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- Animal/Bird Call (Conjuration/Summoning)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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)
- Level: 1
- Source: Great Net Prayerbook, V3
- 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.
-