enough psychic
- impressions at least). There are some restrictions though. The cleric
- must have an item that belonged to the creature being tracked.
- Furthermore tracking with this spell must begin at a point that the
- creature has been within the past half hour. The other component for
- the spell is mistletoe of course.
-
- ------------------------------------------------------------------------
-
- Unentangle (Alteration)
-
- Sphere: Plant
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 3
- Area of Effect: One person per 2 levels
- Saving Throw: Special
-
- An unentangle spell is used to allow creatures to pass through an
- entangle spell cast by the same caster. If the spell is used to pass
- another caster's entangle spell then the effects are as follows: normal
- movement if a save vs. spells is made or 1/2 normal movement if the
- saving throw fails.
-
- This spell also allows normal movement through the densest of forests,
- briar thickets, wall of thorns, etc.
-
- ------------------------------------------------------------------------
-
- Weakness (Abjuration, Alteration)
-
- Sphere: Charm
- Range: 6"
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 5
- Area of Effect: One creature
- Saving Throw: None
-
- This is a defensive spell which causes the target creature to lose (0-3
- + 1 per level of the caster) points of strength. The creatures strength
- cannot be lowered past 3 due to the effects of the spell. If the
- creature has exceptional strength, then the loss of strength is on a
- 10% per point ratio. A strength of 18/01 to 18/09 will drop to 18
- before dropping to 17.
-
- Creatures, who are successfully subjected to this spell, will tend to
- lose the urge to attack the caster if their strength is dropped an
- appreciable amount.
-
- ------------------------------------------------------------------------
-
- Wild Deer Speed (Alteration, Enchantment)
-
- Sphere: Animal
- Range: 0
- Components: V, S, M
- Duration: 1 turn + 1 round per level
- Casting Time: 6
- Area of Effect: Caster
- Saving Throw: None
-
- This spell confers the speed of a deer upon the spell caster. It
- allows the cleric to increase his running rate (double normal movement
- speed, usually 18" or 24") by 1" per 2 levels of the cleric. Also,
- while under this spell's effect, the cleric does not become fatigued or
- winded by running at such a fast pace. Furthermore, the cleric can leap
- forward for 10' + 1' per level when running. The material component for
- this spell is mistletoe plus a chip of deer's hoof.
-
- ------------------------------------------------------------------------
-
-
-
-
-
- ========================================================================
-
- Third Level Spells
-
- ========================================================================
-
- Aura of Nature (Abjuration, Alteration)
-
- Sphere: Plant
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: 1-12 HD of undead per level
- Saving Throw: Special
-
- When this spell is cast, it surrounds the caster with an overwhelming
- aura of life. This aura is comforting to woodland creatures (+25% on
- reaction roles) for it is the sensation of life which puts the animals
- at ease with the caster.
-
- This, however, is not the principle purpose for the spell. Its primary
- use is to turn undead. Undead creatures find this sensation emanating
- from the caster's aura very distasteful. When undead encounter this
- sensation, they are usually repulsed. This occurs if the caster
- succeeds in turning undead as a cleric does. If the die roll "to turn
- undead" does not succeed then the undead are not repulsed.
-
- The caster's level is the level used to determine the effect of the
- turning. This is only the case if the caster is in natural
- surroundings (such as forest, underground caverns and caves, or plains
- etc.).
-
- If the caster in in his own consecrated grove, then the caster gets a
- +4 modifier to the die roll to turn undead and in addition is allowed
- to turn twice the normal number of undead.
-
- If the caster is in an unnatural surrounding (such as buildings or the
- astral and ethereal planes of existence) then he turns undead as a
- cleric two levels lower then his current level. This is because the
- influence of nature is reduced in these surroundings (note: in some
- man-made surroundings there may not be a reduction because of the
- circumstances - a man-made garden for example).
-
- ------------------------------------------------------------------------
-
- Berserker (Alteration, Invocation)
-
- Sphere: Combat
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: One believer per level
- Saving Throw: None
-
- When this spell is cast, it invokes the caster's deity to instill
- battle madness upon his followers. This causes them to turn into
- berserkers. When in this state they only attack enemies and not each
- other or their allies.
-
- The effects of this state gives the warriors a large moral bonus (+60),
- a to hit/damage bonus (+1/+2), and additional attacks per round
- (+1/2).
-
- The major restriction for this spell is that the recipients of this
- spell must be true followers of the caster's god. Also they will tend
- to fight until the spell finishes or there is a severe morale failure.
-
- This spell is used exclusively by warrior clerics.
-
- ------------------------------------------------------------------------
-
- Cure Medium Wounds (Necromancy) Reversible
-
- Sphere: Healing
- Range: Touch
- Components: V, S
- Duration: Permanent
- Casting Time: 7
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell is a more potent version of cure moderate wounds. The spell
- cures (or causes) 6-27 (3d8+3) hit points per application. Otherwise
- this spell is the same in all respects as a Cure Light Wounds spell.
-
- ------------------------------------------------------------------------
-
- Dhalkuir's Diametric Abjuration (Abjuration)
-
- Sphere: Combat
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 1 round
- Area of Effect: Weapon touched
- Saving Throw: Special
-
- By means of this spell, the cleric causes a single weapon to have a
- +1/+3 to hit/damage bonus when used against creatures whose alignment
- is opposed to that of the cleric. Thus, if a lawful good cleric cast
- the spell, neutral evil, chaotic evil, and chaotic neutral creatures
- would be affected. In the case of a neutral good cleric, opposing
- alignments are lawful/neutral/chaotic evil, and so on for other
- clerics. If the concerned creature attempts to touch the weapon, it
- takes damage equal to one point per level of the spell caster (half if
- a save is made). In the case of outer-plane creatures, the to
- hit/damage bonus is +3/+5.
-
- ------------------------------------------------------------------------
-
- Etherealness (Alteration)
-
- Sphere: Astral
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: 2 people per 3 levels maximum
- Saving Throw: Negates
-
- The priest can take himself and others into the Border Ethereal. From
- there the travellers are on their own (DM's, you may want to read the
- Dungeon Master's Guide, second edition, or the Manual of the Planes).
- The reverse can force a creature out ot the Border Ethereal into your
- plane. Naturally this spell fails if the Ethereal Plane is not
- reachable. Anyone touched by the caster, as long as within the area of
- effect (see above), is also drawn into the Border Ethereal. Unwilling
- victims are allowed a saving throw.
-
- ------------------------------------------------------------------------
-
- Heat (Alteration) Reversible
-
- Sphere: Elemental (Fire)
- Range : 1" per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: 1/2" radius globe
- Saving Throw: None
-
- This spell causes excitation of air molecules so as to make them emit
- heat. The heat thus created is equal to that of a small fire in
- intensity, but its sphere is limited to 1" in diameter. It lasts for
- the duration indicated, or until the caster utters a word to extinguish
- the heat. The heat will melt 1/12' of ice per round. The spell can
- take effect wherever the caster directs as long as he has a line of
- sight or unobstructed path for the spell.
-
- If this spell is cast on a creature, the applicable magic resistance
- and saving throw dice rolls must be made. Success indicates that the
- the spell takes affects the area immediately behind the creature,
- rather than the creature itself. Failure indicates that the target
- creature will take 2 points of damage per melee round from the heat
- unless some means of protection from heat is available. The material
- component for the spell is a tinder box and some wood shavings. Fire
- resistance (potion or ring) totally negates the effects of a heat
- spell, as will immersion in water or snow, or exposure to a cold or ice
- storm spell.
