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- Bat Sense (Divination, Alteration)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- Sphere: Combat
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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:
-
- Deity Insect Effect
- --------- ------- ---------------------------------------------
- Beelzebub Flies 15% + 2% per level chance of causing disease
- Seth Locusts 2 HP per round to creatures caught in swarm +
- infestation of food.
-
- For other effects, see the fifth level cleric spell Insect Plague.
-
- ------------------------------------------------------------------------
- Tracking (Divination)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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)
- Level: 2
- Source: Great Net Prayerbook, V3
- 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.
-