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- Aura of Nature (Abjuration, Alteration)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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)
- Level: 3
- Source: Great Net Prayerbook, V3
- 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.
-