-
- ------------------------------------------------------------------------
-
- Lion's Claw (Alteration)
-
- Sphere: Combat
- Range: 0
- Components: V, S, M
- Duration: 1d4 rounds + 1 round per level
- Casting Time: 3
- Area of Effect: Caster
- Saving Throw: None
-
- When this spell is cast, the cleric causes his fingernails to grow and
- thicken into claws. He is able to attack with these claws twice a
- round, doing 1d4+1 points of damage each plus strength bonuses. Damage
- from these claws will affect creatures that can only be hit by +3 or
- less magic weapons. But, the claws are not magical. Note that the
- claws does not affect the cleric's spell casting ability or his
- capability to hold or manipulate objects. To cast this spell, the
- cleric needs a sprig of mistletoe and a claw from a lion.
-
- ------------------------------------------------------------------------
-
- Oxen Strength (Alteration)
-
- Sphere: Animal
- Range: 0
- Components: V, S, M
- Duration: 1 hour + 1 turn per level
- Casting Time: 5 rounds
- Area of Effect: Caster
- Saving Throw: None
-
- Through the use of oxen strength, the cleric is able to endow himself
- or herself with the strength of an ox. The result is that the cleric's
- strength is raised 1 point for every level that he has attained, to a
- maximum of 18. The component for this spell is mistletoe and a strip
- of beef jerky made from an ox that was sacrificed during one of the
- clerical rites.
-
- ------------------------------------------------------------------------
-
- Protection from Constriction (Abjuration)
-
- Sphere: Protection
- Range: 3"
- Components: V, M
- Duration: 1 round per level
- Casting Time: 1
- Area of Effect: One creature
- Saving Throw: None
-
- When cast, a Protection from Constriction spell will mitigate crushing
- damage taken each round from a single attack form. Up to one point per
- level of the spell caster is deducted from crushing damage. Note that
- this does not mitigate damage from crushing weapons or falling; it will
- protect against constriction, bear hugs, Bigby's Crushing Hand, or any
- similar gradual compression. Example: a sixth level cleric under the
- effect of this spell is hugged by an owlbear on three consecutive
- rounds for 3, 10, and 7 points of damage. Damage accrued over each
- round would be zero, 4, and 1 point(s), respectively. The material
- component is a hard-boiled egg anywhere on the spell recipient.
-
- ------------------------------------------------------------------------
-
- Protection from Lycanthropes, 10' radius (Abjuration)
-
- Sphere: Protection
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4 rounds
- Area of Effect: 10' radius sphere around creature touched
- Saving Throw: None
-
- This spell is equal to the fourth level priest spell Protection from
- Evil, 10' radius, except as noted above, and that it protects only from
- lycanthropes. The material component of this spell is a small silver
- dagger.
-
- ------------------------------------------------------------------------
-
- Protection from Petrification (Abjuration)
-
- Sphere: Protection
- Range: Touch
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: One creature per level
- Saving Throw: None
-
- This spell gives a +4 bonus on all saving throws versus any
- petrification attack for each creature touched. The material component
- is a jellyfish tentacle.
-
- ------------------------------------------------------------------------
-
- Protection from Undead, 10' radius (Abjuration)
-
- Sphere: Necromantic, Protection
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4 rounds
- Area of Effect: 10' radius sphere around creature touched
- Saving Throw: None
-
- This spell is equal to the fourth level priest spell Protection from
- Evil, 10' radius, except as noted above, and that it protects only from
- undead.
-
- ------------------------------------------------------------------------
-
- Remove Scar (Necromancy) Reversible
-
- Sphere: Healing
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 6
- Area of Effect: One creature
- Saving Throw: Negates
-
- The purpose of this spell is to remove scars caused by battle or other
- mishaps. Any comeliness that was lost due to scarring is now restored
- from application of this spell. Larger scars may require several
- applications to remove all the effects of the disfigurement.
-
- The reverse of this spell causes hideous scars to form on the targets
- face and body causing a loss of 1-3 comeliness points. Multiple
- applications of this spell cannot drop comeliness lower than 0. A save
- vs. spells will negate the effect.
-
- ------------------------------------------------------------------------
-
- Root (Enchantment/Charm)
-
- Sphere: Plant
- Range: Touch
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 1 round
- Area of Effect: 3 creatures maximum
- Saving Throw: Special
-
- By means of this spell, the cleric causes a willing recipient's feet,
- paws or hooves to be firmly rooted to the ground, becoming immovable.
- The creature gains an extra saving throw vs. paralysation at +4 to
- avoid being thrown back, picked up, knocked down or blown around.
- Success means the creature remains standing; failure indicates the
- situation is to be handled normally, with another saving throw if
- allowed. The recipient may "root" and "unroot" at will, as long as it
- occurs within the duration of the spell. Rooting or unrooting takes 1
- segment. The recipient may not perform any action requiring legwork
- (walking, running, etc.) while rooted. At he end of the spell's
- duration, the recipient is automatically unrooted.
-
- Optionally, the spell may be cast upon an unwilling subject (who must
- be touched by the caster and fail a save vs. spells at -2 to be
- affected). Unlike the caster, the victim has no control over the spell
- once touched and is anchored until released by the cleric, the root
- duration expires or it is dispelled. The material components for this
- spell are mistletoe and a small piece of root from a large tree,
- preferably oak.
-
- Root is one of the special prayers granted by Saint Timorel, patron of
- clerical groves and retreats.
-
- ------------------------------------------------------------------------
-
- Selective Entangle (Alteration, Invocation)
-
- Sphere: Plant
- Range: 8"
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4
- Area of Effect: One person per 2 levels
- Saving Throw: 1/2
-
- This spell is very similar to the first level clerical spell Entangle
- except for one major difference. It effects only the creatures targeted
- for the spell effects and no-one else, unlike the entangle spell.
-
- When the creature(s), who are effected by this spell, try to walk by
- any form of plant life, the plants will reach out and grab the
- creatures much in the same manner as the Entangle spell. Thus if they
- are trapped by the spell others can then walk up to the entangled
- creatures. In this respect the spell is similar to Hold Person in its
- effects.
-
- If the creature fails its saving throw vs. spells then it is held fast
- by the plants. If the save is made then the targeted creature has its
- movement reduced to half normal.
-
- If the creature struggles to free themselves from the plants then a new
- saving throw vs. spells can be made every turn (note: this is very
- tiring work). The strength to hit bonus can be used as a positive DM on
- these additional saves. If the creature makes one of these additional
- saving throws then they are "freed" but their movement is still reduced
- by half. If after another turn the creature is still in an area with
- plant life then a save vs. spells is required with the effects outlined
- above occurring.
-
- In short, a save must be made every turn when in areas of vegetation to
- determine the effects of the spell if the spell target is actively
- fighting the effects of the spell.
-
- ------------------------------------------------------------------------
-
- Stone Seeds (Alteration)
-
- Sphere: Elemental (Earth), Plant
- Range: 0
- Components: V, S, M
- Duration: 1 month
- Casting Time: Special
- Area of Effect: 5" long square per level
- Saving Throw: None
-
- When the stone seed spell is cast, it causes plant seeds to become
- magically enchanted so as to enable them to grow in to solid stone.
- The seeds will grow at quadruple normal rate for 4 weeks. During this
- time the roots will grow down into the stone a distance of 1" per level
- of the caster in hard stone or 2" per level in soft stone. After this
- month (28 days) is over, the plants will grow normally. Thus they will
- require food, light, and sunlight if they are to continue growing after
- this point.
-
- The effect of the plants growing into a stone structure are rather
- nasty, for it could remove around 10-90% of the structure's structural
- points, depending upon the thickness of the stone.
