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- Adaptation (Abjuration)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- 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
- 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
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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)
- Level: 4
- Source: Great Net Prayerbook, V3
- 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.
-