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- Avian Command (Enchantment/Charm)
- Level: 5
- 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 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
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- 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 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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 form 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, more 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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)
- Level: 5
- Source: Great Net Prayerbook, V3
- 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).
-