-
- To cast this spell, the cleric must mix a handful of seeds from
- whatever hardy plants are available (such as crabgrass, ivy, cactus,
- dandelion etc.) with the seeds to be planted. This must be then mixed
- in a leather pouch with sapphire dust of not less than 50 GP value per
- 5" square area to be covered. The caster then "sows" the seeds as he
- casts the spell with the seeds magically implanting themselves in the
- stone.
-
- The spell takes 1 turn per 5" square area to be covered to cast.
-
- ------------------------------------------------------------------------
-
-
-
-
-
- ========================================================================
-
- Fourth Level Spells
-
- ========================================================================
-
- Adaptation (Abjuration)
-
- Sphere: Protection
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell exactly duplicates the effects of a Necklace of Adaptation
- for the specified duration. The material component is a vial of holy
- or unholy water ingested by the spell recipient.
-
- ------------------------------------------------------------------------
-
- Awake (Alteration, Invocation)
-
- Sphere: Healing
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: 5
- Area of Effect: 3" radius sphere
- Saving Throw: None
-
- When this spell is cast, the cleric invokes the blessings of his deity
- and claps his hands sharply once. The sound of the clap allows all
- creatures within the area of effect who hears it to awaken. Sleeping
- (naturally or magically induced) creatures will wake up. Those under
- the influence of mind affecting drugs/substances will become coherent
- for 1 round per level of the caster. Creatures who's minds are under
- some sort of foreign influence (i.e. charmed, hypnotised, dominated,
- enthralled, etc. but not possessed) get a second saving throw. In any
- case, all creatures within the effect will experience a temporary
- clarity of thought. Note, this may make the subject more vulnerable to
- any mind based earsdropping such as ESP or empathy. The material
- component for this spell is a 1,000 GP gem hanging on a chain which
- must be wound around the cleric's hand while he claps.
-
- ------------------------------------------------------------------------
-
- Beppie's Happy Hour (Enchantment/Charm)
-
- Sphere: Charm
- Range: 0
- Components: V, S, M
- Duration: 1 hour
- Casting Time: 4
- Area of Effect: 100-foot radius area
- Saving Throw: Special
-
- Casting this spell can have quite unpredictable effects, i.e., no one
- can predict what will happen after the spell's duration has expired.
- When cast, all creatures within 100 feet of the caster are immediately
- overcome by an enormous feeling of joy and an unresistible desire to
- party. No saving throw is applicable.
-
- For exactly one hour, everyone within the area of effect will party:
- they will drink, sing, dance, and otherwise rejoice. Also, all within
- the area of effect will feel no feelings of hatred, fear, or other
- "negative" feelings. All others will be considered friends, for the
- time being.
-
- Anyone entering the area of effect must make a saving throw vs. spells
- to avoid being affected. This roll is repeated every round. Those
- leaving the area of effect will remain under the spell's effect, but
- upon noticing that they are leaving the fun place, they will probably
- try to return to the party, since they're really in the mood.
-
- Note that the area of effect moves with the caster, that the caster
- himself is always affected by the spell, and that those affected by the
- spell will probably have run out of alcohol at the end of the spell's
- duration.
-
- ------------------------------------------------------------------------
-
- Cure Serious Wounds (Necromancy) Reversible
-
- Sphere: Healing
- Range: Touch
- Components: V, S
- Duration: Permanent
- Casting Time: 8
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell is a more potent version of cure medium wounds. The spell
- cures (or causes) 9-37 (4d8+5) hit points per application. Otherwise
- this spell is the same in all respects as a Cure Light Wounds spell.
-
- ------------------------------------------------------------------------
-
- Detect Curse (Divination)
-
- Sphere: Divination
- Range: 3"
- Components: V, S, M
- Duration: Special
- Casting Time: 1 turn
- Area of Effect: One creature or object
- Saving Throw: None
-
- When cast, a detect curse spell enables the cleric to detect the
- existence of a curse on the creature or object, such as a cursed
- sword. The spell will detect the first cursed creature or object that
- lies along the casting cleric's line of sight (and within range) with a
- base chance of 50%. An extra 1% is added to the base chance for each
- level of experience of the casting cleric. Note that stone of more
- than 1' thickness or metal of any thickness will block the spell. The
- material components of the spell are the cleric's holy or unholy symbol
- and a crushed sapphire of at least 1000 GP value.
-
- ------------------------------------------------------------------------
-
- Double Specialisation (Alteration, Invocation)
-
- Sphere: Combat
- Range: 0
- Components: V, S, M
- Duration: 4 rounds per level
- Casting Time: 6
- Area of Effect: Caster's weapon
- Saving Throw: None
-
- This spell is similar to the second level cleric spell Specialisation
- except for two differences. The first is that it gives the cleric
- double specialisation in the god's preferred weapon, if he has one, or
- the clerics weapon of choice if not. The second difference is that this
- spell can be used to give specialisation to another person in any
- chosen weapon.
-
- The material and somatic gestures are the same as for specialisation.
-
- ------------------------------------------------------------------------
-
- Fearlessness (Abjuration)
-
- Sphere: Charm
- Range: 0
- Components: V, S, M
- Duration: 2 turns per level
- Casting Time: 1 turn
- Area of Effect: All followers in a 6" radius sphere
- Saving Throw: None
-
- When this spell is cast, it fills the followers of the caster's god
- with bravery. For the duration of the spell, all of the followers will
- be immune to any form of fear.
-
- There is one additional material component required. The spell requires
- the ritual slaying of a "brave" animal such as a lion. The cleric then
- drinks the blood of the animal and then "blesses" the followers, thus
- transferring the trait of bravery to them.
-
- That material component causes some druids to be upset, so that there
- is sometimes friction between the religion that uses this spell and the
- local sect of druids.
-
- ------------------------------------------------------------------------
-
- Fish Command (Charm)
-
- Sphere: Animal, Charm
- Range: 90-yard radius
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 2 rounds
- Area of Effect: One fish
- Saving Throw: None
-
- This spell allows the priest to command any fish within range as long
- as the fish can hear him and he does not exploit it. Only normal fishes
- can be affected, including variants in size. Thus catfish, sharks etc.
- can be commanded but dolphins (mammals) or mermaids cannot. The
- command must be given in a short sentence of at most 25 words. The
- fish will automatically understand the language the caster is speaking.
- Since familiars are not considered to be normal animals, they cannot be
- commanded by this spell. The material component of this spell is a
- fish's fin.
-
- ------------------------------------------------------------------------
-
- Hallucinatory Plain (Illusion/Phantasm) Reversible
-
- Sphere: Charm
- Range: 8"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 6
- Area of Effect: 4" long square per level
- Saving Throw: None
-
- This spell is identical to the hallucinatory forest spell (q.v.) save
- that the caster causes an area to appear as if it is a relatively flat
- plain or clearing.
-
- The greatest uses for this spell would be to hide a forest to protect
- or trap others. Other uses would be to hide a chasm, mine, or to extend
- a cliff...
-
- ------------------------------------------------------------------------
-
- Meandering Path (Alteration, Illusion)
-
- Sphere: Plant
- Range: 1 mile + 1/2 mile per level
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: Special
- Area of Effect: 10 feet at both sides of path travelled
- Saving Throw: Special
-
- With this spell, the cleric causes a path (which appears to be natural,
- old, man-made, etc) to appear. Any who come across this path will
- believe it to be what it appears. To cast the spell, the cleric needs
- two branches from an oak tree. One is planted at the beginning of the
- path. The cleric then walks the route that he wishes the magical path
- to follow. At the end of the path the other branch is planted and the
- spell is cast. Travel upon the path is either easy or hard (depending
- on the cleric's choice of travel). Those who happen on the path must
- make a saving throw. Average the hit dice or levels of the group and
- roll one saving throw (DM does this without the group's knowledge). If
- they fail, the path then appears to be heading in the direction that
- they wish to travel. If the save is made, the path appears as it is
- (i.e. a path in the direction that the cleric walked) and the group may
- still decide to follow it anyway.
-
- While travelling on this path, the group will never surprise anyone or
- anything and suffers a penalty of on all rolls (saves, to hit, damage,
- Dex checks, etc.). Those trying to leave the path after travelling
- upon it find that the path is bordered by heavy thorns that block
- passage and writhe and grasp all who enter (cf. Wall of Thorns &
- Entangle). This wall attacks as the cleric doing 1d6+2 points of
- damage. Each 10' section of thorns has 3 attacks. The wall arches
- over the path to prevent exit by flying, leaping, etc. The spell also
- counters the ability of Pass without Trace of other clerics.
-
- Fire results in a double strength Wall of Fire in that area (but it
- does not create a passable space, i.e. take fire damage and still be
- attacked by thorns). The only way to leave the path is to follow it to
- its end (or teleport, go ethereal, plane shift). A Dispel Magic is
- possible only on the oak branches at the end of the path (either one).
-
- ------------------------------------------------------------------------
-
- Moonlight (Alteration)
-
- Sphere: Sun
- Range: 12"
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 8
- Area of Effect: 10,000 contiguous square feet or yards (see below)
- Saving Throw: None
-
- A Moonlight spell produces, in the area of effect, ambient light equal
- to that of a full moon regardless of cloud or tree cover, although
- objects below tree cover or ceilings will cast normal shadows.
- Underground, the area of effect is in square feet, outdoors, in square
- yards. The material component is a 50 GP moonstone.
-
- ------------------------------------------------------------------------
-
- Neutralise Gas (Alteration) Reversible
-
- Sphere: Protection
- Range: 6"
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 6
- Area of Effect: 1' per level radius sphere
- Saving Throw: Special
-
- This spell will detoxify any poisonous gas. Any poisonous gas within
- the area of effect will be turned into a fine watery mist and be
- completely harmless. Even Green Dragon breath will be rendered harmless
- by this spell.
-
- If the spell is cast upon an object or creature, then the sphere will
- move with the target. A target creature would get a save vs. spells to
- avoid this effect if they are unwilling. If the target saves then the
- globe will center in the nearby area. Use the thrown missiles table to
- determine where the spell actually centers. This may mean that the
- target is still in the area of effect until it moves.
-
- The reverse of this spell, Poison Gas, will create a cloud of poisonous
- gas which will slay outright any creatures in the area of effect that
- are under 2+1 Hit Dice. All other creatures must make a save vs. poison
- at -2 every round that they stay in the cloud or die in 1-3 rounds. If
- the creatures make their save for that round, then they only take 3-18
- damage instead. If the target creature has the spell centered around
- itself, and then has a slow poison cast, then the target only takes 1
- point of damage per round.
-
- Regardless of what version of the spell is cast, the caster holy symbol
- and a sprig of belladonna is required to cast the spell. The belladonna
- disappears after the spell is cast.
-
- ------------------------------------------------------------------------
-
- Pacify (Enchantment/Charm)
-
- Sphere: Charm
- Range: 12"
- Components: V, S
- Duration: Special
- Casting Time: 4
- Area of Effect: All creatures in a 3" radius sphere
- Saving Throw: None
-
- By means of this spell, the cleric dispels feelings of anger and fear
- from the target creatures. Note that this does not produce any
- feelings of goodwill in the subjects: a creature engaged in
- premeditated homicide would be unaffected. The duration is permanent
- until the creatures in concern are again given cause to be angry or
- afraid. Note: magic resistance does not affect this spell.
-
- ------------------------------------------------------------------------
-
- Possess Animal (Enchantment/Charm)
-
- Sphere: Animal, Charm
- Range: 100" + 10" per level
- Components: V, S
- Duration: 3 turns + 1 turn per level
- Casting Time: 3 rounds
- Area of Effect: One natural creature
- Saving Throw: Negates
-
- By use of this spell, the cleric is able to project his spirit into
- that of an animal, forcing the creature to behave according to his
- will. The creature must be a normal creature and have fewer hit dice
- than the cleric. The animal is allowed a saving throw versus spell and
- if successful the spell has no effect. Once the animal is possessed,
- the cleric can cause it to do anything within its ability, regardless
- of the consequences to the animal. However, for every point of damage
- suffered by the animal, the cleric suffers 1/2 a point of damage. In
- addition, should the animal die while under the control of the
- shukenja, a system shock roll must be made. If the roll is failed, the
- cleric also dies. While controlling the animal, the cleric's body
- enters a catatonic state. If the body is disturbed or moved, the spell
- is disrupted. The material component for this spell is a holly leaf
- and some hair from the animal.
-
- ------------------------------------------------------------------------
-
- Protection (Abjuration)
-
- Sphere: Protection
- Range: Touch
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 2 per creature touched
- Area of Effect: One creature per level
- Saving Throw: None
-
- All creatures affected by this spell are bestowed with the equivalent
- of a +1 Ring of Protection (+1 on armour class and saving throws). This
- is not cumulative with bonuses given by rings or cloaks of protection.
- Each creature may be touched only once, i.e., the protection is not
- stackable.
-
- ------------------------------------------------------------------------
-
- Protection From Elementals, 10' radius (Abjuration)
-
- Sphere: Protection
- Range: Touch
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 4 rounds
- Area of Effect: 10' radius sphere around creature touched
- Saving Throw: None
-
- This spell is equal to the fourth level priest spell Protection from
- Evil, 10' radius, except as noted above, and that it protects only from
- elementals. The material component for this spell is some substance of
- elementary sort (e.g., a handful of sand, some water, or even just
- blowing into the air). For every element supplied while casting, the
- appropriate elementals will be scared away.
-
- ------------------------------------------------------------------------
-
- Remove Scars (Necromancy) Reversible
-
- Sphere: Healing
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 turn
- Area of Effect: One person
- Saving throw: Special
-
- On casting this spell, the cleric is empowered to remove scars or other
- similar marks (burn marks, birth marks, etc.). This will enable the
- recipient of the spell to restore lost charisma caused by such marks.
- Note that this spell will not affect charisma lowered by other means
- (e.g. magical). Charisma can be restored by up to 1/2 point per level
- of the caster, rounded up (4 points at 7th and 8th levels, 5 points at
- 9th and 10th levels, etc.). Charisma cannot be restored above its
- former value by means of this spell.
-
- Multiple applications will only succeed if the recipient makes a saving
- throw against spells for each application after the first. If the
- saving throw is unsuccessful, then no more points can be restored by
- the use of this spell. Future charisma loss can, however, be
- restored. The reverse of the spell is not permanent, but will reduce
- charisma by 2-5 points for a duration of 1 turn per level of the
- caster. The target of a bestow scars spell must be touched. If the
- victim is touched, a successful saving throw versus spells is necessary
- in order to negate the effects of the spell.
-
- ------------------------------------------------------------------------
-
- Reptile Command (Enchantment/Charm)
-
- Sphere: Animal, Charm
- Range: 90-yard radius
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 2 rounds
- Area of Effect: One reptile
- Saving Throw: None
-
- This spell allows the priest to command any reptile within range as
- long as the reptile can hear him and he does not exploit it. Only
- normal reptiles can be affected, including variants in size. Thus
- lizards, giant lizards etc. can be commanded but dragons cannot. The
- command must be given in a short sentence of at most 25 words. The
- reptile will automatically understand the language the caster is
- speaking. Since familiars are not considered to be normal animals, they
- cannot be commanded by this spell. The material component of this
- spell is a reptile's tail.
-
- ------------------------------------------------------------------------
-
- Sanctum Sigil (Abjuration, Invocation)
-
- Sphere: Guardian
- Range: 0
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1 turn
- Area of Effect: 10" radius sphere centered on the sigil
- Saving Throw: None
-
- This spell creates a magical symbol similar to that produced by a Glyph
- of Warding. It is inscribed in the air, does not move, and provides
- protection from either law, chaos, good, or evil, in the following
- manner: should any creature of the specified alignment enter the area
- of effect, the cleric will be mentally alerted to its presence, even
- awakened from sleep, provided that the cleric is himself within the
- area of effect. Note that the warning message to the cleric gives
- neither its alignment nor its location, and only the cleric receives
- said message. The material component is burning incense.
-
- ------------------------------------------------------------------------
-
-
-
-
-
-
- ========================================================================
-
- Fifth Level Spells
-
- ========================================================================
-
- Avian Command (Enchantment/Charm)
-
- Sphere: Animal, Charm
- Range: 90-yard radius
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 2 rounds
- Area of Effect: One avian
- Saving Throw: None
-
- This spell allows the priest to command any avian within range as long
- as the avian can hear him and he does not exploit it. Only normal
- avians can be affected, including variants in size. Thus eagles,
- sparrows, doves etc. can be commanded but pegasi and phoenixes cannot.
- The command must be given in a short sentence of at most 25 words. The
- avian will automatically understand the language the caster is
- speaking. Since familiars are not considered to be normal animals, they
- cannot be commanded by this spell. The material component of this spell
- is a feather.
-
- ------------------------------------------------------------------------
-
- Cure Critical Wounds (Necromancy) Reversible
-
- Sphere: Healing
- Range: Touch
- Components: V, S
- Duration: Permanent
- Casting Time: 9
- Area of Effect: Creature touched
- Saving Throw: None
-
- This spell is a more potent version of cure serious wounds. The spell
- cures (or causes) 13-48 (5d8+8) hit points per application. Otherwise
- this spell is the same in all respects as a Cure Light Wounds spell.
-
- ------------------------------------------------------------------------
-
- Cure Insanity (Abjuration)
-
- Sphere: Healing
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 turn
- Area of Effect: Creature touched
- Saving Throw: None
-
- The casting of this spell cures one mental malady in the subject.
- Insanity applies to any form of temporary or permanent mental illness,
- even those brought on by psionic attack or spell, such as Feeblemind.
-
- ------------------------------------------------------------------------
-
- Dariod's Vestigial Vine (Alteration)
-
- Sphere: Plant
- Range: 0
- Components: V, S, M
- Duration 1 round per level
- Casting Time: 8
- Area of Effect: Caster
- Saving Throw: None
-
- This spell will allow the caster to grow forth from one of his fingers
- a vine. While any finger from either of the caster's hands is usable,
- the index finger of the caster's primary hand is generally chosen. The
- vine, while a magical extension of the cleric's body, is treated as a
- separate physical entity, therefore having an AC 5 and 30 hit points
- (plus an additional 2 HP per level of the casting cleric).
-
- The spell will end when either the maximum duration is reached or the
- vine takes more damage than it has hit points. The vine moves in a
- snaking fashion and is usable in most ways that an arm is. It uses up
- one of the caster's actions to use the vestigial vine, so, if the
- caster had only 1 attack per round and he chose to attack a creature
- with the vine then he would be incapable of performing another action
- until the following round.
-
- The vine can attempt to retrieve an object, wield a sickle or similar
- weapon (although at a penalty of -2 "to hit" due to the unwieldiness of
- a man-made weapon in the vine's clutches), or it may be used to whip
- opponents. Whipping is the primary form of attack of the vine and,
- assuming a successful "to hit" roll (no adjustments), the target will
- receive 1d10 points of damage.
-
- The material component for the spell is a small strand of vine and the
- juice from half a dozen holly berries (squeezed from said berries).
-
- ------------------------------------------------------------------------
-
- Entreaty (Conjuration/Summoning)
-
- Sphere: Combat
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 5
- Area of Effect: 6" radius area
- Saving Throw: None
-
- This spell exactly duplicates the effect of a Chant spell, except that
- the caster need not continue chanting. Its effects are cumulative only
- with a Chant spell, and not Bless, Prayer, or Protection.
-
- ------------------------------------------------------------------------
-
- Godrage (Alteration, Enchantment)
-
- Sphere: Combat
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: None
-
- By casting this spell, the cleric calls down the attention of his
- divinity and invokes the righteous wrath of the deity. As the earthly
- consequence of this Godrage, the cleric goes berserk. He will for the
- duration of the spell, instinctively attack in melee combat any
- unbelievers (creatures of a differing alignment) within a 6" radius,
- giving preference to the most extreme alignments first. The spell does
- not give knowledge of specific alignments, only a feeling of who is the
- most worthy of being punished. Note use of this spell may result in
- the cleric attacking his own party members.
-
- While under the effects of the spell, the cleric attacks on the fighter
- table and gains a temporary skill level with his weapons (note: in my
- world, specialisation is more developed and certain clerics can
- specialise to some degree, those who are not specialised, gain the
- basic level of specialisation for the Duration of this spell).
- Furthermore, the presence of the divinity surrounds the cleric in the
- form of an aura that reduces all damage taken by the cleric by 2 points
- (1 point minimum). Godrage is a state not unlike the berserkergang,
- but it differs in that while the cleric engages solely in physical
- combat, he is still able to make intelligent decisions on how combat is
- to be conducted. After the spell ends, the cleric must rest 1 round
- for every 2 rounds under the spells effect. The components for this
- spell is the cleric's body, a short verbal sermon given to the
- unbelievers and a consecrated weapon.
-
- ------------------------------------------------------------------------
-
- Hidden Champion (Necromancy)
-
- Sphere: Necromantic
- Range: Touch
- Components: V, S, M
- Duration: 1 day per level
- Casting Time: 1 hour
- Area of Effect: One sentient creature
- Saving Throw: Negates
-
- Through the use of this spell, the cleric establishes a link between
- his lifeforce and the subject creature's. The effect of this link is
- that one-half the damage sustained by one, is transferred to the
- other. This link is evidenced by a golden, pulsing thread connecting
- the two through the ethereal plane. When the link is in existence, the
- two creatures cannot be more than 1 mile per level of the spell caster
- apart or the link will snap, ending the spell. Those able to perceive
- the ethereal plane can see this link. Note that the damage transfer is
- two way. A duly consecrated alter, holy or unholy water, an
- appropriate sacrifice (DM's discretion) and the creature to be linked
- with are the material components for this spell.
-
- Side note: I used this for an evil cleric the party was trying to
- kill. The cleric kidnapped the betrothed of the paladin and performed
- this ceremony upon her. This really messed up the party since, now
- they couldn't just rush in and hack up the cleric in an orgasm of
- hack-n-slash. They had to capture the cleric and remove him from his
- sanctuary alive. (I run consecrated grounds as being "home field" for
- clerics and very disadvantageous for would be desecrators. Example: -1
- penalty on everything per alignment difference, cumulative bless for
- the clerics and generally "bad luck" for the attackers)
-
- ------------------------------------------------------------------------
-
- Karma (Alteration)
-
- Sphere: All
- Range: 0
- Components: V, S, M
- Duration: 1 turn
- Casting Time: 5
- Area of Effect: Caster
- Saving Throw: None
-
- With each casting of this spell, the cleric raises his effective level
- by one, to a maximum of two additional levels of effectiveness. The
- increase applies to all clerical actions: spell effects, turning
- undead, saving throws, hit probability, etc. Not affected by this
- spell are hit points, number of spells known and level of spells
- known.
-
- ------------------------------------------------------------------------
-
- Kiss of Death (Necromancy)
-
- Sphere: Necromantic
- Range: Touch
- Components: S, M
- Duration: Permanent
- Casting Time: 3
- Area of Effect: One person
- Saving Throw: None
-
- This spell will instantly kill the target. In order for the spell to
- take effect, the caster must kiss the victim. Note that this spell
- grants the victim no saving throw, but has an important prerequisite:
- the victim of the spell must be in love with the caster. This love must
- be non-magical in nature. Furthermore, the victim may not be under the
- influence of any spell from the Enchantment/Charm school.
-
- This spell may only be cats by a good-aligned priest if he himself is
- also im love with the victim, and commits suicide immediately after the
- casting.
-
- The material component for this spell are the caster's holy symbol and
- some icewater, which is to be smeared upon the caster's lips.
-
- ------------------------------------------------------------------------
-
- Lightning Strike (Invocation)
-
- Sphere: Combat
- Range: 12"
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 8
- Area of Effect: 1-foot wide, 12" long beam
- Saving Throw: 1/2
-
- This spell is similar in use and effect to a flame strike, except that
- the effect is, of course, lightning. Damage is 6d8, half if a save is
- made.
-
- ------------------------------------------------------------------------
-
- Mammal Command (Enchantment/Charm)
-
- Sphere: Animal, Charm
- Range: 90-yard radius
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 2 rounds
- Area of Effect: One mammal
- Saving Throw: None
-
- This spell allows the priest to command any mammal within range as long
- as the mammal can hear him and he does not exploit it. Only normal
- mammals can be affected, including variants in size. Thus polar bears,
- whales, etc. can be commanded but sphinxes and xorns cannot. The
- command must be given in a short sentence of at most 25 words. The
- mammal will automatically understand the language the caster is
- speaking. Note that for this purpose, humans, demihumans and humanoids
- are not considered mammals. Since familiars are not considered to be
- normal animals, they cannot be commanded by this spell. The material
- component of this spell is a nail of a mammal.
-
- ------------------------------------------------------------------------
-
- Ostracise (Charm)
-
- Sphere: Protection (reversed)
- Range: 10'
- Components: V, S, M
- Duration: Permanent
- Casting Time: 1 round
- Area of Effect: One person
- Saving Throw: Negates
-
- Upon casting this spell, the victim is effectively ostracised from his
- community: everyone knowing the victim will look upon him with
- disregard, or even disgust. Even good friends and close relatives will
- start neglecting and avoiding the character, eventually resulting in
- total isolation of the victim.
-
- This spell only affects reactions of those that knew the character
- before the spell was cast: the victim can, for example, move to another
- town and start a "new life" there. People meeting him there will react
- normally, unless the outcast's reputation has somehow reached them, in
- which case the may act prejudiced.
-
- This spell can be remove by a Remove Curse spell, provided it is cast
- by someone of at least two levels higher than the caster of Ostracise.
- Also, a Limited Wish or Wish will remove the effects.
-
- To cast this spell, the priest must point at the victim and order him
- to leave the community, informing him that his presence there is no
- longer appreciated. The victim must be able to understand the words of
- the caster. The victim receives a saving throw vs. spells, modified for
- wisdom, with a -1 penalty to the die roll for every three levels of
- experience he has less than the caster. If the victim is of higher
- level, he receives a +1 bonus for every level of difference.
-
- ------------------------------------------------------------------------
-
- Quench Flame (Invocation)
-
- Sphere: Elemental (Fire), Elemental (Water)
- Range: 6"
- Components: V, S, M
- Duration: Special
- Casting Time: 8
- Area of Effect: 1" per level long, 1" per level wide, 1" high block
- Saving Throw: Special
-
- When this spell is cast, all normal fires in the area of effect are
- permanently extinguished. All magical fires in the area of effect or
- cast into that area within one round have a percent chance of being
- extinguished equal to the cleric's percent chance to dispel magic. Any
- permanently enchanted fire items (i.e., Sword, Flame Tongue) will have
- the above chance of being extinguished for one round. The material
- component is holy or unholy water.
-
- ------------------------------------------------------------------------
-
- Raise Energy (Alteration, Invocation)
-
- Sphere: Charm
- Range: 3"
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 8
- Area of Effect: One creature
- Saving Throw: None
-
- When the caster uses this spell, he invokes a powerful sort of blessing
- on the spell recipient. The recipient will experience a level increase
- of 1 level for every 5 levels of the caster and all the abilities that
- come with the new levels for the duration of the spell.
-
- Use of the spell will require special sacrifice afterwards at the
- earliest opportunity.
-
- ------------------------------------------------------------------------
-
- Stonewood (Alteration)
-
- Sphere: Elemental (Earth), Plant
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 3 turns
- Area of Effect: One object
- Saving Throw: None
-
- When the cleric casts a Stonewood and touches a wooden object, the wood
- in that object is magically enhanced and given a stonelike strength.
- The altered wood is in every way the same as untreated wood (i.e.
- texture, colour, weight, flexibility, etc.) except for the stonelike
- strength and hardness. An object of up to 100 square feet ' 1 inch per
- level of the cleric of wood can be affected by this spell. To cast this
- spell, the cleric needs mistletoe and a gemstone of at least 500 GP.
-
- ------------------------------------------------------------------------
-
- Viper's Bite (Alteration)
-
- Sphere: Animal
- Range: 0
- Components: V, S, M
- Duration: 1 round per 3 levels
- Casting Time: 4
- Area of Effect: Caster
- Saving Throw: None
-
- The Viper's Bite spell causes the cleric's teeth to become
- exceptionally sharp and hollow like the fangs of a viper. He is able to
- bite for 1d4+1 points of damage and inject the victim with a nerve
- poison. The effects of this poison is to paralyse the victim for 3d4
- rounds if a save versus poison is failed. If the save is successful,
- the victim still becomes lethargic and woozy (-1 on STR, DEX and
- initiative rolls). The effects of the poison are cumulative for
- multiple bites. Like the lion's claw spell, this spell allows the
- cleric to bite those creatures hit only by +3 magical weapons. Again,
- the bite is not considered a magical weapon attack. To cast this spell
- the cleric needs mistletoe and a charm made from a poisonous snake's
- fang.
-
- ------------------------------------------------------------------------
-
- Warp Metal (Alteration)
-
- Sphere: Elemental (Earth)
- Range: 1" per 4 levels
- Components: V, S, M
- Duration: Permanent
- Casting Time: 7
- Area of Effect: 5 pounds per level
- Saving Throw: None
-
- This spell is similar to the clerical second level spell warp wood
- except that metal is the substance affected. For those objects that
- possess structural strength, this spell does 1 point of structural
- damage per 3 levels of the caster. Against metal creatures (i.e. iron
- golems) the spell inflicts 1d4+1 points of damage per level of the
- caster (save for 1/2).
-
- ------------------------------------------------------------------------
-
-
-
-
-
-
-
- ========================================================================
-
- Sixth Level Spells
-
- ========================================================================
-
- Adaptation, 10' Radius (Abjuration)
-
- Sphere: Protection
- Range: 0
- Components: V, S, M
- Duration: 1 turn per level
- Casting Time: 1 round
- Area of Effect: All creatures within 10' radius sphere
- Saving Throw: None
-
- All those in the area of effect of this spell are affected as per the
- fourth level spell Adaptation, up to a maximum of 2 persons per
- level of the cleric (excluding the cleric, and rounding upwards).
-
- ------------------------------------------------------------------------
-
- Mass Cure (Necromancy) Reversible
-
- Sphere: Healing
- Range: 0
- Components: V, S, M
- Duration: Permanent
- Casting Time: 7
- Area of Effect: 1" per level radius sphere
- Saving Throw: None
-
- When this spell is cast, every creature in the area of effect
- (including the caster) up to one creature per level of the caster is
- cured for 1d8 plus 1/2 the level of the caster points of damage. This
- is as per Cure Light Wounds spell (q.v.). The limitations on what
- creatures can be thus affected is as per that spell. If more creatures
- than can be affected are within the spell radius, preference is given
- to those closest to the cleric. Also, if a near creature is not
- affectable by the spell, it still counts towards the total number of
- possible creatures cured.
-
- The reverse of the spell does the same amount of points of damage to
- all within the spell radius. The material Components for this spell is
- a vial of holy or unholy water that must be sprinkled into the air
- above the caster's head while the spell is cast.
-
- ------------------------------------------------------------------------
-
- Polymorph into Tree (Alteration, Enchantment)
-
- Sphere: Plant
- Range: 6"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 8
- Area of Effect: One creature per 2 levels
- Saving Throw: Negates
-
- This spell is similar to the polymorph other spell except that target
- creatures can only be turned into trees (usually oak). All creatures
- get a saving throw to avoid the effects of this spell. Those who fail
- turn into trees with their minds trapped within. Clothing, possession,
- etc. are not transformed as part of the spell. Those who save, feel
- their limbs turn wooden and stiff (effects as if a slow spell were cast
- upon them, with duration 2 rounds per level of the cleric). To cast
- this spell, the cleric needs a sprig of holly and tree sap from the
- tree type to which the targets are being polymorphed into. Only a wish
- or a higher level cleric can reverse the effects of this spell.
-
- ------------------------------------------------------------------------
-
- Protection from Undead (Abjuration) Reversible
-
- Sphere: Protection
- Components: V, S, M
- Range: 0
- Casting Time: 1 round
- Duration: 2 rounds per level
- Saving Throw: None
- Area of Effect: 3" radius sphere
-
- This spell duplicates an effect of a Helm of Brilliance, causing the
- cleric's holy symbol to glow a bright blue when undead are within 3".
- All undead within this area and exposed to the light will take 1-6
- points of damage per round, no saving throw. Any creature under the
- effects of this pain cannot cast offensive spells. In addition, the
- cleric receives a +1 bonus on his d20 rolls to turn undead in the area
- of effect.
-
- The reverse of the spell, Protect Undead, is cast on a single undead
- creature (or paladin; see rules for evil clerics) and will either
- nullify the effects of a Protection from Undead spell, or move the
- spell recipient into one higher category for purposes of turning.
- Example: a lich in spell combat with a 13th level cleric casts Protect
- Undead on himself. He is immune to the effects of any Protection from
- Undead spell the other cleric casts, and requires that the cleric roll
- a 19 on a d20 to turn him.
-
- ------------------------------------------------------------------------
-
- Sacrifice (Necromancy)
-
- Sphere: Necromantic
- Range: Touch
- Components: V, S
- Duration: Special
- Casting Time: 3 hours
- Area of affect: Caster plus one other creature
- Saving throw: Negates
-
- This spell allows the Cleric to give up some of HP to another character
- in order that he can be better able to complete a Quest. This is not
- "current HP" but "maximum HP". The condition is reversed when the
- character returns from the Quest successfully. If the character fails,
- the HP return to the Cleric at the rate of 1 per week.
-
- Here's an example: Suppose a high level cleric (with 78 HP) wants Sir
- Belvedere (80 HP) to retrieve a magical mace that was stolen. Sir
- Belvedere agrees, but only if the cleric Sacrifices 70 of his HP, to
- ensure good faith and to help complete the mission. The Cleric agrees,
- and Sir Belvedere goes out in search of the mace. At this point Sir
- Belvedere effectively has 150 HP, and, for all intents and purposes his
- maximum HP is now 150. Likewise the Cleric's maximum HP total is 8.
-
- Now suppose Sir Belvedere is successful in his mission. When he
- delivers the Mace to the Cleric, they both immediately return to their
- normal maximum HP value. (Although maybe not their current HP value,
- if Sir Belvedere is wounded.) (Current damage to the spell recipient
- is split evenly among the two when HP are returned.)
-
- But suppose Sir Belvedere was killed before the mission was complete.
- That means that the Cleric will have to wait 70 weeks until he returns
- to his normal maximum HP total.
-
- ------------------------------------------------------------------------
-
-
-
-
-
-
-
- ========================================================================
-
- Seventh Level Spells
-
- ========================================================================
-
- Avatar (Invocation)
-
- Sphere: Charm
- Range: 0
- Components: V, S, M
- Duration: Special
- Casting Time: 5
- Area of Effect: Caster
- Saving Throw: None
-
- The use of this spell brings forth very potent energies to the casters
- disposal. The spell actually causes part of the caster's deity to
- inhabit the caster. The caster will then become an Avatar of the god
- with one of the god's aspects.
-
- The Avatar will have the powers of a demi-power and will have the
- casters choice of one of the classes the deity has experience in (one
- of the Deity's aspects). In addition to these powers, the caster will
- still retain his own powers and abilities. If the class chosen is the
- same as one of the classes that the caster has, then he will have the
- higher of the two levels.
-
- The caster will retain the power until the situation no longer requires
- it (plus a couple of rounds for mopping up), or the Avatar is killed.
- If the Avatar is killed, then the deity loses the abilities of the
- class for 1/10 of the time that the god would normally be "dead" as if
- slain on his home plane.
-
- In order to receive this spell at all, the caster must exemplary in his
- faith. The spell, if used, would require special sacrificing
- afterwards. Exactly when and how much depends on the god.
-
- If the spell is used to confront another Avatar or Deity, then rather
- than having a confrontation, the Deity may decide to do something else
- instead, such as any form of indirect help. If the deities involved are
- traditional enemies...
-
- If the privilege of having this spell is misused in any way, then the
- offending caster will be severely punished, maybe losing the
- opportunity to cast this spell forever, or in a more serious
- transgression, losing all clerical abilities as well forever.
-
- The Deity is not enslaved by this spell and thus does not have to
- answer the spell's partial summons. If the need is there, then more
- than likely, the spell will be answered.
-
- ------------------------------------------------------------------------
-
- Awaken Forest (Enchantment/Charm, Divination)
-
- Sphere: Plant
- Range: 0
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 2 hours
- Area of Effect: 10-mile + 1 mile per level radius area
- Saving Throw: None
-
- With this ceremony, the cleric call upon and wakens the spirit of the
- forest. The effects are that the cleric becomes one with the trees in
- the area of effect. Whatever happens in that area, the cleric
- instantaneously knows. He has the power to cause 1 tree per level
- within that area to animate as if it were a treant. Any real treants
- in the area become aware of him and are receptive to any suggestions
- made by the cleric. A Changestaff (cf. Changestaff spell) is needed to
- if any trees are animated. Each tree animated reduced the Changestaff
- by one hit die.
-
- ------------------------------------------------------------------------
-
- Death Warrior (Invocation)
-
- Sphere: Combat
- Range: 0
- Components: V, S, M
- Duration: 2 rounds per level
- Casting Time: 1
- Area of Effect: Caster
- Saving Throw: None
-
- It is only a god of War, Death or a deity that is perverse who will
- allow his followers to use a spell such as this.
-
- The spell is cast when the caster has been struck his death blow. The
- spell cannot be cast if the caster is knocked below his level in
- negative hit points in any one round. The spell can be cast even if the
- caster had already cast a spell in the combat round. It is very
- difficult for the caster not to get the spell off.
-
- The effects of the spell occur immediately. The caster has all his or
- her spells memorised, and his level and hit points are doubled for the
- duration of the spell. The caster will not have any more spells than
- his normal level would allow. The caster will fight insanely and attack
- all foe in sight until the spell ends, the caster dies again, the
- caster casts another death warrior spell, or the spell duration ends.
-
- When the spell finally ends, the caster immediately dies, and the body
- vanishes, not to be found. The Deity personally collects the soul of
- the caster.
-
- The caster will use the spell if he thinks that there is a battle that
- he will not survive in and will thus try to use this spell for a last
- revenge.
-
- The caster cannot be brought back to life, but if a group of
- adventurers went and petitioned the Deity of the caster, then the Deity
- may decide to free the casters soul in exchange for a service (a
- suitably long quest will do...).
-
- The spell, when cast, causes the caster's holy symbol to destroy itself
- in a dramatic manner (blows up in a flash of light and sound, melts,
- etc.) but causes no other effect. If the spell is to be cast a second
- time, then the caster will require a second symbol.
-
- ------------------------------------------------------------------------
-
- Henley's Digit of Disruption (Invocation)
-
- Sphere: Combat
- Range: 1/2" per level
- Components: V, S
- Duration: Instantaneous
- Casting Time: 7
- Area of Effect: One undead
- Saving Throw: Special
-
- This spell is a powerful weapon against undead creatures. When it is
- cast, a thin ray about 1 cm in diameter springs forth from the cleric's
- pointing finger and strikes the selected target. Any undead creature
- so struck must save versus magic or take 6d8 of damage and roll on
- percentile dice as if hit with a Mace of Disruption. If the save is
- made, the affected creature takes 4d8 of damage, with the remaining 2d8
- striking the cleric in a backlash of energy.
-
- ------------------------------------------------------------------------
-
- Lifeforce (Alteration, Invocation)
-
- Sphere: Combat
- Range: 9"
- Components: V, S, M
- Duration: Permanent
- Casting Time: 8
- Area of Effect: Caster and one target creature
- Saving Throw: None
-
- Through the use of this spell, the caster is pitting his lifeforce
- against that of the target creature. This is the pure confrontation of
- two being's will to live. Each rolls 1d20 and adds it to his or its
- current hit points. This can be modified by bless, chant, prayer, ring
- of protection, cloak of protection, luckstone, luck sword, wisdom
- bonus, etc.
-
- If the target creature's total is less than 1/2 the caster's total,
- then the target creature is overwhelmed and dies (in this case, the
- caster suffers fatigue equal to 1/2 the target's roll in hit points).
- If the target creature's total is less than the caster's total but more
- than 1/2 the caster's total, then the target is stunned for 2d4 rounds
- (-5 to AC, initiatives, saves, "to hit" and damage rolls) and the
- caster suffers fatigue equal to the difference in totals. If the
- target's total is more than the caster's, then the caster dies and the
- target suffers damage equal to the difference in totals. Fatigue is
- recovered at a rate of 1 hit point per round. The material component
- for this spell is the cleric's holy or unholy symbol, a pair of ivory
- six-sided dice (worth 200 GP) and a drop of the caster's blood.
-
- ------------------------------------------------------------------------
-
- Razorwind (Alteration, Invocation)
-
- Sphere: Combat, Elemental (Air)
- Range: 5 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 8
- Area of Effect: One creature
- Saving Throw: Special
-
- By means of this spell, the caster brings about a transformation of the
- air about himself, "compressing" large volumes of it into a minute area
- and sending it at a target. Though this wind has no actual "edge," it
- is highly effective when it strikes its target, causing 1d8 points of
- damage per level of the caster. In addition, the victim of the
- Razorwind must make a saving throw vs. Rods or an extremity will be
- severed (as per a blow from a Sword of Sharpness)! This saving throw
- is modified by "+1" for each plus of magical armour the target is
- wearing (only armour: not shields, rings, bracers, etc). In addition
- persons wearing plate mail or better receive an extra "+1" on the
- saving roll.
-
- Because such a large volume of air is needed to create the Razorwind,
- this spell can only be cast outdoors or in a chamber of vast size (DM's
- discretion). If it is cast in a smaller, confined area (e.g., indoors
- or underground passage), it will not function and everyone in the area
- will suffer a momentary loss of air.
-
- The material components for this spell are the holy symbol of the
- caster, a bloodstone, and a small, flat piece of steel.
-
- ------------------------------------------------------------------------
-
- Treegrowth (Alteration)
-
- Sphere: Plant
- Range: Touch
- Components: V, S, M
- Duration: Permanent
- Casting Time: 7 rounds
- Area of Effect: One HD per level, one creature, or one building
- Saving Throw: Negates
-
- Causes a plant of desired type to start growing upon the target, which
- can be a person, building.. whatever. This plant shall feed on the life
- force of the target creature, or if cast on something that has none,
- then on whatever other energy it can find and use.
-
- If the target is a building, then the plant shall simply grow
- in/on/around it, possibly causing structural damage, as specified by
- the cleric. It takes seven hours for the plant to grow to full size, so
- this spell shall not work as an Instant Ladder. It can, on the other
- hand, be used to hide an entrance or make a treasure cache quite
- undetectable.
-
- If the target is a creature with life force (or other energy, undeads
- and golems are not immune), the plant shall feed on the life force of
- the target creature, draining one level of energy until the target is
- dropped to -1 hit dice, and dies. The abilities fall as fast as the hit
- dice. So, a ninth level character with strength 18 and intelligence 9
- would lose 2 points of strength, 1 hit die, and 1 point of
- intelligence, among other things, for nine rounds, and then die. The
- corpse of the target creature shall then turn into parts of the plant.
- For this, Raise Dead etc. is not possible, having intelligence zero
- makes Speak with Dead impossible. On the other hand, such a victim can
- Reincarnate, and Talk with Plants is not hindered, as the mind remains
- within the plant.
-
- This is a spell that is very seldom used by druids because of its long
- casting time and obvious evilness. It is used on old druids that feel
- that their life is at an end and wish to live on in the grove, or as a
- partial retribution on those who destroy plant life needlessly or
- violate any dryad, supposing either is within the protection of a
- druid.
-
- ------------------------------------------------------------------------
-
-
-
- Well,
-
-
- I hope you've enjoyed the ASCII Net Prayerbook.
-
- Anyway, I'm in the process of compiling the same kind of files for the
- occasional Wizard, and I would like to ask you all out there to send me
- every spell you've got for them (don't hesitate to post them if you
- think that's more convenient than e-mailing).
-
- Also, any feedback the former files is more than welcome, especially
- comments on the lay-out or on the level the several prayers were listed
- in.
-
- Also, if you have any more clerical spells, which I can add to the
- list, please e-mail them to me or post them, so that they can be
- included in my next ASCII Net Prayerbook update.
-
-
- Boudewijn Wayers.
-
-
-
-
- : Note: below, plp is a local macro for troff, followed by lpr.
- : Please change it into something more appropriate for your system.
-
- ptx -t -r <index >index.tmp
- plp -mptx index.tmp
- grep '\"\" \"\"' index.tmp >index.tmp1
- plp -mptx index.tmp1
- sleep 200
- rm index.tmp index.tmp1
-